Anybody got a tip for improvement on my deck?
I play a Malkie/Toreador Aus/Cel/Obf deck. I use Obf ONLY for equpiping
with disguised weapon (OK, I added 4 lost in crowds, just in case) - is
that OK?
I use 2 Resplendent protectors and one leather jacket - maybe I should
drop the Protectors, since LJ practically ain't an action (I can still
block) - then again, I can only use The Rack and two HG to fill up my
vamps, and since I'm using Zoe, I don't wanna hunt too much.
I wanna get in combat via rush/blocked action, arm my vamps with an
Ivory Bow or a Magnum and use additional strikes to make ash of my
enemy. What additional strikes/dodges/combat ends should I use? I'm
using...uh...4-6 blurs, one Acrobatics and two Nimble feet (sometimes
better to press than to waste a Blur), maybe a Prenatural Evasion or
two would be OK?
1/8 of the deck are aus cards used for blocking.
--------------------------------------------
I only have Jyhad / Sabbat cards, no Sabbat Wars cards. Blood Dolls are
hard to get, so I use two Minion taps, an Ancient Influence and two
Parity Shifts (I have a prince, a primogen and two justicars in my
crypt).
--------------------------------------------
Any advice would be welcome, I'll post my deck later.
Sent via Deja.com
http://www.deja.com/
On Sat, 03 Feb 2001 21:44:35 GMT, vamp...@my-deja.com wrote:
>Anybody got a tip for improvement on my deck?
>
>I play a Malkie/Toreador Aus/Cel/Obf deck. I use Obf ONLY for equpiping
>with disguised weapon (OK, I added 4 lost in crowds, just in case) - is
>that OK?
Sure. If you have weapons and intend to blow people's heads off, you
want to get into combat lots. A good way to do that is take lots of
annoying 0-stealth actions. And you have 4 Lost in Crowds for when
you need to take that ONE action to oust someone, which is fine as
well.
>I use 2 Resplendent protectors and one leather jacket - maybe I should
>drop the Protectors, since LJ practically ain't an action (I can still
>block) - then again, I can only use The Rack and two HG to fill up my
>vamps, and since I'm using Zoe, I don't wanna hunt too much.
Resplendent Protector never goes away. Leather Jacket is one-time
only. Of course, RP only fits on your Toreador, who don't come with
OBF built-in.
>I wanna get in combat via rush/blocked action, arm my vamps with an
>Ivory Bow or a Magnum and use additional strikes to make ash of my
>enemy. What additional strikes/dodges/combat ends should I use? I'm
>using...uh...4-6 blurs, one Acrobatics and two Nimble feet (sometimes
>better to press than to waste a Blur), maybe a Prenatural Evasion or
>two would be OK?
I should use a gazillion Blurs, as it is one of the two quintessential
Celerity cards. I would back those up with a few Flash, since you may
need to maneuver or press.
If you have lots of superior Celerity, I would substitute some Pursuit
and Side Strike in for some Blurs, but not THAT many. Blur should be
your main card.
1-2 Preternatural Evasions are fine, but you are probably better just
chucking in a couple more Pursuit or Side Strike, and let your prevent
handle it. A .44 Magnum backed with Celerity is NOT an easy thing to
deal with for most combat decks; this is balanced out by the fact that
the clans with Celerity have no easy way to get a Magnum.
>1/8 of the deck are aus cards used for blocking.
Probably not enough. But we'll see once you post the deck. =)
>--------------------------------------------
>I only have Jyhad / Sabbat cards, no Sabbat Wars cards. Blood Dolls are
>hard to get, so I use two Minion taps, an Ancient Influence and two
>Parity Shifts (I have a prince, a primogen and two justicars in my
>crypt).
Kill someone and get their Blood Dolls. You'll need them in this type
of deck.
