Are nasty.
For, Pot, Sanguines (San), all sterile, are recommended for individual
clan play. Sabbat. Something stupid about Circle special rule. Most
importantly, the combat card.
Otcopod
Combat card: costs one blood. Usable by another blood brother of the
same circle as the vampire in combat or the vampire in combat.
San: Preranged gain additional strike for each round of this combat.
SAN: As above, but two additonal strikes.
Conclusion: Now we're going to see lots of newbies that want to do
nothing but fight play blood brothers. And the other players are going
to to have a new 'combo'. Immortal Grapple, Improved Strength, Otopod,
Torn Signpost, 'Prevention'.
I just hope there's like 7 different circles and each one has 2
vampires.
~SV
In message <f987c6cd.01111...@posting.google.com>, vermillian
<vermil...@yahoo.com> writes:
>Something stupid about Circle special rule.
[...]
>I just hope there's like 7 different circles and each one has 2
>vampires.
Hmm...
--
James Coupe Everybody knows that "No" means "Yes"
PGP Key: 0x5D623D5D Just like glasses come free on the NHS
EBD690ECD7A1FB457CA2 But the more I look through them the more I see
13D7E668C3695D623D5D I'm becoming more like Alfie
A little mistake in the preview, obviously :
Octopod
Combat. Sanguinus. 1 blood
Requires a ready Blood Brother of the same circle as another one in combat.
Can be used by a vampire even if he or she is not involved in the combat.
Sanguinus: Only usable before range is chosen. The Blood Brother in combat
gets an additional strike each round this combat.
Superior Melpominee: As above, but with two additional strikes each round.
yes, it said Superior MELPOMINEE !!! :-)
Well, no big deal, but I got confused for a few seconds there...
Question is : will there be any more preview now that all the Bloodlines are
up ? They said "until december the 3rd", so...
And are we hoping for circles of 2 ? No, I don't think so, because they
would then be quite useless, or let's say hard to play. I'm sure they will
be well balanced for the game.
-
Orpheus
http://cypheranima.free.fr
news://news.zoo-logique.org/VTES-francophone
audio...@yahoogroups.com
"vermillian" <vermil...@yahoo.com> a écrit dans le message news:
f987c6cd.01111...@posting.google.com...
[ quoted text not captured ]
>Question is : will there be any more preview now that all the Bloodlines
are
>up ? They said "until december the 3rd", so...
Answer: Baali and Salubri Antitribu (?) are supposed to be left
/Henrik
Vermillian wrote:
>>Conclusion: Now we're going to see lots of newbies that want to do
nothing but fight play blood brothers. And the other players are going
to to have a new 'combo'. Immortal Grapple, Improved Strength, Otopod,
Torn Signpost, 'Prevention'.>>
Who cares about the circles and Sanguinarius or whatever? We now have a clan of
all Potence and Fortitude vampires--completely ignore the circles and
Sanguitacularity, combine with Jimmy Dunn, and cause unparalelled havok.
Rush someone, manuver with Unflinching Persistance as needed, Immortal Grapple,
hit with some Potence strike, prevent all their damage with Skin of Steel,
Disarm, Decapitate. Taste as needed. Ultimate fighting champion.
Why is the extra moving part that is San-Quentin even remotely necessary? The
circle rule and extra discipline is simply a hinderance.
Is this going to be a good deck? I dunno--depends on what the vampire selection
looks like, but it will certainly be the ultimate combat trump deck.
Peter D Bakija
PD...@aol.com
http://www.geocities.com/bakija6
"...and the only person I can stand to be around
is a neutered vampire who cheats at kitten poker!"
-Buffy
"Henrik" <henri...@spray.se> a écrit dans le message news:
9t8u6s$12k2h$1...@ID-99227.news.dfncis.de...
[ quoted text not captured ]
Right, I forgot these. Dunno if the Salubri! will have their own preview,
though. And even with these, it takes us, what to the end of next week ?
Still one week to go to the 3rd...
Orph
> /Henrik
>
>
Peter D Bakija wrote:
>
> Vermillian wrote:
> >>Conclusion: Now we're going to see lots of newbies that want to do
> nothing but fight play blood brothers. And the other players are going
> to to have a new 'combo'. Immortal Grapple, Improved Strength, Otopod,
> Torn Signpost, 'Prevention'.>>
>
> Who cares about the circles and Sanguinarius or whatever? We now have a clan of
> all Potence and Fortitude vampires--completely ignore the circles and
> Sanguitacularity, combine with Jimmy Dunn, and cause unparalelled havok.
>
> Rush someone, manuver with Unflinching Persistance as needed, Immortal Grapple,
> hit with some Potence strike, prevent all their damage with Skin of Steel,
> Disarm, Decapitate. Taste as needed. Ultimate fighting champion.
>
> Why is the extra moving part that is San-Quentin even remotely necessary? The
> circle rule and extra discipline is simply a hinderance.
>
> Is this going to be a good deck? I dunno--depends on what the vampire selection
> looks like, but it will certainly be the ultimate combat trump deck.
The first part of your last sentence is the key, I guess. I don't know what you
mean by "the ultimate combat trump deck" (did Donald Trump need combat?) but it
really does depend on what the vampires actually look like. I mean, sheesh, Helena
Casimir, Natasha Volchek, Wynn, Zack North, Gwendolyn, Chester Dubois, Tereza Rotas,
Vaclav Petalengro, Nakova, and Faruq all have both potence and fortitude if that's
all you need for combat fun. KnowwottImean, Vern?
Fred
"Peter D Bakija" <pd...@aol.comANTISPAM> wrote in message
news:20011118143654...@mb-mi.aol.com...
> Vermillian wrote:
> >>Conclusion: Now we're going to see lots of newbies that want to do
> nothing but fight play blood brothers. And the other players are going
> to to have a new 'combo'. Immortal Grapple, Improved Strength, Otopod,
> Torn Signpost, 'Prevention'.>>
>
> Who cares about the circles and Sanguinarius or whatever? We now have a
clan of
> all Potence and Fortitude vampires--completely ignore the circles and
> Sanguitacularity, combine with Jimmy Dunn, and cause unparalelled havok.
>
> Rush someone, manuver with Unflinching Persistance as needed, Immortal
Grapple,
> hit with some Potence strike, prevent all their damage with Skin of Steel,
> Disarm, Decapitate. Taste as needed. Ultimate fighting champion.
>
> Why is the extra moving part that is San-Quentin even remotely necessary?
The
> circle rule and extra discipline is simply a hinderance.
>
> Is this going to be a good deck? I dunno--depends on what the vampire
selection
> looks like, but it will certainly be the ultimate combat trump deck.
>
wich, as always, will be trumped by
1) itself and a better draw
2) Tremere/Assamite ranged steal blood/unpreventable combat.
"Orpheus" <orph...@wanadoo.fr> wrote in message
news:9t97n9$jv0$1...@wanadoo.fr...
[ quoted text not captured ]
Well the last week is most likely when they'll release the cardlist of
rarities, so one would assume all previews would have to be up by then. At
least it would be a good idea.
Roger
> > Is this going to be a good deck? I dunno--depends on what the vampire
> selection
> > looks like, but it will certainly be the ultimate combat trump deck.
> >
> wich, as always, will be trumped by
> 1) itself and a better draw
> 2) Tremere/Assamite ranged steal blood/unpreventable combat.
You're wrong on this one, pot + for beats it since they can play IG at close
range (unflinching persistance can provide the maneuvers) and then it will
beat the Assamites unpreventable strikes and Tremeres steal blood strikes
plus dealing out good damage too.
Roger
Fred wrote:
>>The first part of your last sentence is the key, I guess.>>
Well, it does all depend on how big the vampires are. If they are all 7 and
larger, then they won't be any better than what you could already build. If,
however, they have a 3 with pot/for and then a bunch of 4's and 5's with
various combinations of POT and FOR, then they'll be rather effective.
>>I don't know what you mean by "the ultimate combat trump deck">>
It'll pretty much be the trump card that beats all other combat. Plenty of
manuvers, IG, damage prevention. It'll kill regular potence combat, it'll
survive agaist the Gangrel, it'll not have much problem against the Assamites,
and it will laugh at the Tremere. That is pretty trumpy.
>>(did Donald Trump need combat?)>>
He will when I find him...
>>but it really does depend on what the vampires actually look like. I mean,
sheesh, Helena Casimir, Natasha Volchek, Wynn, Zack North, Gwendolyn, Chester
Dubois, Tereza Rotas, Vaclav Petalengro, Nakova, and Faruq all have both
potence and fortitude if that's all you need for combat fun. KnowwottImean,
Vern?>>
Nah--you need reasonaby sized vampires, which there curently aren't for a
Pot/For deck. There are no vampires smaller than 9 or so (there is Gwendolyn at
11 and Lasvernus at 10, and there might be someone in Final Nights that I don't
remember off hand) with POT/FOR, so you need lots of skill cards to make such a
deck reliable. If, however, there are Blood Brothers that are, say 5 or smaller
with POT/FOR, POT/for, and pot/FOR, then you got a deck.
[ quoted text not captured ]
Jeroen wrote:
>>wich, as always, will be trumped by
1) itself and a better draw
2) Tremere/Assamite ranged steal blood/unpreventable combat.>>
Nah. Unflinching Persistance is, given available FOR, a really good manuver
card--if you need the manuvers, there they are, and they can be cycled easily
as damage prevention if you don't need the manuvers.
That is why the Blood Brothers will be very effective if they have smallish
vampires with POT/FOR, POT/for and pot/FOR.
You out manuver the Tremere and Assamites (which is harder than the Tremere,
sure, but certainly possible in any situation) and Immortally Grapple them.
They wiggle around helplessly, you hit them, prevent their damage, Disarm and
Decapitate them. Poof.
[ quoted text not captured ]
Peter D Bakija wrote:
>
> Fred wrote:
> >>The first part of your last sentence is the key, I guess.>>
>
> Well, it does all depend on how big the vampires are. If they are all 7 and
> larger, then they won't be any better than what you could already build. If,
> however, they have a 3 with pot/for and then a bunch of 4's and 5's with
> various combinations of POT and FOR, then they'll be rather effective.
Right. That was kind of my point. You asked, "Who cares about the circles and
Sanguinarius or whatever?" But as you don't know yet what the Blood Brothers
actually look like, I'm saying that that question is rather premature.
Fred
"Orpheus" <orph...@wanadoo.fr> wrote in message news:<9t8t8m$oge$1...@wanadoo.fr>...
> A little mistake in the preview, obviously :
>
> Octopod
> Combat. Sanguinus. 1 blood
> Requires a ready Blood Brother of the same circle as another one in combat.
> Can be used by a vampire even if he or she is not involved in the combat.
> Sanguinus: Only usable before range is chosen. The Blood Brother in combat
> gets an additional strike each round this combat.
> Superior Melpominee: As above, but with two additional strikes each round.
>
> yes, it said Superior MELPOMINEE !!! :-)
>
> Well, no big deal, but I got confused for a few seconds there...
>
> Question is : will there be any more preview now that all the Bloodlines are
> up ? They said "until december the 3rd", so...
>
> And are we hoping for circles of 2 ? No, I don't think so, because they
> would then be quite useless, or let's say hard to play. I'm sure they will
> be well balanced for the game.
And yes, I'm hoping for circles of two, as then no one would play
blood brothers, and there would be no more (but no less) of the IG vs.
Majesty BS... heh.
~SV
On 18 Nov 2001 18:10:39 -0800, vermil...@yahoo.com (vermillian)
wrote:
[ quoted text not captured ]
Why would noone play them if they were limited to pairs?
"Peter D Bakija" <pd...@aol.comANTISPAM> wrote in message
news:20011118202606...@mb-me.aol.com...
> Jeroen wrote:
> >>wich, as always, will be trumped by
> 1) itself and a better draw
> 2) Tremere/Assamite ranged steal blood/unpreventable combat.>>
>
> Nah. Unflinching Persistance is, given available FOR, a really good
manuver
> card--if you need the manuvers, there they are, and they can be cycled
easily
> as damage prevention if you don't need the manuvers.
>
> That is why the Blood Brothers will be very effective if they have
smallish
> vampires with POT/FOR, POT/for and pot/FOR.
>
> You out manuver the Tremere and Assamites (which is harder than the
Tremere,
> sure, but certainly possible in any situation) and Immortally Grapple
them.
> They wiggle around helplessly, you hit them, prevent their damage, Disarm
and
> Decapitate them. Poof.
Being able to play pot/FOR with small-mid vampires will be highly unplesant,
and if you can work it in you can even use Octopod to get additionals.
Although I expect that the new disciplines will feature fairly stongly in
the smaller vampires. We will see soon enough but I think it would be silly
to further limit the aready limited numbers of vapmires with the new
disciplines by not stongly representing the new disciplines in the new
vampires. Even then, I'd love to see small vampires with pot/for/???
I'm not very familiar with the Blood Brothers, how did they come about and
why are they sterile?
"vermillian" <vermil...@yahoo.com> wrote in message
news:f987c6cd.01111...@posting.google.com...
[ quoted text not captured ]
Quoting got wrecked.
?jeroen rombouts? ?jeroen....@pandora.be? wrote in message news:?BbWJ7.42891$XM4....@afrodite.telenet-ops.be?...
>which, as always, will be trumped by>1) itself and a better draw
>2) Tremere/Assamite ranged steal blood/unpreventable combat.
3) The Gargoyles.
> I'm not very familiar with the Blood Brothers, how did they come about and
> why are they sterile?
I believe they were created when the !Tremere and Tzimice worked
together on a variant of the ritual that created the Gargoyles. The
ritual that created the Gargoyles had a few limitations that
restricted the usefulness of the new bloodline (it used two vampires
to make one Gargoyle, and the Gargoyles were able to self-replicate --
especially annoying once some of them started to break free from their
masters). The ritual that created the Blood Brothers took existing
vampires, and morphed them into the Blood Brothers. They're generally
made a circle at a time, if I recall correctly. They're sterile as a
result of the ritual. This is especially bad news, since the majority
of the folks who knew how to make them were !Tremere, and they're
mostly all gone. I'm surprised they weren't Scarce AND Sterile.
There again, it'd be really difficult to use Sanguinus in conjunction
with Scarcity.
Fanboy
In article <20011118202121...@mb-me.aol.com>,
pd...@aol.comANTISPAM (Peter D Bakija) wrote:
>>>I don't know what you mean by "the ultimate combat trump deck">>>
>It'll pretty much be the trump card that beats all other combat. Plenty of
>manuvers, IG, damage prevention. It'll kill regular potence combat, it'll
>survive agaist the Gangrel, it'll not have much problem against the Assamites,
>and it will laugh at the Tremere. That is pretty trumpy.
Animalism combat might be able to hurt it some. Terror frenzy,
crows, bats, some maneuvers and presses from other cards.
---------------------------------------------------------------------
Mail: santiago [at] umug [dot] org || Web: http://santiago.umug.org
---------------------------------------------------------------------
"Ceci n'est pas un 'sig block'."
Against a halfway decent Assamite deck, Pot/for won't ever get to play the
IG.
Assamites have 5 1/2 cards that give them maneuvers:
Flash
Pursuit
Rapid Thought
Alacrity (I count this as half, since it's an action madifier)
Behind You!
