High Ground says that if the minion has Flight, you can set the range
to long. But it doesn't say that you then skip the Establish Range
phase. So can I play High Ground and then Swoop to close?
On Sat, 24 Aug 2002 20:39:25 GMT, Jozxyqk <jfeu...@eecs.tufts.edu>
wrote:
>High Ground says that if the minion has Flight, you can set the range
>to long. But it doesn't say that you then skip the Establish Range
>phase. So can I play High Ground and then Swoop to close?
I dought it. Swoop was a potentially cool card that sits in the
wallpaper box. With it's extremely conditional maneuver, who wouldn't
rather put in a Torn Signpost instead?
It was a card worth playing, untill the errata dictated that the card
cannot be played for +1 strength unless you qualifiy to play the
maneuver. Since then, the card is junk and slightly better than
Twisting the Knife.
Says I to my opponent "C'mon, be a pal and maneuver to long. Please!"
So terribly bad..
BernieTime
Lansing, Michigan
berni...@attbi.comHOLDLeSPAM wrote:
> On Sat, 24 Aug 2002 20:39:25 GMT, Jozxyqk <jfeu...@eecs.tufts.edu>> It was a card worth playing, untill the errata dictated that the> card cannot be played for +1 strength unless you qualifiy to play
> the maneuver. Since then, the card is junk and slightly better than
> Twisting the Knife.
>
> Says I to my opponent "C'mon, be a pal and maneuver to long.
> Please!"
>
> So terribly bad..
i doubt so. We'll see more and more concealed guns and being able to
maneuver back to close and strike in the same time can be quite useful =)
On Sat, 24 Aug 2002 21:59:41 GMT, berni...@attbi.comHOLDLeSPAM
wrote:
[ quoted text not captured ]
Mary the Black with Concordance. Rush or bleed with Fear of the Void
Below. Swoop.
Actually, I can't see any reason why the High Ground/Swoop combo would
not be legal - indeed, my first thought on seeing the card was that
Gargoyles would love it. Since High Ground is not a maneuver, just
changes the default range, it will not result in Swoop being
disallowed as your maneuver. Obviously, it works better if you are
the acting (say, rushing?) minion, since you get first option to
maneuver during the maneuver step.
As to why it is better than Torn Signpost... it's not. It's in
addition to Torn SIgnpost if needed. On the other hand, it can be
used by ANY Gargoyle, not just Potent ones. I'd rather pack more ousty
stuff than fighty stuff in my (notional) Virstania deck, anyhow.
Mark Woodhouse
Prince of Minneapolis
(feeling flighty)
[ quoted text not captured ]
No. There is no maneuvering after range has been set.
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to V:TES news, rules, cards, utilities, and tournament calendar:
http://www.white-wolf.com/vtes/
"W. Mark Woodhouse" wrote:
> Gargoyles would love it. Since High Ground is not a maneuver, just
> changes the default range,
High Ground doesn't change the default range. It sets range.
Card text.
[ quoted text not captured ]
On Sun, 25 Aug 2002 20:29:21 GMT, LSJ <vte...@white-wolf.com> wrote:
>"W. Mark Woodhouse" wrote:>> Gargoyles would love it. Since High Ground is not a maneuver, just
>> changes the default range,>
>High Ground doesn't change the default range. It sets range.
>Card text.
Oops. Misremembered the effect. In that case, I concur with Bernie.
Swoop is almost useless. So is Fear Of The Void Below the only card
that currently changes default range rather than setting it to long?
In message <3d697e44....@news.tcinternet.net>,
shan...@tcinternet.net (W. Mark Woodhouse) mumbled something about:
[ quoted text not captured ]
Yes.
I hardly see Swoop as useless, though. I have a couple decks that are
basically Flight/FOR, using POT only for the IG ability. Swoop + Pounce
provides you with a maneuver back to close and a hand strike for 4,
barring Depravity/etc.
In a close-range combat deck, you want to have maneuvers in case people
decide to run away from you. Swoop provides this, and gives you a bit
of "oomph" to your strength as well. Unflinching Persistence also
provides this, but gives you some damage prevention instead. Fake Out
sucks in comparison to each of these.
If people aren't running away from you, Fake Out and Swoop both have to
be discarded, while Unflinching Persistence can be burned as prevention
-- though if people are only punching you for 1, your other damage
prevention will start clogging your hand.
It all depends on which way you're wanting to go. Do you occasionally
need the extra strength? Or do you want the semi-free prevent?
--
"There's no gray. There's just white that's got grubby." -- T.P.
Derek Ray wrote:
>
> In message <3d697e44....@news.tcinternet.net>,
> shan...@tcinternet.net (W. Mark Woodhouse) mumbled something about:> > ...I concur with Bernie. Swoop is almost useless. So is Fear Of The> > Void Below the only card that currently changes default range rather
> > than setting it to long?
>
> Yes.
>
> I hardly see Swoop as useless, though. I have a couple decks that are
> basically Flight/FOR, using POT only for the IG ability. Swoop + Pounce
> provides you with a maneuver back to close and a hand strike for 4,
> barring Depravity/etc.
>
> In a close-range combat deck, you want to have maneuvers in case people
> decide to run away from you. Swoop provides this, and gives you a bit
> of "oomph" to your strength as well. Unflinching Persistence also
> provides this, but gives you some damage prevention instead. Fake Out
> sucks in comparison to each of these.
As with everything, you can always make an argument when you picture the
game you want to play in your mind. In reality, Swoop's narrowness is hard
to love even in this kind of a deck. It's only a one-way maneuver - so
you're fucked if you suddenly decide you want to get away from the guy
who just Disguised out a Sengir Dagger. And you can't use more than one of
them in a round. And what to you get if you manage to use _exactly_ _one_
of the them - no more, no less - to get you to close range? ONE STRENGTH.