-- Derek
"Oh, cool... TABLE ACTIONS!" -- M. Perlman
In article <d52p7tsdo1gde5ohj...@4ax.com>,
Derek Ray <lor...@yahoo.com> wrote:
> On Sat, 03 Feb 2001 21:44:35 GMT, vamp...@my-deja.com wrote:
>
<snip>
> >I wanna get in combat via rush/blocked action, arm my vamps with an
> >Ivory Bow or a Magnum and use additional strikes to make ash of my
> >enemy. What additional strikes/dodges/combat ends should I use? I'm
> >using...uh...4-6 blurs, one Acrobatics and two Nimble feet (sometimes
> >better to press than to waste a Blur), maybe a Prenatural Evasion or
> >two would be OK?
>
> I should use a gazillion Blurs, as it is one of the two quintessential
> Celerity cards. I would back those up with a few Flash, since you may
> need to maneuver or press.
>
> If you have lots of superior Celerity, I would substitute some Pursuit
> and Side Strike in for some Blurs, but not THAT many. Blur should be
> your main card.
>
I disagree. I've run combat toreador and found that not only is blur
not worth the blood it limits your deck. if you have superior celerity
then pursuit, side strike, nimble feet and flash are the best combat
cards to use with maybe a couple of blurs for good measure. you don't
want to get stuck in close with a brujah and you don't want to get hit
with long range damage from an assamite, gangrel, tzimisce etc. the
free cards make your deck more flexible.
[ quoted text not captured ]
In article <95hu42$n7k$1...@nnrp1.deja.com>,
vamp...@my-deja.com wrote:
> Anybody got a tip for improvement on my deck?
>
> I play a Malkie/Toreador Aus/Cel/Obf deck. I use Obf ONLY for
equpiping
> with disguised weapon (OK, I added 4 lost in crowds, just in case) -
is
> that OK?
>
> I use 2 Resplendent protectors and one leather jacket - maybe I should
> drop the Protectors, since LJ practically ain't an action (I can still
> block) - then again, I can only use The Rack and two HG to fill up my
> vamps, and since I'm using Zoe, I don't wanna hunt too much.
taste of vitae?
>
> I wanna get in combat via rush/blocked action, arm my vamps with an
> Ivory Bow or a Magnum
have you thought about going the depravity, art of pain route? master
cards that give you extra strength and fighting in close. that way you
don't have to worry about equipping.
and use additional strikes to make ash of my
> enemy. What additional strikes/dodges/combat ends should I use? I'm
> using...uh...4-6 blurs, one Acrobatics and two Nimble feet (sometimes
> better to press than to waste a Blur), maybe a Prenatural Evasion or
> two would be OK?
don't use the acrobatics or blurs, they cost and limit your choices. if
you have superior celerity use nimble feet, side strike, pursuit and
flash. maybe a couple of blurs and a sideslip.
>
> 1/8 of the deck are aus cards used for blocking.
are any of them melange? great card.
>
> --------------------------------------------
> I only have Jyhad / Sabbat cards, no Sabbat Wars cards. Blood Dolls
are
> hard to get,
do you mean you don't have many? can you trade for them? blood dolls
are pretty handy in most decks.
[ quoted text not captured ]
On Mon, 05 Feb 2001 05:12:58 GMT, theve...@my-deja.com wrote:
>In article <d52p7tsdo1gde5ohj...@4ax.com>,
> Derek Ray <lor...@yahoo.com> wrote:>> I should use a gazillion Blurs, as it is one of the two quintessential
>> Celerity cards. I would back those up with a few Flash, since you may
>> need to maneuver or press.
>>
>> If you have lots of superior Celerity, I would substitute some Pursuit
>> and Side Strike in for some Blurs, but not THAT many. Blur should be
>> your main card.
>>>I disagree. I've run combat toreador and found that not only is blur
>not worth the blood it limits your deck. if you have superior celerity
Not worth the blood? For 2 additional strikes? What the hell are you
trying to use, Assault Rifles? And not THAT many Toreador have
superior Celerity; only one 5 and two 6's. If you reach across to the
!Toreador, they have another 5 and another 6. But those are pretty
expensive vampires; so you'll need to have the ability to
additional-strike at inferior, which is Blur or Acrobatics all the
way.