Swallowed by the Night
Pot/For has:
Unflinching Persistence
Thrown Gate
For an idea, see Jack Yang's tale from Atlanta
http://whitestar.ddg.com/vtes/sections.php?op=viewarticle&artid=66
It'll really suck if we see Blood Brothers with Celerity, or god help us,
Protean.
-Brian
"Roger Carhult" <rogc...@student.luth.se> wrote in message
news:9t9m0r$17279$1...@ID-104455.news.dfncis.de...
[ quoted text not captured ]
pd...@aol.comANTISPAM (Peter D Bakija) wrote in message news:<20011118202606...@mb-me.aol.com>...
> Jeroen wrote:
> >>wich, as always, will be trumped by
> 1) itself and a better draw
> 2) Tremere/Assamite ranged steal blood/unpreventable combat.>>
>
> Nah. Unflinching Persistance is, given available FOR, a really good manuver
> card--if you need the manuvers, there they are, and they can be cycled easily
> as damage prevention if you don't need the manuvers.
>
> That is why the Blood Brothers will be very effective if they have smallish
> vampires with POT/FOR, POT/for and pot/FOR.
I don't think (WoD background and all) that the BB will have a lot (if
any) small vampires. Maybe combined with small Gargoyles (who won't be
that small either), there will be enough to make a rounded crypt.
Another problem will probably be the discipline spread; the unique
clan/bloodline discipline (in this case Sanguinus) will probably be
more present than the pot/for combination
>
> You out manuver the Tremere and Assamites (which is harder than the Tremere,
> sure, but certainly possible in any situation) and Immortally Grapple them.
> They wiggle around helplessly, you hit them, prevent their damage, Disarm and
> Decapitate them. Poof.
you're assuming the Tremere don't use cel for manuevres or presses or
ani for Terror Frenzy. Both Tremere and Assamites can be build around
ranged damage, and then 1 manuevre won't do it. They die when you can
get a hold of them, of course.
Jeroen
"Jeroen" <joen...@hotmail.com> wrote in message
news:5f0d2397.01111...@posting.google.com...
[ quoted text not captured ]
Terror Frenzy ( and set range effects ) is about the only thing that you'd
have to watch out for. Sure cel & tha have manuvers but I think it's going
to be a case of luck of the draw really. A cel deck might have 6 Flash, 6
Pursuit and 4 Blur but a pot/FOR deck will have 16 Unfliching Persistence.
The close range deck will also have an advantage in that range always starts
at close.
On Mon, 19 Nov 2001 07:03:57 GMT, "Brian Reed" <cap...@austin.rr.com> wrote:
> Against a halfway decent Assamite deck, Pot/for won't ever get to play the
> IG.
> Assamites have 5 1/2 cards that give them maneuvers:
> Flash
> Pursuit
> Rapid Thought
> Alacrity (I count this as half, since it's an action madifier)
> Behind You!
> Swallowed by the Night
You forgot Silence of Death. (Don't laugh! Harika Guljan loves it! ;-)
> Pot/For has:
> Unflinching Persistence
> Thrown Gate
..and everybody has Fake Out.
Variety means little in a NCL game. They only have to stock up on UF (they don't even have to worry about jamming, it can be used to prevent damage
too), and it seems likely that Sanguinus gives them a few maneuvers itself if needed. You can never really depend on outmaneuvering your target if
they're truly expecting a long range deck (example: I recently outmaneuvered a Brujah pitch deck through a whole game with an OBF-only deck, and I
wasn't even using any Fake Outs).
There are only four ways to set range to long currently: Terror Frenzy, Sniper Rifle, Shadow Step, and Cailean. They all have heavy costs or
restrictions, and are hard/impossible to use with Assamites or Tremere for combat defense. Seting range to short will always be easier, you just
don't expect it to be necessary that often.
I now think that Assamites might have a better chance against Pot combat by using Disease, Thin Blood and Scorpion's Touch than trying to set the
range to long, because you'll always find someone with enough maneuvers to get you at short.
On Mon, 19 Nov 2001 02:03:52 -0500, Santiago <sant...@nastyPinkCannedMeat.umug.org> wrote:
> Animalism combat might be able to hurt it some. Terror frenzy,
> crows, bats, some maneuvers and presses from other cards.
Animalism can stay at long and make some damage, but they can still prevent it with FOR and if they see it coming they can load up on Sewer
Lids/Gates/Cars and do some damage too, so at best they come out even.
The only thing hurting Pot/For decks so far is vampire selection. With two new bloodlines with Pot/For that can only get better, the only question
is how much better will it be?
Flux
>There are only four ways to set range to long currently: Terror Frenzy,
>Sniper Rifle, Shadow Step, and Cailean. They all have heavy costs or
>restrictions, and are hard/impossible to use with Assamites or Tremere for
>combat defense.
Mr. Technicality speaking now: =)
Terror Frenzy doesn't actually set range, though for most purposes it acts like
it does (since you can't manuever to close). But if you Terror Frenzy Cailean
or someone with Obtenebration (Shadow Step), then they can still set the range
to long (though Sniper Rifle is hosed since it's equipment). So while the
*real* range-setters (including close-range setters like Storm Sewers and Gang
Tactics) are first-come-first-served (since the range can be "set" only once),
Terror Frenzy doesn't automatically trump any of them if played first (and can
still be played after range is set to cycle).
End of spiel. =)
Halcyan 2
In message <20011118202121...@mb-me.aol.com>, Peter D Bakija
<pd...@aol.comANTISPAM> writes:
>>>but it really does depend on what the vampires actually look like. I mean,>sheesh, Helena Casimir, Natasha Volchek, Wynn, Zack North, Gwendolyn, Chester
>Dubois, Tereza Rotas, Vaclav Petalengro, Nakova, and Faruq all have both
>potence and fortitude if that's all you need for combat fun. KnowwottImean,
>Vern?>>
>
>Nah--you need reasonaby sized vampires, which there curently aren't for a
>Pot/For deck.
This isn't *entirely* true - especially in the case of Wynn.
Since you are playing pot/for, you can legitimately include Freak Drive.
Throw a Haven down during your master phase, rush, untap, Bum's Rush.
Wynn can untap *again* and use his built in action.
It compensates for the larger capacity using the library, to get an
effective capacity per rush of something lower.
Still pretty tricky, though.
[ quoted text not captured ]
smci...@onesourcecorp.com (Shaun McIsaac) wrote in message news:<8f507d2e.0111...@posting.google.com>...
[ quoted text not captured ]
The problem with them is that half of their deck is going to be messed
up with getting over the slave limitation thing.
Sure, I guess we could play 5 copies of some cheap 2 cap Tremere, get
it out, and then go Gargoyle crazy, or we could bring out an indy
gargoyle and then clan impersonate... But a STRAIGHT pot/for deck
would be better than this deck, as its not caught up in a few card
slots trying to overcome some limitation.
Of course, now if the Gargoyle Disc and Flight have good cards to
them, this might be a different story...
~SV
pd...@aol.comANTISPAM (Peter D Bakija) wrote in message news:<20011118202121...@mb-me.aol.com>...
> Fred wrote:
> >>The first part of your last sentence is the key, I guess.>>
>
> Well, it does all depend on how big the vampires are. If they are all 7 and
> larger, then they won't be any better than what you could already build. If,
> however, they have a 3 with pot/for and then a bunch of 4's and 5's with
> various combinations of POT and FOR, then they'll be rather effective.
>
> >>I don't know what you mean by "the ultimate combat trump deck">>
>
> It'll pretty much be the trump card that beats all other combat. Plenty of
> manuvers, IG, damage prevention. It'll kill regular potence combat, it'll
> survive agaist the Gangrel, it'll not have much problem against the Assamites,
> and it will laugh at the Tremere. That is pretty trumpy.
I think you're overstating it. The limiting factor on combat decks
like this is card slots. You need a zillion Unflinching Persistence
maneuvers to outmaneuver a long-range combat deck (eg Assamite or
Tremere), which leaves not nearly enough slots for beating them up
once you catch them. Plus you need superior Fortitude, which means
your vampires won't be that small, and superior Potence as well if
you want to be able to really hurt people (or else a metric assload
of Disarms).
And after all that, you'll still fail when your opponents have
Fortitude of their own. At least the Assamites can beat that. :-)
On the whole, I'd expect that the Blood Brothers will be as good
at combat as the Brujah, Nosferatu, and Gargoyles, but probably not
really better than any of them. Potence-based combat is always
card-intensive, and the second discipline you use may determine
how well you do against certain other combat decks, but within
combat archetypes you have the same kind of rock/paper/scissors
that you do in the bleed/vote/combat metagame, just because if
you have 15 Unflinchings, 10 Skin of Steel, 15 Torn Signposts,
15 Undead Strengths, 15 Immortal Grapples, and 15 Bum's Rushes,
you only get 5 other cards, and have to leave out the Tastes of
Vitae, the master cards, the Disarms, the Pulled Fangs, and
your deck still only works if you have POT/FOR.
On the other hand, having in-clan Freak Drive is super cool. :-)
Josh
counting sheep never helped me get to sleep
"Roger Carhult" <rogc...@student.luth.se> wrote in message news:<9t9m0r$17279$1...@ID-104455.news.dfncis.de>...
[ quoted text not captured ]
Long range combat beats close range combat.
You just can't pack that many manuevers, whose sole purpose is to
counter other manuevers that may or may not be there, and do anything
worthwhile. Never mind what happens when they get a sniper rifle
(which you can't block w/o media outlets, and even then it's
questionable) or Cailean, or OBT.
Good Tremere combat will still hose those guys. Good Tremere combat
has fortitude, and will get to second round. Then you can either
unflinching persistence to long, and get thefted/walked for free, or
stay close and lose all your blood (blood->h2o), and still eat a walk.
"Shaun McIsaac" <smci...@onesourcecorp.com> wrote in message
news:8f507d2e.0111...@posting.google.com...
[ quoted text not captured ]
Blood to Water could be potentially nasty but even w/ 0 blood a pot/FOR deck
can dish it out and take it.
The point was also made elsewhere that you *will* have enough manuvers, you
can always dump UPs to prevent damage if you don't need the manuvers so you
use shiteloads of them ( read as "enough to outmanuver anyone except maybe a
Quick Meld deck" ). You can't get round range-setting effects of course.
Sure, Tremere combat deck has fortitude, but I rarely see FOR in a Tremere
deck and certainly not on many of it's minions. Even if it does that means
there are even more different combat cards that reduce the potential for
having a manuver when you need it. Not only that but *every round* you need
to have more manuvers that your opponent.
This is the reason why I play with Terror Frenzy in my Aid from Bats deck
instead of IR Goggles or Fake Out. I can't guarantee that I'm going to out
manuver my opponent every round of every combat ( which I really need to be
able to do ) so I make it so they can't get to close.
GreySeer wrote:
> "Shaun McIsaac" <smci...@onesourcecorp.com> wrote in message> > "Roger Carhult" <rogc...@student.luth.se> wrote in message> > > > 2) Tremere/Assamite ranged steal blood/unpreventable combat.
> > >
> > > You're wrong on this one, pot + for beats it since they can play IG at> > Long range combat beats close range combat.
> > You just can't pack that many manuevers, whose sole purpose is to
> > counter other manuevers that may or may not be there, and do anything
> > worthwhile.> The point was also made elsewhere that you *will* have enough manuvers, you
> can always dump UPs to prevent damage if you don't need the manuvers so you
> use shiteloads of them ( read as "enough to outmanuver anyone except maybe a
> Quick Meld deck" ). You can't get round range-setting effects of course.
You can't dump UPs to prevent damage if:
1) no damage is being done (theft of vitae)
2) the damage done cannot be prevented with fortitude (Blood Ire).
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.white-wolf.com/vtes/
On 19 Nov 2001 01:26:06 GMT, pd...@aol.comANTISPAM (Peter D Bakija)
wrote:
>Jeroen wrote:>>>wich, as always, will be trumped by>1) itself and a better draw
>2) Tremere/Assamite ranged steal blood/unpreventable combat.>>
>
>Nah. Unflinching Persistance is, given available FOR, a really good manuver
>card--if you need the manuvers, there they are, and they can be cycled easily
>as damage prevention if you don't need the manuvers.
Certainly. But it takes up just as many slots as other maneuver cards,
and it directly reduces your ass-kicking ability in proportion.
>That is why the Blood Brothers will be very effective if they have smallish
>vampires with POT/FOR, POT/for and pot/FOR.
>
>You out manuver the Tremere and Assamites (which is harder than the Tremere,
>sure, but certainly possible in any situation) and Immortally Grapple them.
>They wiggle around helplessly, you hit them, prevent their damage, Disarm and
>Decapitate them. Poof.
(head shake)
You can't catch the Assamites if they want to stay at long. They'll be
packing Flash and Pursuit -- and you just won't have that much
Unflinching Persistence available. Most good Assamite decks pack Wakes
and assorted intercept, so your Bum's Rush manuever is gone -- meaning
you'll need two maneuvers.
Trying to catch the Tremere isn't quite as hopeless, but comes with its
own pitfalls: the first being Apportation. It's well worth it to chuck
9,000,000 Apportations in a Tremere deck, since you can dump them
effectively. Staying at close range for a 2nd round gets you Blood to
Water, which means at best, you just traded one of your vamps for one of
theirs; a questionable decision. The second is Thoughts Betrayed, which
will wang up a lot of things for you. The third is the reappearance of
the Thelerity deck in numerous forms -- good luck catching a deck that
has only superior CEL and carries 15 Flash for the maneuver/press/Blood
to Water 2nd round. Worse for you, the Flash is a press to end if they
don't have the cards in hand to survive round 2.
I don't see POT/FOR being any kind of combat trump. It's great for
surviving close range combat where people are trying to punch you for
30, but decks that want to get away have learned how to get away; and
packing enough maneuvers to catch them mean you can't beat up decks that
aren't trying to get away.
--
Derek
...Vampire Squirrel has come to bite your nuts!
On Mon, 19 Nov 2001 19:38:32 +1100, "GreySeer" <e...@i.think.not> wrote:
>Terror Frenzy ( and set range effects ) is about the only thing that you'd
>have to watch out for. Sure cel & tha have manuvers but I think it's going
>to be a case of luck of the draw really. A cel deck might have 6 Flash, 6
>Pursuit and 4 Blur but a pot/FOR deck will have 16 Unfliching Persistence.
>The close range deck will also have an advantage in that range always starts
>at close.
A deck with 16 Unflinching Persistence will die against anyone not
trying to get away from it. If you can't use it as maneuvers, you can
only cycle 1 per combat to prevent the punch for 1 -- and you'll have a
hand full of them in no time.
[ quoted text not captured ]
"Raille" <rai...@mich.com> wrote in message
news:3BFA34ED...@mich.com...
( >> = derek's post here)
> > A deck with 16 Unflinching Persistence will die against anyone not
> > trying to get away from it. If you can't use it as maneuvers, you can
> > only cycle 1 per combat to prevent the punch for 1 -- and you'll have a
> > hand full of them in no time.
> >
>
> Not true. Some cards have Superior's.
>
> Raille
What do you MEAN ??
reyda
> > The point was also made elsewhere that you *will* have enough manuvers,
you
> > can always dump UPs to prevent damage if you don't need the manuvers so
you
> > use shiteloads of them ( read as "enough to outmanuver anyone except
maybe a
> > Quick Meld deck" ). You can't get round range-setting effects of course.
