rec.games.trading-cards.jyhad

<DECK> Toreador Counter

9 messages from 6 participants · 19 July 1999 – 21 July 1999
original thread on Google Groups

Tim Eijpe

Hi, I'm Tim Eijpe, and I've been playing Jyhad since it hit the market. I play the game in Utrecht, the Netherlands, and we have a fairly large group that plays every saturday afternoon at the local gamestore. This group comprises about 20-25 players. I've seen and created a lot of decks in that time and thought it was time to post my own. I don't know if this is the adress to post it on but what the hell: We play under a 6 CL and no Decklimit, allthough mine are practically always between 80 and 100 cards. Toreador COUNTER: just say no!!! Master: 4x Blood doll, 4x Minion tap, 1x Art museum, 1x Giant's blood, (17) 3x Sudden reversal, 3x Direct intervention, 1x Society hg. Non-disc.: 6x second tradition, 4x Fifth trad., 4x Forced Awakening, (13) Equip: 4x .44 magnum, 1x Ivory bow, 1x Sengir dagger. (6) Presence: 6x Majesty. (6) Auspex: 4x Aura reading, 4x Telepathic misdir., 4x Spirit's touch, (17) 3x Eagle sight, 2x precognition. Celerity: 6x Flash, 6x Blur, 6x Pursuit, 6x side strike, 4x Sideslip, (31) 1x Fast hands, 2x Quickness. Crypt: 2x Anson, 2x Anneke 1x Francois Villon 1x Felicia Monstrom 1x Tatiana Romanov 1x ??, Prince of Monaco 1x Masika 1x Colin Flinn

