Has anyone else noticed this one?
Ambrosius, the Ferryman (AH) Ally - Giovanni (Very faint on my copy) -
cost 3 blood - Unique Ally, with 2 life, 1 hand damage, 0 bleed. Ambrosius
is immune to damage that is not aggravated. He can take an action to allow
you to move a retainer from your ash heap to a ready vampire you control.
Put 3 Pathos counters on the retainer. Remove a Pathos counter from the
retainer at the beginning of each of your minion phases. When there are no
Pathos counters remaining, remove the retainer from the game.
PLUS
Zombie (DS) Retainer - Giovanni - Cost 1 blood - Retainer with 2 life,
whish says several things about combat, then ends with "As a +1 Stealth
aciton, the controlling vampire may burn the Zombie to gain 2 blood.
EQUALS
Put Ambrosius into play. Discard a Zombie to the Ash Heap. Use Ambrosious'
ability to put the Zombie on a vampire low on blood. Then burn the Zombie
(before placing any Pathos counters) for two blood, returning it to the
Ash Heap. Repeat every turn to keep your vampires healthy.
Is this correct? Have I missed something on this combo?
Jeff G.
In article <jgrubb-0506...@w116.wisenet.net>,
Jeff Grubb <jgr...@mag7.com> wrote:
>Put Ambrosius into play. Discard a Zombie to the Ash Heap. Use Ambrosious'
>ability to put the Zombie on a vampire low on blood. Then burn the Zombie
>(before placing any Pathos counters) for two blood, returning it to the
>Ash Heap. Repeat every turn to keep your vampires healthy.
>
>Is this correct? Have I missed something on this combo?
No problem - you've just taken two actions (one at +1 stealth) to put
two blood onto a vampire.
Similar to having the target hunt and having Leonardo the Mortician
put a blood on him, except that both of these actions are at stealth.
Not a very awesome combo.
On Wed, 5 Jun 1996, Jeff Grubb wrote:
> Has anyone else noticed this one?> Ambrosius, the Ferryman (AH) Ally - Giovanni (Very faint on my copy) -
> cost 3 blood - Unique Ally, with 2 life, 1 hand damage, 0 bleed. Ambrosius
> is immune to damage that is not aggravated. He can take an action to allow
> you to move a retainer from your ash heap to a ready vampire you control.
> Put 3 Pathos counters on the retainer. Remove a Pathos counter from the
> retainer at the beginning of each of your minion phases. When there are no
> Pathos counters remaining, remove the retainer from the game.> PLUS> Zombie (DS) Retainer - Giovanni - Cost 1 blood - Retainer with 2 life,
> whish says several things about combat, then ends with "As a +1 Stealth
> aciton, the controlling vampire may burn the Zombie to gain 2 blood.> EQUALS
[Combo where Zombie's are not removed from the game and give 2 blood to
vampires]
> Is this correct? Have I missed something on this combo?
Totally correct. An excellent combo.
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# Adrian Sullivan sull...@cslab.uwlax.edu Spoutingly yours 8^) #
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Jeff Grubb (jgr...@mag7.com) writes:
> Has anyone else noticed this one?
>
> Ambrosius, the Ferryman (AH) Ally - Giovanni (Very faint on my copy) -
> cost 3 blood - Unique Ally, with 2 life, 1 hand damage, 0 bleed. Ambrosius
> is immune to damage that is not aggravated. He can take an action to allow
> you to move a retainer from your ash heap to a ready vampire you control.
> Put 3 Pathos counters on the retainer. Remove a Pathos counter from the
> retainer at the beginning of each of your minion phases. When there are no
> Pathos counters remaining, remove the retainer from the game.> ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^> PLUS
>
> Zombie (DS) Retainer - Giovanni - Cost 1 blood - Retainer with 2 life,
> whish says several things about combat, then ends with "As a +1 Stealth
> aciton, the controlling vampire may burn the Zombie to gain 2 blood.
>
> EQUALS
>> Put Ambrosius into play. Discard a Zombie to the Ash Heap. Use Ambrosious'
> ability to put the Zombie on a vampire low on blood. Then burn the Zombie
> (before placing any Pathos counters) for two blood, returning it to the
^^^^^^^^^^^^^^^^^^^
> Ash Heap. Repeat every turn to keep your vampires healthy.> ^^^^^^^^> Is this correct? Have I missed something on this combo?
>> Jeff G.
Sorry Jeff, but remove from game means just that. The Zombie doesn't go
back to the ash heap, it is taken out of the game untill the game is finished.
--
Think On! Clan Mac Clellan <-:(---
Pat Gilliland.
Pat Gilliland (bh...@FreeNet.Carleton.CA) wrote:
[ quoted text not captured ]
Peace Pat, but notice that the Zombie would be removed from the game ONLY IF
THE PATHOS COUNTERS RUN OUT, as you underlined. The intent of this combo. is
to burn the zombie before the pathos counters run out, thus keeping it in the
game. There is no reason to believe that a card in the ash heap should retain
state (i.e. the number of pathos counters previously on it).
