>Please excuse my not having written the Tremere newsletter yet. Work
>got in the way. :) I'm glad I didn't though, as I hadn't thought of
>the Blood to Water uses for TT. And the card has *always* ruled. It's
>just easier to play now...
>
>Sometime before the end of the weekend, it'll be done.
Well, I look forward to whenever it comes out! Behold! A new era for the
Tremere is upon us! =)
Halcyan 2
>> unpreventable damage). To help recoup the damage you yourself will take,>you>> can use Taste (I'm pretty sure it works with WC, right?). Or even better,>since
>
>Right, so long as you're not going to torpor already and you've made it to
>strike resolution.
Thanks for the answer. But just to double-check, how about the case when you
used Undead Persistance? Does this count towards going to torpor? I know this
was asked a while back, but I don't remember the answer!
Halcyan 2
Halcyan 2 wrote:
> Thanks for the answer. But just to double-check, how about the case when you
> used Undead Persistance? Does this count towards going to torpor? I know this
> was asked a while back, but I don't remember the answer!
From the online rulings list:
* Cards which are not usable by vampires going to Torpor only check to
see if the vampire is currently going to torpor, not if the vampire
will be going to Torpor later. E.g., A vampire with Undead Persistence
can still play these types of cards. [LSJ 19970304]
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.white-wolf.com/vtes/
Several people (esp. Xian) have already discussed several ways of how
Telepathic Tracking has revolutionized game play for the Tremere. After
thinking about, Telepathic Tracking makes several cards much more playable.
#1. Blood to Water. I always sort of liked this card. Yeah it costs two blood,
but it's not a strike, it can't be preveted ('cept by DI and Watenda) and can
cause the opponent to burn 3 or 5 blood! Before TT, it was rare that you'd have
the opportunity to use this. But now, TT can just about guarantee a second
round -- meaning you can use this before finishing up with a Walk or Cauldron
or something. Of course this might be a bit expensive. 1 for the TT and 2 for
the B to W but still, it's five blood your opponent needs to burn. An Ankara
could greatly help, reducing this to a measly 1 blood cost. In addition, with
cards like Little Tailor and Vagabond Mystic, allies are becoming more viable.
Blood to Water can take out a War Ghoul like that (if you can survive the first
round of course).
#2. Usually, the Tremere don't have too much of a need for Taste of Vitae since
they are experts at stealing blood (Theft and Drain). But a Taste combined with
an Eldritch Glimmer can be quite interesting. The TT ensures a second round of
combat. You then play the Glimmer and burn as much blood so that your opponent
goes down to zero blood (and maybe do one more damage after that). You'll then
recoup most of the spent blood with Taste. Just make sure your opponent doesn't
dodge, S:CE, or prevent it though (Revelations or Pulse can help with that).
#3. We already know the infamous Weather Control/Dawn Op/Skin of Night deck,
and how to avoid it (don't block). Perhaps this deck can be tweaked to include
some rush capability... Weather Control can be twice as effective with a TT. A
single inferior WC will inflict at least 2 damage (over time) while a superior
can inflict 3 (of course this would be normal, not agg damage). Stack these
puppies up and you can torporize any vamp with just 4 WC's (3 x 4 = 12
unpreventable damage). To help recoup the damage you yourself will take, you
can use Taste (I'm pretty sure it works with WC, right?). Or even better, since
you're using Fortitude already, put in Undead Persistance (actually I just
remembered you don't need TT for this, but I'll continue typing anyway). Even
if you're at 2 or 3 blood and you're opponent is at 10, the WC will make sure
that both of you end up in torpor. There was talk about this before, but I'm
not quite sure if you can use Taste during this time (Taste says you can't be
going to torpor, but if you use Persistance, it doesn't count.) So here's a
hypothetical:
Ulugh Beg is at 3 blood while Angelica is at 10. Ulugh plays
three Weather Controls. Each takes three damage so they're at 0 and 7. Each
strikes for one. Ulugh goes to torpor and Angelica is at 6 but Ulugh plays
Undead Persistance. Since he's no longer going to torpor, can he play Taste to
gain the 4 damage taken by Angelica? Anyway, next round Weather Control comes
and deals six damage to each vampire. One hand strike later and Angelica joins
Ulugh into torpor.
Once again this doesn't actually involve TT, but TT can help make any
deck with WC's more effective.
#4. Now while TT can guarantee a second round, you first have to be able to
survive the first round! With all these new combat cards (esp. the scary VIS
ones), the Tremere might actually have to think of new ways to survive first
round. Ironically, maybe you can use Presence and have Majesty. Think about it.
A Tremere with S:CE. Sort of funny 'cept that the Tremere then TT and can play
their 2nd round cards with near impunity. How about a Tremere version of the
Anathema deck? You include Presence to help get votes (Anathema) passed. You
then rush your opponent. First round, you Majesty followed by a TT. Then during
the second round, a Blood to Water or two will burn your opponent (gaining you
pool) even before strike resolution! With three disciplines, you'll probably
just want to choose your crypt based on AUS and at least tha (still a bit
tricky though) and just add Presence and Thaumaturgy cards.
I admit maybe not all of these ideas are sound, but it's just so neat how
Telepathic Tracking has opened up so many new strategies for the Tremere. And
many previously ignored Thaumaturgy cards have begun oh so much more useful and
dangerous!!!
Halcyan 2
On 03 Nov 2000 10:38:36 GMT, halc...@aol.com (Halcyan 2) said:
Halcyan> Several people (esp. Xian) have already discussed several
Halcyan> ways of how Telepathic Tracking has revolutionized game play
Halcyan> for the Tremere. After thinking about, Telepathic Tracking
Halcyan> makes several cards much more playable.
Agreed. TT is probably the most significant new card in the set
(although the Vagabond Mystic is also a contender, for the first time
ever it's possible to heal allies).
//Petri
In article <20001103053836...@ng-cg1.aol.com>,
halc...@aol.com (Halcyan 2) wrote:
> Several people (esp. Xian) have already discussed several ways of how
> Telepathic Tracking has revolutionized game play for the Tremere.
After
> thinking about, Telepathic Tracking makes several cards much more
playable.
>
> #1. Blood to Water. I always sort of liked this card.
Please excuse my not having written the Tremere newsletter yet. Work
got in the way. :) I'm glad I didn't though, as I hadn't thought of
the Blood to Water uses for TT. And the card has *always* ruled. It's
just easier to play now...
Sometime before the end of the weekend, it'll be done.
Xian
--
But rain falls down and I feel cold
A cold that sleeps within my heart
It tears the earth and sun apart
--New Order, "Shellshock"
Sent via Deja.com http://www.deja.com/
Before you buy.
Halcyan 2 wrote:
> unpreventable damage). To help recoup the damage you yourself will take, you
> can use Taste (I'm pretty sure it works with WC, right?). Or even better, since
Right, so long as you're not going to torpor already and you've made it to
strike resolution.
--
[ quoted text not captured ]