James Coupe

In article <37931690...@freemail.nl>, Tim Eijpe <time...@freemail.nl> writes >Toreador COUNTER: just say no!!! And therein lies the crux of any criticism to be laid at the deck's feet. In highly competitive play (tournament environments where you need to score highly in victory points), time and time again we can see that pure intercept decks just Don't Work (tm). There are reasons for this. First and foremost, an intercept deck has a hard time ousting its prey. Your grand-prey gets first dibs on blocking your prey and may well be quite happy to do that, but won't deal the sort of damage you can. And if your prey is mostly bleeding, you need plenty of Eagle's Sights to hurl yourself in the way - not easy. Then, what does intercept do? Essentially, it allows you to stop anyone doing anything at you, but it doesn't really allow you to do anything at other people. Not only do you need to be able to block your prey to have a go at him, once he's gone you need to be able to oust him. All you have is a pity couple of bleed a turn (you cannot *rely* on having a built in bleed bonus out in this deck, though you may be lucky). You have no "Aire of Elation" to quickly help oust someone, for instance. How does intercept work out in the long run? Well, you'll quite possibly end up at the end of the game being the last player in the game (if you have a good intercept deck), so you'll get 2 victory points - 1 for the ousting of the final player and 1 for last man standing, perhaps. It's difficult to amass *more* than that, and it's quite possible to amass less - your deck will do *nothing* to some deck styles. So, gripes about playing mono-intercept aside. Assuming you want to play intercept combat, is this a good version of it? >Master: 4x Blood doll, 4x Minion tap, In the long run, Minion Tap will probably be more beneficial than Blood Doll, especially since you have quite large vampires. Since you play under 6CL (a mistake, but not a debate I'll get into again for a while - save the xCL debates for next year's flame war), I'd suggest swapping to 5 or 6 Minion Taps, and taking out the Blood Dolls. As a general rule, players have tended to find that they only get to go round the entire table about 8-10 times, in the main part of the game. 6 Minion Taps, getting back fairly large amounts of pool before you execute a 5th Tradition, could get you back about 40-45 pool (looking at the number of big capacities you have). 4 Blood Dolls could only drip- feed you that over the entire game. Minion Tap allows you to throw other people's plans right out. They can see a Blood Doll, and plan for it. They can only guess at a Minion Tap, so you have the edge of paranoia and uncertainty. > 1x Art museum, 1x Giant's blood, Both fairly reasonable cards. > (17) 3x Sudden reversal, 3x Direct intervention, A lot. Whilst you are playing "Just say no" it's still a lot of these cards. Whilst many people will rant and rave about DI, my personal view is that, thematic issues aside, it's not *that* great a card. It can only work once a turn, costs you a pool and they can probably just go again with another copy of the card (less true in xCL). >1x Society hg. > Reasonable, again. >Non-disc.: 6x second tradition, 4x Fifth trad., 4x Forced Awakening, > (13) Okay, 6x Second Tradition is reasonable. You have 7, I think, Princes so you should have someone to play these. However, you also have 5 non- Princes. They can't, and would be "stuck" with the Forced Awakenings. You also have quite a few actions in the deck - Fifths and weapons. These will necessitate the use of an untap just to allow you to intercept once, rather than intercept *again* as they can often be used. (True, you could block with an untapped vampire, assuming you had one, but wouldn't you prefer to use the vampire who'd just tooled up with a weapon?) The Fifth Traditions are a Good Thing (tm) but you don't have any way of forcing them through. You can only rely on their in-built stealth, which is pithy. >Equip: 4x .44 magnum, 1x Ivory bow, 1x Sengir dagger. > (6) Okay, here we come to second major gripe. You're playing weapons. Weapons, in the main, suck, for several reasons. 1) They're fragile - they can easily go bye-bye, but this is less important because you don't *tend* to run up against serial destructionists as a matter of course. 2) They're expensive. You're paying (*counts*) 11 pool if all these come out. You could bring out Alexandra with that. 3) They're *slow*. You are having to tap yourself, necessitating the use of a Forced/2nd to allow you to block, and use these when a better action, if you were to take one, might even be to bleed your prey. Those are the major problems that come just from having weapons. However, they interact badly with good combat decks. One of the most fearsome rush deck styles around is lots of little vampires (twice as many out as you in the short term) with potence, possibly celerity, possibly obfuscate. Come into combat, maneuver (for free, no costly weapons, and just as well as you) to close range, immortal grapple, bang, you're dead. Ouch, ouch and double ouch. Weapons are fairly insignificant next to that. You're dead on the first hit anyway, since they'll be able to tear off your arms, your head and so forth, sending you to torpor and burning you, quick sharp-ish.... >Presence: 6x Majesty. > (6) ...and these of course won't protect you. IG cares not for Dodge or S:CE. In what is supposed to be a combat deck, loading up with six Majesties is a little counter-productive. >Auspex: 4x Aura reading, 4x Telepathic misdir., 4x Spirit's touch, > (17) 3x Eagle sight, 2x precognition. Well, you're fighting against the weaknesses of xCL. You only have a maximum of about 4 intercept from that, and that would be with a damn lucky draw. If you could combine that with a 2nd, perhaps. However, bear in mind the following. Telepathic Misdirection will keep looking at you trying to decide if you want to chuck it for this bleed, or for the intercept. Eagle Sight is wasted on just the intercept. Aura Reading is, pretty much, not worth the slots. You could put more and *better* intercept cards in. Why not use Enhanced Senses? Another +2 intercept is a Good Thing (tm). > >Celerity: 6x Flash, 6x Blur, 6x Pursuit, 6x side strike, 4x Sideslip, > (31) 1x Fast hands, 2x Quickness. And all somewhat dubious, it has to be said. Flash is good, Blur et al are only good if you can make sure you survive to the additional strikes, and can toss the blood for it. Where are your Taste of Vitaes? Blood gain, rather than pool gain, in this deck is sparse - four Fifths, which necessitate an action, which stop you intercepting, which mean you don't do what the deck sets out to do. You also can't really defend against other combat decks. That Taste of Vitae can help you get to the additional strikes, instead of dying on your feet. And then there's the other fact about what you're playing - Toreador guns. The Toreador are a reasonably crap clan in combat. Guns aren't worth it, most of the time. Faster, cleaner transient combat is a better way to go. If you really want to play the kings of intercept, shift to the Tzimisce. Whilst they have the same problems against IG, they can intercept incredibly well. Auspex provides the transient intercept you have. Animalism can provide a few boosters in the way of Cat's Guidance and so forth. You can also go for a few permanents if you're feeling lucky - a Murder of Crows, or a Wolf Companion. Both of those can be better than a gun, since they can't be prevented by Skin of Steel, due to not coming from a strike. Also, whilst Vicissitude, as I said, is still vulnerable to IG, you can do much better things that guns. You can screw their stealth over anyway, necessitating them to take actions to get it back and also reduce their hand damage (thus providing defence for yourself), with Fleshcraft and Bonecraft. Breath of the Dragon provides an incredibly powerful strike, for very little. You can even get additional hand damage, aggravated hand damage and damage prevention, if you're willing to shell out a little blood - which you were doing before *anyway* - and all of those will slip past an IG. -- James Coupe (Prince of Mercia, England) Vampire: Elder Kindred Network http://madnessnetwork.hexagon.net http://www.obeah.demon.co.uk