>
> You can't dump UPs to prevent damage if:
> 1) no damage is being done (theft of vitae)
> 2) the damage done cannot be prevented with fortitude (Blood Ire).
I was taking that as a given but there's little shortage of damage to
prevent. If you're fighting ranged unpreventable than you'll typically be
using UPs to bring it back to close. If you're fighting close range then
there's a very high chance there will be something to prevent. Also, Walk of
Flame & Taste of Death are both preventable.
"Derek Ray" <lor...@yah0o.com> wrote in message
news:31qjvtcim3c9r9pon...@4ax.com...
[ quoted text not captured ]
Yes, but the only disadvantges of having a hand full of UP are:
* You can't hit for as much as you like ( not that bad really ).
* You're still going to be stuck with them if the damage you are taking
cannot be prevented.
The only unpreventable damage that I see much of is Blood Fury, Blood Rage,
Sould Burn ( they're not *that* common ) and Blood Sweat. Blood Sweat
requires long range and hence UP is playable if you have FOR. Most decks
that use Theft or Soul Burn also like to be at long. There's also DotB and
Dagon's Call but there's few decks that use their unpreventable on their own
to great effect.
( Hmm, mind you Dagon's Call + Thin Blood is pretty unplesant, that's a min
of 3 blood gone that cannot be prevented, assuming no S:CE or Dodge )
In message <tvkidr9...@news.supernews.com>, GreySeer
<e...@i.think.not> writes:
>If you're fighting close range then
>there's a very high chance there will be something to prevent.
However, if you're fighting against non-combat, you can't maneuver and
you'll only be able to prevent one. Not fun.
(Anyway, I still like Quick Meld. But I'm odd.)
[ quoted text not captured ]
> You can't catch the Assamites if they want to stay at long. They'll be
> packing Flash and Pursuit -- and you just won't have that much
> Unflinching Persistence available. Most good Assamite decks pack Wakes
> and assorted intercept, so your Bum's Rush manuever is gone -- meaning
> you'll need two maneuvers.
It doesn't matter how many manuvers you need, a CR deck has that advantage
( unless someone has a permenant manuver, which the CR deck has equal access
to ) because every range starts at close. The LR deck will have a 1 manuver
deficit every round. Worse still, if you IG them, the next round is at close
reguardless.
I also don't see how Flash + Pursuit is any better than Unflinching
Persistence + Hidden Strength. Both have highly useable alternates uses. In
fact, I would argue that UP + HS is _more_ useable than Flash + Pursuit. )
e.g If you send your opponent to torpor with your first stike in the first
round you can still prevent.
> Trying to catch the Tremere isn't quite as hopeless, but comes with its
> own pitfalls: the first being Apportation. It's well worth it to chuck
> 9,000,000 Apportations in a Tremere deck, since you can dump them
> effectively. Staying at close range for a 2nd round gets you Blood to
> Water, which means at best, you just traded one of your vamps for one of
> theirs; a questionable decision. The second is Thoughts Betrayed, which
> will wang up a lot of things for you. The third is the reappearance of
> the Thelerity deck in numerous forms -- good luck catching a deck that
> has only superior CEL and carries 15 Flash for the maneuver/press/Blood
> to Water 2nd round. Worse for you, the Flash is a press to end if they
> don't have the cards in hand to survive round 2.
I also don't see how apportation is better than UP + HS for the same
reasons. Apportation is no more playable than UP + HS. Remember, you're not
just fighting only Tremere. Full of HS? Rush someome who can't manuver much
and use some. Then rush the Tremere, get range close, no need for IG, hands
for one, prevent ( not even necesseary if they Theft ) Disarm. If you've got
2 blood, Decapitate.
Against your Thelerity, let them out manuver you & blood to water you, when
range is close IG ( so no unpreventable if they're even using it ), prevent,
Disarm. You might not even need to Disarm since Blood to Water costs 2.
> I don't see POT/FOR being any kind of combat trump. It's great for
> surviving close range combat where people are trying to punch you for
> 30, but decks that want to get away have learned how to get away; and
> packing enough maneuvers to catch them mean you can't beat up decks that
> aren't trying to get away.
LR decks have the same problem as the kind of pot/FOR decks we're taking
about with trying to get the right number of manuvers but I think pot/FOR
has the advantage in that it's damage dealing cards are more useable ( close
being easier to get to by virtue of the fact that every round starts at
close ).
There's been a lot of talk of manuvering but POT does have one card that is
just as effective at short and long. Sacrament of Carnage, don't even bother
manuvering. It costs 1 but that's not a big deal when you have damage
prevention.
I don't know that pot/FOR will be *the* combat combo to play but I think it
has the potential to be very powerful.
"James Coupe" <ja...@zephyr.org.uk> wrote in message
news:D3YEG4Yn...@gratiano.zephyr.org.uk...
> (Anyway, I still like Quick Meld. But I'm odd.)
In this case i'm odd too. I like quick meld. Even if didn't use it for ages.
I've experienced a !gangrel gun deck with some Quick meld, and yes it works
great. But it does nothing except great gunfights...
Why is quick meld underrated and underused ?
First who has superior protean anyway ?
1-Gangrel :
-can still use Drawing out the beast if they want to stay close.
-why the hell a gangrel would like long range combat, providing they have
plenty of aggravated claws and mucho prevention ?
-the only thing you want to play at long range is Body Flare. Hell, if your
opponent dodges or end combat, its's 2 blood wasted.
2-City Gangrel :
-they also have Celerity, which have a lot of similar effects : maneuvers,
dodges, combat ends (preternatural), presses and cards that provides
multiple/various effects : dodge+additional, maneuver + press, maneuver or
additional strike...
-they also have obfuscate which grants maneuver, dodges, presses
In fact even city gangrel won't use quick meld because some cards provide
alternate effect : Pursuit and Swallowed by the night.
So Maybe if we see new clans/bloodlines with PRO as inclan disc, we'll see a
Quick meld boom on ebay ?
by the way:
Imho the city gangrel have a mix of disciplines who's cool for combat but
nothing else. And the disciplines overlap but don't quite complete each
other, which is another flaw.
Too bad, since their master cards and vampires really suits me.
reyda
On Tue, 20 Nov 2001 05:48:13 -0500, Raille <rai...@mich.com> wrote:
>Derek Ray wrote:>>
>> A deck with 16 Unflinching Persistence will die against anyone not
>> trying to get away from it. If you can't use it as maneuvers, you can
>> only cycle 1 per combat to prevent the punch for 1 -- and you'll have a
>> hand full of them in no time.>
>Not true. Some cards have Superior's.
Er, yeah. Read card text and all. Unflinching's is a maneuver. If you
can't use the maneuver, you can only use the inferior of "prevent 1".
Prevent 1 is nice and all, but you'll be wedged up on them fast since
you can't cancel your own maneuvers and someone who isn't trying to hit
you back won't let you prevent more than 1 per combat; and you can't
splash prevent without damage to prevent.
Feel free to put 16 in your next tourney deck though.
[ quoted text not captured ]
GreySeer wrote:
>
> > > The point was also made elsewhere that you *will* have enough manuvers,
> you
> > > can always dump UPs to prevent damage if you don't need the manuvers so
> you
> > > use shiteloads of them ( read as "enough to outmanuver anyone except
> maybe a
> > > Quick Meld deck" ). You can't get round range-setting effects of course.
> >
> > You can't dump UPs to prevent damage if:
> > 1) no damage is being done (theft of vitae)
> > 2) the damage done cannot be prevented with fortitude (Blood Ire).
>
> I was taking that as a given but there's little shortage of damage to
> prevent.
But the premise "as given" (quoted in my response, but which you snipped for
some reason) was:
"Tremere/Assamite ranged steal blood/unpreventable combat."
Conversing is more than one person speaking.
[ quoted text not captured ]
"GreySeer" <e...@i.think.not> wrote in message news:<tvkj0u...@news.supernews.com>...
> The only unpreventable damage that I see much of is Blood Fury, Blood Rage,
> Sould Burn ( they're not *that* common ) and Blood Sweat.
What, no one uses Weather Control?
Weather Control/Ex Nihilio is the combat trump. You can't prevent, you
can't dodge, you can't S:CE, you can't maneuver away, and unless you
have Undead Persistance, you can't even hit back. Thoughts Betrayed is
worthless. All you can do is hope they run out of cards.
>
>"James Coupe" <ja...@zephyr.org.uk> wrote in message
>news:D3YEG4Yn...@gratiano.zephyr.org.uk...
>>> (Anyway, I still like Quick Meld. But I'm odd.)>
>In this case i'm odd too. I like quick meld. Even if didn't use it for ages.
>I've experienced a !gangrel gun deck with some Quick meld, and yes it works
>great. But it does nothing except great gunfights...
Reyda,
Check out the September Caitiff Newsletter for my deck of
the month "Basilia's Brigade".
>Why is quick meld underrated and underused ?
>First who has superior protean anyway ?
>1-Gangrel :
>-can still use Drawing out the beast if they want to stay close.
>-why the hell a gangrel would like long range combat, providing they have
>plenty of aggravated claws and mucho prevention ?
>-the only thing you want to play at long range is Body Flare. Hell, if your
>opponent dodges or end combat, its's 2 blood wasted.
Or pull out a disguised FlameThrower backed by flesh of marble or
skin of night. Taste as neccessary
>2-City Gangrel :
>-they also have Celerity, which have a lot of similar effects : maneuvers,
>dodges, combat ends (preternatural), presses and cards that provides
>multiple/various effects : dodge+additional, maneuver + press, maneuver or
>additional strike...
>-they also have obfuscate which grants maneuver, dodges, presses
>
>In fact even city gangrel won't use quick meld because some cards provide
>alternate effect : Pursuit and Swallowed by the night.
Like Gangrel need stealth :-)
>So Maybe if we see new clans/bloodlines with PRO as inclan disc, we'll see a
>Quick meld boom on ebay ?
>
>by the way:
>Imho the city gangrel have a mix of disciplines who's cool for combat but
>nothing else. And the disciplines overlap but don't quite complete each
>other, which is another flaw.
>Too bad, since their master cards and vampires really suits me.
It's all in what you make with what you have. Maybe I should post
my Gangrel AntiTribue Bomb deck..
>reyda
BernieTime
"BernieTime" <berni...@aol.com> wrote in message
news:20011120171053...@mb-fj.aol.com...
(snip)> It's all in what you make with what you have. Maybe I should post
> my Gangrel AntiTribue Bomb deck..
oh you had the same silly idea too ?
I dismantled the deck but the idea was kind of : enter combat, play flesh of
marble, see what opponent is doing then Blur and pop out 2 bombs from pocket
with disguised weapon to hit the other vampire for 10 damage. It was really,
really funny except when opponent played drawing out the beast... I had
around 15 flesh of marble, 12 bombs, 12 disguised weapons and some bangh
nakh for backup... Of course this was before final nights. I could now add
sargon fragment or Reinforcment to fetch the bombs back =)
how's yours ?
reyda
On Tue, 20 Nov 2001 23:26:02 +1100, "GreySeer" <e...@i.think.not> wrote:
>"Derek Ray" <lor...@yah0o.com> wrote in message
>news:31qjvtcim3c9r9pon...@4ax.com...>> A deck with 16 Unflinching Persistence will die against anyone not
>> trying to get away from it. If you can't use it as maneuvers, you can
>> only cycle 1 per combat to prevent the punch for 1 -- and you'll have a
>> hand full of them in no time.>
>Yes, but the only disadvantges of having a hand full of UP are:
>* You can't hit for as much as you like ( not that bad really ).
This is just about as terrible as it gets, actually. If you're a
POT/FOR deck, the vast majority of your deck is based around combat --
it HAS to work, or you're going to die.
Rushing your predator's Ozmo and only being able to punch him for 3
instead of 6 is going to make a difference of 6 pool to you. Rushing
your prey's Sheldon and only hitting him for 4 means the Temptation of
Greater Sleaze will still hit the table.
>* You're still going to be stuck with them if the damage you are taking
>cannot be prevented.
Not exactly relevant, since if you're taking unpreventable damage
something is much more wrong than just being stuck with a handful of UP.
>The only unpreventable damage that I see much of is Blood Fury, Blood Rage,
>Sould Burn ( they're not *that* common ) and Blood Sweat. Blood Sweat
Weather Control. But I wouldn't worry about unpreventable damage; I'd
worry about being only able to prevent 1 point of damage, which is
almost as bad.
>requires long range and hence UP is playable if you have FOR. Most decks
>that use Theft or Soul Burn also like to be at long. There's also DotB and
>Dagon's Call but there's few decks that use their unpreventable on their own
>to great effect.
>
>( Hmm, mind you Dagon's Call + Thin Blood is pretty unplesant, that's a min
>of 3 blood gone that cannot be prevented, assuming no S:CE or Dodge )
(whistling quietly) Ya think? And Thin Blood will still cost you 2 no
matter what.
Of course, there's also good old Wave of Lethargy, where you will be
coughing up one blood PER manuever (so much for your prevent) you try to
chase them down with.
[ quoted text not captured ]
On Tue, 20 Nov 2001 23:51:21 +1100, "GreySeer" <e...@i.think.not> wrote:
>> You can't catch the Assamites if they want to stay at long. They'll be
>> packing Flash and Pursuit -- and you just won't have that much
>> Unflinching Persistence available. Most good Assamite decks pack Wakes
>> and assorted intercept, so your Bum's Rush manuever is gone -- meaning
>> you'll need two maneuvers.>
>It doesn't matter how many manuvers you need, a CR deck has that advantage
>( unless someone has a permenant manuver, which the CR deck has equal access
>to ) because every range starts at close. The LR deck will have a 1 manuver
>deficit every round. Worse still, if you IG them, the next round is at close
>reguardless.
Several things.
First, a close-range deck generally does NOT pack permanent maneuvers,
as they're a waste of its time. Long-range decks, on the other hand,
frequently do, even if it's only in the form of Zip Guns which can then
be backed up by transient maneuvers.
Second, a long-range deck gets to play at least one maneuver every
combat. It can afford (in fact, is forced) to overload itself on
maneuvers, because it will be able to cycle them much more freely. A
close-range deck CANNOT afford to put too many maneuvers in, or it will
simply jam up on them and die when faced with non-maneuvering decks.
>I also don't see how Flash + Pursuit is any better than Unflinching
>Persistence + Hidden Strength. Both have highly useable alternates uses. In
Hidden Strength is irrelevant; it doesn't provide a maneuver. Flash and
Pursuit both provide a maneuver, but most importantly, Pursuit provides
additional strikes and can be cycled in that fashion when maneuvers
aren't necessary. If you're a POT deck maneuvering back to close, your
strategy (IG) is painfully obvious, and a long-range deck will gleefully
waste its Pursuits to stay at long range, knowing that the first strike
will be effective.
What this means is that while you have only one source for maneuvers, a
long-range deck can put in twice as many maneuvers as you while still
being able to cycle all its cards freely when it doesn't need to run
away from people.
>fact, I would argue that UP + HS is _more_ useable than Flash + Pursuit. )
>e.g If you send your opponent to torpor with your first stike in the first
>round you can still prevent.
Of course, if you can't catch them you can't send them to torpor.
