I never could understand the "Fast Reaction" card... Pardon my ignorance...
The Jyhad version reads:
(Auspex) Only usable after a blocking minion that you control other than
this vampire has just completed combat. This vampire now enters combat with
the acting minion. This vampire is tapped. The first round of this combat,
the acting minion cannot use any strikes.
(Superior Auspex) As above, with an optional press.
Can anyone please help me decipher this card?
Jon
[ quoted text not captured ]
Sure. Think of it as a buddy-block.
After one of your minions blocks an acting minion (and has completed
combat), another of your minions (an untapped vampire with auspex)
can play Fast Reaction. The vampire playing Fast Reaction is then
tapped and enters combat with that same acting minion. And the acting
minion doesn't get to strike during the first round of combat with
the vampire that player Fast Reaction.
Almost like blocking with two minions - and the acting minion can
only punch back at one of them.
--
LSJ (vte...@wizards.com) V:TES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.wizards.com/VTES/rules.asp
Jon Levesque wrote in message ...
>I never could understand the "Fast Reaction" card... Pardon my ignorance...
snippage
>Can anyone please help me decipher this card?
>
Your predator is in the midst of his turn. He announces a Governed bleed
with the loathsome Didi (bleedy) Meyers. Being the silly neonate that you
are, you're playing an intercept deck, and succeed in blocking with Isabelle
DeLeon. Fearing for her ability to Telepathic Counter (which is directly
linked to her pretty features) she Dodges out of combat with a Read
Intentions. Lurking in the background, however, is Lazvernius, Thrall of
Lambach. You play your Fast reaction with him, a new combat ensues, and
Lazvernius gets a free hit at Didi for the first exchange of strikes of the
first round, sending her into orbit (if you're good). Didi may not select a
strike to just to cycle a card.
Note if the opponent of the Fast Reaction could somehow generate
additional strikes (Jacko, celerity, etc) they may use those after the
initial strike phase. Foul Thamaturgists may also Weather Control, and
Fortitudinous vampires may prevent as normal, the only thing prohibited is
the intial strike for the first round.
Regards,
R. David Zopf
Atom Weaver (& V:EKN Prince of Charlotte, NC)
In article <qf2m3.1363$nb2....@wagner.videotron.net>, Jon Levesque
<jon...@videotron.ca> writes
>Can anyone please help me decipher this card?
Essentially, it's a backwards hidden lurker.
Let us assume that I, James, take a bleed action against you, Jon, with
my vampire Lucretia. You have two vampires out. One of them is Duck,
with a Sport Bike. The other one is Sheldon, who has plenty of blood
and so forth.
However, I have to block you with Duck, if I am to block, since Lucretia
has a built in +1 stealth (damn her to hell). So, I block, we get into
combat, but Duck isn't doing too well. He can't afford to play any
cards I have in my hand nor has the disciplines, say. So, Lucretia and
Duck just swap hand damage.
Now, thinks you, what if I'd been able to get into combat with Lucretia
using Sheldon? Then I'd have been able to show her. I've got this
Carrion Crows, Song of Serenity, a Skin of Rock to protect myself, a
couple of Increased Strengths and a Burning Wrath that Duck couldn't
play, since he was only on two blood. Hey, wait a sec. That's 1, 2, 3,
4, 5, 6 cards in my hand. What's the other one? Wow. It's a Fast
Reaction.
So, Sheldon throws down the fast reaction:
VTES Text:
" Only usable after a blocking minion you control
other than this vampire has just completed combat.
Tap this vampire. This vampire now enters combat
with the opposing minion. The first round of this new
combat, the opposing minion cannot use any strikes.
(S) As above, with an optional press."
See, Duck was the blocking minion you control (other than Sheldon) who's
just finished combat. Sheldon is untapped to play the FR, so tap him.
Sheldon then goes into combat with Lucretia (the opposing minion). And,
I can pummel Lucretia since she can use any strikes first round. So, I
hit her good and hard, and she goes to torpor. Now, if Lucretia had
managed to survive the first round, I can go to the second, due to my
optional press. At least, I can if she doesn't counter it.
--
James Coupe (Prince of Mercia, England)
Vampire: Elder Kindred Network
http://madnessnetwork.hexagon.nethttp://www.obeah.demon.co.uk
> ...the only thing prohibited is the intial strike for the first round.
Well I can see nice applications with Thaumaturgy cards such as Walk of
Flame or Cauldron of Blood, cards that cannot be used on the first turn, but
can very well kill your opponent on the second... Or perhaps is this all too
newbiish for you experienced players?
Anyone got good tremere strategies for a newbie, while keeping in mind that
all I've got for now are Jyhad first ed. cards?