If you want superior CEL, you have to go with the Brujah/!Brujah.
That's their primary discipline.
Toreador 'combat' = Guns. Guns = .44 Magnums.
When you're only doing a piddly 2 damage per strike, you damn well
better have Blur in your deck, and plenty of them. Assault Rifles are
nice and all but require something like Minion Tap/5th to pay for
them. I'm not saying (if you look above) to use ONLY flash/blur, but
frankly, you're going to be able to guarantee long range fairly easily
with a gun's built-in maneuver and a few Flash cards. And then you're
going to want to shoot at them for lots, which Blur lets you do. The
blood cost? Negligible; if you're at long range, you're probably not
being hit, so it works out the same as "punch for 1". If you ARE
being hit, the blood cost won't matter; you'll be hosed.
Nimble Feet ranks near the bottom of my list of additional strike
cards for Toreador. "press" is a horrible option for a gun deck, as
that just puts you at close range 2nd round, and that nasty Brujah
with the Signpost is still grinning.
>then pursuit, side strike, nimble feet and flash are the best combat
>cards to use with maybe a couple of blurs for good measure. you don't
And what about when they dodge that initial strike? With these cards,
you'll be shooting for 2 points on a 2nd strike, and have to burn a
Flash to press. You COULD just get a Blur to begin with, and shoot
them for 4; vampires are MUCH more likely to be dead from 4 points
than from 2.
>want to get stuck in close with a brujah and you don't want to get hit
>with long range damage from an assamite, gangrel, tzimisce etc. the
>free cards make your deck more flexible.
And if you try to deal with every other combat deck you run across,
you won't be able to blow up the non-combat decks, and you'll die
miserably when you need to shoot Jost for 6 with your .44 so he hunts
instead of bleeding you next turn, and you only have a Side Strike and
Pursuit in hand. The Toreador don't fight well enough to take on the
combat clans. They can beat up light combat and non-combat, and
that's about it.
The Assamites will kill you, since they WILL have more maneuvers. The
Brujah can't catch you, since they tend to not have ENOUGH maneuvers.
The Gangrel will play Drawing out the Beast, Scorpion Sting, and Skin
of Steel, and you'll be fucked. The Tzimisce will do all kinds of
hideous stuff to you at short OR long, so you might as well just stay
at long and make them play Breath of the Dragon.
Blur. Plain and simple.
[ quoted text not captured ]
"Derek Ray" <lor...@yahoo.com> wrote
> The Assamites will kill you, since they WILL have more maneuvers. The
> Brujah can't catch you, since they tend to not have ENOUGH maneuvers.
> The Gangrel will play Drawing out the Beast, Scorpion Sting, and Skin
> of Steel, and you'll be fucked. The Tzimisce will do all kinds of
> hideous stuff to you at short OR long, so you might as well just stay
> at long and make them play Breath of the Dragon.
>
> Blur. Plain and simple.
>
> -- Derek
One thing I have often noticed about combat decks is how little they concern
themselves with OTHER combat decks. I'm not sure why this is really... maybe
we can attribute it to the fact that not many people were playing them from
what I can tell in tourneys prior to the Sabbat War release. I have that on
my to-do list for a future !Brujah newsletter. 'How to not lose combat'.
Actually, a better topic might be how to deal with other deck strategies in
general.
Having played a lot of !Brujah POT-cel decks lately, I'm starting to see
situations where CEL would have been much preferrable. When facing a
proactive combat deck, most of the time, you are dealing with specific
disciplines. A POT deck will get you with the Immortal Grapples while a CEL
deck will get you with additional strikes. PRO and VIC decks will hit you
for a little aggravated damage and THA cards will try to steal blood and
occasionally more complicated nastiness. Over-simplified, I know.