Whoop-de-whoop. Oh, boy, what a killer!
The stupid things might have been slightly interesting if they'd gotten
rid of the one-per-round limitation and the only-maneuver-to-close
limitation and substituted something that said you only get +1 strength
once per round and only get it if you maneuver to close. Then, you could
go to town with them and not worry about ever regretting using them in
preference to Fake Outs. As it is, Fakes Out are certainly much better.
Fred
In message <3D698F29...@removethis.com>,
Frederick Scott <freds64_at_...@removethis.com> mumbled
something about:
>Derek Ray wrote:>>
>> In a close-range combat deck, you want to have maneuvers in case people
>> decide to run away from you. Swoop provides this, and gives you a bit
>> of "oomph" to your strength as well. Unflinching Persistence also
>> provides this, but gives you some damage prevention instead. Fake Out
>> sucks in comparison to each of these.>
>As with everything, you can always make an argument when you picture the
>game you want to play in your mind. In reality, Swoop's narrowness is hard
Yeah, isn't that true, Fred?
>to love even in this kind of a deck. It's only a one-way maneuver - so
>you're fucked if you suddenly decide you want to get away from the guy
>who just Disguised out a Sengir Dagger. And you can't use more than one of
Why do you care about some yoyo with a Sengir Dagger? You DO have
Fortitude, after all.
>them in a round. And what to you get if you manage to use _exactly_ _one_
You're not likely to have two Fake Outs in hand either. If you are, you
built the deck wrong. Two Unflinching Persistence is a lot more
workable, but hopefully everything you face is going to be trying to hit
you a lot.
>of the them - no more, no less - to get you to close range? ONE STRENGTH.
>Whoop-de-whoop. Oh, boy, what a killer!
It's a maneuver *and* a +strength card, giving you room for, say, other
things in your deck. What other things those are depends on your deck.
Relying on Flight for damage allows you to not have to stick a shitload
of Potence skill cards in your deck, since many Gargoyles only have pot.
Realizing that 4 points of damage is well within the range of effective
strikes allows you to quit trying to punch things for 8, and get around
to actually doing something with your deck. For example, putting in
Dominate skill cards to replace the Potence ones you took out, so your
Gargoyles can do some bleeding as well.
Failure to put ANY maneuvers in is called "building the deck wrong".
>The stupid things might have been slightly interesting if they'd gotten
>rid of the one-per-round limitation and the only-maneuver-to-close
>limitation and substituted something that said you only get +1 strength
>once per round and only get it if you maneuver to close. Then, you could
>go to town with them and not worry about ever regretting using them in
>preference to Fake Outs. As it is, Fakes Out are certainly much better.
I can't imagine how you can believe Fake Out to be a better card for
this clan, though I realize that your approach to deckbuilding involves
putting 20 of the same card in. The odds of a SANE deck ever playing
two Fake Outs in one round, though, are slim, in which case you would've
been better off with a Swoop.
If you were to argue that Unflinching Persistence would be a better
choice, that'd be one thing -- many Gargoyles already have FOR, and the
damage prevention is never bad. But Fake Out? Come on. It just sucks.
It's the card for when you HAVE to have a maneuver and haven't got any
other alternative.
[ quoted text not captured ]
Derek Ray wrote:
(re: Swoop)
>
> It's a maneuver *and* a +strength card, giving you room for, say, other
> things in your deck. What other things those are depends on your deck.
...
> Failure to put ANY maneuvers in is called "building the deck wrong".
>
> >The stupid things might have been slightly interesting if they'd gotten
> >rid of the one-per-round limitation and the only-maneuver-to-close
> >limitation and substituted something that said you only get +1 strength
> >once per round and only get it if you maneuver to close. Then, you could
> >go to town with them and not worry about ever regretting using them in
> >preference to Fake Outs. As it is, Fakes Out are certainly much better.
>
> I can't imagine how you can believe Fake Out to be a better card for
> this clan, though I realize that your approach to deckbuilding involves
> putting 20 of the same card in. The odds of a SANE deck ever playing
> two Fake Outs in one round, though, are slim, in which case you would've
> been better off with a Swoop.
All right. I hear what you're saying. You're putting in a few maneuvers
to be able to get a punch in against a long-range deck once in a while and
get a +1 strength as a minor bonus. Call it "wrong" if you want, but I
don't usually build decks that way. I either solve a problem, such as range
decks, or I don't bother at all. Or else I might try to at least "semi-solve"
multiple different problems by using a particular card, which can't be done
with Swoop.
And now that you mention it, I usually wouldn't bother at all if all you're
looking to do is close against ranged combat decks. I usually find they're
packing the extra maneuver that makes it pointless. Certainly any kind of
celerity combat using maneuver combat cards will - there's too many multi-
purpose maneuver-and-something-else celerity combat cards. That's also
somewhat true for protean as well. You get into the Thrown Gate types of
things you might catch someone at a critical moment but just as likely
they've been saving an extra pure maneuver card for that situation.
> If you were to argue that Unflinching Persistence would be a better
> choice, that'd be one thing -- many Gargoyles already have FOR, and the
> damage prevention is never bad.
Yea, but half the Gangrels have only minor fortitude or no fortitude, as do
all the Baali (Concordance), Herald of Topheth, and probably damn near every
Nosferatu (new Patagia). If you're building a crypt with mostly superior
fortitude Gargoyles, it's reasonable enough. Otherwise, it doesn't solve
this problem.