-spongy
On Thu, 6 Jun 1996, The Corrupter wrote:
> > Has anyone else noticed this one?
>
> > Ambrosius, the Ferryman (AH) Ally - Giovanni (Very faint on my copy) -
> > cost 3 blood - Unique Ally, with 2 life, 1 hand damage, 0 bleed. Ambrosius
> > is immune to damage that is not aggravated. He can take an action to allow
> > you to move a retainer from your ash heap to a ready vampire you control.
> > Put 3 Pathos counters on the retainer. Remove a Pathos counter from the
> > retainer at the beginning of each of your minion phases. When there are no
> > Pathos counters remaining, remove the retainer from the game.
>> > PLUS
>
> > Zombie (DS) Retainer - Giovanni - Cost 1 blood - Retainer with 2 life,
> > whish says several things about combat, then ends with "As a +1 Stealth
> > aciton, the controlling vampire may burn the Zombie to gain 2 blood.
>
> > EQUALS> [Combo where Zombie's are not removed from the game and give 2 blood to
> vampires]
>> > Is this correct? Have I missed something on this combo?
>> Totally correct. An excellent combo.
I would think that you couldn't burn the Zombie before the Pathos
counters were placed on it.. thus after three turns, this combo goes
boom. Just my HO.
--
mal...@macatawa.org
Peter Lowe +=+=+ Edmonton, AB
VtES web page available soon!
Jeff Grubb wrote:
>
> Has anyone else noticed this one?
>
> Ambrosius, the Ferryman (AH) Ally - Giovanni (Very faint on my copy) -
> cost 3 blood - Unique Ally, with 2 life, 1 hand damage, 0 bleed. Ambrosius
> is immune to damage that is not aggravated. He can take an action to allow
> you to move a retainer from your ash heap to a ready vampire you control.
> Put 3 Pathos counters on the retainer. Remove a Pathos counter from the
> retainer at the beginning of each of your minion phases. When there are no
> Pathos counters remaining, remove the retainer from the game.
>
> PLUS
>
> Zombie (DS) Retainer - Giovanni - Cost 1 blood - Retainer with 2 life,
> whish says several things about combat, then ends with "As a +1 Stealth
> aciton, the controlling vampire may burn the Zombie to gain 2 blood.
>
> EQUALS
>> Put Ambrosius into play. Discard a Zombie to the Ash Heap. Use Ambrosious'
> ability to put the Zombie on a vampire low on blood. Then burn the Zombie
> (before placing any Pathos counters) for two blood, returning it to the> Ash Heap. Repeat every turn to keep your vampires healthy.
>> Is this correct? Have I missed something on this combo?
>> Jeff G.
I don't see the big deal. It takes two actions to gain 2 blood. Restoration
works twice as fast and can give even more blood. Or, say, how about
Aarons feeding razor, or Dartmoor England (I think thats the one that
gives you +1 blood when hunting). All better than the combo you
outlined for gaining blood.
Michael Kelly
In article <31B884...@lmsc.lockheed.com>,
Michael Kelly <ke...@lmsc.lockheed.com> wrote:
>Jeff Grubb wrote:>>
>> EQUALS
>>
>> Put Ambrosius into play. Discard a Zombie to the Ash Heap. Use Ambrosious'
>> ability to put the Zombie on a vampire low on blood. Then burn the Zombie
>> (before placing any Pathos counters) for two blood, returning it to the
>> Ash Heap. Repeat every turn to keep your vampires healthy.
>>
>> Is this correct? Have I missed something on this combo?
>>
>> Jeff G.>
>I don't see the big deal. It takes two actions to gain 2 blood. Restoration
>works twice as fast and can give even more blood. Or, say, how about
>Aarons feeding razor, or Dartmoor England (I think thats the one that
>gives you +1 blood when hunting). All better than the combo you
>outlined for gaining blood.
>
>Michael Kelly
Darn, I don't have Fortitude. Darn I'd like to give blood to some vamp
who does not have <insert item here>. Gee, I'd like to hunt but w/o fangs
I can't, so much for <insert item here>...
It does have advantages.
-naff
In article <Pine.SOL.3.91.960607163801.25230C-100000@freenet>,
<mal...@macatawa.org> wrote:
>On Thu, 6 Jun 1996, The Corrupter wrote:
[ambrosius/zombie combo elided]
>I would think that you couldn't burn the Zombie before the Pathos>counters were placed on it.. thus after three turns, this combo goes
>boom. Just my HO.
You're not burning the Zombie before the Pathos counters are placed; you're
burning it before the *last* counter is removed; thus, the remove-from-game
condition never kicks in. It's a nice, viable combo, but as (I believe)
L. Scott Johnson pointed out, not particularly devastating. It's maybe
a smidgen better than hunting.
gomi
it *does* get style points, mind you
--
'spend a day and a half dead and the lettuce runs amok.'
-babs woods
On Wed, 5 Jun 1996, Jeff Grubb wrote:
> Has anyone else noticed this one?
