Hello All,
I have yet to face the War Ghouls, can you blame me for hiding?
I wonder, to those who have faced them, what were the lessons learned in
stopping them?
Thanks
M.
Metropolis wrote:
> I wonder, to those who have faced them, what were the lessons learned in
> stopping them?
A) Intercept the recruit.
B) play S:CE.
C) Fortitute.
D) Dodge and press.
E) Manuvers.
Peter D Bakija
PD...@bigplanet.com
http://www.myplanet.net/pdb6
"My health is failing me, so I flip on the television,
and watch sad movies and look for sad, sick people like me."
-Tegan and Sara
"Metropolis" <do...@umich.edu> escribió en el mensaje
news:Oy4Da.4685$XR3.1...@news.itd.umich.edu...
[ quoted text not captured ]
Useful cards and decks against Warghouls
Decks Guns with Celerity
Kindred Segregation
Entombment
Decks using the combo Aid from Bats + Carrion Crows
Weenie Potence decks
FOR+POT decks
Decks with lots of S:CE :-)
Lots of Direct Intervention to cancel the Warghouls or the Retainers or
other allies necessary to bring them into play
Intercept decks
Tremere or !Tremere using blood-stealing strikes
Entrancement
Plus many others I can't remember now :-)
Greetings,
Damnans
"Metropolis" <do...@umich.edu> skrev i meddelandet news:Oy4Da.4685$XR3.1...@news.itd.umich.edu...
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There are 4 possible ways of defeating war ghouls:
1. Blocking the recruit-actions.
2. Steal them in various ways. (entrancement, corruption and stuff like that)
3. Shoot them with guns.
4. uhm... use table talk to make them disappear?
Hope this helps!
/henrik isaksson
[ quoted text not captured ]
1) Dramatic Upheaval/ Kindred Restructure. Get the hell out of their way
and let someone else deal with them.
2) Steal them. Preferably with Entrancement which is the most playable
of the steal ally cards due to it's inferior text.
3) Entombment. Handy if you have Obtenebration.
4) Guns. Ghouls don't like maneuvering, but you have to assume they are
going to Trap you so playing Deer Rifle isn't so good. Magnums aren't
bad. Both will work fine with a Magazine of Glaser Rounds. Guns are also
good for shooting Revenants and Owl Companions that are twitching in
preparation of ghouling.
5) Ambrosius the Ferryman + Talbot's Chainsaw. Mention of this combo is
made in the Old Testament. Good versus War Ghouls though.
I think you have to steer clear of the ally only cards that will weaken
your deck every other time you see them. To my mind the best way to deal
with a deck type you can't handle is change the seating order with the
intent of moving to their predator's seat to deliver the killing blow
and get their VP after another player (probably a combat deck) has
weakened them.
mattgreen
--
Direct access to this group with http://web2news.comhttp://web2news.com/?rec.games.trading-cards.jyhad
"Metropolis" <do...@umich.edu> escribió en el mensaje
news:Oy4Da.4685$XR3.1...@news.itd.umich.edu...
[ quoted text not captured ]
Here in barcelona, War Ghouls and Shambling decks are commonly seen. Even
Renegade Garous and rock cats decks (well, honestly, only mine in the last
category) and there are just a few nice options against them:
- If your deck is any kind of voter/bleeder with presence, pack 4
entrancements in.Got to time well, as, unless you play with heavy stealth or
toreador grand balls, those tzimis should block you.
- If you are playing with any kind of combat, there shouldn't be a serious
problem. Well, perhaps those memories of mortality... But magnums are great
to turn any common game into a b class zombie movie. The best option should
be a weenie Cel-magnum deck. You can prove the anarch side of them, with
magazines, diversions and even The Mole. Should try to substitute one of the
tastes for an orgy of blood.
- Block them. Usually, this decks recruits at 3 stealth maximum, so with a
few ravens or a second trad could be enough.
- Maneuver. Any in-built maneuver usually stops them, until they draw one of
their 4-6 traps.
- Life leeching tremeres, with a couple of apportations
- Pot weenie are also nice. Specially the increased strentgh-thrown gate
one.