Fred
In message <3D69B3B3...@removethis.com>,
Frederick Scott <freds64_at_...@removethis.com> mumbled
something about:
>Derek Ray wrote:>>
>> I can't imagine how you can believe Fake Out to be a better card for
>> this clan, though I realize that your approach to deckbuilding involves
>> putting 20 of the same card in. The odds of a SANE deck ever playing
>> two Fake Outs in one round, though, are slim, in which case you would've
>> been better off with a Swoop.>
>All right. I hear what you're saying. You're putting in a few maneuvers
>to be able to get a punch in against a long-range deck once in a while and
>get a +1 strength as a minor bonus. Call it "wrong" if you want, but I
I'm putting in 4-6 Swoops so that I can catch decks who aren't hard-core
long range combat monsters and give them a bop on the nose for their
troubles. Or decks who opt for the Spirit's Touch maneuver... or decks
who are piddling around with Aid from Bats/Carrion Crows,...
There are an awful lot of decks out there who rarely muster up more than
one maneuver per combat, and who would prefer to be at long range. And
there are also a lot of ways to get just one maneuver as a sideline --
Spirit's Touch and Eyes of the Night come to mind, not to mention the
ever-popular Zip Gun.
>And now that you mention it, I usually wouldn't bother at all if all you're
>looking to do is close against ranged combat decks. I usually find they're
>packing the extra maneuver that makes it pointless. Certainly any kind of
>celerity combat using maneuver combat cards will - there's too many multi-
>purpose maneuver-and-something-else celerity combat cards. That's also
>somewhat true for protean as well. You get into the Thrown Gate types of
>things you might catch someone at a critical moment but just as likely
>they've been saving an extra pure maneuver card for that situation.
Exactly. Ranged combat decks will get to long range, because they have
to have at least one maneuver to start with... so they always have WAY
more maneuvers in the deck than you're capable of providing. In this
situation, only using UP as practically your ONLY Fortitude prevent is
going to give you enough maneuvers to catch up to them without getting
you hand-jammed against non-combat decks.
Since ranged decks are no longer in consideration, we're left with the
choice of either totally being vulnerable to incidental maneuvers, or
putting in our own incidental maneuvers and figuring that at least we
can cycle them out of our hands against ranged combat. I prefer to not
get hosed by Zip Guns and IR Goggles, myself.
>> If you were to argue that Unflinching Persistence would be a better
>> choice, that'd be one thing -- many Gargoyles already have FOR, and the
>> damage prevention is never bad.>
>Yea, but half the Gangrels have only minor fortitude or no fortitude, as do
What Gangrel will use Flight to maneuver and not Quick Meld?
>all the Baali (Concordance), Herald of Topheth, and probably damn near every
What Baali wouldn't use Fear the Void Below instead? Or Behind You?
>Nosferatu (new Patagia). If you're building a crypt with mostly superior
Patagia gives an optional maneuver already -- the Patagia maneuver +
Swoop is almost enough to chase down ranged combat decks consistently.
However, for the Nossies, Potence and Behind You! are much better
options since they generally have lots of superiors in both.
>fortitude Gargoyles, it's reasonable enough. Otherwise, it doesn't solve
>this problem.
What problem?
[ quoted text not captured ]
Derek Ray wrote:
>
> In message <3D69B3B3...@removethis.com>,
> Frederick Scott <freds64_at_...@removethis.com> mumbled
> something about:
>
> Derek Ray wrote:
> >> If you were to argue that Unflinching Persistence would be a better
> >> choice, that'd be one thing -- many Gargoyles already have FOR, and the
> >> damage prevention is never bad.
> >
> >Yea, but half the Gangrels have only minor fortitude or no fortitude, as do
>
> What Gangrel will use Flight to maneuver and not Quick Meld?
Gargoyles. Gargoyles! Not Gangrel. Sometimes my brain thinks word 'X' and my
demented fingers type word 'Y'.
> >all the Baali (Concordance), Herald of Topheth, and probably damn near every
>
> What Baali wouldn't use Fear the Void Below instead? Or Behind You?
>
> >Nosferatu (new Patagia). If you're building a crypt with mostly superior
>
> Patagia gives an optional maneuver already -- the Patagia maneuver +
> Swoop is almost enough to chase down ranged combat decks consistently.
>
> However, for the Nossies, Potence and Behind You! are much better
> options since they generally have lots of superiors in both.
>
> >fortitude Gargoyles, it's reasonable enough. Otherwise, it doesn't solve
> >this problem.
>
> What problem?
I was attempting to give examples of other minions besides Gargoyles (which list
out to be Baali with Concordance, Herald of Topheth, and Nossies with new
Patagia) that have flight and might consider using Swoop but don't have access
to the maneuver on Unflinching Persistence for lack of superior fortitude. The
"problem" I was referring to was the same one you're using Swoop to solve:
closing on long range combat decks. You're right, the Nossies would already have
a maneuver and don't really have to even think about "Swoop" (and paying for the
privilege of using it, no less).
Fred
While I understand why you might include Swoop for use against decks
that are light on maneuvers, in my play environment any deck that wants
long range is going to have long range.
I fail to see any reason why Swoop should be neutered such that you
cannot at least play the card for the +1 strength even if the Maneuver
isn't needed. As it is, I yanked all the Swoop cards from my deck and
replaced them with Unflinching Persistence and Torn Signposts.
If you're trying to build an answer for decks that work at long range,
there are other ways to cope. Sacrament of Carnage w/ increased
strength is even better than Swoop for this purpose.
Swoop = Wallpaper
There are too many other cards that generate a better effect on a card
per card basis.
BernieTime
Lansing, Michigan
"Frederick Scott" <freds64_at_...@removethis.com> wrote in message
news:3D6A6A0A...@removethis.com...