>I also don't see how apportation is better than UP + HS for the same
>reasons. Apportation is no more playable than UP + HS. Remember, you're not
HS is not playable against the Tremere, because there's no damage to
prevent from a Theft of Vitae. So if you fail to catch and grab them,
then you're screwed and won't be pressing to end. You can play it on
the Walk of Flame, of course, ...unless you're empty and can't pay the 1
to prevent both agg.
>just fighting only Tremere. Full of HS? Rush someome who can't manuver much
>and use some. Then rush the Tremere, get range close, no need for IG, hands
You can't prevent more damage than you take. How can you guarantee
Rushing someone who won't punch you for more than 1? Also, if you're
wasting Rushes against someone just to cycle your prevent cards, you've
screwed up your deck design badly.
>for one, prevent ( not even necesseary if they Theft ) Disarm. If you've got
>2 blood, Decapitate.
Uh-huh. So now you have superior in both, AND you've included Hidden
Strength, Disarm, and Decapitate in this deck, while the Tremere have
simply tossed in 9,000 Apportations, stayed at long range, and
completely emptied you with Thefts that your Hidden Strength was useless
against.
>Against your Thelerity, let them out manuver you & blood to water you, when
>range is close IG ( so no unpreventable if they're even using it ), prevent,
>Disarm. You might not even need to Disarm since Blood to Water costs 2.
Right. So you'll gladly sacrifice all the blood off a full X-cap (the
capacity of a Blood Brother, whatever it is) to play Disarm and watch a
vampire who won't care about its -1 strength anyway rescue itself (or be
rescued by someone else)... just so you can hunt next turn while it
bleeds you for 6?
This is what we call a losing strategy.
>LR decks have the same problem as the kind of pot/FOR decks we're taking
>about with trying to get the right number of manuvers but I think pot/FOR
No. LR decks can toss in TONS of maneuvers, because they get to play
one every single combat. At least. And cards like Pursuit and
Apportation make things much easier for those decks.
>has the advantage in that it's damage dealing cards are more useable ( close
>being easier to get to by virtue of the fact that every round starts at
>close ).
This is the advantage that POT decks have against any NON-combat deck.
However, a well-built long range deck is prepared for POT in any form,
and won't be bothered by the few UP you'll have room for.
>There's been a lot of talk of manuvering but POT does have one card that is
>just as effective at short and long. Sacrament of Carnage, don't even bother
>manuvering. It costs 1 but that's not a big deal when you have damage
>prevention.
Loses to Dodge and S:CE, which is why you don't see it very much except
as a sideline.
>I don't know that pot/FOR will be *the* combat combo to play but I think it
>has the potential to be very powerful.
I think it won't be that much better than plain old POT, myself -- if
even better at all. Relying on two disciplines is much trickier than
relying on one -- if you have a handful of POT cards you'll really be
hating the guy with the Zip Gun/Mass Reality intercept deck.
[ quoted text not captured ]
"Derek Ray" <lor...@yah0o.com> wrote in message
news:n2dmvt8qlbd4aqhoq...@4ax.com...
[ quoted text not captured ]
There's no dbout that there are going to be some situations that are going
to end badly for you when you've got a lot of one card in the deck, this is
true reguardless of what the card is. When you've got a hand full of UP, go
pick a fight with someone who is going to make you use them up. As always,
luck of the draw will play a part but I still totally refute the statement
that a LR deck ( cel, tha, whatever ) will hose a pot/FOR deck because of
the simple fact that every round of every combat starts at close range.
"Derek Ray" <lor...@yah0o.com> wrote in message
news:andmvt43l6spfvfs4...@4ax.com...
> On Tue, 20 Nov 2001 23:51:21 +1100, "GreySeer" <e...@i.think.not> wrote:
>
> >> You can't catch the Assamites if they want to stay at long. They'll be
> >> packing Flash and Pursuit -- and you just won't have that much
> >> Unflinching Persistence available. Most good Assamite decks pack Wakes
> >> and assorted intercept, so your Bum's Rush manuever is gone -- meaning
> >> you'll need two maneuvers.
> >
> >It doesn't matter how many manuvers you need, a CR deck has that
advantage
> >( unless someone has a permenant manuver, which the CR deck has equal
access
> >to ) because every range starts at close. The LR deck will have a 1
manuver
> >deficit every round. Worse still, if you IG them, the next round is at
close
> >reguardless.
>
> Several things.
>
> First, a close-range deck generally does NOT pack permanent maneuvers,
> as they're a waste of its time. Long-range decks, on the other hand,
> frequently do, even if it's only in the form of Zip Guns which can then
> be backed up by transient maneuvers.
I'll concede that CR decks don't typically pack pemenant manuvers but that's
why you have a lot of UP, to counter permenant manuvers. If you don't need
to counter the manuvers then you can prevent.
> Second, a long-range deck gets to play at least one maneuver every
> combat. It can afford (in fact, is forced) to overload itself on
> maneuvers, because it will be able to cycle them much more freely. A
> close-range deck CANNOT afford to put too many maneuvers in, or it will
> simply jam up on them and die when faced with non-maneuvering decks.
Which is why you use UP for your manuvers if playing pot/FOR, since when you
don't need the manuvers you can use it for prevent. Since it only prevents
one you can cycle quite a few if you like. The downfall is that you probably
need to have a few Skin of Steel to soak big damage.
> >I also don't see how Flash + Pursuit is any better than Unflinching
> >Persistence + Hidden Strength. Both have highly useable alternates uses.
In
>
> Hidden Strength is irrelevant; it doesn't provide a maneuver. Flash and
> Pursuit both provide a maneuver, but most importantly, Pursuit provides
> additional strikes and can be cycled in that fashion when maneuvers
> aren't necessary.
Yes, in the same way I can cycle UP by preventing damage if I don't need
manuvers.
> If you're a POT deck maneuvering back to close, your
> strategy (IG) is painfully obvious, and a long-range deck will gleefully
> waste its Pursuits to stay at long range, knowing that the first strike
> will be effective.
And if the dedicated LR deck gets IGed then it's stuck with striking hands
for one. Whereas the pot/FOR deck has just cycled a whole bunch of UP and
now has it's pot cards.
> What this means is that while you have only one source for maneuvers, a
> long-range deck can put in twice as many maneuvers as you while still
> being able to cycle all its cards freely when it doesn't need to run
> away from people.
What I'm trying to say is that UP is just a cycleable as Flash or Pursuit.
It has an inferior effect that sees just as much use as Flash or Pursuit so
neither is more effective than the other.
> >fact, I would argue that UP + HS is _more_ useable than Flash +
Pursuit. )
> >e.g If you send your opponent to torpor with your first stike in the
first
> >round you can still prevent.
>
> Of course, if you can't catch them you can't send them to torpor.
If I can't catch them I'm not that likely to end up worse for wear because I
can potentially prevent the damage without playing additonal cards. If I do
catch you though, you're in for a spot of bother.
> >I also don't see how apportation is better than UP + HS for the same
> >reasons. Apportation is no more playable than UP + HS. Remember, you're
not
>
> HS is not playable against the Tremere, because there's no damage to
> prevent from a Theft of Vitae. So if you fail to catch and grab them,
> then you're screwed and won't be pressing to end. You can play it on
> the Walk of Flame, of course, ...unless you're empty and can't pay the 1
> to prevent both agg.
If Tremere Theft I don't really care, it's not damage. If I have no blood
and only 1 of UP or HS then yes, I'm in trouble but we're not planning on
that because we're packing a whole lot of them.
> >just fighting only Tremere. Full of HS? Rush someome who can't manuver
much
> >and use some. Then rush the Tremere, get range close, no need for IG,
hands
>
> You can't prevent more damage than you take. How can you guarantee
> Rushing someone who won't punch you for more than 1? Also, if you're
> wasting Rushes against someone just to cycle your prevent cards, you've
> screwed up your deck design badly.
The deck is should be designed so that this isn't necessary ( which is a
metagame issue ) but it is a fallback position if you really have to do it.
It's better than the alternatives.
> >for one, prevent ( not even necesseary if they Theft ) Disarm. If you've
got
> >2 blood, Decapitate.
>
> Uh-huh. So now you have superior in both, AND you've included Hidden
> Strength, Disarm, and Decapitate in this deck, while the Tremere have
> simply tossed in 9,000 Apportations, stayed at long range, and
> completely emptied you with Thefts that your Hidden Strength was useless
> against.
Decapitate is optional, you'd want to have some minions with POT/FOR but
pot/FOR is the only mandator part of the equation discipline-wise. The
Tremere are using Apportation + Theft, I'm using UP a few HS ( maybe ) + a
few Disarm + a few IG. For Mr Tremere to be effective at all he's going to
need what, 60/40 Apportation + Theft and then you need a Theft to be able to
do more than 1 damage. All I need is to be at close and prevent your damage
( which I don't even have to do if you Theft at Close ) and I can disarm
you. If you want to do more than just Theft me than that's more different
cards that you need to add which reduces the chances you have of getting
what you need when you need it.
> >Against your Thelerity, let them out manuver you & blood to water you,
when
> >range is close IG ( so no unpreventable if they're even using it ),
prevent,
> >Disarm. You might not even need to Disarm since Blood to Water costs 2.
>
> Right. So you'll gladly sacrifice all the blood off a full X-cap (the
> capacity of a Blood Brother, whatever it is) to play Disarm and watch a
> vampire who won't care about its -1 strength anyway rescue itself (or be
> rescued by someone else)... just so you can hunt next turn while it
> bleeds you for 6?
>
> This is what we call a losing strategy.
We're assuming a worst case scenario here and I win the combat. If I have to
I'll diablerise your vampire to stop it bleeding for 6 or I'll go all your
vampires so that you don't have anyone ready to rescue with.
> >LR decks have the same problem as the kind of pot/FOR decks we're taking
> >about with trying to get the right number of manuvers but I think pot/FOR
>
> No. LR decks can toss in TONS of maneuvers, because they get to play
> one every single combat. At least. And cards like Pursuit and
> Apportation make things much easier for those decks.
And I'm arguing that there are always going to be oppourtunites to prevent
damage to cycle UP if you need to.
> >has the advantage in that it's damage dealing cards are more useable (
close
> >being easier to get to by virtue of the fact that every round starts at
> >close ).
>
> This is the advantage that POT decks have against any NON-combat deck.
> However, a well-built long range deck is prepared for POT in any form,
> and won't be bothered by the few UP you'll have room for.
You need room for manuver + ranged strike. I need room for counter-manuver +
non-ranged strike ( which is possibly only going to be hands for one if I
want to go the disarm rounte ). I can afford to have slightly fewer manuvers
because range always start at close. So how is it that I'll have less room
for my UPs? Ok so you out manuver me in round one, you get a single strike,
if you're lucky you might have a Pursuit that you didn't use for a manuver
and get an additional. If it's not damage then I'm not concerned, I'm not
going to torpor. If it is damage than the UPs I tried to being it back to
close with will prevent.
> >There's been a lot of talk of manuvering but POT does have one card that
is
> >just as effective at short and long. Sacrament of Carnage, don't even
bother
> >manuvering. It costs 1 but that's not a big deal when you have damage
> >prevention.
>
> Loses to Dodge and S:CE, which is why you don't see it very much except
> as a sideline.
I've got a Giovanni deck ( although it doesn't have FOR ) that uses it quite
well. Increased Strength, Sacrament, Burning Wraith and a handfull of IG.
Burn those guys who want to dodge or S:CE and SoC those who want to be at
long.
> >I don't know that pot/FOR will be *the* combat combo to play but I think
it
> >has the potential to be very powerful.
>
> I think it won't be that much better than plain old POT, myself -- if
> even better at all. Relying on two disciplines is much trickier than
> relying on one -- if you have a handful of POT cards you'll really be
> hating the guy with the Zip Gun/Mass Reality intercept deck.
If I've got a handfull of POT cards, I'm not going to be rushing Mr Zip
Gun/Mass Reality and he's not going to be intercepting me w/out Eagles
Sight.
In message <andmvt43l6spfvfs4...@4ax.com>, Derek Ray
<lor...@yah0o.com> writes:
>>I also don't see how apportation is better than UP + HS for the same
>>reasons. Apportation is no more playable than UP + HS. Remember, you're not>
>HS is not playable against the Tremere, because there's no damage to
>prevent from a Theft of Vitae. So if you fail to catch and grab them,
>then you're screwed and won't be pressing to end. You can play it on
>the Walk of Flame, of course, ...unless you're empty and can't pay the 1
>to prevent both agg.
For the sake of completeness, if you're playing it against the Walk of
Flame:
1) You can still cycle it. It will prevent one damage anyway, you move
it from your hand.
2) If you can't prevent both agg, you probably want to prevent one
anyway. You are empty, you will burn otherwise.
[ quoted text not captured ]
In message <n2dmvt8qlbd4aqhoq...@4ax.com>, Derek Ray
<lor...@yah0o.com> writes:
>This is just about as terrible as it gets, actually. If you're a
>POT/FOR deck, the vast majority of your deck is based around combat --
>it HAS to work, or you're going to die.
A deck with Rapid Change, Force of Will, Earth Control, Regeneration,
Restoration, Rapid Healing, Movement of the Slow Body, Day Operation and
Daring the Dawn could have a potentially solid focus, with Dawn
Operation, Skin of Night and Flesh of Marble as a nice side-line rather
than a focus.
[ quoted text not captured ]
In message <tvmvdbr...@news.supernews.com>, GreySeer
<e...@i.think.not> writes:
>> First, a close-range deck generally does NOT pack permanent maneuvers,
>> as they're a waste of its time. Long-range decks, on the other hand,
>> frequently do, even if it's only in the form of Zip Guns which can then
>> be backed up by transient maneuvers.>
>I'll concede that CR decks don't typically pack pemenant manuvers but that's
>why you have a lot of UP, to counter permenant manuvers.
Bum's Rush already provides a maneuver (which can be countered with a
block, of course). You don't always need another.
>If you don't need
>to counter the manuvers then you can prevent.
This is true - assuming you can, which may not be the case. (Fortitude
being the 'persecuted' prevent, with all prevent damage having some
problems.)
>> Second, a long-range deck gets to play at least one maneuver every
>> combat. It can afford (in fact, is forced) to overload itself on
>> maneuvers, because it will be able to cycle them much more freely. A
>> close-range deck CANNOT afford to put too many maneuvers in, or it will
>> simply jam up on them and die when faced with non-maneuvering decks.>
>Which is why you use UP for your manuvers if playing pot/FOR, since when you
>don't need the manuvers you can use it for prevent. Since it only prevents
>one you can cycle quite a few if you like.
This assumes you're going up against a big combat deck.
If you *are* going up against a big combat deck, it might be long range
- in which case you can play for maneuver and prevent. Or it's close
range, in which case you can play for prevent.
However, the other case is that you are going up against a non-combat
deck. Or a deck with lots of combat ignore tactics - Elysium, Ex
Nihilo, Majesty. In which case, even if you do go up against them, and
even if you get them to strike, you're only going to take one damage,
most likely.
This is where the problems with cycling quite a few can come in.
How many combat decks will you likely sit at on a table? This is, of
course, a meta-game issue - but in many instances, that's rather low.
If you pile up too high, such that you can cycle against a big combat
deck, you won't be able to cycle fast enough against a small combat
deck.
>The downfall is that you probably
>need to have a few Skin of Steel to soak big damage.
A Fortitude based deck will almost certainly have to include a variety
of such cards, in order to combat many interesting and varied
situations. (For instance, Skin of Steel usually sucks against "I
strike for hands, that's all" deck.)