carl.pi...@philips.com

Hi fellow Methuselahs, I'm just searching the VTES-L mailing-list and something funny popped up. I couldn't resist reposting it. :) >Date: Wed, 21 Jun 1995 15:22:02 -0700 >Reply-To: "Vampire: The Eternal Struggle Discussion List" > <VTE...@ORACLE.WIZARDS.COM> >Sender: "Vampire: The Eternal Struggle Discussion List" > <VTE...@ORACLE.WIZARDS.COM> >From: Beth Moursund <bet...@REGENCY.WIZARDS.COM> >Subject: [O] NetRep's reply to assorted questions > >[O] NetRep's reply to assorted questions > >Long delay again... I've asked the WotC liaison to try to find >someone else to take this list, since bing Compuserve NetRep is >eating up too much of my time for me to do a decent job on VTES-L. >(Not that there's much to respond to here... but the few questions >that are posted deserve a faster response.) > >Concealed Weapon: is generally admitted to have been a mistake, >but does not have errata. Carl Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't.

L. Scott Johnson

James Coupe <ve...@nospam.demon.co.uk> writes: >>[6CL, NoDeckSizeLimit] Toreador COUNTER: just say no!!! >As a general rule, players have tended to find that they only get to go >round the entire table about 8-10 times, in the main part of the game. Under NCL, which tends to make the lowest numbers, I think. Under xCL, players may get to go around the table more often. >weapon?) The Fifth Traditions are a Good Thing (tm) but you don't have >any way of forcing them through. You can only rely on their in-built >stealth, which is pithy. "Pithy"? Pitiful, maybe, but not pithy. >Those are the major problems that come just from having weapons. >However, they interact badly with good combat decks. One of the most >fearsome rush deck styles around is lots of little vampires (twice as >many out as you in the short term) with potence, possibly celerity, >possibly obfuscate. Come into combat, maneuver (for free, no costly >weapons, and just as well as you) to close range, immortal grapple, >bang, you're dead. Ouch, ouch and double ouch. Weapons are fairly With only 6 IGs available to any given Methuselah, this is less of a threat. >insignificant next to that. You're dead on the first hit anyway, since >they'll be able to tear off your arms, your head and so forth, sending >you to torpor and burning you, quick sharp-ish.... Again, not so dependable under xCL. >>Presence: 6x Majesty. >> (6) >...and these of course won't protect you. IG cares not for Dodge or >S:CE. In what is supposed to be a combat deck, loading up with six >Majesties is a little counter-productive. [Sorry for being a broken record, but...] 6 Majesties is more effective under 6CL than under NCL, since you won't be grappled with any regularity. -- L. Scott Johnson (sjoh...@math.sc.edu) | Let's watch as Jim http://www.math.sc.edu/~sjohnson | wrestles Cthulhu. Graphics Specialist and V:TES Rulemonger |