- 2 brujah debates on the table are usually a good deterrent :-)
Smiling Tom, the Anarch
"Metropolis" <do...@umich.edu> wrote in message news:<Oy4Da.4685$XR3.1...@news.itd.umich.edu>...
[ quoted text not captured ]
My favourite way to get rid of War ghouls is to steal them! A well
placed Entrancement, Lure of the Serpent or Far Mastery can turn the
tables sometimes.
Better yet, for the surprised look on the former War Ghoul´s owner´s
faces, use Set´s Call! That way they still get to pay for their
precious mound of living flesh, but never get to use it! And it gets
even more sweet if your local Tzimisce uses Lobotomy!
Serpentis may suck ass on in tournaments, but it is sure the
funnest discipline around!
[ quoted text not captured ]
Ah, you have yet to master the dark pathes.
Lure of the Serpent. Then you just don't have to even worry about
facing them. ;)
Raille
"Metropolis" <do...@umich.edu> wrote in message news:<Oy4Da.4685$XR3.1...@news.itd.umich.edu>...
[ quoted text not captured ]
Other ideas so far are pretty cool. Here's some they missed...
- Release the Shackled Soul. Rubbish on the whole, except vs War
Ghouls.
- Guns, sure, but with Celelrity
- I think The Jones works wonders against allies. To be honest, I'd
never use it, but it says "cancel a strike". If the strike is for
"hands" then they can't hit you, surely? However, War Ghouls nearly
always come with Traps, so this saves you once...
- Potence decks. Hit back... harder.
- Far Mastery is the best single hit "steal" card vs allies.
- Theoretically, the best ally to counter a War Ghoul with is Herald
of Topeth (he has potence and lots of life). However, the stupidist
ally to recruit at the moment is Herald of Topeth due to it's upkeep,
and initial cost.
- Cyptic Missions / Shadow Twins decks are great vs War Ghouls.
The list is very long, but most are pretty corner case. Your short
lsit should be Guns, Potence, or steal.
DH
In message <9e10847c.0306...@posting.google.com>, hamdamcwa
<dave...@hotmail.com> writes:
>- I think The Jones works wonders against allies. To be honest, I'd
>never use it, but it says "cancel a strike".
It does.
>If the strike is for
>"hands" then they
can pick to hit with hands again.
What it's mostly for is stopping people with card-based strikes. Once
that's been cancelled, they need another copy of the card to declare it.
Nothing in card text or the rules stops you from declaring the same
strike again, if you have access to it, though.
--
James Coupe
PGP Key: 0x5D623D5D
Lucky that my breasts are small and humble, EBD690ECD7A1FB457CA2
So you don't confuse them with mountains. 13D7E668C3695D623D5D
War Ghouls are good against decks without combat defence (or only
s:ce). They´re near useless against most fighting-decks.
You might look a your vampires abilities. For example, Melek and Neshi
are good (which I had out last night when a War Ghoul came rushing).
/Mathias
[ quoted text not captured ]
> However, the stupidist
> ally to recruit at the moment is Herald of Topeth due to it's upkeep,
> and initial cost.
>
Now now David,I think some people disagree here.If you ask me, I'd
prefer the Herald over say...a Hell Hound any day :-)
(And I would expect Damnans will slap you silly for such blasphemy )
greetz
Jo
oh, and by the way, I think the short list should be Steal em or S:CE
"hamdamcwa" <dave...@hotmail.com> escribió en el mensaje
[...]
> - Theoretically, the best ally to counter a War Ghoul with is Herald
> of Topeth (he has potence and lots of life). However, the stupidist
> ally to recruit at the moment is Herald of Topeth due to it's upkeep,
> and initial cost.
Why do you think so? >:-) The Heralds' abilities to play cards
requiring basic Presence, Daimoinon, Potence and Flight are worth
1 pool a turn (in addition to their 3 strength, 1 bleed, regeneration,
and rush ability).
Heralds are much more effective in combat than War Ghouls, because
they have access to better combat cards than those fleshy things. That's
exactly why War Ghoul decks need to bring out many War Ghouls,
while Herald of Topheth decks only need 2 of them in play.