>
> The
> "problem" I was referring to was the same one you're using Swoop to solve:
> closing on long range combat decks.
>
Umm... what?
Maneuvers are *not* an effective way of dealing with long range combat decks.
They just have too many maneuvers. More effective ways are to set range, not
allow them to maneuver to long (i.e. with Drawing Out the Beast), to pack your
own long range combat, or else have some combat defense.
Maneuvers are essential to a close range combat deck (especially one with
Immortal Grapple), to deal with combat *defense*. They maneuver to long, you
can't grapple them, and they have the option of whether to let you wave or
cycle a S:CE. Such decks rarely have tons of maneuvers, or else they would
choke on them. Nossies can use Behind You or Drawing Out the Beast to solve
this problem, but the Gargoyles really have only 2 options: Swoop and
Unflinching Persistance. Unflinching Persistance is often better, but requires
superior fortitude.
Chris Berger wrote:
>
> "Frederick Scott" <freds64_at_...@removethis.com> wrote in message
> news:3D6A6A0A...@removethis.com...
> >
> > The
> > "problem" I was referring to was the same one you're using Swoop to solve:
> > closing on long range combat decks.
> >
> Umm... what?
>
> Maneuvers are *not* an effective way of dealing with long range combat decks.
> They just have too many maneuvers. More effective ways are to set range, not
> allow them to maneuver to long (i.e. with Drawing Out the Beast), to pack your
> own long range combat, or else have some combat defense.
>
> Maneuvers are essential to a close range combat deck (especially one with
> Immortal Grapple), to deal with combat *defense*. They maneuver to long, you
> can't grapple them, and they have the option of whether to let you wave or
> cycle a S:CE. Such decks rarely have tons of maneuvers, or else they would
> choke on them.
Like the a previous argument I got into with Derek, I disagree with a lot of
these statements from what I believe is either differing experience or an
essentially differing philosophical outlook.
There's no point in differentiating "combat defense" from "combat" for this
purpose. There's no hard and fast dividing line when someone might pack Thrown
Gates primarily to run away from you and if they tink you for one, that's gravy.
On the other hand, they might also start loading up on the Increased Strengths
to actually cause damage. It's silly to look into someone's head and try and
decide if his maneuvers are "offense" or "defense" and by these means attempt
to divine how many maneuvers he's packing.
As for "choking" on maneuvers, don't they have a discard phase where some of
you guys come from?
Fred
In message <3D6C635E...@removethis.com>,
Frederick Scott <freds64_at_...@removethis.com> mumbled
something about:
>Chris Berger wrote:>>
>> Maneuvers are essential to a close range combat deck (especially one with
>> Immortal Grapple), to deal with combat *defense*. They maneuver to long, you
>> can't grapple them, and they have the option of whether to let you wave or
>> cycle a S:CE. Such decks rarely have tons of maneuvers, or else they would
>> choke on them.>
>Like the a previous argument I got into with Derek, I disagree with a lot of
>these statements from what I believe is either differing experience or an
>essentially differing philosophical outlook.
>
>There's no point in differentiating "combat defense" from "combat" for this
>purpose. There's no hard and fast dividing line when someone might pack Thrown
>Gates primarily to run away from you and if they tink you for one, that's gravy.
If you're a Nossie vote deck trying to get away from me with a Thrown
Gate, then the Swoop in my hand catches you and you get pounded -- and I
don't even GET hit for 1 in the process (meaning I probably don't
Grapple you, so I can play some prevent).
If I don't have ANY maneuvers in my deck, I sit there with my thumb up
my butt and look silly -- decreasing my deck's effectiveness for no good
reason.
If you're a Brujah pitch deck leading off with a Thrown Gate, then you
already have a Flash and Pursuit in hand, and I'm not going to catch you
no matter what I do -- but at least I can play my Swoop, even though
it's pointless.
That's the difference.
>On the other hand, they might also start loading up on the Increased Strengths
>to actually cause damage. It's silly to look into someone's head and try and
Increased Strength, being played before-range, will let me know whether
that's an "offensive" or "defensive" Thrown Gate.
>decide if his maneuvers are "offense" or "defense" and by these means attempt
>to divine how many maneuvers he's packing.
A Thrown Gate is almost always a "defensive" maneuver. In the rare
instances where it's offensive, it's backed up by Carrion
Crows/Increased Strength (pre-range, therefore tipping you off), or by
Blurs and Lids (you're fighting the Brujah, and it is safe to assume
that clan is playing "offensive" combat).
I realize this is only one particular example, but it's pretty easy to
tell whether someone is trying to run away from you, or stepping back to
take aim. And in any case, it doesn't really matter -- you've built
your deck to chase down casual maneuvers, and if they have
tons-o-maneuvers, you might as well cycle yours out of your hand, since
you won't ever catch them anyway.
>As for "choking" on maneuvers, don't they have a discard phase where some of
>you guys come from?
You only get 12 of those per game. If 8 of them are occupied by
maneuver cards, you don't get to use it very much to actually improve
your hand, or deal with OTHER (Master) types of hand-jam.
[ quoted text not captured ]
Derek Ray wrote:
>
> In message <3D6C635E...@removethis.com>,
> Frederick Scott <freds64_at_...@removethis.com> mumbled
> something about:
>
> >Chris Berger wrote:
> >>
> >> Maneuvers are essential to a close range combat deck (especially one with
> >> Immortal Grapple), to deal with combat *defense*.
>> >There's no point in differentiating "combat defense" from "combat" for this
> >purpose. There's no hard and fast dividing line when someone might pack Thrown
> >Gates primarily to run away from you and if they tink you for one, that's gravy.