Jon
"Damn, wish I could've gotten my hands on some Sabbat boosters... My
tremeres suck..."
In article <4hdm3.1496$nb2....@wagner.videotron.net>, Jon Levesque
<jon...@videotron.ca> writes
>Well I can see nice applications with Thaumaturgy cards such as Walk of
>Flame or Cauldron of Blood, cards that cannot be used on the first turn, but
>can very well kill your opponent on the second.
The new combat starts a whole new combat. The first round in that
combat is a first round and as such you are not eligible to play Walk of
Flame, without first playing a Shotgun Ritual.
[ quoted text not captured ]
> The new combat starts a whole new combat. The first round in that
> combat is a first round and as such you are not eligible to play Walk of
> Flame, without first playing a Shotgun Ritual.
Yes, but since the cards states that the acting vampire (in this case, the
one who is attacked) can't use any strikes, you probably won't get much
damage this turn, and the card also gives you a press with Superior Auspex,
so...
Jon
[ quoted text not captured ]
The best use i've found for Fast Reaction is actually to either deal
with Majesty-using presence bleeders or strike: dodgers. The press
isn't the best option in this case since they can play it and avoid
you in the 2nd round...
<rambling deck ideas: ON>
the biggest problem i've found with Fast Reaction is that guys with
Auspex often don't have good ways to get huge first-round damage...
Shotgun Ritual is an expensive way to Walk of Flame someone, and they
often just come back out of torpor on their own. Cauldron of Blood is
even more expensive, and doesn't "fix" 6-cap vampires.
A search for pro/aus reveals:
Zebulon, Monique, and Caitlin. All 5-caps, not bad, and
Kallista/Dylan are available at 6-cap. Problems with poking someone's
eye out is that they WILL just come back out of torpor, so you have to
constantly intercept the self-rescue actions -or- diablerize/burn
somehow. Yuck. At least Zebby can Sacrificial Lamb them, but he can
only do it once per turn and it's awfully expensive. I've been trying
to make a wall/poke deck around Kallista and Physchic Projection
(kallista blocks, Earth Melds to untap herself, an aus weenie with a
pro skill card fast reacts to poke), but it suffers greatly from the
same problem. Plus Kallista can't untap when she blocks self-rescue
attempts since combat doesn't ensue.
So. a search for POT/aus reveals:
- 8 total vampires with POT/aus or POT/AUS
- cheapest of them is Kendrick, 7-cap Nosferatu Anti
- 6 of them are 9-caps or higher
Meaning that either skill cards are necessary, or a TON of wakes. The
skill card approach seems a little better, since a search for pot/aus
reveals 6 more vampires who are either 5 or 6-caps - you could just
stack some POT skill cards. But with so little AUS (only Sigrid
Bekker has pot/AUS, and you have to use Sheldon to get POT/AUS)
available, you're going to need a good way to get intercept otherwise,
and that means sport bikes, raven spies, and the like. Conveniently,
Kendrick and Sheldon are both Nosferatu-flavoured, meaning you can get
some smaller Nossie or Nossie Anti's to go along with them and easily
get the OBF you'll need to get the equip actions through. This also
cuts down on the number of cards that are getting in the way of your
Fast Reactions, Wakes, and combat cards. =)
I don't know if such an approach would actually stand up in play.
Wakes and their hand-deficiency are necessary since your Fast Reactor
is not blocking and can't afford the constant blood drain from FA.
You won't have Eagle's Sight available to point it at your prey, so
you may be stuck with the 2-VP strategy, especially since this
approach is your only defense. Heavy stealth will get past, which is
bad. Fast weenie decks will probably get you before you can get
everything up and moving. The only saving grace is that with POT,
it's not usually difficult to vaporize anything you hit and it often
won't be coming back out of torpor.
I'll still try it, just for the hell of it, but I don't see it being
THAT functional. =)
-- Derek
(replying by email? remove the nospam from my domain :)
On 25 Jul 1999 15:40:36 GMT, pd...@aol.comANTISPAM (Peter D Bakija)
wrote:
>Derek S. Ray wrote:>>>So. a search for POT/aus reveals:>
>- 8 total vampires with POT/aus or POT/AUS
>- cheapest of them is Kendrick, 7-cap Nosferatu Anti
>- 6 of them are 9-caps or higher>>
>>But if you are using Pot/Aus, why are you using Fast Reaction instead of
>Immortal Grapple? With FR you need to have 2 vampires to do the job of one, and
>there is nothing saying that it will work anyways. With IG, you just intercept
>them, grapple them, and kill them.
Well, see the bit below in the original post where i mentioned that
the deck probably wouldn't actually be effective. =) I just was idly
trying to see how complicated it would be to actually PRODUCE such a
deck.