David, I find your lack of faith... disturbing >:-)
And, remember, the best ally to counter a War Ghoul is Ambrosius, The
Ferryman, or any ally with a default maneuver :-)
Greetings,
Damnans
"Metropolis" <do...@umich.edu> wrote in message news:<Oy4Da.4685$XR3.1...@news.itd.umich.edu>...
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I think all steal ally cards (watch out those lobotomized war ghouls)
& intercept (hard to intercept round 2 war ghoul) are best ways to
stop ghouls. Good ghoul deck is not so scared about POTENCE or guns
because it have few/many copies of Memories of Mortality card.
All good antiweenie votes will usually hurt War ghoul decks. You don't
want to see Ancilla Empowerment when you have 2+ vampires, 2+ war
ghouls, vagabond mystic, jake washington & Repo Man in play ;)
- Guzmo
[ quoted text not captured ]
And also remember that if you equip Ambrosius, The Ferryman with an
sport bike, you will get the "Ghost Rider Best Imitation" prize ;-)
>
>Greetings,
>Damnans
>
"Metropolis" <do...@umich.edu> wrote in message
news:Oy4Da.4685$XR3.1...@news.itd.umich.edu...
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Steal them from the offender and use them to burn a location they control.
This was actually part of the finest tournament moments I've ever had. My
Salubri Spirit Marionette deck was bleeding a Tzim who brought out a War
Ghoul. I waited until I knew he couldn't untap and block with one of the
vamps, took control of the War Ghoul with spirit marionette and before the
mandatory bleed action, I tapped the war ghoul to burn a location controlled
by said Tzim methusalah. :)
In message <e7dcd37e.0306...@posting.google.com>, Guzmo
<gu...@postmaster.co.uk> writes:
>I think all steal ally cards (watch out those lobotomized war ghouls)
>& intercept (hard to intercept round 2 war ghoul) are best ways to
>stop ghouls. Good ghoul deck is not so scared about POTENCE or guns
>because it have few/many copies of Memories of Mortality card.
King of the Mountain is your friend.
What's that Mr War Ghoul? You're hitting me for 4?
[ quoted text not captured ]
Jon Stahler wrote:
> "Metropolis" <do...@umich.edu> wrote in message
> news:Oy4Da.4685$XR3.1...@news.itd.umich.edu...>> Hello All,
>>
>> I have yet to face the War Ghouls, can you blame me for hiding?
>>
>> I wonder, to those who have faced them, what were the
>> lessons learned in
>> stopping them?
>>> Steal them from the offender and use them to burn a
> location they control.
> This was actually part of the finest tournament moments
> I've ever had.
And simultaneously my worst tourney moment ;-)
>My
> Salubri Spirit Marionette deck was bleeding a Tzim who
> brought out a War
> Ghoul. I waited until I knew he couldn't untap and block
> with one of the
> vamps, took control of the War Ghoul with spirit
> marionette and before the
> mandatory bleed action, I tapped the war ghoul to burn a
> location controlled
> by said Tzim methusalah. :)
Actually I couldn’t have been more impressed with turn of events. It
really got you that table win too! BTW who won that day? Eric Chang was
ahead of the pack with a ton of VPs when I left….
Cecil
[ quoted text not captured ]
<snip>
>
> 5) Ambrosius the Ferryman + Talbot's Chainsaw. Mention of this combo is
> made in the Old Testament.
Hmmm, just looked that up, and i find that Ted Prodromou was the first
to post this combo to the NG in March 1997, beating me by a good 4
days. But i had already been using it for several months in jyhad
on-line <much complacent stroking of magnificent patriarchal beard>,
and for that or whatever other reason it's clear that many people knew
of the combo at that time.
legbiter wrote:
>>5) Ambrosius the Ferryman + Talbot's Chainsaw. Mention of this combo is
>>made in the Old Testament.>
> Hmmm, just looked that up, and i find that Ted Prodromou was the first
> to post this combo to the NG in March 1997, beating me by a good 4
> days.