>
> If you're a Nossie vote deck trying to get away from me with a Thrown
> Gate, then the Swoop in my hand catches you and you get pounded -- and I
> don't even GET hit for 1 in the process (meaning I probably don't
> Grapple you, so I can play some prevent).
>
> If I don't have ANY maneuvers in my deck, I sit there with my thumb up
> my butt and look silly -- decreasing my deck's effectiveness for no good
> reason.
The "good reason" would be that maneuver-away decks aren't that common and you
have better things to do with the deck space. That's a matter of judgment,
of course, but I can always think of lots of cool things to do with deck space,
myself.
> If you're a Brujah pitch deck leading off with a Thrown Gate, then you
> already have a Flash and Pursuit in hand, and I'm not going to catch you
> no matter what I do -- but at least I can play my Swoop, even though
> it's pointless.
I'm not sure why it's that clear I'd have Flashes and Pursuits up the wazoo
but either way, there's other types of decks that use Thrown Gates for offense.
I ran into one in LA last winter that was Nossie princes with a million 2nd
Traditions and Increased Strengths and Thrown Gates to punish the intercepted
minions. I suppose he could have extra Behind Yous! but since the other
function of Behind You! is a Dodge, it wouldn't be particularly good choice
for anything but maneuvering away (again) from close combat. In any case, I
did not notice him discarding maneuvers so there's a counterexample.
> >On the other hand, they might also start loading up on the Increased Strengths
> >to actually cause damage. It's silly to look into someone's head and try and
>
> Increased Strength, being played before-range, will let me know whether
> that's an "offensive" or "defensive" Thrown Gate.
It could be the only one in his deck, for all you know. Included on the off
chance he could torporize someone with the extra damage and he's just dumping
it in this particular situation. You can't know just from seeing the one
Increased Strength.
> I realize this is only one particular example, but it's pretty easy to
> tell whether someone is trying to run away from you, or stepping back to
> take aim.
Eventually, it is. But I don't see how extra maneuvers (or not) necessarily
follows from that. Combat offense sometimes wants the deck space for something
else. Combat defense can use the extra maneuvers for insurance against the odd
maneuver if their opponent has them or as separate combat defense (run away
WITHOUT the gate) if not.
> >As for "choking" on maneuvers, don't they have a discard phase where some of
> >you guys come from?
Chris's actual comment was about having, "a ton of maneuvers", which was
actually probably reasonable enough. In other words, I'm changing my objection
to what he said by writing this. But you wouldn't have a huge number of them.
I don't think you need a bunch of them - only enough to cancel out the handful of
Swoops a Gargoyle deck would use.
> You only get 12 of those per game. If 8 of them are occupied by
> maneuver cards, you don't get to use it very much to actually improve
> your hand, or deal with OTHER (Master) types of hand-jam.
Nor sure where you got 12 but I'll assume you're averaging turns/game or
something. The point is, you only get one per turn (assuming no Barrens,
Dreams, or whatever); I realize that. I agree, you don't want to spend them
on something like this if you don't have to. On the other hand, the extra
combat defense helps you survive, well, just this sort of thing: a relatively
small quantity of maneuvers thrown into a combat deck. The penalty that you
sometimes have to burn some discard phases when you don't need doesn't seem to
be all that bad to me. For one thing, you can often control your own capacity
to get into combat (e.g. against an SCE deck or other basically defensive deck)
and dump them. You can also maneuver with the Fake Out and then throw the gate
anyway to dump extra maneuvers. It's not like if you run up against the wrong
deck, you're always just stuck with them and have to discard them.
Fred
In message <3D6F1074...@removethis.com>,
Frederick Scott <freds64_at_...@removethis.com> mumbled
something about:
>Derek Ray wrote:>> If you're a Nossie vote deck trying to get away from me with a Thrown
>> Gate, then the Swoop in my hand catches you and you get pounded -- and I
>> don't even GET hit for 1 in the process (meaning I probably don't
>> Grapple you, so I can play some prevent).
>>
>> If I don't have ANY maneuvers in my deck, I sit there with my thumb up
>> my butt and look silly -- decreasing my deck's effectiveness for no good
>> reason.>
>The "good reason" would be that maneuver-away decks aren't that common and you
>have better things to do with the deck space. That's a matter of judgment,
>of course, but I can always think of lots of cool things to do with deck space,
>myself.
*ponder* I'm not sure what you mean by "not that common". In a tourney
environment, failure to include ANY defense against combat generally
always ends up with you being made into a large "splat", and failure to
include defense is ITSELF not that common.
Token defense often defaults to a bunch of Fake Outs and some Dodges, or
some Zip Guns, or some Thrown Gates if you have Potence... or... take
your pick. A maneuver is often better than S:CE, especially with the
prevalence of Grapple decks.
As such, if you're a close-range deck, it is in your best interest to
put in your own token maneuvers, to chase down those people who are
trying to sneak off.
>> If you're a Brujah pitch deck leading off with a Thrown Gate, then you
>> already have a Flash and Pursuit in hand, and I'm not going to catch you
>> no matter what I do -- but at least I can play my Swoop, even though
>> it's pointless.>
>I'm not sure why it's that clear I'd have Flashes and Pursuits up the wazoo
If you're a Brujah deck chucking Gates around, then I'm perfectly
willing to assume that you intend to make use of the Celerity found on
many Brujah, and that one of those uses is going to involve the small
thing known as "Additional Strikes".
Flash and Pursuit are the primary two CEL utility cards. One is a
maneuver *and* press, the other is either a maneuver OR extra strike,
depending on what you need right then. Both are eminently cyclable, and
it's a rare CEL deck indeed that is even missing ONE of them.
>but either way, there's other types of decks that use Thrown Gates for offense.
