B.D. Redmond#
Why is stealth and Bleed (S&B) broken under CL?
I've been pondering over it for a while now and I'm not sure why it can be
so much more broken under CL than NL (this is not an attack, I am looking
for a clear answer here). People have been arguing against S&B saying how
badly broken it is under CL, and I agree it is pretty deadly. But I just
can't see how NL makes this any better.
The way I understand it NL is better because it allows you more defence
against S&B. That sounded ok at first, but when you start to think about it
I'm not so sure.
The possible defences, as I see them (I may miss a few here, so please
remind me) are:
Bounce
Intercept
Rush
Reduce
Blood Gain
Race
Hand Jam
Now, as far as I can see there is very little difference between CL decks
and BL decks when it comes to these different defences:
Bounce: 8 or 16 cards in an 80 or 90 card deck seems a reasonable amount of
bounce (maybe I'm wrong; how much bounce does an 80-90 card bounce deck
typically have?)
Intercept: With the amount of intercept in the game I can't see how Auspex
intercept is any worse under Cl than under NL, with so much available the
limits on cards becomes a bit pointless as they will be measured more as a
percentage of the deck size.
Rush: Now this is a point that I'm the least sure about. Since the Sabbat
there has been a new rush action, effectively giving another 4 rush cards,
and optimisation of rush strategies through Haven uncovereds, and various
clan specific strategies (Bloodhunts, Contracts, Political Struggles,
Mononomancy).
Reduce: Well, okay, so with only 4 telepathic counters reducing the bleeds
seems less practical under CL than not, but do many people base a bleed
defense strategy soley around bleed reduction? I would have thought that it
would be in more as a supplimentary to bounce or intercept (well, that's
what its does in CL anyway).
Blood Gain: Now, this seems to be a dubious tactic, and I'd like to know
exactly how it works. Most CL decks I have played with are very good at
gaining blood back anyway. I would have thought that has blood gain as a
main tactic would be very dull to play both with and against.
Race: Now I have seen two descriptions of this and I can only guess which
one it is. The first description, and the least likely, is that Malks will
not bleed other malks etc; this seems a little naive so I suspect its not
the proper description. The second description is that you can oust someone
as quick as you are likely to be ousted, although the description is very
unclear. This tactic seems very obvious, but no deck I've seen is as fast as
a Stealth and bleed deck, and so you'll probably loose the race.
Hand Jam: This seems a fairly suicidal tactic; it leaves your offense
completely wasted as you normally will only have out on or two vampires.
(Please let me know how you can do this effectively).
Anything else that I've missed?
awaiting enlightenment....
Ben,