Gomi no Sensei mentioned the combo in October 1996.
http://groups.google.com/groups?selm=52rh6c%24115%40shellx.best.com
--
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/
On Wed, 04 Jun 2003 13:41:37 GMT, "Damnans" <bel...@ono.com>
scrawled:
>
>"hamdamcwa" <dave...@hotmail.com> escribió en el mensaje
>
>[...]
>>> - Theoretically, the best ally to counter a War Ghoul with is Herald
>> of Topeth (he has potence and lots of life). However, the stupidist
>> ally to recruit at the moment is Herald of Topeth due to it's upkeep,
>> and initial cost.>
>Why do you think so? >:-) The Heralds' abilities to play cards
>requiring basic Presence, Daimoinon, Potence and Flight are worth
>1 pool a turn (in addition to their 3 strength, 1 bleed, regeneration,
>and rush ability).
just to ask the demon man himself:
Damnans, what are your thoughts on playing True Faith on a Herald? is
it worth it? (note the Herald is not infernal, so it is playable,
it'll just cost you a lot of pool).
salem
domain:canberra http://www.geocities.com/salem_christ.geo/vtes.htm
salem wrote:
[...]
> just to ask the demon man himself:
>
> Damnans, what are your thoughts on playing True Faith on a Herald? is
> it worth it? (note the Herald is not infernal, so it is playable,
> it'll just cost you a lot of pool).
Although I considered that possibility, I have never played True Faith on a
Herald, because should somebody steal that Herald, my infernal Baali would be
dead, since that Herald's strength would be aggravated against them :-)
Greetings,
Damnans
In article <3EDE085C...@white-wolf.com>,
LSJ <vte...@white-wolf.com> wrote:
[legbiter mentions Ted P.]
>Gomi no Sensei mentioned the combo in October 1996.
>http://groups.google.com/groups?selm=52rh6c%24115%40shellx.best.com
Ah, shellx. The memories, I tell you. Ted's a good friend of mine I don't
see nearly enough of -- sort of a Californian legbiter modulo bride & spawn
but plus randomness. Dammit, he hasn't played a game of VTES, to my
knowledge, since 1998. I shall go pester him.
gomi
--
Individually, I love you all with affection unspeakable; but, collectively,
I look upon you with a disgust that amounts to absolute detestation.
- Gilbert and Sullivan, 'Pirates of Penzance'
On Wed, 4 Jun 2003 21:48:41 +0200, "reyda" <true_...@hotmail.com>
scrawled:
[ quoted text not captured ]
pfft! as if you'd actually use Baali to get the heralds. much too
expensive. :) go with a non infernal clan, preferably one with pot
and/or bloat, and use clan impersonate. then you'll not have to worry
about the infernal agg thingy. (note that Heralds, and Call the Great
Beast, just require a Baali. nothing about requiring infernal. yay!)
[ quoted text not captured ]
>pfft! as if you'd actually use Baali to get the heralds. much too
>expensive. :) go with a non infernal clan, preferably one with pot
>and/or bloat, and use clan impersonate. then you'll not have to worry
>about the infernal agg thingy. (note that Heralds, and Call the Great
>Beast, just require a Baali. nothing about requiring infernal. yay!)
I've tried this - amazingly bad. I recall someone basically saying "any deck
that relies on Clan Impersonation is a bad deck" when Bloodlines was new.
Maxim that does tend to hold up.
On 05 Jun 2003 06:56:14 GMT, cur...@aol.commetal (Curevei) scrawled:
[ quoted text not captured ]
i've been thinking about making a Rock Cat/Herald deck with Gargoyles
and clan impersonation.
Emphasis on rock cats combat. with gargoyles hunting/blood dolling for
pool (Soar is great for this, as is fidus). Then have a few heralds, a
few storage annexes and a few clan impersonations floating around for
a bit of satanic flavour. and maybe mary the black. and then maybe
anarch stuff for hunting, like spam (anarch free press), horsepiddle
food, railroad for more stealth, sunsetstrip for lots of hunting
stealth (ironincally SunsetStrip was the origional 'neighbourhood' my
vtes webpage was in at geocities, before they went to the more
sensible 'username' url method), etc...but now i am thinking i'm
trying to put too much into it....