When fighting Gangrel for example, assuming their main offense is Wolf Claws
and ours is the standard TS/IG/US type of combo. We may hit them for a
larger amount but their one strike will make itself count. In such a
situation, Acrobatics instead of Immortal Grapple would be ideal. We still
strike but don't have to worry about being struck.
I think a mistake that I have been making is assuming my !Brujah are going
to be the baddest asses on the table. In most cases, they are... but when
they aren't I have to find a few tricks. I've started including a lot of
'corner-case' cards for this very purpose; Fast Hands in case someone pulls
a nasty weapon, Acrobatics for that Dodge and additional strike, Sideslip
for a small amount of prevention, etc. The deck becomes a lot less focused,
but I think it also becomes more fun as it is less predictable. I'll even
throw in some Majesty for a good laugh.
Cheers,
WES
On Mon, 5 Feb 2001 04:08:01 -0800, "wes" <gh...@mnsi.net> wrote:
>
>"Derek Ray" <lor...@yahoo.com> wrote>> The Assamites will kill you, since they WILL have more maneuvers. The
>> Brujah can't catch you, since they tend to not have ENOUGH maneuvers.
>> The Gangrel will play Drawing out the Beast, Scorpion Sting, and Skin
>> of Steel, and you'll be fucked. The Tzimisce will do all kinds of
>> hideous stuff to you at short OR long, so you might as well just stay
>> at long and make them play Breath of the Dragon.
>>
>> Blur. Plain and simple.
>>
>> -- Derek>
>One thing I have often noticed about combat decks is how little they concern
>themselves with OTHER combat decks. I'm not sure why this is really... maybe
Well, the initial problem is that almost every combat deck will lose
to itself. Two POT decks will beat hell out of each other. Two gun
decks will shoot each other senseless. Two Assamite decks will do
much the same. Two Gangrel decks will poke-and-prevent and do
nothing. The Tremere will swap blood forever in the first round, and
toast each other in round 2. Two Tzimisce decks... eeuugh. Anyway.
You get the picture.
>we can attribute it to the fact that not many people were playing them from
>what I can tell in tourneys prior to the Sabbat War release. I have that on
>my to-do list for a future !Brujah newsletter. 'How to not lose combat'.
>Actually, a better topic might be how to deal with other deck strategies in
>general.
To some degree this is true. In a tourney, you'll see far more
non-combat decks than combat decks; you'd be silly to prepare TOO much
for combat. The deck construction filters backwards into playgroups
this way as well. Some groups make things a little more hectic; if
you don't pack at least 20 cards' worth of combat or defense in
Atlanta, your vampires will probably all end up in torpor by turn 6.
>Having played a lot of !Brujah POT-cel decks lately, I'm starting to see
>situations where CEL would have been much preferrable. When facing a
Like, almost all of them? =) pot/CEL is a much better alternative
than POT/cel, IMO; the superior CEL is the Brujah backbone, and as I
mentioned elsewhere, their primary discipline. (If you look at the
Brujah, there are 15 with CEL, and only 8 with POT. Same for the
!Brujah; there are 10 with CEL and only 7 with POT.)
>proactive combat deck, most of the time, you are dealing with specific
>disciplines. A POT deck will get you with the Immortal Grapples while a CEL
>deck will get you with additional strikes. PRO and VIC decks will hit you
>for a little aggravated damage and THA cards will try to steal blood and
>occasionally more complicated nastiness. Over-simplified, I know.
well, not necessarily. You CAN screw around and do wack shit with PRO
or THA, but each discipline has its basic function.
>When fighting Gangrel for example, assuming their main offense is Wolf Claws
>and ours is the standard TS/IG/US type of combo. We may hit them for a
>larger amount but their one strike will make itself count. In such a
>situation, Acrobatics instead of Immortal Grapple would be ideal. We still
>strike but don't have to worry about being struck.
Yes. Superior Celerity's advantage over merely inferior becomes
immeasurable when you start comparing all its cards.