James Coupe

In article <7n4ceq$q...@redwood.cs.sc.edu>, L. Scott Johnson <sjoh...@math.sc.edu> writes >>>Presence: 6x Majesty. >>> (6) > >>...and these of course won't protect you. IG cares not for Dodge or >>S:CE. In what is supposed to be a combat deck, loading up with six >>Majesties is a little counter-productive. > >6 Majesties is more effective under 6CL than under NCL, since >you won't be grappled with any regularity. I would note also the second sentence. This deck wants to hit out. It wants to do damage. It wants to be in combat. If it's afraid of being in combat, needing to S:CE, it shouldn't be going out looking for combat. [ quoted text not captured ]

Kristyl Meth

James Coupe <ve...@nospam.demon.co.uk> wrote in article <weR$vBAjmd...@obeah.demon.co.uk>... > This deck wants to hit out. It wants to do damage. It wants to be in combat. If it's > afraid of being in combat, needing to S:CE, it shouldn't be going out looking for > combat. Not so fast....Sun Tze said that being a great general meant knowing when to strike and when to retreat (of course, I'm sure he said it much more eloquently). Or, in the immortal words of Kenny Rogers, "you got to know when to hold 'em, know when to fold 'em, know when to walk away, and know when to run." When you've loaded up on guns and established yourself as an interceptor, there's nothing like the look on your combat-deck opponent's face when he baits you with an action or Bum's Rushes you only to be thwarted by an unexpected S:CE. (Of course that trick only works once.) KM

Robert Goudie

> James Coupe <ve...@nospam.demon.co.uk> writes: > >>[6CL, NoDeckSizeLimit] Toreador COUNTER: just say no!!! > > >As a general rule, players have tended to find that they only get to go > >round the entire table about 8-10 times, in the main part of the game. I think I may have started this rumor so I'd better make sure the environment is properly stated. During my few weeks of counting, we were playing under the tournament rules and used a 2 hour time limit. -- Robert Goudie rrgo...@earthlink.net http://madnessnetwork.hexagon.net

James Coupe

In article <01bed38b$3a2e99c0$81a5...@dapatrin.riderlaw.com>, Kristyl Meth <dapa...@riderlaw.com> writes >Not so fast....Sun Tze said that being a great general meant knowing when >to strike and when to retreat (of course, I'm sure he said it much more >eloquently). Yes, but did he play Jyhad? Methinks not. When constructing decks which are only around 80-100 cards (which the constructor noted was his rough deck size), it's difficult to contain two completely conflicting strategies. It feels almost like putting together a vote deck and throwing in a Bureaucratic Overload, just in case it doesn't work. [ quoted text not captured ]

Kristyl Meth

James Coupe <ve...@nospam.demon.co.uk> wrote in article <l1CSAEAJ...@obeah.demon.co.uk>... > In article <01bed38b$3a2e99c0$81a5...@dapatrin.riderlaw.com>, Kristyl > Meth <dapa...@riderlaw.com> writes > >Not so fast....Sun Tze said that being a great general meant knowing when > >to strike and when to retreat (of course, I'm sure he said it much more > >eloquently). > > Yes, but did he play Jyhad? Methinks not. Maybe Shadowfist....? > When constructing decks which are only around 80-100 cards (which the > constructor noted was his rough deck size), it's difficult to contain > two completely conflicting strategies. It feels almost like putting > together a vote deck and throwing in a Bureaucratic Overload, just in > case it doesn't work. Well, not exactly. From my review of the deck, the constructor wanted to create an intercept deck that fits in the middle: intercepting everyone, and then going one of two routes--smacking combat-less decks or running from pure combat decks, all the while gaining pool. (Not _all_ intercept decks are combat decks, some exist to frustrate the objectives of all minions on the table without necessarily smacking them.) While this deck is not an aggressive tourney winner, what intercept deck is? BTW, the Bureaucratic Overload analogy is off the mark. In that case, minions get hurt by doing what the deck designs them to do (vote). In this case, however, minions are allowed to freely do what the deck designs them to do (intercept) without worrying about getting creamed by a pure combat deck. In fact, S:CE gives the minions _increased_ flexibility to choose which minions to intercept, because they needn't worry about getting blown away every time they intercept a combat deck. KM