[ quoted text not captured ]
jo.her...@sca.com (wolflord) wrote in message news:<88f9561d.03060...@posting.google.com>...
> > However, the stupidist
> > ally to recruit at the moment is Herald of Topeth due to it's upkeep,
> > and initial cost.
> >
>
> Now now David,I think some people disagree here.If you ask me, I'd
> prefer the Herald over say...a Hell Hound any day :-)
> (And I would expect Damnans will slap you silly for such blasphemy )
Dude! Hell Hounds ROCK! Add sports bike, and .44 and you have an
unstoppable blocking machine. No really!
> greetz
> Jo
> oh, and by the way, I think the short list should be Steal em or S:CE
S:CE avoids War Ghouls for one rush. "Dealing" with a War Ghoul
revolves around neutralising them or stealing them.
DH
"Damnans" <bel...@ono.com> wrote in message news:<lGmDa.20668$FN3.1...@news.ono.com>...
> "hamdamcwa" <dave...@hotmail.com> escribió en el mensaje
>
> [...]
>
> > - Theoretically, the best ally to counter a War Ghoul with is Herald
> > of Topeth (he has potence and lots of life). However, the stupidist
> > ally to recruit at the moment is Herald of Topeth due to it's upkeep,
> > and initial cost.
>
> Why do you think so? >:-) The Heralds' abilities to play cards
> requiring basic Presence, Daimoinon, Potence and Flight are worth
> 1 pool a turn (in addition to their 3 strength, 1 bleed, regeneration,
> and rush ability).
Something to do with having to pay 4 pool for them in the first turn
alone, the fact they are still allies (therefore more flimsy) and the
fact they are Infernal-Lite.
> Heralds are much more effective in combat than War Ghouls, because
> they have access to better combat cards than those fleshy things. That's
> exactly why War Ghoul decks need to bring out many War Ghouls,
> while Herald of Topheth decks only need 2 of them in play.
Yes, but you really pay for it. All the power, all the cost.
I'm not disputing the fact they are really neat. They are possibly the
best packaged ally around. However, you have to be on some sort of
Kamikazi mission to equip with more than one... and one can't take
down a War Ghoul in one turn without some card help (2 Increased
Strengths and Mighty Grapple is really the only way - you have to hit
for 6 to kill a war ghoul and you cannot spend any blood in the
process or you die too).
> David, I find your lack of faith... disturbing >:-)
Enough, Lord Damnans. These petty squabbles will get us nowhere.
> And, remember, the best ally to counter a War Ghoul is Ambrosius, The
> Ferryman, or any ally with a default maneuver :-)
No. Ambrosious will never kill a War Ghoul without help and can only
block one a turn (as he is unique), so cannot really be considered a
solution, more an idea (until he gets a Chainsaw at least - a fairly
tall order with only 1 stealth).
High Top, Rom Gypsies, Renegade Garou, Outcast Mage, et al will die on
the second round of the Trap.
DH
> Why do you think so? >:-) The Heralds' abilities to play cards
> requiring basic Presence, Daimoinon, Potence and Flight are worth
> 1 pool a turn (in addition to their 3 strength, 1 bleed, regeneration,
> and rush ability).
>
> Heralds are much more effective in combat than War Ghouls, because
> they have access to better combat cards than those fleshy things. That's
> exactly why War Ghoul decks need to bring out many War Ghouls,
> while Herald of Topheth decks only need 2 of them in play.
>
> David, I find your lack of faith... disturbing >:-)
>
> And, remember, the best ally to counter a War Ghoul is Ambrosius, The
> Ferryman, or any ally with a default maneuver :-)
>
> Greetings,
> Damnans
Told you he'd whip your ****
Am I clairvoyant or what? :-)
Jo
"hamdamcwa" <dave...@hotmail.com> escribió en el mensaje
news:9e10847c.0306...@posting.google.com...
> "Damnans" <bel...@ono.com> wrote in message
news:<lGmDa.20668$FN3.1...@news.ono.com>...
> > "hamdamcwa" <dave...@hotmail.com> escribió en el mensaje
[...]