>> Hidden Strength is irrelevant; it doesn't provide a maneuver. Flash and
>> Pursuit both provide a maneuver, but most importantly, Pursuit provides
>> additional strikes and can be cycled in that fashion when maneuvers
>> aren't necessary.>
>Yes, in the same way I can cycle UP by preventing damage if I don't need
>manuvers.
All three cards provide a maneuver, this is true.
However, Pursuit provides a maneuver at inferior, as does Flash. This
makes them inherently more usable. If we restrict ourselves to pot/FOR
as a minimum, our smallest vampire is a 6 for that purpose. This, in
part, will stock up your hand with them because you can't weenie the
deck as easily. This makes them inherently less cyclable.
Assuming both decks are still around for damage prevention (that is, the
combat hasn't been ended), an additional strike will almost certainly be
playable. A press to another round will almost certainly be playable.
Prevention of damage - when up against another combat deck - is less
certain. The Assamites are popular now, and the Tremere still get
played.
>> If you're a POT deck maneuvering back to close, your
>> strategy (IG) is painfully obvious, and a long-range deck will gleefully
>> waste its Pursuits to stay at long range, knowing that the first strike
>> will be effective.>
>And if the dedicated LR deck gets IGed then it's stuck with striking hands
>for one. Whereas the pot/FOR deck has just cycled a whole bunch of UP and
>now has it's pot cards.
And when it's against a close range deck, it hasn't - and is stuck with
a hand full of UP.
>What I'm trying to say is that UP is just a cycleable as Flash or Pursuit.
>It has an inferior effect that sees just as much use as Flash or Pursuit so
>neither is more effective than the other.
Flash and Pursuit don't rely on the other deck doing something. UP
does.
[ quoted text not captured ]
[snip]
> >> Second, a long-range deck gets to play at least one maneuver every
> >> combat. It can afford (in fact, is forced) to overload itself on
> >> maneuvers, because it will be able to cycle them much more freely. A
> >> close-range deck CANNOT afford to put too many maneuvers in, or it will
> >> simply jam up on them and die when faced with non-maneuvering decks.
> >
> >Which is why you use UP for your manuvers if playing pot/FOR, since when
you
> >don't need the manuvers you can use it for prevent. Since it only
prevents
> >one you can cycle quite a few if you like.
>
> This assumes you're going up against a big combat deck.
>
> If you *are* going up against a big combat deck, it might be long range
> - in which case you can play for maneuver and prevent. Or it's close
> range, in which case you can play for prevent.
Doesn't have to be big combat, 2 damage will let you use 2. Getting rid 2
should un-jam you.
> However, the other case is that you are going up against a non-combat
> deck. Or a deck with lots of combat ignore tactics - Elysium, Ex
> Nihilo, Majesty. In which case, even if you do go up against them, and
> even if you get them to strike, you're only going to take one damage,
> most likely.
>
> This is where the problems with cycling quite a few can come in.
>
> How many combat decks will you likely sit at on a table? This is, of
> course, a meta-game issue - but in many instances, that's rather low.
> If you pile up too high, such that you can cycle against a big combat
> deck, you won't be able to cycle fast enough against a small combat
> deck.
The meta-game will determine how many you will need. If you're not seeing
many combat decks then you need less UP and more IG. In my meta-game nearly
every deck packs some combat.
> >The downfall is that you probably
> >need to have a few Skin of Steel to soak big damage.
>
> A Fortitude based deck will almost certainly have to include a variety
> of such cards, in order to combat many interesting and varied
> situations. (For instance, Skin of Steel usually sucks against "I
> strike for hands, that's all" deck.)
>
> >> Hidden Strength is irrelevant; it doesn't provide a maneuver. Flash
and
> >> Pursuit both provide a maneuver, but most importantly, Pursuit provides
> >> additional strikes and can be cycled in that fashion when maneuvers
> >> aren't necessary.
> >
> >Yes, in the same way I can cycle UP by preventing damage if I don't need
> >manuvers.
>
> All three cards provide a maneuver, this is true.
>
> However, Pursuit provides a maneuver at inferior, as does Flash. This
> makes them inherently more usable. If we restrict ourselves to pot/FOR
> as a minimum, our smallest vampire is a 6 for that purpose. This, in
> part, will stock up your hand with them because you can't weenie the
> deck as easily. This makes them inherently less cyclable.
This is how we got into the discussion in the first place. We might be
seeing a lot more vampires of lower capacity makeing pot/FOR more viable.
Given that the discussion is LR decks vs CR pot/FOR decks. I don't see how
CEL is better than FOR. To me, UP has just as much cycle potential as Flash
or Pursuit.
> Assuming both decks are still around for damage prevention (that is, the
> combat hasn't been ended), an additional strike will almost certainly be
> playable. A press to another round will almost certainly be playable.
> Prevention of damage - when up against another combat deck - is less
> certain. The Assamites are popular now, and the Tremere still get
> played.
If the pot/FOR deck has caught you then you probably aren't going to get a
second stike, the intent is to put you in torpor before additonals. If we're
at long, then yes, chances are that that additional will be playable. My
point is, by having lots of UP, I can be pretty sure of getting to close
against those who try to manuver out. If I don't need the manuvers I can
spend the UPs on prevention.
> >> If you're a POT deck maneuvering back to close, your
> >> strategy (IG) is painfully obvious, and a long-range deck will
gleefully
> >> waste its Pursuits to stay at long range, knowing that the first strike
> >> will be effective.
> >
> >And if the dedicated LR deck gets IGed then it's stuck with striking
hands
> >for one. Whereas the pot/FOR deck has just cycled a whole bunch of UP and
> >now has it's pot cards.
>
> And when it's against a close range deck, it hasn't - and is stuck with
> a hand full of UP.
Which can be cycled by preventing damage.
> >What I'm trying to say is that UP is just a cycleable as Flash or
Pursuit.
> >It has an inferior effect that sees just as much use as Flash or Pursuit
so
> >neither is more effective than the other.
>
> Flash and Pursuit don't rely on the other deck doing something. UP
> does.
And how often do you fight combats where prevention is useless? There is
going to be a minion of your predator or prey that you can rush where these
UPs are going to get used, either as manuvers or prevention.
On Wed, 21 Nov 2001 20:34:12 +1100, "GreySeer" <e...@i.think.not> wrote:
>pick a fight with someone who is going to make you use them up. As always,
>luck of the draw will play a part but I still totally refute the statement
Suggest looking up definition of "refute". You meant to say you totally
disagree, since you completely ignored the post in question.
>that a LR deck ( cel, tha, whatever ) will hose a pot/FOR deck because of
>the simple fact that every round of every combat starts at close range.
Doesn't matter where combat starts. The LR deck has twice as many
maneuvers in, as well as the potential for permanents if it chooses to
go that way ("gun"). A deck that wants to run away from you WILL get
away from you the majority of the time; and that will wipe out any
close-range deck.
[ quoted text not captured ]
On Wed, 21 Nov 2001 10:46:12 +0000, James Coupe <ja...@zephyr.org.uk>
wrote:
>In message <n2dmvt8qlbd4aqhoq...@4ax.com>, Derek Ray
><lor...@yah0o.com> writes:>>This is just about as terrible as it gets, actually. If you're a
>>POT/FOR deck, the vast majority of your deck is based around combat --
>>it HAS to work, or you're going to die.>
>A deck with Rapid Change, Force of Will, Earth Control, Regeneration,
>Restoration, Rapid Healing, Movement of the Slow Body, Day Operation and
>Daring the Dawn could have a potentially solid focus, with Dawn
>Operation, Skin of Night and Flesh of Marble as a nice side-line rather
>than a focus.
Where does the POT come into play, and how did PRO (Movement/Earth/Rapid
Change/Flesh) get in that mix? =)
POT/FOR, not PRO/FOR, James. =)
[ quoted text not captured ]
"GreySeer" <e...@i.think.not> wrote in message news:<tvn5g9r...@news.supernews.com>...
<Snip>
> [snip]> If the pot/FOR deck has caught you then you probably aren't going to get a
> second stike, the intent is to put you in torpor before additonals. If we're
> at long, then yes, chances are that that additional will be playable. My
> point is, by having lots of UP, I can be pretty sure of getting to close
> against those who try to manuver out. If I don't need the manuvers I can
> spend the UPs on prevention.
Well, you might not get a second strike, but if you're Assimite, you
might get a first strike... Which is why Cel might sometimes be
better... Its really a rock paper scissors kind of thing. We can sit
here and argue about how great rock is, but the thing is, is that
it'll always be defeated by paper, and so on. Granted, it may not be a
game with only 3 factors in it, and its not a game where only one
thing counters the next, but the analogy is still applicable. Its this
kind of point/counter point that makes this game so great.
<Snippy>
~SV
In message <bi9nvtolc7tdatpe8...@4ax.com>, Derek Ray
<lor...@yah0o.com> writes:
>Where does the POT come into play, and how did PRO (Movement/Earth/Rapid
>Change/Flesh) get in that mix? =)
>
>POT/FOR, not PRO/FOR, James. =)
Shush. I'll try to remember to not post after 4 hours' sleep.
[ quoted text not captured ]
In message <tvn5g9r...@news.supernews.com>, GreySeer
<e...@i.think.not> writes:
>> If you *are* going up against a big combat deck, it might be long range
>> - in which case you can play for maneuver and prevent. Or it's close
>> range, in which case you can play for prevent.>
>Doesn't have to be big combat, 2 damage will let you use 2. Getting rid 2
>should un-jam you.
<preserved for reference>
>> How many combat decks will you likely sit at on a table? This is, of
>> course, a meta-game issue - but in many instances, that's rather low.
>> If you pile up too high, such that you can cycle against a big combat
>> deck, you won't be able to cycle fast enough against a small combat
>> deck.>
>The meta-game will determine how many you will need. If you're not seeing
>many combat decks then you need less UP and more IG. In my meta-game nearly
>every deck packs some combat.
There is a significant difference, however, between "some combat" and
"combat where this will be useful". I regularly see Ventrue decks pack
"some combat" - mostly Obedience (combat avoidance), Elysium: The
Arboretum (combat ends), Majesty (combat ends) and Skin of Something
(damage prevention).
Except in rare instances (drawing the one copy of Island of Yiaros,
playing Luccia Paciola), if that deck gets Immortally Grappled, it will
hit back for one.
It's not maneuvered, it's not going to strike for 2 damage and it's a
perfectly viable deck style.
If, by your assertion, cycling two will unjam you, objective failed.
>> However, Pursuit provides a maneuver at inferior, as does Flash. This
>> makes them inherently more usable. If we restrict ourselves to pot/FOR
>> as a minimum, our smallest vampire is a 6 for that purpose. This, in
>> part, will stock up your hand with them because you can't weenie the
>> deck as easily. This makes them inherently less cyclable.>
>This is how we got into the discussion in the first place. We might be
>seeing a lot more vampires of lower capacity makeing pot/FOR more viable.
pot/FOR is still (by current standards) going to need at least 4 points
of capacity, whereas pot/cel needs only 3.
>Given that the discussion is LR decks vs CR pot/FOR decks. I don't see how
>CEL is better than FOR. To me, UP has just as much cycle potential as Flash
>or Pursuit.
Against no maneuvers and combat ends, you can't cycle. It seems likely
that a number of Necromancy based decks are going to use Ex Nihilo as
combat defence (where it just won't care about your damage) where you'll
be unable to convincingly maintain the integrity of your card flow.
They're not going to maneuver, they're not going to hit you for
*anything*.
This is looking like a serious candidate for combat defence with a
number of mooted big capacity Necromancy decks.
>> Assuming both decks are still around for damage prevention (that is, the
>> combat hasn't been ended), an additional strike will almost certainly be
>> playable. A press to another round will almost certainly be playable.
>> Prevention of damage - when up against another combat deck - is less
>> certain. The Assamites are popular now, and the Tremere still get
>> played.>
>If the pot/FOR deck has caught you then you probably aren't going to get a
>second stike, the intent is to put you in torpor before additonals.
A number of cel/pot decks could well do similar.
>If we're
>at long, then yes, chances are that that additional will be playable. My
>point is, by having lots of UP, I can be pretty sure of getting to close
>against those who try to manuver out. If I don't need the manuvers I can
>spend the UPs on prevention.
You're continually ignoring the point that you can't just "spend" the
UPs on prevention.
>> >> If you're a POT deck maneuvering back to close, your
>> >> strategy (IG) is painfully obvious, and a long-range deck will>gleefully>> >> waste its Pursuits to stay at long range, knowing that the first strike
>> >> will be effective.
>> >
>> >And if the dedicated LR deck gets IGed then it's stuck with striking>hands>> >for one. Whereas the pot/FOR deck has just cycled a whole bunch of UP and
>> >now has it's pot cards.
>>
>> And when it's against a close range deck, it hasn't - and is stuck with
>> a hand full of UP.>
>Which can be cycled by preventing damage.
Not all close range decks will even bother to hit you for more than one
- a lot will just strike for hands, because they're not combat decks.
And *you* established that *two* will unjam you. No, sorry, two
*should* unjam you. Blimey.
Also, if UP is jamming you, and you need to assert two to unjam you,
you're still jammed up until the moment of damage prevention - whereas
the CEL based deck has already cycled them.
>> >What I'm trying to say is that UP is just a cycleable as Flash or>Pursuit.>> >It has an inferior effect that sees just as much use as Flash or Pursuit>so>> >neither is more effective than the other.
>>
>> Flash and Pursuit don't rely on the other deck doing something. UP
>> does.>
>And how often do you fight combats where prevention is useless?
This is the point. Prevention for 1 (a non-combative deck) is not
effective, by your own standards. A number of deck styles are coming
forward as viable now where your prevention is also useless.
[ quoted text not captured ]
> >> >What I'm trying to say is that UP is just a cycleable as Flash or
> >> >Pursuit.
> >> >It has an inferior effect that sees just as much use as Flash or
> >> >Pursuit so neither is more effective than the other.
> >>
> >> Flash and Pursuit don't rely on the other deck doing something. UP
> >> does.
> >
> >And how often do you fight combats where prevention is useless?
>
> This is the point. Prevention for 1 (a non-combative deck) is not
> effective, by your own standards. A number of deck styles are coming
> forward as viable now where your prevention is also useless.
But the assumption is that we're under IG, so all those 'unpreventable
damage' decks are hosed from the start (since the only way to avoid IG is by
maneuvering to long, and since the arguement is that UP is jamming your
hand, that won't be an issue either). You'll always have at least one damage
to prevent or, against many combat decks, more.
Flux
Flux <fl...@netc.pt> wrote:
> But the assumption is that we're under IG, so all those 'unpreventable
> damage' decks are hosed from the start (since the only way to avoid IG is by
> maneuvering to long, and since the arguement is that UP is jamming your
> hand, that won't be an issue either). You'll always have at least one damage
> to prevent or, against many combat decks, more.
If you're jammed on UP, and at close range, you won't be able to reliably
have IG in your hand (which you have to play before the damage prevention
step). So the THA player will still be able to hit your with Blood Ire,
and you'll still be unable to cycle UP (nothing to prevent).