[ quoted text not captured ]
Derek S. Ray wrote:
>>So. a search for POT/aus reveals:
- 8 total vampires with POT/aus or POT/AUS
- cheapest of them is Kendrick, 7-cap Nosferatu Anti
- 6 of them are 9-caps or higher>>
But if you are using Pot/Aus, why are you using Fast Reaction instead of
Immortal Grapple? With FR you need to have 2 vampires to do the job of one, and
there is nothing saying that it will work anyways. With IG, you just intercept
them, grapple them, and kill them.
I built a Nosferatu based Pot/Ani/Aus deck and posted it in a fairly recent
Nosferatu newsletter (maybe Feb or Mar?)--it had Fast Reactions in it, but
after playing it a couple times, I took them out, 'cause they just sucked too
much.
FR (much like Hidden Lurker) is a card that looks like it should be useful, but
simply isn't. The opportunity cost is just too high to have them be worth
including in your deck. To pull off a successful FR, you need to have a vampire
to intercept with, then a vampire who is untapped (or have a Wake in your
hand), and the Fast Reaction, and the way to kill someone. In a deck that can
reliably intercept someone, this is pretty unlikely (reliable intercept decks
have to have *way* too much intercept to have a viable combat component). You
are much better off just finding other ways to do what you want to do--the
Tremere have Thoughts Betrayed, which is (now that it is fixed) still far
superior to FR and the Toreador have no buisines trying to beat someone up--or
if they really feel the need, they can use Psyche! (which is going to be more
effective than FR anyway). The Tzimisce can use Dog Pack and/or Scorpion Sting
(sketchy, yeah, but still better than FR).
Peter D Bakija
PD...@aol.com
"Can't find the spoon that we once had,
the sugar cubes will melt no more"
-Cibo Matto
Derek wrote:
>>Well, see the bit below in the original post where i mentioned that the deck
probably wouldn't actually be effective. =) I just was idly trying to see how
complicated it would be to actually PRODUCE such a deck.>>
Ahh, I see :-)
The intercept deck I built is actually remarkably effective at intercepting
stuff--it is an Ani/Aus/Pot deck with 6 Sheldons, and then a pair each of
Sebastian, Kendrick, and Sabine (I basically built the deck just to use her,
'cause I think she is so cute...). Between the rampant Animalism untap from
Rats and Cats and Eagle's Sight, it is pretty darned good at intercepting
stuff, and has just about enough Potence to be slightly scary--it has much less
reliable combat than a Rush deck, but as killing isn't its main purpose, it is
usually ok.
I really tried to use the Fast Reactions in the deck, but it just failed to
work often enough. In playing the deck 3 or 4 times, I think I managed to pull
off a Fast Reaction once, and even then, I failed to send the opposing vampire
into torpor. I ended up just taking the 6 of them out and replacing them with
Drawing out the Beasts, which are just much more effective in general.
[ quoted text not captured ]
In article <19990725114036...@ng-ff1.aol.com>,
pd...@aol.comANTISPAM (Peter D Bakija) wrote:
The Tzimisce can use Dog Pack and/or Scorpion Sting
No, they can't use Dog Pack as it is a Gangrel specific
card. They would have to clan impersonate to Gangrel
to use Dog Pack. So, now you have 2 actions and 2 pool.
Sounds like Fast Reaction wins to me.
Carpe Noctem.
Lasombra
http://members.tripod.com/~Lasombra
Sent via Deja.com http://www.deja.com/
Share what you know. Learn what you don't.
On 25 Jul 1999 21:56:53 GMT, pd...@aol.comANTISPAM (Peter D Bakija)
wrote:
>Derek wrote:[ quoted text not captured ]
Well, I kept thinking "OK, four card maximum. Wake/Fast
React/Increased Strength/Pushing the Limit = 6 damage = should be a
sufficient owie for anyone, even if it DOESN'T torporize them. The
biggest problem I saw was actually producing enough intercept on all
the other little bastards to be functional - even plugging in all the
little Nossie/Nossie Anti's with ani and shoveling retainers on made
it a 6 card combo - rat's, block, wake/FR/IS/PTL, cat's to untap ...
even assuming you had a Raven Spy already on the bugger to begin with.
Seems like a thumbs down to me, but lots of fun. =)
[ quoted text not captured ]
Richard Zopf wrote:
> Note if the opponent of the Fast Reaction could somehow generate
> additional strikes (Jacko, celerity, etc) they may use those after the> initial strike phase. [...] the only thing prohibited is> the intial strike for the first round.
Fast Reaction denies the opposing minion "any strikes". The penalty applies
beyond the "initial" strike of the round. Even Jacko couldn't strike on the
first round if he was the "victim" of a Fast Reaction.