>I think a mistake that I have been making is assuming my !Brujah are going
>to be the baddest asses on the table. In most cases, they are... but when
>they aren't I have to find a few tricks. I've started including a lot of
>'corner-case' cards for this very purpose; Fast Hands in case someone pulls
>a nasty weapon, Acrobatics for that Dodge and additional strike, Sideslip
>for a small amount of prevention, etc. The deck becomes a lot less focused,
>but I think it also becomes more fun as it is less predictable. I'll even
>throw in some Majesty for a good laugh.
A small pile of Sideslip never hurt ANY Celerity deck. Judiciously
combined with Blur, you can use it to either prevent single points of
annoying damage via a strength-1 agg poke, or use its dodge and Blur
anyway, using just the 2 additional strikes for damage.
Acrobatics is neat if your strikes are more or less lethal on their
own; a minion with a Flamethrower, for example, doesn't need anything
other than Acrobatics, since most of the time the 3rd strike will be
wasted and the opponent in torpor if you've gotten to the 2nd strike
at all.
And I have included Preternatural Evasion in a couple pot/CEL decks,
for those times when someone coughs up Carrion Crows/Song of
Serenity/Trap and five other prerange toys. =)
[ quoted text not captured ]
In article <vfns7tog85f02b1b0...@4ax.com>,
[ quoted text not captured ]
are you only quoting vamps less than 7 cap? the !Tor have two 7's and
two 8's with CEL.
>
> Toreador 'combat' = Guns. Guns = .44 Magnums.
obvious tor combat = guns but it's not the way to go. guns are hard to
get out and vulnerable. they also limit you to using them for your
strike when you use their maneuver. the tor's strength is CEL. you have
to be able to deal with other combat decks and that means having
options, not just maneuvering out, shooting for two and blurring, yes
it's good when it works but it's limited.
my combat tor was a mixture of tor and !tor. some of the vamps will
need +1 strength and then pack a few depravities and art's of pain.
once you're doing two or three hand damage you're like a Bru with a
built-in signpost.
>
> When you're only doing a piddly 2 damage per strike, you damn well
> better have Blur in your deck, and plenty of them. Assault Rifles are
> nice and all but require something like Minion Tap/5th to pay for
> them. I'm not saying (if you look above) to use ONLY flash/blur, but
> frankly, you're going to be able to guarantee long range fairly easily
> with a gun's built-in maneuver and a few Flash cards. And then you're
> going to want to shoot at them for lots, which Blur lets you do. The
> blood cost? Negligible; if you're at long range, you're probably not
> being hit, so it works out the same as "punch for 1". If you ARE
> being hit, the blood cost won't matter; you'll be hosed.
>
> Nimble Feet ranks near the bottom of my list of additional strike
> cards for Toreador. "press" is a horrible option for a gun deck, as
> that just puts you at close range 2nd round, and that nasty Brujah
> with the Signpost is still grinning.
>
exactly. don't use guns. press is a great option with the type of deck
i described above (i'll post it if you like so you can really tear into
it). it can either protect you from nasty tremere or it can allow you
to press and riposte, a cute trick that very few people will expect.
> >then pursuit, side strike, nimble feet and flash are the best combat
> >cards to use with maybe a couple of blurs for good measure. you don't
>
> And what about when they dodge that initial strike? With these cards,
> you'll be shooting for 2 points on a 2nd strike, and have to burn a
> Flash to press. You COULD just get a Blur to begin with, and shoot
> them for 4; vampires are MUCH more likely to be dead from 4 points
> than from 2.
>
> >want to get stuck in close with a brujah and you don't want to get
hit
> >with long range damage from an assamite, gangrel, tzimisce etc. the
> >free cards make your deck more flexible.
>
> And if you try to deal with every other combat deck you run across,
> you won't be able to blow up the non-combat decks, and you'll die
> miserably when you need to shoot Jost for 6 with your .44 so he hunts
> instead of bleeding you next turn, and you only have a Side Strike and
> Pursuit in hand. The Toreador don't fight well enough to take on the
> combat clans. They can beat up light combat and non-combat, and
> that's about it.