[ quoted text not captured ]
On Wed, 21 Nov 2001 21:09:48 +1100, "GreySeer" <e...@i.think.not> wrote:
>"Derek Ray" <lor...@yah0o.com> wrote in message
>news:andmvt43l6spfvfs4...@4ax.com...>> First, a close-range deck generally does NOT pack permanent maneuvers,
>> as they're a waste of its time. Long-range decks, on the other hand,
>> frequently do, even if it's only in the form of Zip Guns which can then
>> be backed up by transient maneuvers.>
>I'll concede that CR decks don't typically pack pemenant manuvers but that's
>why you have a lot of UP, to counter permenant manuvers. If you don't need
>to counter the manuvers then you can prevent.
Here's the point that you're missing; if you have enough maneuvers in
your deck to catch a long-range deck consistently, then you'll be
screwed when you sit next to non-combat decks that do nothing but punch
for 1 (if that).
Assume your deck has enough UP that you can always have 2 of them in
hand. This is enough to have a good shot at catching long-range decks,
although the Assamites will probably still get away from you with
Flash/Pursuit. Anyway; when you sit down next to the S:CE deck, you're
going to be screwed, because it will be punching "hands for 1" every
single time. You'll only be able to play one UP per combat, and as LSJ
pointed out, that will be AFTER you need the IG to keep it from playing
S:CE (and if it ends combat, you'll be playing NO UP whatsoever). If
you have Hidden Strength in your deck as well (as you claimed
elsewhere), now you're REALLY screwed up with prevent cards.
I realize that your local metagame is heavy combat, and that's fine and
all. But abstract deck theory such as this HAS to involve the
assumption of a complete lack of knowledge of what you'll be sitting
next to, and the assumption that whatever you sit next to will be
effective at what it does.
Given these two assumptions, and the knowledge that combat is much
harder to win with, you can make a third assumption that you'll most
often be sitting next to NON-combat decks. As such, you want to tailor
the amount of UP in your deck for NON-combat, so you don't get screwed
by sitting next to the S:CE deck... and when you do that, you no longer
have enough UP to catch a long-range combat deck. The assumption that
you can just Rush cross-table to find someone who'll punch you for 2 or
more is also shown faulty here, as there may be NO combat decks at your
table, much less ones who want to help you.
Long-range decks, on the other hand, have the advantage during building;
since they want to be at long range against either a combat deck OR a
non-combat deck, they can put tons of maneuvers in. They get to play at
least one every combat, no matter WHAT the other deck is playing. Their
permanents are never wasted, as they can always maneuver with the
transients to cycle cards, and save the permanents for when they have no
transients.
The long-range styles that can do unpreventable damage (Assamites,
Tremere) both have the additional advantage of dual-purpose cards going
for them; Celerity provides Flash/Pursuit, which can be cycled whether
or not your opponent's deck hits you. Thaumaturgy provides Apportation,
which is both a maneuver AND a press card; a THA deck in hand jam simply
maneuvers with Apportation, strikes with hands at long range for 1,
presses with Apportation, maneuvers with Apportation... and so on until
it gets the cards it needs. Same with Celerity; you just Flash for
maneuver to long, strike-hands, Pursuit for an additional strike-hands,
press from the Flash, play a second Flash to maneuver...
See where I'm coming from now? UP in a close range deck can't freely
cycle itself; you have to be getting hit somehow or have someone
maneuvering away from you.
>> What this means is that while you have only one source for maneuvers, a
>> long-range deck can put in twice as many maneuvers as you while still
>> being able to cycle all its cards freely when it doesn't need to run
>> away from people.>
>What I'm trying to say is that UP is just a cycleable as Flash or Pursuit.
>It has an inferior effect that sees just as much use as Flash or Pursuit so
>neither is more effective than the other.
Hardly. See above. I can use up an infinite supply of Flash/Pursuit in
a single combat, assuming superior CEL and an opponent who plays no
cards. You CAN'T do the same thing with UP/Hidden Strength, because
when you maneuver to long with UP, I just strike-hands (and you can't
press since you can't play HS)... and if you stay at close and prevent
with HS, you can't play the UP because I'm only doing 1 point of damage.
>If I can't catch them I'm not that likely to end up worse for wear because I
>can potentially prevent the damage without playing additonal cards. If I do
>catch you though, you're in for a spot of bother.
You can't prevent Theft or Blood Sweat, which is what is most likely to
happen to you if you don't catch me.
>If Tremere Theft I don't really care, it's not damage. If I have no blood
>and only 1 of UP or HS then yes, I'm in trouble but we're not planning on
>that because we're packing a whole lot of them.
Uh. Let's look at Saxum for a second. He's a 6-cap with pot/FOR,
almost exactly what you need for this deck. He can be found in the
Gargoyles preview: http://www.white-wolf.com/vtes/BLgar.html
My current Thelerity deck can empty him in round 1 with
Theft/Blur/Theft/Theft. Are you SURE you don't care about it not being
damage? And just for additional nuisance, I'm going to retool that deck
to be slightly different; Weather Control at inferior, Flash to long,
Theft, Pursuit, Theft, use Flash's press... 6 points of blood lost, I
gain 2 blood, and if you weren't full, you're in torpor at the start of
round 2. If you ARE full, I can play Weather Control at superior and
you will still be in torpor, though I'll only gain 1 blood. All your
prevent cards will be worthless. If you're chasing after me, I play
Pursuit at inferior, sacrificing the additional strike to guarantee long
range. I also have the option to press to END if I don't have another
Flash in hand for the next round; not perfect for me, but I'm still up 1
blood and you're down 3.
See the problem?
>> Uh-huh. So now you have superior in both, AND you've included Hidden
>> Strength, Disarm, and Decapitate in this deck, while the Tremere have
>> simply tossed in 9,000 Apportations, stayed at long range, and
>> completely emptied you with Thefts that your Hidden Strength was useless
>> against.>
>Decapitate is optional, you'd want to have some minions with POT/FOR but
>pot/FOR is the only mandator part of the equation discipline-wise. The
>Tremere are using Apportation + Theft, I'm using UP a few HS ( maybe ) + a
>few Disarm + a few IG. For Mr Tremere to be effective at all he's going to
With only a few IG you'll die against S:CE, Dodge, and any Celerity
combat deck.
>need what, 60/40 Apportation + Theft and then you need a Theft to be able to
Generally 16/16 suffice just nicely in a mono-THA deck.
>do more than 1 damage. All I need is to be at close and prevent your damage
Weather Control will handle any damage I require.
A mono-THA deck is more powerful than advertised, although it loses
badly against S:CE. The only cards required are Bum's Rush, Weather
Control, and Apportation/Theft of Vitae in spades. Picture this
scenario:
Magdalena Schaefer Bum's Rushes a full Sheldon. Sheldon looks puzzled.
-- round 1 --
Before range, she plays a Weather Control at superior. Both take 1
point of damage immediately. Sheldon looks annoyed.
She maneuvers with Apportation. Sheldon idles and fondles his Torn
Signpost.
She strikes with Theft of Vitae superior and burns an additional blood
(note card text on Magdalena carefully!). She is now empty.
Strikes resolve, Magdalena fills up to 2, Sheldon is at 6.
Magdalena presses with Apportation.
-- round 2 --
Weather Control hits both vampires for 2 points of damage. Magdalena is
empty, and Sheldon is at 4 and pissed off.
Magdalena maneuvers with Apportation again, and strikes with Theft of
Vitae superior. She burns an additional blood for using the strike, and
remains empty (since empty vampires ignore "burn blood" effects, and
Maggie's text does NOT use the "burn to" wording, this works).
Strikes resolve, Magdalena fills up to 2, Sheldon is also at 2. Sheldon
eyes his Skin of Steel and Unflinching Persistence ruefully.
Magdalena presses with Apportation.
-- round 3 --
Weather Control sends both vampires to torpor with 3 unpreventable
damage. Who came out ahead here? Total cards used: 1 Bum's Rush, 1
Weather Control, 4 Apportation, 2 Theft of Vitae... and a full 9-cap
torporized for the cost of my 2-cap weenie.
An early version of this deck is archived at:
http://people.atl.mediaone.net/intj/jpa/decks/,
under my name and the title "Somebody get an Ashtray". This version was
created before I owned more than 7 Apportations; to update it to a more
modern, effective version, I'd remove all the Walk of Flame, add in 4
more THA skill cards instead of Havens, replace all the Dead End Alley
with Apportation (which I actually own now and can do), replace 4 Thefts
with 4 more Bum's Rushes, and replace 1 Mob Connections with 1 Coven.
I'd also swap out one Merrill for one Aisling Sturbridge.
The deck as listed torporized/burned 11 vamps in one game, however.
Lots of fun, although a bit tricky to get multiple ousts with.
>( which I don't even have to do if you Theft at Close ) and I can disarm
>you. If you want to do more than just Theft me than that's more different
>cards that you need to add which reduces the chances you have of getting
>what you need when you need it.
With 16 Apportation in my deck, how exactly do you plan to catch me?
Put 16 UP in yours? You'll die against non-combat.
>> Right. So you'll gladly sacrifice all the blood off a full X-cap (the
>> capacity of a Blood Brother, whatever it is) to play Disarm and watch a
>> vampire who won't care about its -1 strength anyway rescue itself (or be
>> rescued by someone else)... just so you can hunt next turn while it
>> bleeds you for 6?
>>
>> This is what we call a losing strategy.>
>We're assuming a worst case scenario here and I win the combat. If I have to
If you have an empty 6-cap and I have a 6-cap with 5 blood on it in
torpor, *I* have won this combat. My 6-cap will be rescuing self on my
next turn, assuming my other vampires don't pick it back up immediately
(if it's my turn) or I don't make a deal with your prey to rescue my
vamp so I can put more pressure on you. If you're my predator, even
better; I simply rescue myself immediately.
>I'll diablerise your vampire to stop it bleeding for 6 or I'll go all your
>vampires so that you don't have anyone ready to rescue with.
With what vampire do you intend to diablerize? Your guy is hunting next
turn, and if you have more than 1 vampire out, so do I. I block your
diablerie attempt and empty your NEXT vampire. Your prey will be
DELIGHTED to help me out with a few rescue actions that he won't even
have to pay for (your vampires are the ones spending the cost here).
>> Loses to Dodge and S:CE, which is why you don't see it very much except
>> as a sideline.>
>I've got a Giovanni deck ( although it doesn't have FOR ) that uses it quite
>well. Increased Strength, Sacrament, Burning Wraith and a handfull of IG.
>Burn those guys who want to dodge or S:CE and SoC those who want to be at
>long.
Realistically, though, you'll usually end up having a BW/IG in hand when
the guy maneuvers away, and a Sacrament/IS in hand when he plays S:CE.
It's very tough to actually make the above deck work consistently --
it's highly dependent on opponents continuing to blindly walk into your
combo.
>> I think it won't be that much better than plain old POT, myself -- if
>> even better at all. Relying on two disciplines is much trickier than
>> relying on one -- if you have a handful of POT cards you'll really be
>> hating the guy with the Zip Gun/Mass Reality intercept deck.>
>If I've got a handfull of POT cards, I'm not going to be rushing Mr Zip
>Gun/Mass Reality and he's not going to be intercepting me w/out Eagles
>Sight.
And what if he's your prey?
[ quoted text not captured ]
"Emmit Svenson" <emmits...@hotmail.com> wrote in message
news:75bdf7ed.01112...@posting.google.com...
[ quoted text not captured ]
Going that route, Weather Control + Dawn Operation + Skin of Night is the
ultimate combat trump, all the damage is aggrevated ( except for you )
"Derek Ray" <lor...@yah0o.com> wrote in message
news:8d9nvt41gp3n4vitg...@4ax.com...
> On Wed, 21 Nov 2001 20:34:12 +1100, "GreySeer" <e...@i.think.not> wrote:
>
> >pick a fight with someone who is going to make you use them up. As
always,
> >luck of the draw will play a part but I still totally refute the
statement
>
> Suggest looking up definition of "refute". You meant to say you totally
> disagree, since you completely ignored the post in question.
I didn't ignore the post, I suggest you read mine again. In the first
sentance I conceded that there are always going to be situations where it
ends badly for you reguardless, especially if you have a lot of one card in
a deck. I then went on to re-state why I diagree with the assertion that LR
decks beat CR decks even if that CR deck is using UP for it's manuvers.
I disagree that LR decks can out-manuver CR decks for the following reasons
* There's no reason why I can't have more transient manuvers than a LR deck
* Damage prevention can be cycled just as easily as presses or additionals
* Range always starts at close
* Permenant manuvers can be a problem but if they're that prevalent in my
metagame then I can always put in some of my own.
> >that a LR deck ( cel, tha, whatever ) will hose a pot/FOR deck because of
> >the simple fact that every round of every combat starts at close range.
>
> Doesn't matter where combat starts. The LR deck has twice as many
> maneuvers in, as well as the potential for permanents if it chooses to
> go that way ("gun"). A deck that wants to run away from you WILL get
> away from you the majority of the time; and that will wipe out any
> close-range deck.
I'll concede that a gun deck has potential for more manuvers than a pot/FOR
deck since it doesn't need to dedicate combat card slots to anything other
than manuvers whereas the pot/FOR needs cards other than manuvers to be
effective.
"vermillian" <vermil...@yahoo.com> wrote in message
news:f987c6cd.01112...@posting.google.com...
[ quoted text not captured ]
I'll agree with that. That's what is so great about the game, no matter how
good the combo looks on paper there's always a counter and that counter
doesn't have to be specifically tailored to counter what you're trying to
do. That counter is quite possible just a basic part of how some other deck
functions.
I was getting up in arms over the people who are trying to tell me that any
LR deck will always out manuver a CR deck ( for reasons stated in another
thread ).
"James Coupe" <ja...@zephyr.org.uk> wrote in message
news:XJRhZyDB...@gratiano.zephyr.org.uk...
[ quoted text not captured ]
I'm not sure what you're getting at there. I was just making the point that
if you really have to cycle some UP, go pick a fight with a minion that can
do > 1 point of damage. Getting rid of 2 UP should be enough to give you
something more useful thana hand full of UP.
> >> However, Pursuit provides a maneuver at inferior, as does Flash. This
> >> makes them inherently more usable. If we restrict ourselves to pot/FOR
> >> as a minimum, our smallest vampire is a 6 for that purpose. This, in
> >> part, will stock up your hand with them because you can't weenie the
> >> deck as easily. This makes them inherently less cyclable.
> >
> >This is how we got into the discussion in the first place. We might be
> >seeing a lot more vampires of lower capacity makeing pot/FOR more viable.
>
> pot/FOR is still (by current standards) going to need at least 4 points
> of capacity, whereas pot/cel needs only 3.
pot/cel decks are typically CR, we're taking about LR vs CR decks.
Specifically whatever/CEL LR decks vs pot/FOR CR decks.
> >Given that the discussion is LR decks vs CR pot/FOR decks. I don't see
how
> >CEL is better than FOR. To me, UP has just as much cycle potential as
Flash
> >or Pursuit.
>
> Against no maneuvers and combat ends, you can't cycle. It seems likely
> that a number of Necromancy based decks are going to use Ex Nihilo as
> combat defence (where it just won't care about your damage) where you'll
> be unable to convincingly maintain the integrity of your card flow.
> They're not going to maneuver, they're not going to hit you for
> *anything*.
>
> This is looking like a serious candidate for combat defence with a
> number of mooted big capacity Necromancy decks.