>I ran into one in LA last winter that was Nossie princes with a million 2nd
>Traditions and Increased Strengths and Thrown Gates to punish the intercepted
>minions. I suppose he could have extra Behind Yous! but since the other
>function of Behind You! is a Dodge, it wouldn't be particularly good choice
>for anything but maneuvering away (again) from close combat. In any case, I
>did not notice him discarding maneuvers so there's a counterexample.
When you have ranged combat, who cares about your opponent's maneuvers?
Also, most likely he had Swallowed by the Night in his deck -- cyclable
as stealth if you don't need the maneuver, slightly more compatible with
Thrown Gate, and not difficult to play as a Nossie as they tend to have
OBF.
>> >On the other hand, they might also start loading up on the Increased Strengths
>> >to actually cause damage. It's silly to look into someone's head and try and
>>
>> Increased Strength, being played before-range, will let me know whether
>> that's an "offensive" or "defensive" Thrown Gate.>
>It could be the only one in his deck, for all you know. Included on the off
Yeah, I *really* see someone sticking one and only one Increased
Strength in their deck. Me, I prefer to give credit to deckbuilders,
assume they don't suck, and figure that where one of THOSE shows up,
more will arrive eventually.
>chance he could torporize someone with the extra damage and he's just dumping
>it in this particular situation. You can't know just from seeing the one
>Increased Strength.
Sure I can. I'll bet on it every time, too. I figure I have an 80%
chance of being right -- and those are odds I'll take in a heartbeat.
Trying to be 100% certain about things before you try them leads to,
well, losing in a frenetic scuffle of worry.
>> I realize this is only one particular example, but it's pretty easy to
>> tell whether someone is trying to run away from you, or stepping back to
>> take aim.>
>Eventually, it is. But I don't see how extra maneuvers (or not) necessarily
>follows from that. Combat offense sometimes wants the deck space for something
>else. Combat defense can use the extra maneuvers for insurance against the odd
>maneuver if their opponent has them or as separate combat defense (run away
>WITHOUT the gate) if not.
If your primary offense is a ranged strike, you had damn well better be
sure you get to range, or you're going to get Grappled and killed.
That, in itself, is the only reason I need to assume extra maneuvers
from a ranged-combat-offense deck.
>> >As for "choking" on maneuvers, don't they have a discard phase where some of
>> >you guys come from?>
>Chris's actual comment was about having, "a ton of maneuvers", which was
>actually probably reasonable enough. In other words, I'm changing my objection
>to what he said by writing this. But you wouldn't have a huge number of them.
>I don't think you need a bunch of them - only enough to cancel out the handful of
>Swoops a Gargoyle deck would use.
You require 2 maneuvers to cancel a single Swoop. That'll be 12 against
6. That's an awful damn lot if you don't manage to get into combat,
adding yet another problem to your deck design (the need to occasionally
get into combat) and yet another weakness (ranged damage, something
you're more likely to see since you're in combat more).
>> You only get 12 of those per game. If 8 of them are occupied by
>> maneuver cards, you don't get to use it very much to actually improve
>> your hand, or deal with OTHER (Master) types of hand-jam.>
>Nor sure where you got 12 but I'll assume you're averaging turns/game or
>something. The point is, you only get one per turn (assuming no Barrens,
From data in an experiment conducted a couple years ago, yes. 12
discards per game, and the first couple really only count as "half"
since it's not good to discard during them unless you're TOTALLY hosed.
>Dreams, or whatever); I realize that. I agree, you don't want to spend them
>on something like this if you don't have to. On the other hand, the extra
>combat defense helps you survive, well, just this sort of thing: a relatively
>small quantity of maneuvers thrown into a combat deck. The penalty that you
(headshake) Again, you need 2 maneuvers (3 if you didn't block the
Bum's Rush, but that's iffy since incidental combat decks often get into
combat via means other than Bum's Rush/Ambush). See above.
[ quoted text not captured ]
Derek Ray wrote:
>
> In message <3D6F1074...@removethis.com>,
> Frederick Scott <freds64_at_...@removethis.com> mumbled
> something about:
>
> >Derek Ray wrote:
> >> If you're a Nossie vote deck trying to get away from me with a Thrown
> >> Gate, then the Swoop in my hand catches you and you get pounded -- and I
> >> don't even GET hit for 1 in the process (meaning I probably don't
> >> Grapple you, so I can play some prevent).
> >>
> >> If I don't have ANY maneuvers in my deck, I sit there with my thumb up
> >> my butt and look silly -- decreasing my deck's effectiveness for no good
> >> reason.
> >
> >The "good reason" would be that maneuver-away decks aren't that common and you
> >have better things to do with the deck space. That's a matter of judgment,
> >of course, but I can always think of lots of cool things to do with deck space,
> >myself.
>
> *ponder* I'm not sure what you mean by "not that common". In a tourney
> environment, failure to include ANY defense against combat generally
> always ends up with you being made into a large "splat", and failure to
> include defense is ITSELF not that common.
Nobody was comparing maneuver-away as a means of addressing combat as being
opposed to having no defense at all. I meant that out of all the decks you
run into, some attempt to use combat to accomplish something (usually burning
or torping minions, or burning pool through Fame, etc.), some have combat
defense, or you could have both. I'm saying that out of all these decks, I find
that the number of them that use maneuver to get away from close combat for
whatever reason aren't that common. It might be reasonable to just accept the
risk that you'll wind with your thumb up your butt and looking silly because the
risk isn't all that great. THEN, you could use the deck space allocated to the
Swoops for something else that's more likely to be useful. Or likely to be more
useful when you need that other card. Or both.
> As such, if you're a close-range deck, it is in your best interest to
> put in your own token maneuvers, to chase down those people who are
> trying to sneak off.