>
you have to be ready for other combat or you'll die miserably. CEL
allows you to run rings around other combat decks.
> The Assamites will kill you, since they WILL have more maneuvers. The
> Brujah can't catch you, since they tend to not have ENOUGH maneuvers.
the best bru decks have enough maneuvers, but you're right alot of
people haven't figured that out yet.
> The Gangrel will play Drawing out the Beast, Scorpion Sting, and Skin
> of Steel, and you'll be fucked. The Tzimisce will do all kinds of
> hideous stuff to you at short OR long, so you might as well just stay
> at long and make them play Breath of the Dragon.
with CEL you can maneuver out, dodge the breath, press and then beat
the crap out of them or press and riposte. with a gun you're in torpor
after the breath.
>
> Blur. Plain and simple.
Blur. limited usefulness.
>
> -- Derek
>
--theventrue
[ quoted text not captured ]
On Mon, 05 Feb 2001 23:37:10 GMT, theve...@my-deja.com wrote:
>> Not worth the blood? For 2 additional strikes? What the hell are you
>> trying to use, Assault Rifles? And not THAT many Toreador have
>> superior Celerity; only one 5 and two 6's. If you reach across to the
>> !Toreador, they have another 5 and another 6. But those are pretty
>> expensive vampires; so you'll need to have the ability to
>> additional-strike at inferior, which is Blur or Acrobatics all the
>> way.
>>
>> If you want superior CEL, you have to go with the Brujah/!Brujah.
>> That's their primary discipline.>
>are you only quoting vamps less than 7 cap? the !Tor have two 7's and
>two 8's with CEL.
As mentioned in a different post, the Brujah have 14 vampires with
superior Celerity, and 10 of those are 8-cap or less. The !Brujah
have 10 with CEL, and 8 of those are 8-cap or less. Compared to the
Toreador and !Toreador, respectively, we find that the Toreador have
11 vampires with CEL, only 5 of which are 8-cap or less, and the
!Toreador have 8 vampires with CEL, and 6 are 8-cap or less.
Celerity is the prerogative of the Brujah. Auspex is the Toreadors'
best discipline, followed closely by Presence.
(Vampires above 8-cap are excluded because of the 3 turns it takes to
transfer one out -- too unwieldy for combat, for the most part.)
>> Toreador 'combat' = Guns. Guns = .44 Magnums.>
>obvious tor combat = guns but it's not the way to go. guns are hard to
>get out and vulnerable. they also limit you to using them for your
>strike when you use their maneuver. the tor's strength is CEL. you have
...except they don't have the vampires to do it. Plain Toreador have
a 5 and two 6's. !Toreador have a 5 and a 6, and a couple 7's as
well. These are some damned expensive vampires for combat that is
highly vulnerable to S:CE; you can include some Psyche, sure, but now
you're adding still MORE moving parts.
>to be able to deal with other combat decks and that means having
>options, not just maneuvering out, shooting for two and blurring, yes
>it's good when it works but it's limited.
Long range deals with most light combat decks. The Toreador CANNOT
deal with heavy combat; they just die miserably no matter what.
>my combat tor was a mixture of tor and !tor. some of the vamps will
>need +1 strength and then pack a few depravities and art's of pain.
Depravity is unique. Art of Pain is !Toreador only. Can't put TOO
many of these cards in, and this still only takes care of two
vampires, once you finally get one or the other.
>once you're doing two or three hand damage you're like a Bru with a
>built-in signpost.
And at close range your vampires will be Immortally Grappled, Scorpion
Stung, and beat on in numerous, hideous ways. Dodge isn't all THAT
good of an option against those, or when someone has dropped Trap,
Carrion Crows, and Song of Serenity. (Flash is nice, though, to get
the hell out of the Trap.)