>
> Ambrosius, the Ferryman (AH) Ally - Giovanni (Very faint on my copy) -
> cost 3 blood - Unique Ally, with 2 life, 1 hand damage, 0 bleed. Ambrosius
> is immune to damage that is not aggravated. He can take an action to allow
> you to move a retainer from your ash heap to a ready vampire you control.
> Put 3 Pathos counters on the retainer. Remove a Pathos counter from the
> retainer at the beginning of each of your minion phases. When there are no
> Pathos counters remaining, remove the retainer from the game.
>
> PLUS
>
> Zombie (DS) Retainer - Giovanni - Cost 1 blood - Retainer with 2 life,
> whish says several things about combat, then ends with "As a +1 Stealth
> aciton, the controlling vampire may burn the Zombie to gain 2 blood.
>> EQUALS
>
> Put Ambrosius into play. Discard a Zombie to the Ash Heap. Use Ambrosious'
> ability to put the Zombie on a vampire low on blood. Then burn the Zombie
> (before placing any Pathos counters) for two blood, returning it to the
> Ash Heap. Repeat every turn to keep your vampires healthy.
>
> Is this correct? Have I missed something on this combo?
>
Not that I can see :) Just one thing: Ambrosius must take the
action, wich is undirected and at 0 stealth. Then, the Zombie must take
the action wich is at +1 stealth.
The zombie costs 1 blood, so exchanging it for blood on normal
circumstances is somewhat ridiculous. Nevertheless, if you have no
problems with taking all these actions, fine! Ambrosius is immune to
non-aggravated damage, so...
Just to show that it's not *that* awesome... Restoration is quite
better :)
David Pontes
8[
Michael Kelly <ke...@lmsc.lockheed.com> wrote:
> > Put Ambrosius into play. Discard a Zombie to the Ash Heap. Use Ambrosious'
> > ability to put the Zombie on a vampire low on blood. Then burn the Zombie
> > (before placing any Pathos counters) for two blood, returning it to the
> > Ash Heap. Repeat every turn to keep your vampires healthy.
> >
> > Is this correct? Have I missed something on this combo?
>> I don't see the big deal. It takes two actions to gain 2 blood. Restoration
> works twice as fast and can give even more blood. Or, say, how about
> Aarons feeding razor, or Dartmoor England (I think thats the one that
> gives you +1 blood when hunting). All better than the combo you
> outlined for gaining blood.
Well, the combo does have merits over those that you mentioned:
It's not fortitude based (i.e. Giovanni can use it as a clan).
It's not equipment that Gangrels can Bum's Rush then Canine
Horde (or fast hands for any celerity deck).
It's not a location that can be stolen or burned.
It's all a matter of preference and situation, but it's nice to see
another combo that can produce the same results :)
______________________
Ethan Burrow
et...@ddg.com
http://www.ddg.com/ethan/
Well, if we are looking for another combo that produces the same results:
First- Vampire hunts: gains 1 blood, uses 1 action
Next- Vampire hunts: gains 1 blood, uses 1 action
So for a cost of 2 actions your vampire gets 2 blood. OK, so it does tie
up your vampire for two turns instead of allowing him to bleed or call
votes but if he is in danger from low blood, you probably want him to lie
low anyway.
I just don't see this Ferryman combo being that useful.
Doug
In article <4qk9hj$r...@nntp1.best.com> refp...@best.com (Rory) writes:
>On 23 Jun 1996 12:40:22 -0400, doug...@aol.com (DOUGDWISE) wrote:>>I just don't see this Ferryman combo being that useful.
>>Doug>What were you replying to?
>I don't remember the original post and couldn't find it with a quick
>scan.
>The ferryman pulls a retainer out of your ash heap and does not give
>blood to a vampire. Since the retainer goes out of the game at the
>end of 3 turns when the 3 pathos counters are gone it is not as useful
>as some necromancy cards. However since anyone can use him he has
>possibility.
>Can give you a few extra uses out of a nice retainer.
Well, not everybody can use him, there is a very faint Giovanni clan specific
symbol on the card. Try looking again. The trick was to bring back zombies
and burn them for the 2 blood before the pathos counters removed them from the
game.
On 23 Jun 1996 12:40:22 -0400, doug...@aol.com (DOUGDWISE) wrote:
>Well, if we are looking for another combo that produces the same results:
>First- Vampire hunts: gains 1 blood, uses 1 action
>Next- Vampire hunts: gains 1 blood, uses 1 action
>So for a cost of 2 actions your vampire gets 2 blood. OK, so it does tie
>up your vampire for two turns instead of allowing him to bleed or call
>votes but if he is in danger from low blood, you probably want him to lie
>low anyway.>I just don't see this Ferryman combo being that useful.
>Doug
What were you replying to?
I don't remember the original post and couldn't find it with a quick
scan.
The ferryman pulls a retainer out of your ash heap and does not give
blood to a vampire. Since the retainer goes out of the game at the
end of 3 turns when the 3 pathos counters are gone it is not as useful
as some necromancy cards. However since anyone can use him he has
possibility.
Can give you a few extra uses out of a nice retainer.
Rory
The Ref at refp...@best.com