What's in your best interests depends on comparing the risk you'll need them
AND how much affect they have when they come up at the right time vs. the
opportunity cost of the deckspace. My perception and experience is that against
anything with a fair amount of their own maneuvers (whether because they're
"combat" vs. "combat defense" decks I don't care), they generally fail and
against the other decks they don't come up often enough for the one or two
punches I can get in to matter that much. When they're even needed, which
isn't often. I can find other cards I'd rather use the deckspace on.
> >> If you're a Brujah pitch deck leading off with a Thrown Gate, then you
> >> already have a Flash and Pursuit in hand, and I'm not going to catch you
> >> no matter what I do -- but at least I can play my Swoop, even though
> >> it's pointless.
> >
> >I'm not sure why it's that clear I'd have Flashes and Pursuits up the wazoo
>
> If you're a Brujah deck chucking Gates around, then I'm perfectly
> willing to assume that you intend to make use of the Celerity found on
> many Brujah, and that one of those uses is going to involve the small
> thing known as "Additional Strikes".
>
> Flash and Pursuit are the primary two CEL utility cards.
All right, point taken.
> >but either way, there's other types of decks that use Thrown Gates for offense.
> >I ran into one in LA last winter that was Nossie princes with a million 2nd
> >Traditions and Increased Strengths and Thrown Gates to punish the intercepted
> >minions. I suppose he could have extra Behind Yous! but since the other
> >function of Behind You! is a Dodge, it wouldn't be particularly good choice
> >for anything but maneuvering away (again) from close combat. In any case, I
> >did not notice him discarding maneuvers so there's a counterexample.
>
> When you have ranged combat, who cares about your opponent's maneuvers?
??? I don't understand your point, then. I though YOU were saying that a
"combat deck" (as opposed to what you call a "combat defense deck") that used
ranged combat could be counted on to have extra maneuvers. I was showing you
where I ran into a Gate deck that was clearly attempting to torp using combat
yet it didn't appear to have maneuver cards.
> Also, most likely he had Swallowed by the Night in his deck -- cyclable
> as stealth if you don't need the maneuver, slightly more compatible with
> Thrown Gate, and not difficult to play as a Nossie as they tend to have
> OBF.
Possibly. I'll confess I didn't look for SbtN at the time. But SbtN is equally
useful or even more useful for combat defense, as you don't really care that
much about hitting him with the Gate, thus can effect your defense by ONLY
maneuvering and waving and can use the SbtN for stealth if you don't need it
for combat.
> >> >On the other hand, they might also start loading up on the Increased Strengths
> >> >to actually cause damage. It's silly to look into someone's head and try and
> >>
> >> Increased Strength, being played before-range, will let me know whether
> >> that's an "offensive" or "defensive" Thrown Gate.
> >
> >It could be the only one in his deck, for all you know. Included on the off
>
> Yeah, I *really* see someone sticking one and only one Increased
> Strength in their deck. Me, I prefer to give credit to deckbuilders,
> assume they don't suck, and figure that where one of THOSE shows up,
> more will arrive eventually.
It's not bad. It's ONLY one card and might catch someone by surprise who was
going into combat calculating how much damage they expected to take from a single
gate. The only reason you don't see it much is that people don't often think
about surprises like that. I've thrown Lucky Blows into decks containing
Renegade Garou and Muddles for exactly the same reason (especially Muddles).
It's not a great tactic but it's not a bad one, either.
> >Eventually, it is. But I don't see how extra maneuvers (or not) necessarily
> >follows from that. Combat offense sometimes wants the deck space for something
> >else. Combat defense can use the extra maneuvers for insurance against the odd
> >maneuver if their opponent has them or as separate combat defense (run away
> >WITHOUT the gate) if not.
>
> If your primary offense is a ranged strike, you had damn well better be
> sure you get to range, or you're going to get Grappled and killed.
>
> That, in itself, is the only reason I need to assume extra maneuvers
> from a ranged-combat-offense deck.
Absolutely. But I sure don't see why ranged-combat-DEFENSE doesn't want to avoid
being grappled and killed as well. Especially given that extra maneuvers can
also be used as extra combat defense if what they're facing doesn't have its own
maneuvers. That is, you have both maneuvers and Gates in your deck and you see
your opponent has no maneuvers (so far, after he's gone through 40% of his deck),
so now you can let up on avoiding combat somewhat. You can take more actions
you know are blockable and start putting more pressure on his ability to play
intercept or wakes or both even knowing you'll be intercepted and be in combat
more often. If he has the maneuvers, you're more careful because you can still
survive combat using both Gates and maneuvers but not as often, as you'll burn
through more combat cards per combat.
> >> >As for "choking" on maneuvers, don't they have a discard phase where some of
> >> >you guys come from?
> >
> >Chris's actual comment was about having, "a ton of maneuvers", which was
> >actually probably reasonable enough. In other words, I'm changing my objection
> >to what he said by writing this. But you wouldn't have a huge number of them.
> >I don't think you need a bunch of them - only enough to cancel out the handful of
> >Swoops a Gargoyle deck would use.
>
> You require 2 maneuvers to cancel a single Swoop. That'll be 12 against
> 6.
You need a Gate - which you have anyway for defense - and a separate maneuver. A
single separate maneuver cancels the "single Swoop". That's 6 against 6. And
if you don't run into maneuvers, you have 6 more combat defense cards and can
allow yourself to get into a few more combats, as above.
Fred
"Frederick Scott" <freds64_at_...@removethis.com> wrote in message
news:3D779797...@removethis.com...