>> Nimble Feet ranks near the bottom of my list of additional strike
>> cards for Toreador. "press" is a horrible option for a gun deck, as
>> that just puts you at close range 2nd round, and that nasty Brujah
>> with the Signpost is still grinning.>
>exactly. don't use guns. press is a great option with the type of deck
>i described above (i'll post it if you like so you can really tear into
>it). it can either protect you from nasty tremere or it can allow you
>to press and riposte, a cute trick that very few people will expect.
(shrug) Flash gives a press too. I'd be curious to see this; it
sounds like it'll just get totally run over by any dedicated combat
deck, though; close range makes vampires dead.
>> And if you try to deal with every other combat deck you run across,
>> you won't be able to blow up the non-combat decks, and you'll die
>> miserably when you need to shoot Jost for 6 with your .44 so he hunts
>> instead of bleeding you next turn, and you only have a Side Strike and
>> Pursuit in hand. The Toreador don't fight well enough to take on the
>> combat clans. They can beat up light combat and non-combat, and
>> that's about it.
>>>you have to be ready for other combat or you'll die miserably. CEL
>allows you to run rings around other combat decks.
you miss the point. If you prepare for combat decks you'll be totally
unable to kill the non-combat decks. Which are you likely to see more
of?
>> The Assamites will kill you, since they WILL have more maneuvers. The
>> Brujah can't catch you, since they tend to not have ENOUGH maneuvers.>
>the best bru decks have enough maneuvers, but you're right alot of
>people haven't figured that out yet.
Those decks have too many maneuvers to beat up non-combat decks.
There really IS a tricky balance you have to strike.
>> The Gangrel will play Drawing out the Beast, Scorpion Sting, and Skin
>> of Steel, and you'll be fucked. The Tzimisce will do all kinds of
>> hideous stuff to you at short OR long, so you might as well just stay
>> at long and make them play Breath of the Dragon.>
>with CEL you can maneuver out, dodge the breath, press and then beat
>the crap out of them or press and riposte. with a gun you're in torpor
>after the breath.
The Tzimisce will be intercepting you, so you will have to play your
Dodge first. Better have something good handy, because that strike
will sit around and wait for you.
Stay at close range? Skin Trap, Scorpion Sting... messy.
>> Blur. Plain and simple.>Blur. limited usefulness.
But also the card of choice.
[ quoted text not captured ]
In article <95qp5v$n2b$1...@nnrp1.deja.com>,
inr...@my-deja.com wrote:
>
>
> >
> > CEL only is good but, yeah, you have to be able to do more than 1
> > point, preferably 3 per strike. Damage from non strike sources is
> > necesseary too if you want to take down FOR decks. A fun combo is
> > Riposte for 2 unpreventable and Psyche! to continue combat.
>
> The damage doesn't occur, (I believe) as combat restarts before it is
> dealt. (I works that way with telepathic tracking for sure)
>
> Cameron
>
Riposte
Strike: combat ends [and inflict 1 damage to the opposing minion once
combat ends] <if the range is close> (damage not preventable). Not
usable on the first round of combat. (S) <As above, but inflict 2
damage>.
Psyche!
Press. (S) Only usable at the end of a combat when both combatants are
still ready. Combat starts again. This is considered an entirely new
combat: weapons can contribute their maneuvers for a second time, and
so forth.
Telepathic Tracking
Press, only usable to continue combat. If another round of combat
occurs, this vampire gets an optional maneuver during that round. (S)
Only usable when both combatants are still ready and combat is about to
end (with no uncancelled press to continue). Combat does not end;
another round starts.
Telepathic Tracking(S) prevents the damage from Riposte from occuring
since combat does not end and a new round starts, however Psyche!(S)
cannot be played until conbat has ended and therefore the damage from
Riposte has been dealt.
[ quoted text not captured ]
gray...@my-deja.com wrote:
> Telepathic Tracking(S) prevents the damage from Riposte from occuring
> since combat does not end and a new round starts, however Psyche!(S)
> cannot be played until conbat has ended and therefore the damage from
> Riposte has been dealt.