The victim can play cards that would gain him additional strikes (Blur, etc.),
but would still not be able to strike that first round.
[ quoted text not captured ]
LSJ wrote in message <379C524A...@wizards.com>...
>The victim can play cards that would gain him additional strikes (Blur,
etc.),
>but would still not be able to strike that first round.
>
Whups. That's what I get for reading a partial thread off deja. I got the
"may generate additional strikes" part, only. That combined with my severe
mistrust of WotC site card text led me to error...
[ quoted text not captured ]
In article <7nh3ro$140$1...@nnrp1.deja.com>, The Lasombra
<TheLa...@hotmail.com> writes
Re: Tzimisce
>No, they can't use Dog Pack as it is a Gangrel specific
>card. They would have to clan impersonate to Gangrel
>to use Dog Pack. So, now you have 2 actions and 2 pool.
>Sounds like Fast Reaction wins to me.
Depends on what you mean by "winning" of course. A permanent card can
be of great value, especially in games where you are playing for the
"long haul". Of course, transient cards can be of great value for
shocks, not needing preparation and so forth. Of course, though, using
FR with anyone restricts you or, at least, encourages you to stick to a
blocking tactic. With Changeling and the Other Card Whose Name Escapes
Me, Tzimisce bruise and bleed can be a bit of fun to try and pull off.
Having to not act so that you can use FR is annoying, when Dog Pack
would work on either active or pro-active strikes.
In this case, though, I am inclined to agree with you. I find that the
Dog Pack is over-priced for what it is. It's unique, IIRC, and costs
two pool, and requires clan Gangrel. All of this makes it far, far too
difficult to use, and it only stops S:CE, unlike IG which stops a lot
more than that (though Dog Pack cares not for range, again IIRC). And,
the Tzimisce don't do well out of Dog Pack. Some of their nicer strikes
- Breath of the Dragon, (Flesh|Bone)craft - aren't hand strikes, and
they have a few dodges too. Dog Pack would unnecessarily hinder them.
[ quoted text not captured ]
> In this case, though, I am inclined to agree with you. I find that the
> Dog Pack is over-priced for what it is. It's unique, IIRC, and costs
> two pool, and requires clan Gangrel. All of this makes it far, far too
> difficult to use, and it only stops S:CE, unlike IG which stops a lot
> more than that (though Dog Pack cares not for range, again IIRC). And,
> the Tzimisce don't do well out of Dog Pack. Some of their nicer strikes
> - Breath of the Dragon, (Flesh|Bone)craft - aren't hand strikes, and
> they have a few dodges too. Dog Pack would unnecessarily hinder them.
Card text:Dog Pack
"Minions opposing the minion with this retainer cannot play "combat ends" as
a strike."
Unless there has been errata that I didn't find, a Clan Impersonating
Tzimisce would do fine with Dog Pack against a deck designed for avoiding
combat via S: CE. I may be misunderstanding what you mean here though.
p.
(TO REPLY VIA E-MAIL, STRIP 'XYXYX' FROM THE ADDRESS)
James Coupe <ve...@obeah.demon.co.uk> writes:
>In this case, though, I am inclined to agree with you. I find that the
>Dog Pack is over-priced for what it is. It's unique, IIRC, and costs
>two pool, and requires clan Gangrel.
No, Dog Pack is not unique. Looking at the card, I was surprised to
find that it (and Dark Soverign's Corpse Minion) cost pool and not blood
from the retaining vamp. I see no errata on either of these cards so
I take it this is the way it's played. I wonder why the distinction
between these and other retainers?
As for whether they're worthwile at 2 or not I'm not sure. I suppose if
you go all out with Gangrel intercept and are eagerly waiting to play your
Body Flare (or whatever), having your victim duck out of it with a cheap
S:CE is extremely annoying. (Though I suppose a Dodge would be equally
annoying under the circumstances as well.)
Fred
Lasombra wrote:
>>No, they can't use Dog Pack as it is a Gangrel specific
card. They would have to clan impersonate to Gangrel
to use Dog Pack. So, now you have 2 actions and 2 pool.
Sounds like Fast Reaction wins to me.>>
Good point. I was thinking that Dog Pack was an Animalism card for a while
there. Perhaps I should put down the crack pipe...
[ quoted text not captured ]
Peter D Bakija <pd...@aol.comANTISPAM> wrote:
<snip>
> Tremere have Thoughts Betrayed, which is (now that it is fixed) still far
> superior to FR and the Toreador have no buisines trying to beat someone up
...hey! That wasn't nice <g>
--
Ethan Burrow - Prince of Austin
et...@ddg.com
http://whitestar.ddg.com/vtes/