That's a problem for any deck that can't do agg damage. In that situation a
cel deck can cycle some cards. But then again, how often is it that all of
your predator's and preys minions are not manuvering and not dealing out any
damage? This might be a result of my metagame but there's always a minion
worth attacking that will allow me to cycle UPs if I need to.
> >> Assuming both decks are still around for damage prevention (that is,
the
> >> combat hasn't been ended), an additional strike will almost certainly
be
> >> playable. A press to another round will almost certainly be playable.
> >> Prevention of damage - when up against another combat deck - is less
> >> certain. The Assamites are popular now, and the Tremere still get
> >> played.
> >
> >If the pot/FOR deck has caught you then you probably aren't going to get
a
> >second stike, the intent is to put you in torpor before additonals.
>
> A number of cel/pot decks could well do similar.
Not arguing that, we're talking about a cel deck that wants to be at long
and is doing damage that isn't preventable.
> >If we're
> >at long, then yes, chances are that that additional will be playable. My
> >point is, by having lots of UP, I can be pretty sure of getting to close
> >against those who try to manuver out. If I don't need the manuvers I can
> >spend the UPs on prevention.
>
> You're continually ignoring the point that you can't just "spend" the
> UPs on prevention.
Unflinching Persistence: Combat, Fortitude
[for] Prevent 1 damage. [FOR] Maneuver; prevent up to 1 damage later this
round. Only usable when choosing range.
As long as damage is being dealt I can play it at inferior to prevent one.
> >> >> If you're a POT deck maneuvering back to close, your
> >> >> strategy (IG) is painfully obvious, and a long-range deck will
> >gleefully
> >> >> waste its Pursuits to stay at long range, knowing that the first
strike
> >> >> will be effective.
> >> >
> >> >And if the dedicated LR deck gets IGed then it's stuck with striking
> >hands
> >> >for one. Whereas the pot/FOR deck has just cycled a whole bunch of UP
and
> >> >now has it's pot cards.
> >>
> >> And when it's against a close range deck, it hasn't - and is stuck with
> >> a hand full of UP.
> >
> >Which can be cycled by preventing damage.
>
> Not all close range decks will even bother to hit you for more than one
> - a lot will just strike for hands, because they're not combat decks.
>
> And *you* established that *two* will unjam you. No, sorry, two
> *should* unjam you. Blimey.
>
> Also, if UP is jamming you, and you need to assert two to unjam you,
> you're still jammed up until the moment of damage prevention - whereas
> the CEL based deck has already cycled them.
UP shouldn't be jamming me for a start. Since I'm the one deciding who is
getting attacked I should have a good idea about what response I'm going to
get and what cards I'll need to achieve my objective.
> >> >What I'm trying to say is that UP is just a cycleable as Flash or
> >Pursuit.
> >> >It has an inferior effect that sees just as much use as Flash or
Pursuit
> >so
> >> >neither is more effective than the other.
> >>
> >> Flash and Pursuit don't rely on the other deck doing something. UP
> >> does.
> >
> >And how often do you fight combats where prevention is useless?
>
> This is the point. Prevention for 1 (a non-combative deck) is not
> effective, by your own standards. A number of deck styles are coming
> forward as viable now where your prevention is also useless.
It's not effective as an unjamming mechanism no, but I feel that there's is
always going to be a combat worth fighting that will unjam you. That's also
assuming that there will be a jam in the first place which is almost never
the case in a cel deck and I'm saying that it's equally rare in a pot/FOR
deck.
"Derek Ray" <lor...@yah0o.com> wrote in message
news:r2covts2u82cfoui5...@4ax.com...
[ quoted text not captured ]
Given the assumptions any combat deck is in trouble unless it's the kind
that dumps a whole bunch of cards before range is determined. Sure, you'll
be cycling 1 card a combat as opposed to my 0 but that's not going to help
either of us much.
Even though we are taking in abstract, I always take the metagame into
account when finalising a deck. I'll have the base of it on paper but I'll
often make minor adjustments before I take it with me to playgroup X or to a
tourney in region Y. If I'm in Sydney I'll add more UP, if I'm down south,
I'll add more IG.
> The long-range styles that can do unpreventable damage (Assamites,
> Tremere) both have the additional advantage of dual-purpose cards going
> for them; Celerity provides Flash/Pursuit, which can be cycled whether
> or not your opponent's deck hits you. Thaumaturgy provides Apportation,
> which is both a maneuver AND a press card; a THA deck in hand jam simply
> maneuvers with Apportation, strikes with hands at long range for 1,
> presses with Apportation, maneuvers with Apportation... and so on until
> it gets the cards it needs. Same with Celerity; you just Flash for
> maneuver to long, strike-hands, Pursuit for an additional strike-hands,
> press from the Flash, play a second Flash to maneuver...
>
> See where I'm coming from now? UP in a close range deck can't freely
> cycle itself; you have to be getting hit somehow or have someone
> maneuvering away from you.
Given that situation, yes, you can cycle a lot better than I can but in my
experience there's two kinds of combat. S:CE and something other than just
hands for 1.
> >> What this means is that while you have only one source for maneuvers, a
> >> long-range deck can put in twice as many maneuvers as you while still
> >> being able to cycle all its cards freely when it doesn't need to run
> >> away from people.
> >
> >What I'm trying to say is that UP is just a cycleable as Flash or
Pursuit.
> >It has an inferior effect that sees just as much use as Flash or Pursuit
so
> >neither is more effective than the other.
>
> Hardly. See above. I can use up an infinite supply of Flash/Pursuit in
> a single combat, assuming superior CEL and an opponent who plays no
> cards. You CAN'T do the same thing with UP/Hidden Strength, because
> when you maneuver to long with UP, I just strike-hands (and you can't
> press since you can't play HS)... and if you stay at close and prevent
> with HS, you can't play the UP because I'm only doing 1 point of damage.
HS is probably a bad example in hindsight, if I was using a lot of UP and
wanted to press then I should be using Indomitability. Given that my
opponent is doing absolutely nothing to me in combat, yes, CEL & THA is
going to cycle a lot better than I am.
[ quoted text not captured ]
But now you're taking about using Blur, 3 Thefts and a Weather Control which
all eat up manuver card slots, how do you plan on out manuvering me in the
first place? Not that that strategy isn't highly unplesant and I'd love to
see it in action.
> >> Uh-huh. So now you have superior in both, AND you've included Hidden
> >> Strength, Disarm, and Decapitate in this deck, while the Tremere have
> >> simply tossed in 9,000 Apportations, stayed at long range, and
> >> completely emptied you with Thefts that your Hidden Strength was
useless
> >> against.
> >
> >Decapitate is optional, you'd want to have some minions with POT/FOR but
> >pot/FOR is the only mandator part of the equation discipline-wise. The
> >Tremere are using Apportation + Theft, I'm using UP a few HS ( maybe ) +
a
> >few Disarm + a few IG. For Mr Tremere to be effective at all he's going
to
>
> With only a few IG you'll die against S:CE, Dodge, and any Celerity
> combat deck.
Depends on what a few is, for me, a few in a combat deck is 5-6.
[ quoted text not captured ]
Non-combat in any playgroup I've played in = S:CE. With 16 Apportations
you're going to have almost as much trouble as me and you've got little
chance of doing anything except Weather Controlling both the opposing minion
and yourself, at least I've got the potential to cycle some non-UP combat
cards if I can IG.
> >> Right. So you'll gladly sacrifice all the blood off a full X-cap (the
> >> capacity of a Blood Brother, whatever it is) to play Disarm and watch a
> >> vampire who won't care about its -1 strength anyway rescue itself (or
be
> >> rescued by someone else)... just so you can hunt next turn while it
> >> bleeds you for 6?
> >>
> >> This is what we call a losing strategy.
> >
> >We're assuming a worst case scenario here and I win the combat. If I have
to
>
> If you have an empty 6-cap and I have a 6-cap with 5 blood on it in
> torpor, *I* have won this combat. My 6-cap will be rescuing self on my
> next turn, assuming my other vampires don't pick it back up immediately
> (if it's my turn) or I don't make a deal with your prey to rescue my
> vamp so I can put more pressure on you. If you're my predator, even
> better; I simply rescue myself immediately.
>
> >I'll diablerise your vampire to stop it bleeding for 6 or I'll go all
your
> >vampires so that you don't have anyone ready to rescue with.
>
> With what vampire do you intend to diablerize? Your guy is hunting next
> turn, and if you have more than 1 vampire out, so do I. I block your
> diablerie attempt and empty your NEXT vampire. Your prey will be
> DELIGHTED to help me out with a few rescue actions that he won't even
> have to pay for (your vampires are the ones spending the cost here).
If you're playing THA only you are probably going to be at an advantage
since your vamps are most likely smaller than mine and therefore you have
more than me. Given the assumption that all I did was Disarm you and not
actually belt you into Torpor.
> >> Loses to Dodge and S:CE, which is why you don't see it very much except
> >> as a sideline.
> >
> >I've got a Giovanni deck ( although it doesn't have FOR ) that uses it
quite
> >well. Increased Strength, Sacrament, Burning Wraith and a handfull of IG.
> >Burn those guys who want to dodge or S:CE and SoC those who want to be at
> >long.
>
> Realistically, though, you'll usually end up having a BW/IG in hand when
> the guy maneuvers away, and a Sacrament/IS in hand when he plays S:CE.
> It's very tough to actually make the above deck work consistently --
> it's highly dependent on opponents continuing to blindly walk into your
> combo.
I usually find that I have a BW, IG and a Sacrament in my hand all at the
same time. Since I'm the one picking the fights, I tend not to rush a S:CE
deck without an IG. That Giovanni deck's weakest point is actually the lack
of any ability to prevent damage aside from Leather Jackets. If I play a BW
or get hit for a reasonable amount in return and have no taste it starts to
go downhill. That's a totally different discussion though. Just making the
point that that deck seems to work just fine for me.
> >> I think it won't be that much better than plain old POT, myself -- if
> >> even better at all. Relying on two disciplines is much trickier than
> >> relying on one -- if you have a handful of POT cards you'll really be
> >> hating the guy with the Zip Gun/Mass Reality intercept deck.
> >
> >If I've got a handfull of POT cards, I'm not going to be rushing Mr Zip
> >Gun/Mass Reality and he's not going to be intercepting me w/out Eagles
> >Sight.
>
> And what if he's your prey?
Focus on my predator until I don't have a hand full of POT cards. If I'm
playing POT only then that's a totally different story.
I'm yet to be convinced that CEL + whatever is better than pot/FOR but I
will concede that with the addition of Weather Control, a THA only deck will
best pot/FOT most of the time but pot/FOR will perform better against S:CE
decks than THA.
Now that I am actually slowly acquiring some Apportations. WC + Apportation
+ Theft sounds highly unplesant, I'll have to give it a go.
Reyda wrote:
>
> "Raille" <rai...@mich.com> wrote in message
> news:3BFA34ED...@mich.com...
>
> ( >> = derek's post here)> > > A deck with 16 Unflinching Persistence will die against anyone not
> > > trying to get away from it. If you can't use it as maneuvers, you can> > > only cycle 1 per combat to prevent the punch for 1 -- and you'll have a
> > > hand full of them in no time.
> > >
> >
> > Not true. Some cards have Superior's.
> >
> > Raille
>
> What do you MEAN ??
>
> reyda
Spoken out of context.
Had some card text migration. ;)
But if you block people that do 2 hand damage, you could cycle several a
turn.
Raille.
On Thu, 22 Nov 2001 12:38:57 +1100, "GreySeer" <e...@i.think.not> wrote:
>"Derek Ray" <lor...@yah0o.com> wrote in message
>news:8d9nvt41gp3n4vitg...@4ax.com...>> On Wed, 21 Nov 2001 20:34:12 +1100, "GreySeer" <e...@i.think.not> wrote:
>>
>> >pick a fight with someone who is going to make you use them up. As>always,>> >luck of the draw will play a part but I still totally refute the>statement>>
>> Suggest looking up definition of "refute". You meant to say you totally
>> disagree, since you completely ignored the post in question.>
>I didn't ignore the post, I suggest you read mine again. In the first
>sentance I conceded that there are always going to be situations where it
>ends badly for you reguardless, especially if you have a lot of one card in
>a deck. I then went on to re-state why I diagree with the assertion that LR
>decks beat CR decks even if that CR deck is using UP for it's manuvers.
Disagreement isn't refutation. Note my objection.
>I disagree that LR decks can out-manuver CR decks for the following reasons
>* There's no reason why I can't have more transient manuvers than a LR deck
Disproven in the other post. There are plenty of reasons, not the least
of which being that you'll be screwed when nobody is trying to get away
from you.
>* Damage prevention can be cycled just as easily as presses or additionals
Disproven in the other post. I can always press and additional strike
against someone who is punching for 1. You can't prevent more than 1.
>* Range always starts at close
If I have twice the maneuvers in my deck that you do, this is no longer
relevant until the endgame, when we're both out of transients.
>* Permenant manuvers can be a problem but if they're that prevalent in my
>metagame then I can always put in some of my own.
Disproven in the other post; realistically, you have no idea what you're
going to come up against, so planning to come up against combat only
works when you're playing against a metagame and decks that you know.
>I'll concede that a gun deck has potential for more manuvers than a pot/FOR
>deck since it doesn't need to dedicate combat card slots to anything other
>than manuvers whereas the pot/FOR needs cards other than manuvers to be
>effective.
Actually, a gun deck (in most cases) really needs to be using additional
strikes to be most effective. But that's handled by Pursuit, or just by
Flash's press to continue (if you want to go the 20x Flash route).
[ quoted text not captured ]
On Thu, 22 Nov 2001 13:54:01 +1100, "GreySeer" <e...@i.think.not> wrote:
>Given the assumptions any combat deck is in trouble unless it's the kind
>that dumps a whole bunch of cards before range is determined. Sure, you'll
>be cycling 1 card a combat as opposed to my 0 but that's not going to help
>either of us much.
Well, there IS the assumption above that combat decks are more difficult
to win with, and this is one reason why (dumping a whole bunch of cards
before range is determined is highly vulnerable to S:CE, unless you can
also play IG or Thoughts Betrayed).
Moving 1 card per combat is significantly more helpful than 0,
obviously. But there's an additional factor available for the CEL deck,
and that's Psyche!. You dump a maneuver and strike hands at long, they
play S:CE, you play Psyche! and restart combat. In situations where
defeating S:CE is not necessary, you can always burn Psyche! for a
press, or to restart against a Carrion Crows/Superior Mettle-playing
vampire.
As I note elsewhere, mono-THA is highly vulnerable to S:CE, although
Perfect Clarity DOES go a long way towards helping that. But mono-THA
makes up for it by being able to ignore Fortitude with impunity,
something almost no combat deck can do.
>Even though we are taking in abstract, I always take the metagame into
>account when finalising a deck. I'll have the base of it on paper but I'll
>often make minor adjustments before I take it with me to playgroup X or to a
>tourney in region Y. If I'm in Sydney I'll add more UP, if I'm down south,
>I'll add more IG.
Hmmm. I've GOT to contend that this may work for you in theory, but in
practice it's absolutely impossible to pull off. On our side of the
pond (USA), even the most 'predictable' players tend to be nearly
impossible to predict -- which makes for a quite interesting (and
challenging) environment to play in. But it also means that trying to
play the metagame can very much get you burnt.
>Given that situation, yes, you can cycle a lot better than I can but in my
>experience there's two kinds of combat. S:CE and something other than just
>hands for 1.