Correct. Similarly, Telepathic Tracking prevents you from replacing
"Do Not Replace Until After Combat" cards, while Psyche! doesn't.
--
LSJ (vte...@white-wolf.com) VTES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.white-wolf.com/vtes/[ quoted text not captured ]
In article <95rhfe$9m7$1...@nnrp1.deja.com>,
LSJ <vte...@white-wolf.com> wrote:
> gray...@my-deja.com wrote:
> > Telepathic Tracking(S) prevents the damage from Riposte from
occuring
> > since combat does not end and a new round starts, however Psyche!(S)
> > cannot be played until conbat has ended and therefore the damage
from
> > Riposte has been dealt.
>
> Correct. Similarly, Telepathic Tracking prevents you from replacing
> "Do Not Replace Until After Combat" cards, while Psyche! doesn't.
>
Riposte
Strike: combat ends [and inflict 1 damage to the opposing minion once
combat ends] <if the range is close> (damage not preventable). Not
usable on the first round of combat. (S) <As above, but inflict 2
damage>.
Does the damage of riposte vanish completely or is it still there when
the Telepathic Tracking-induced combat round ends (ie when combat
really ends)?
[ quoted text not captured ]
jero...@my-deja.com writes:
> Does the damage of riposte vanish completely or is it still there when
> the Telepathic Tracking-induced combat round ends (ie when combat
> really ends)?
The damage disappears completely.
If something doesn't happen when it's supposed to, it's forgotten about.
(See the unending threads about "What happens if I restart combat
after Form of Mist...?")
--
James Coupe | PGP Key 0x5D623D5D
Standard disclaimers apply to this post. Full written details
available upon request. Your statutory rights are not affected.
jero...@my-deja.com wrote:
> Does the damage of riposte vanish completely or is it still there when
> the Telepathic Tracking-induced combat round ends (ie when combat
> really ends)?
It vanishes completely.
--
LSJ (vte...@white-wolf.com) VTES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.white-wolf.com/vtes/[ quoted text not captured ]
"LSJ" <vte...@white-wolf.com> a écrit dans le message news:
95s027$n9j$1...@nnrp1.deja.com...
> jero...@my-deja.com wrote:
> > Does the damage of riposte vanish completely or is it still there when
> > the Telepathic Tracking-induced combat round ends (ie when combat
> > really ends)?
>
> It vanishes completely.
>
> --
Mmmmm....
Something looks strange here. Riposte says two different things :
1 - Strike : combat ends
2 - opponent takes 1 or 2 unpreventable damage
One may think tese two effects are independant.
I understande that Thelepatic tracking nullifyes the "end combat" part, but
can you explain me why the damage is not dealt ?
I bet this has been decided to match all side "Form of Mist"type side
effects which allow to continue action.
"Reyda" <re...@noos.fr> wrote:
> "LSJ" <vte...@white-wolf.com> a écrit dans le message news:> > jero...@my-deja.com wrote:
> > > Does the damage of riposte vanish completely or is it still there
> > > when the Telepathic Tracking-induced combat round ends (ie when
> > > combat really ends)?
> >
> > It vanishes completely.
>> Mmmmm....
> Something looks strange here. Riposte says two different things :
> 1 - Strike : combat ends
> 2 - opponent takes 1 or 2 unpreventable damage
>
> One may think tese two effects are independant.
> I understande that Thelepatic tracking nullifyes the "end combat"
> part, but can you explain me why the damage is not dealt ?
Because combat didn't end.
> I bet this has been decided to match all side "Form of Mist"type side
> effects which allow to continue action.
The precedent set by the FoM ruling had something to do with it, yes.
But it's not entirely the same, since Psyche! would cause the continue
action effect to be lost from FoM, but would not prevent the damage
from Riposte from occuring - the damage is a small enough thing to
handle immediately, compared to the longer process of continuing the
action.
[ quoted text not captured ]