> > Why do you think so? >:-) The Heralds' abilities to play cards> > requiring basic Presence, Daimoinon, Potence and Flight are worth
> > 1 pool a turn (in addition to their 3 strength, 1 bleed, regeneration,
> > and rush ability).
>
> Something to do with having to pay 4 pool for them in the first turn
> alone,
And after this first turn, you can use them to block, since they can
get +2 intercept: Patrol + Sense the Sin.
> the fact they are still allies (therefore more flimsy) and the
> fact they are Infernal-Lite.
They are pretty versatile allies indeed: they can vote, they can
combat, they can bleed, they can block, and they can play Majesty too :-)
> > Heralds are much more effective in combat than War Ghouls, because
> > they have access to better combat cards than those fleshy things. That's
> > exactly why War Ghoul decks need to bring out many War Ghouls,
> > while Herald of Topheth decks only need 2 of them in play.
>
> Yes, but you really pay for it. All the power, all the cost.
Of course >:-)
> I'm not disputing the fact they are really neat. They are possibly the
> best packaged ally around. However, you have to be on some sort of
> Kamikazi mission to equip with more than one... and one can't take
> down a War Ghoul in one turn without some card help (2 Increased
> Strengths and Mighty Grapple is really the only way - you have to hit
> for 6 to kill a war ghoul and you cannot spend any blood in the
> process or you die too).
I am afraid you are not very acquainted with Heralds of Topheth yet >:-)
There are easier ways for them to get rid of War Ghouls without putting
their "lives" in danger. Just have them play High Ground to set that round
of combat at long range + Thrown Sewer Lid, and, if there is a Trap in
play, have your Herald play the same combo again.
> > David, I find your lack of faith... disturbing >:-)
>
> Enough, Lord Damnans. These petty squabbles will get us nowhere.
Maybe to Hell, where the Heralds of Topheth come from >:-)
[...]
Greetings,
Damnans
On 5 Jun 2003 01:26:20 -0700, hamdamcwa wrote:
> jo.her...@sca.com (wolflord) wrote in message news:<88f9561d.03060...@posting.google.com>...>>> However, the stupidist
>>> ally to recruit at the moment is Herald of Topeth due to it's upkeep,
>>> and initial cost.
>>>>>
>> Now now David,I think some people disagree here.If you ask me, I'd
>> prefer the Herald over say...a Hell Hound any day :-)
>> (And I would expect Damnans will slap you silly for such blasphemy )>
> Dude! Hell Hounds ROCK! Add sports bike, and .44 and you have an
> unstoppable blocking machine. No really!
Tha't s a really great image.... but surely there's a rule against
animals using Bikes and guns? ... just checked it can't take actions
but you could still Heidelberg... surely it has to have a leather
jacket though? (there doesn't that look better? ;)
On Wed, 4 Jun 2003 15:18:30 +0100, James Coupe wrote:
> In message <e7dcd37e.0306...@posting.google.com>, Guzmo
> <gu...@postmaster.co.uk> writes:>>I think all steal ally cards (watch out those lobotomized war ghouls)
>>& intercept (hard to intercept round 2 war ghoul) are best ways to
>>stop ghouls. Good ghoul deck is not so scared about POTENCE or guns
>>because it have few/many copies of Memories of Mortality card.>
> King of the Mountain is your friend.
>
> What's that Mr War Ghoul? You're hitting me for 4?
You did remember to pack a Blood of acid in your crown didn't you?
In message <1ho9s9supq2dy$.105zb558...@40tude.net>, Timlagor
<Timlagor...@yahoo.co.uk> writes:
>> King of the Mountain is your friend.
>>
>> What's that Mr War Ghoul? You're hitting me for 4?>
>You did remember to pack a Blood of acid in your crown didn't you?
Yes but Blood of Acid is less generically useful. Not many people have
Vicissitude, relatively speaking, though Blood of Acid would work at
inferior. FOR is found across lots of clans, though, and is a fairly
popular (and versatile) discipline.
[ quoted text not captured ]
On Sat, 7 Jun 2003 02:37:08 +0100, Timlagor
<Timlagor...@yahoo.co.uk> scrawled:
[ quoted text not captured ]
heidleberg is only between vampires. hell hound can conceal a
gun...but a sport bike? i dunno...would repo man be able to get it for
him? (don't have text with me..)
but to reply to the 'unstoppable blocking machine'. it's cost you 5
pool and a hell of a lot of set up to get one vaguely useful casual
block each turn. is that really woth it?