This is definitely where our experience differs. There are so many
different ways to commit combat that I can't even begin to count them
all. My most recent game consisted of decks with, as a combat sideline:
- Carrion Crows/Pushing the Limit/Thrown Gate
- Melee Weapon/Celerity/Blur
- Darkness Within/Arms of the Abyss/strike-hands
- !Ventrue prevent-the-world
- THA/for Theft/Burst/prevent and some Rotschreck
The first two decks would have given you plenty of damage to prevent,
although you might have quickly run out against the first. But sitting
next to the 3rd or 4th deck would have jammed you up on maneuvers
rapidly, and sitting next to the 5th deck would have gotten you dead the
first time you failed to play an IG, since you can't prevent Rotschreck
or Theft.
Two of the decks were, for your purposes, strike-hands for 1. Two of
them were doing unpreventable damage, and one of them was doing too MUCH
damage to easily prevent with UP alone -- it took several Skin of
Steel/etc. to handle properly. And its damage all worked under IG.
There are also many decks who disdain combat entirely, or whose combat
defense is Obedience, bloat, having too many weenies to kill, etc.
These decks will strike-hands for 1 over and over.
>HS is probably a bad example in hindsight, if I was using a lot of UP and
>wanted to press then I should be using Indomitability. Given that my
Nope. You want to be using HS, because it's better than Indomitability
in almost all situations (the ability to spend 1 blood and prevent 2 agg
with a single card and inferior Fortitude is WELL worth it). And your
deck isn't really going to WANT to press, since that's what IG is for,
right?
>opponent is doing absolutely nothing to me in combat, yes, CEL & THA is
>going to cycle a lot better than I am.
If you're playing IG on people, a lot of decks -can't- do anything more
than strike-hands for 1 in combat. That Melee Weapon/Blur deck I cited
above, for example, causes you some difficulty; if you IG it, it hits
you for 1 and you jam up on maneuvers/prevent. If you DON'T IG it, it
Dodges and hits you for 4-6 with a Blur.
>But now you're taking about using Blur, 3 Thefts and a Weather Control which
>all eat up manuver card slots, how do you plan on out manuvering me in the
>first place? Not that that strategy isn't highly unplesant and I'd love to
>see it in action.
There's plenty of room in the deck for everything, although you end up
going up to 90 cards and not having much more in the way of bleed
offense other than a couple bleed retainers, Laptops, and Ur-Sluggy or
Al-Ashrad's inherent +1 bleed. On the positive side, your Masters can
be a Minion Tap down to 2-3, so you end up getting a goodly number of
LARGE minions out, and have reasonably effective bloat potential.
>> With only a few IG you'll die against S:CE, Dodge, and any Celerity
>> combat deck.>
>Depends on what a few is, for me, a few in a combat deck is 5-6.
That's about what I thought a few was, too. When you're Rushing
backwards to kill Jost Werner with a Pulse, it's sort of imperative to
be able to guarantee that he dies. =)
>> With 16 Apportation in my deck, how exactly do you plan to catch me?
>> Put 16 UP in yours? You'll die against non-combat.>
>Non-combat in any playgroup I've played in = S:CE. With 16 Apportations
>you're going to have almost as much trouble as me and you've got little
>chance of doing anything except Weather Controlling both the opposing minion
>and yourself, at least I've got the potential to cycle some non-UP combat
>cards if I can IG.
As mentioned elsewhere, mono-THA *does* lose horribly against S:CE,
although I suppose I could stick some Perfect Clarity in the deck for
Merrill/Aisling to use on their Bum's Rushes.
But non-combat is not always S:CE; a lot of times it's simply Dodge,
Flesh of Marble, or lots of Fortitude. Occasionally it's Masochism,
where they LET you hit them and then prevent. Sometimes it's just Zip
Gun/transient maneuvers, to try to get out of the way.
>If you're playing THA only you are probably going to be at an advantage
>since your vamps are most likely smaller than mine and therefore you have
>more than me. Given the assumption that all I did was Disarm you and not
>actually belt you into Torpor.
The objection was to the "prevent/Disarm/diablerize" idea, yes. It's
much less effective than actually pounding all the blood off someone.
>I usually find that I have a BW, IG and a Sacrament in my hand all at the
>same time. Since I'm the one picking the fights, I tend not to rush a S:CE
>deck without an IG. That Giovanni deck's weakest point is actually the lack
What if it's your predator and bleeding you for about 70 per turn?
This is my point. Sometimes you absolutely, positively, MUST Rush
backwards in your own defense.
>I'm yet to be convinced that CEL + whatever is better than pot/FOR but I
>will concede that with the addition of Weather Control, a THA only deck will
>best pot/FOT most of the time but pot/FOR will perform better against S:CE
>decks than THA.
Celerity is simply the BEST combat support discipline out there. If
you're worried about getting caught at close range, an extensive mix of
Flash/Pursuit/Psyche! will deal with most problems for you; a pot/CEL
deck that carries nothing but Sewer Lids can do lots of damage this way
at 3-6 per round (which also renders Skin of Steel's superior slightly
less useful), and it's perfectly viable for them to include 16+ Flash in
the deck. Against close-range combat, they escape and use the Psyche!
to press, as opposed to the Flash's optional press. Against S:CE, they
have Psyche! to restart combat and plenty of Flash to get back to long.
Against wacko combat, they have multiple presses/maneuvers/restarts
available as necessary, although other long-range combat will give them
some trouble.
In the above described deck, I'd consider using:
16 Flash
6 Pursuit
8 Psyche!
although I might swap out the 6 Pursuit for 6 Side Strike, depending on
whether or not I was REALLY worried about long-range combat being
around.
>Now that I am actually slowly acquiring some Apportations. WC + Apportation
>+ Theft sounds highly unplesant, I'll have to give it a go.
It really offends the heavy Fortitude players, I'll say that. The
Ventrue definitely get kind of pissed off when Blythe wanders in,
torporizes your vampire, and ends up only down 1 blood. A lot of quick
math is called for to determine whether you should play the WC at
superior or inferior -- vamps with 6 blood, for example, can be dealt
with by WC/theft/press/theft/press, and while it's more intensive on the
Thefts and presses, it's also a lot easier on your vamp.
[ quoted text not captured ]
[ quoted text not captured ]
Similar but different :-)
Okay, Okay.. I dug it out of my archive, and posted it below.
Doesn't whip out tons of bombs at once, but how many minions
really want to suck up 5point of bomb damage or the occasional
agg from a WPG?
My combat training started out with Nossie rush (back in the day),
and still like powerstriking on the first blow. Though probably
include a few Acrobatics cards to deal with dodgers, maybe a
Hidden Lurker/Psyche to deal with Combat Ending blockers.
I cobbled this together before Final Nights, so would probably
swap a few cards in/out. Note that the deck is currently running
at 62 Cards having been thrown together to test the idea.
Actually had very good results, just haven't taken the time
to refine it.
DECK: Christmas at Ellen's
Created By: Bernie Bresnahan
Last Updated: 1.15.2001
CRYPT
1x Huang (1-Pander) pro
1x Sadie (2-!Gangrel) pro
1x Chandler (3-Gangrel) PRO
1x Daliyah (4-Nosferatu) PRO obf
2x Wren (4-!Gangrel) pro obf cel
1x Zebulon (5-Malkavian) pro OBF aus dom
1x Pieter (6-!Gangrel) PRO OBF for tha
4x Ellen Fence(8-!Gangrel) Ambush Pred/Prey: PRO OBF CEL aus
MASTERS: 11 Cards
3x Tribute to the Master
2x Twisted Forest (2): Tap} !Gangel +1 stealth
2x Legendary Vampire (2): +2 Bleed, +2 Vote
2x Pentex Loves You (2): Tap} Sabbat Vamp burn 1 blood for +1 bleed
2x Slave Auction
OBFUSCATE: 16 Cards
9x Disguised Weapon
4x Faceless Night
3x Spying Mission
PROTEAN: 18 Cards
8x Quick Meld: Maneuver; Burn 1 for add maneuver
10x Flesh of Marble
6x Computer Hacking
OTHER: 17 Cards
2x Taste of Vitae
2x Inveraray, Scotland (1B)
PRESENTS:
4x White Phospherous Grenade (1)
9x Bomb (1)
I put the grenades in here to deal with the few lame-o's that
can't deal with agg. damage. Even Beast might want to think
twice about messing with Ellen (or Wren for that matter).
One of these days I'll get around to tweaking this deck and
make it REALLY nasty..
Bernie Bresnahan
Prince of Lansing, MI.
"GreySeer" <e...@i.think.not> wrote in message news:<tvoq8g3...@news.supernews.com>...
[snip Derek's stuff...snipping is good...snip lots...yay]
> But now you're taking about using Blur, 3 Thefts and a Weather Control which
> all eat up manuver card slots, how do you plan on out manuvering me in the
> first place? Not that that strategy isn't highly unplesant and I'd love to
> see it in action.
No, it doesn't eat up all the Maneuver card slots. I built one of
these a little while ago, and while it generally has to be a pure rush
deck to cycle well, I did win a 4-player table with it. Even took out
another combat deck.
I think my proportions were something like:
4 Haven Uncovered
12 Bum's Rush
8-12 Flash, maybe a few more...
8-12 Blur
16 Theft of Vitae
6-8 Walk of Flame
8 Psyche
Weather Control instead of Walk of Flame, and you're still doing fine.
At the high end, that's only about 70 cards, so you have room for
some more masters and a few Blood to Water or something else nasty.
[snip Derek's looooooong example...was that really necessary to
quote?]
> Non-combat in any playgroup I've played in = S:CE. With 16 Apportations
> you're going to have almost as much trouble as me and you've got little
> chance of doing anything except Weather Controlling both the opposing minion
> and yourself, at least I've got the potential to cycle some non-UP combat
> cards if I can IG.
Of course, by increasing the minion size a little and adding DOM,
Derek can have Thoughts Betrayed, which allows long *and* no S:CE.
> I usually find that I have a BW, IG and a Sacrament in my hand all at the
> same time. Since I'm the one picking the fights, I tend not to rush a S:CE
Gah. Expensive.
> I'm yet to be convinced that CEL + whatever is better than pot/FOR but I
CEL + stuff is better against another combat deck...
CEL = maneuvers, guaranteeing that you get the range you want
= additional strikes if necessary
= possible jam against non-combat, but Psyche helps, and you can
burn at least 1 maneuver per combat if nothing else.
stuff (qui,tha) = unpreventable damage/blood loss, agg, whatever
(pot) = big strikes at range (Increased Strength + Gate/Sewer
Lid)
FOR = prevent, sure...Skin of Steel works great against Gate/Sewer
Lid. Doesn't work against qui/tha.
= maneuvers, maybe...as Derek mentions, not freely cyclable
against other close-range decks, as the pot/FOR wants close too. Jam
bait against non-combat.
Sorry...I guess I'm just restating what has been said elsewhere, but I
thought I'd put it all right next to each other for clarity.
> will concede that with the addition of Weather Control, a THA only deck will
> best pot/FOT most of the time but pot/FOR will perform better against S:CE
> decks than THA.
True, but you're not really comparing equivalent decks, if you ask me.
You can find DOM/tha for about the same cost as pot/FOR right now,
possibly cheaper. Thoughts Betrayed is nice against S:CE, as I'm sure
you're aware.
> Now that I am actually slowly acquiring some Apportations. WC + Apportation
> + Theft sounds highly unplesant, I'll have to give it a go.
Apportation is the bomb. Really hope it gets reprinted, along with
some other new THA stuff. Will sell soul to provide input. :) Hint,
hint.
Xian
vermil...@yahoo.com (vermillian) wrote in message news:<f987c6cd.01111...@posting.google.com>...
> smci...@onesourcecorp.com (Shaun McIsaac) wrote in message news:<8f507d2e.0111...@posting.google.com>...
> > >which, as always, will be trumped by
> > >1) itself and a better draw
> > >2) Tremere/Assamite ranged steal blood/unpreventable combat.
> > 3) The Gargoyles.
>
> The problem with them is that half of their deck is going to be messed
> up with getting over the slave limitation thing.
>
> Sure, I guess we could play 5 copies of some cheap 2 cap Tremere, get
> it out, and then go Gargoyle crazy, or we could bring out an indy
> gargoyle and then clan impersonate... But a STRAIGHT pot/for deck
> would be better than this deck, as its not caught up in a few card
> slots trying to overcome some limitation.
>
> Of course, now if the Gargoyle Disc and Flight have good cards to
> them, this might be a different story...
>
> ~SV
Based on rewind time, I'd imagine most vis cards to have thaum modes
as well, making the integration fairly painless. The tremere already
have good for and pot vamps:
Ulugh Beg (both)
Cardano (FOR)
Spirodonas (pot)
Muaziz (for)
With a slave gargoyle out, spirodonas can bleed to force out a block,
and then have the gargoyle eat the blocker. And stay untaped.
I expect Vis to be pretty powerful based on the stuff we've seen so
far.
pd...@aol.comANTISPAM (Peter D Bakija) wrote in message news:<20011118143654...@mb-mi.aol.com>...
> Rush someone, manuver with Unflinching Persistance as needed, Immortal Grapple,
> hit with some Potence strike, prevent all their damage with Skin of Steel,
> Disarm, Decapitate. Taste as needed. Ultimate fighting champion.
(SNIP)
> Is this going to be a good deck? I dunno--depends on what the vampire selection
> looks like, but it will certainly be the ultimate combat trump deck.
I have followed the conversation on this thread with interest and have
to remind that almost any potence (even if it had fortitude) combat
deck can be overcome with a simple FOR-rush deck that uses bums
rushes, trap (lots of those), undead persistence (lots of those too)
and some extra prevent (intomidability mostly) and lots of weenies.
It's easy, it's simple and efficient. Problems with basic potence
decks come from disarms (ok sometimes from burning wrath, but that
isn't very commonly used), but hey that's a rare card and none of the
cards used in this rush deck are.
Jukka L.
"GreySeer" <e...@i.think.not> wrote in message news:<tvolbd...@news.supernews.com>...
> "Emmit Svenson" <emmits...@hotmail.com> wrote in message
> news:75bdf7ed.01112...@posting.google.com...
> >> > Weather Control/Ex Nihilio is the combat trump. You can't prevent, you
> > can't dodge, you can't S:CE, you can't maneuver away, and unless you
> > have Undead Persistance, you can't even hit back. Thoughts Betrayed is
> > worthless. All you can do is hope they run out of cards.
>
> Going that route, Weather Control + Dawn Operation + Skin of Night is the
> ultimate combat trump, all the damage is aggrevated ( except for you )
. . . but only if you're blocked. You can't rush or block and use this combo.
In message <75bdf7ed.01112...@posting.google.com>, Emmit
Svenson <emmits...@hotmail.com> writes:
>> Going that route, Weather Control + Dawn Operation + Skin of Night is the
>> ultimate combat trump, all the damage is aggrevated ( except for you )>
>. . . but only if you're blocked. You can't rush or block and use this combo.
... and they don't use Skin of Night or Heart of Darkness for themself.
--
James Coupe When correctly viewed
PGP Key: 0x5D623D5D Everything is lewd
EBD690ECD7A1FB457CA2 I could tell you things about Peter Pan
13D7E668C3695D623D5D And the Wizard of Oz, there's a dirty old man