>
> Nobody was comparing maneuver-away as a means of addressing combat as being
> opposed to having no defense at all. I meant that out of all the decks you
> run into, some attempt to use combat to accomplish something (usually burning
> or torping minions, or burning pool through Fame, etc.), some have combat
> defense, or you could have both. I'm saying that out of all these decks, I
find
> that the number of them that use maneuver to get away from close combat for
> whatever reason aren't that common.
>
That's where you'd be wrong. Since you're grappling, their *only* defense is
to maneuver away, or else to prevent. Many clans cannot prevent, leaving
maneuver away as their only option. Even if you're, for some odd reason,
playing in an environment where no one grapples, so no one maneuvers away,
after playing your Gargoyle deck a few times, people will at least see the
possibility. If the deck is any good, the metagame will adjust to adding
maneuver away as an option. Heck, maneuver away is the primary combat defense
in *most* of my decks - S:CE is just not reliable by itself.
Frederick Scott wrote:
> There's no point in differentiating "combat defense" from "combat" for this
> purpose. There's no hard and fast dividing line when someone might pack
> Thrown Gates primarily to run away from you and if they tink you for one,
> that's gravy. On the other hand, they might also start loading up on the
> Increased Strengths to actually cause damage. It's silly to look into
> someone's head and try and decide if his maneuvers are "offense" or "defense"
> and by these means attempt to divine how many maneuvers he's packing.> Fred
I don't mean to disagree with your other points, and I do think
that it is dangerous to assume contents of your opponent's deck
based on categorization - though it is good VTES to try to
piece together what they are doing - but it does seem that a deck's
devotion or nod given to combat is qualifiable.
If you think doing one damage is an accomplishment,
your combat might be defensive.
If you have a card that says "dodge" in your hand but
none that say "additional strike" or "press",
your combat might be defensive.
If you end combat and don't continue your rush at +1
stealth (stealth optional),
your combat might be defensive.
If you maneuver and don't have a ranged strike,
your combat might be defensive.
If you have doubts about blocking or taking an
action because the block might succeed,
your combat might be defensive.
- Dan Harting
Dan Harting wrote:
>
> I don't mean to disagree with your other points, and I do think
> that it is dangerous to assume contents of your opponent's deck
> based on categorization - though it is good VTES to try to
> piece together what they are doing - but it does seem that a deck's
> devotion or nod given to combat is qualifiable.
>
> If you think doing one damage is an accomplishment,
> your combat might be defensive.
>
> If you have a card that says "dodge" in your hand but
> none that say "additional strike" or "press",
> your combat might be defensive.
>
> If you end combat and don't continue your rush at +1
> stealth (stealth optional),
> your combat might be defensive.
>
> If you maneuver and don't have a ranged strike,
> your combat might be defensive.
>
> If you have doubts about blocking or taking an
> action because the block might succeed,
> your combat might be defensive.
OK, that's good stuff. :) I agree that the vast majority of decks
tend to fall into a pretty distinct category that can roughly be
summarized as either "Hurt the Other Guy" or "Try to Get Away With My
Skin". I was disputing more whether someone possessing a maneuver
"always" falls into the former category and that a guy using
Thrown Gate to mostly avoid getting hurt never will bother to throw
in a maneuver as well.
Fred - who actually has had doubts about blocking and taking actions
when he thought he'd built an "offensive" combat deck - that sucks...
Chris Berger wrote:
>
> "Frederick Scott" <freds64_at_...@removethis.com> wrote in message
> news:3D779797...@removethis.com...
> >
> > Nobody was comparing maneuver-away as a means of addressing combat as being
> > opposed to having no defense at all. I meant that out of all the decks you
> > run into, some attempt to use combat to accomplish something (usually burning
> > or torping minions, or burning pool through Fame, etc.), some have combat
> > defense, or you could have both. I'm saying that out of all these decks, I
> > find that the number of them that use maneuver to get away from close combat for
> > whatever reason aren't that common.
> >
> That's where you'd be wrong.
What, I'd be wrong about what I've noticed? Excuse me, I can only report about
the experiences I've had and you can only report about the experiences you've
had. So I don't think you can say much about my experiences because I'm pretty
sure you weren't there.
> Since you're grappling, their *only* defense
What's "since I'm grappling" got to do with anything. People build their decks
before they know what they're going to play against. It's completely reasonable
to build a deck that ignores grapple and just loses when you run into one. And
lots of people _I_ play apparently do.
> is to maneuver away, or else to prevent. Many clans cannot prevent, leaving
> maneuver away as their only option. Even if you're, for some odd reason,
> playing in an environment where no one grapples, so no one maneuvers away,
> after playing your Gargoyle deck a few times, people will at least see the
> possibility.
Yea, but big deal. It's only one deck. It's not like people will see this one
deck that grapples all the time and instantly go out and reformat all their
decks out of terror of it. Certainly not by throwing a handful of maneuvers
into their decks, and throwing just a few in only means you'll get away from
the thug once in a while. The rest of time, you suffer. Better to just ignore
the possibility until you start to see lots of Grapple deck in your environment.
> Heck, maneuver away is the primary combat defense
> in *most* of my decks - S:CE is just not reliable by itself.
That's odd. I've always considered S:CE to be much more reliable of the two.
Too many Gun decks and too many people throwing the odd Ivory Bow or Flamethrower
into otherwise peaceful decks. (I really got "up close and personal" experience
with the horror of Watenda holding an Ivory Bow at Gencon. Several different
games. At least it works to S:CE if you hold _two_ of them going in...) Or,
hell, how about Thrown Gates with Increased Strengths, since we're on the subject.
Trap decks. Tremere combat decks. Assamite long range combat decks. There's
probably others but I've made my point. Again, it just depends on how the other
guys you play with like to play their games.
Fred