[ quoted text not captured ]
>High Top, Rom Gypsies, Renegade Garou, Outcast Mage, et al will die on
>the second round of the Trap.
Well, the Outcast Mage will at least do 3 successful damage to the Ghoul (more
than half way to killing it). The other three will only successfully do 1
though. Go Outcast Mage!
Halcyan 2
salem wrote:
> but to reply to the 'unstoppable blocking machine'. it's cost you 5
> pool and a hell of a lot of set up to get one vaguely useful casual
> block each turn. is that really woth it?
To see a dog cruising on a massive bike with a gun..... hell yeah thats
worth it.
Rob
[ quoted text not captured ]
robtreasure wrote:
|| salem wrote:
||| but to reply to the 'unstoppable blocking machine'. it's cost you
||| 5 pool and a hell of a lot of set up to get one vaguely useful
||| casual block each turn. is that really woth it?
||
|| To see a dog cruising on a massive bike with a gun..... hell yeah
|| thats worth it.
||
|| Rob
they were so great during the infamous Zip gun + dragon breath days =)
and the dog plays rotschreck to **** your Majesty !
"Halcyan 2" <halc...@aol.com> skrev i meddelandet
news:20030607010647...@mb-m07.aol.com...
[ quoted text not captured ]
Outcast Mage: 2 damage
High top: No damage
Rom gypsies: no damage
Renegade Garou: 1 damage
still: go outcast mage, I guess! =)
/henrik isaksson
"robtreasure" <robtreasure....@web2news.net> escribió en el mensaje
news:3760...@web2news.com...
> salem wrote:
> > but to reply to the 'unstoppable blocking machine'. it's cost you 5
> > pool and a hell of a lot of set up to get one vaguely useful casual
> > block each turn. is that really woth it?
>
> To see a dog cruising on a massive bike with a gun..... hell yeah thats
> worth it.
>
> Rob
>
Hey!! My rock cats ussually know really well how to wear a leather jacket
with style. Guess I can pack in some sport bikes for extra fun.
>[snip theories on how to get equipment on Hell Hounds]
>
>4 words:
>
>Jorge de la Muerte
>
Christian, I think you've got Jorge confused with Reg Driscoll...
Halcyan 2
In message <phq2evo0kk8cmura4...@4ax.com>, salem
<salem_ch...@yahoo.com> writes:
>heidleberg is only between vampires. hell hound can conceal a
>gun...but a sport bike? i dunno...would repo man be able to get it for
>him? (don't have text with me..)
Repo Man can work on minions, but only vehicles, of course.
Bauble can put equipment on a minion, not just a vampire, but I'd
probably rather have the vampire with a weapon than a hell hound.
[ quoted text not captured ]
On 07 Jun 2003 21:46:03 GMT, halc...@aol.com (Halcyan 2) wrote:
>Christian, I think you've got Jorge confused with Reg Driscoll...
Yes, yes I do. Thanks for the catch.
Xian
> I have yet to face the War Ghouls, can you blame me for hiding?
>
> I wonder, to those who have faced them, what were the lessons learned in
> stopping them?
As a preemptive attack, take the initiative from a dedicated War Ghoul
deck by playing Cull the Herd. High stylepoints included.
- karmi
ignacio....@priest.com (Miika Karmitsa) wrote in message news:<701f4fa6.03060...@posting.google.com>...
> > I have yet to face the War Ghouls, can you blame me for hiding?
> >
> > I wonder, to those who have faced them, what were the lessons learned in
> > stopping them?
Use Nadima, some casual intercept and Set's Call. And then
Precognizant Mobility and Rush cards...
-Antero
"Jon Stahler" <!NOSPAM!sta...@ilir.uiuc.edu> wrote in message news:<LanDa.17279$6P6.2...@vixen.cso.uiuc.edu>...
> "Metropolis" <do...@umich.edu> wrote in message
> news:Oy4Da.4685$XR3.1...@news.itd.umich.edu...
> > Hello All,> >
> > I have yet to face the War Ghouls, can you blame me for hiding?
> >
> > I wonder, to those who have faced them, what were the lessons learned in
> > stopping them?
> >> Steal them from the offender and use them to burn a location they control.
> This was actually part of the finest tournament moments I've ever had. My
> Salubri Spirit Marionette deck was bleeding a Tzim who brought out a War
> Ghoul. I waited until I knew he couldn't untap and block with one of the
> vamps, took control of the War Ghoul with spirit marionette and before the
> mandatory bleed action, I tapped the war ghoul to burn a location controlled
> by said Tzim methusalah. :)
Can you actually do that? According to LSJ, you cant.
Clarifications and Rulings
The mandatory bleed action must be performed before any non-mandatory
actions, as usual. [LSJ 20011216]
So if the war ghoul can't do either, per card text, it does nothing
and returns to its controller untapped (not counting it using computer
hacking or the like). The way I understand Spirit Marionette is that
the borrowed minion can only hunt or bleed, nothing else. Otherwise,
no go.
In article <155a84fe.03061...@posting.google.com>,
Danz <hola...@hotmail.com> wrote:
>"Jon Stahler" <!NOSPAM!sta...@ilir.uiuc.edu> wrote in message news:<LanDa.17279$6P6.2...@vixen.cso.uiuc.edu>...>> This was actually part of the finest tournament moments I've ever had. My>> Salubri Spirit Marionette deck was bleeding a Tzim who brought out a War
>> Ghoul. I waited until I knew he couldn't untap and block with one of the
>> vamps, took control of the War Ghoul with spirit marionette and before the
>> mandatory bleed action, I tapped the war ghoul to burn a location controlled
>> by said Tzim methusalah. :)>
>Can you actually do that? According to LSJ, you cant.
>
>Clarifications and Rulings
>The mandatory bleed action must be performed before any non-mandatory
>actions, as usual. [LSJ 20011216]
This doesn't prohibit using the Ghoul's special ability, which is not
an action, mandaory or otherwise.
You just tap the Ghoul and poof. No timing requirements other than not
being in combat, so you're good to go.
gomi
--
Individually, I love you all with affection unspeakable; but, collectively,
I look upon you with a disgust that amounts to absolute detestation.
- Gilbert and Sullivan, 'Pirates of Penzance'
On 07 Jun 2003 21:46:03 GMT, halc...@aol.com (Halcyan 2) scrawled:
[ quoted text not captured ]
Nah. +1 bleed against a meth who has a ready sabbat vampire is a sure
way to get equipment onto a Hell Hound.....
[ quoted text not captured ]
>> Well, the Outcast Mage will at least do 3 successful damage to the Ghoul>(more>> than half way to killing it). The other three will only successfully do 1
>> though. Go Outcast Mage!>
>Outcast Mage: 2 damage
>High top: No damage
>Rom gypsies: no damage
>Renegade Garou: 1 damage
>
>still: go outcast mage, I guess! =)
Oops, I'm bad. Was thinking that the War Ghoul prevents 1 per combat instead of
per round. Shows you how often I actually have to deal with them! =P
Halcyan 2
nom...@jippii.fi (AL) wrote in message news:<ea6a080a.03060...@posting.google.com>...
[ quoted text not captured ]
Oops. Forgot one thing. Orgy of Blood. No matter if one minion loses
inevitably blood w/War Ghoul, as you can refill your all your Vamps
W/OoB to future confrontations wiht Vozhds. High stylepoints also :)
-Antero
On 11 Jun 2003 08:58:23 -0700, hola...@hotmail.com (Danz) scrawled:
[ quoted text not captured ]
the war ghoul's burn a location thing isn't an action. it can be
squeezed in before the mandatory action (note: the war ghoul is
allowed, and indeed must, bleed if it doesn't do it's burn thingy.
bleeding for 0 is allowed. it just doesn't get you the edge or
anything else that requires a successful bleed. the action might go
unblocked, making it a successful action, but it won't be a successful
bleed).
[ quoted text not captured ]