I've heard people talk about using different card modules for reliability in their decks. What are some examples of card modules for VTES? How do you decide how to use/modify a module for a deck?
Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche
brandonsantacruz.blogspot.com/
Brandon, here is an example from a deck you have played against.
The example comes from the deck that Julien played at the last tournament in LA. I also won a tournament with it: www.thelasombra.com/decks/twd.htm#2012ayeohlac
I would like to point out the weapon combat module in this deck:
2x Bum's Rush
1x Vanish from the Mind's Eye
1x Improvised Flamethrower
1x Ivory Bow
1x Sawed-Off Shotgun
1x Haven Uncovered
1x Vast Wealth
(The Obfuscate cards that give manuevers, namely Swallowed by the Night and Behind You! are synergistic with this module.)
This is indeed a module since I could remove these components and still play the deck.
I put this module in in order to have the option of torporizing key minions by surprise or to add bruise when faced with high intercept opponents.
If you'll remember from our game, Julien used a Bum's Rush and the Sawed-Off Shotgun to torporize one of your vampires. That action allowed him to get you before you got me.
I will try to make an example with your posted brujah deck, Brandon.
First part will be analitically disagregate the deck.
Crypt
Vampires with fortitude
3 Dmitra
2 Jann Berger
Vampires with prince-justicar title
the a.m. with fortitude
1 Carlak
1 Karen Suadela
1 Tara
Vampires with titles
a.m. + Tomaine
Lowcap Followers
1 Lynn
1 Paul
1 Garret
Library
Influence Module
2 Information
1 Dreams
4 Enchant kindred
Bleed Module
1 New Carthage
1 Heart of the city
1 Seal of vedharta
4 Iron Glare
2 Entrancement
4 Enchant kindred
Pool damage module
Bleed module
3 Parity
1 Fame
Pool Gain module
5 Villein
3 Parity
1 Anathema
4 Echant kindred
Multiaction module
6 Flurry of action
4 Forced March
Cycling module
1 Dreams
6 Flurry
1 H of Cheating
Intercept-Reaction module
10 Second tradition
Master-hoser module
2 Sudden reversal
Blood gain module
1 Giant´s blood
6 Taste of vitae
Gain fortitude module
1 Fortitude
1 Seal of vedharta
Seek & Destroy module
1 Haven uncovered
2 Blood hunt
1 Fame
1 Anathema
Vote module
4 Iron Glare
1 New Carthage
3 Parity
1 Anathema
Stealth module
4 Forced March
Fortitude card module
4 Forced March
4 Armor of vitality
Combat module subdivided
Strengh output
1 Preternatural strenght
4 torn signpost
2 Slam
1 Decapitate
Prevention-saver module
4 Armor of vitality
2 Glancing blow
Maneuver module
2 slam
4 Pursuit
Go to hell module
2 Disarm
1 Decapitate
Add strike module
4 Pursuit
Blood combat recap
6 Taste of vitae
Anticombat-ends module
8 Immortal grapple
> brandonsantacruz wrote:
> I've heard people talk about using different card modules for reliability in their decks. What are some examples of card modules for VTES? How do you decide how to use/modify a module for a deck?
>
Modules were originally designed to aid in deck assembly when you would have multiple decks that needed the same key cards.
i.e. you want a deck with Brujah Princes & another with Ventrue Princes but you only have 8 Second Traditions in your collection, so the 'Prince Defense Module' is those 8 cards that you switch from deck 2 to deck 1 when you want to play deck 1 next.
Here's some historical discussion on the topic:
Toreador Antitribu Newsletter September 2000
The Presence Forum dedicated an entire section to the concept.
Some recent thoughts on Juggernaut1981's blog .
Adonai,
The link you were after was...
juggernaut1981.blogspot.com.au/2012/08/deck-construction-module-building.html
Retired Baron of Sydney, Australia, 418
Once the modules are defined is time to make critic and adjust modules
Crypt
Dont need lowcap followers in this kind of deck. Better increase the other groups. This has the additional benefit of adding more vampires with fortitude, you don¡t need the module that gives fortitude at all. The crypt average will rise so you can take some measures to adapt the deck.
Vampires with fortitude
3 Dmitra +1
2 Jann Berger +1
Vampires with prince-justicar title
the a.m. with fortitude
1 Carlak
1 Karen Suadela
1 Tara
Vampires with titles
a.m. + Tomaine +1
Lowcap Followers.................to zero
1 Lynn
1 Paul
1 Garret
The general view of the deck is that the combat module is to week for a dedicated combat deck even with the help of the cycling module.
Library
Influence Module
Increase it if possible, because of crypt increase
2 Information
1 Dreams..................+1
4 Enchant kindred
Bleed Module
You won¡t have problems to eliminate your prey with such payload. Reduce it to make room to more red cards. As all your crypt vampires are titled second New Carthage will work great
1 New Carthage....................+1
1 Heart of the city
1 Seal of vedharta....................0
4 Iron Glare.....................maybe 1 less
2 Entrancement.......................0
4 Enchant kindred
Pool damage module
Bleed module
3 Parity
1 Fame.............................0
Pool Gain module
5 Villein..........................+1 to cope with increased crypt
3 Parity
1 Anathema
4 Echant kindred
Multiaction module
Need to make some space and 8 multiaction cards are plenty
6 Flurry of action.............5 or 4
4 Forced March.................3 or 4
Cycling module
It is more or less the same.
1 Dreams...............+1
6 Flurry...............5 or 4
1 H of Cheating
Intercept-Reaction module
Perfect !!
10 Second tradition
Master-hoser module
Need space and to hose masters is not principal in this deck
2 Sudden reversal.........................0
Blood gain module
From experience I gained in vtes, I know you need at least a second master blood source, because of combat and use of villein.
1 Giant´s blood
6 Taste of vitae
............................+1 Papillon. is pretty expensive, but I think you can afford it with parities and villeins.
Gain fortitude module..................zero
1 Fortitude
1 Seal of vedharta
Seek & Destroy module
1 Haven uncovered..................maybe one more
2 Blood hunt.................substitute for archon
1 Fame......................zero
1 Anathema
Vote module
Adding 1 New Carthage is also perfect for the vote module which has increased through adding of archons
4 Iron Glare..............maybe change one for 1 perfect paragon
1 New Carthage...............+1
3 Parity
1 Anathema
..................................+ 2 Archons
Stealth module
I think the deck would benefit greatly from an increase in casual stealth to pass key actions.
4 Forced March..................3 or 4
.................................+ 3-4 Resist earth¡s grasp + 0-1 Perfect Paragon
Fortitude card module
4 Forced March
4 Armor of vitality
Combat module subdivided
Strengh output
1 Preternatural strenght....................+1 source of permastrength be it
another preternatural, heroic I think you won¡t have enought blood but is worth to test or simply put a depravity
4 torn signpost.........................+3 This is Abc of Brujah. Torn has great sinergy with add. strikes
2 Slam.....................I always combine slams with ranged strikes, but you can stay true to only slams and add 1 more or use 2 Thrown sewer lids and only 1 slam.
1 Decapitate...........................zero
Prevention-saver module
Need to be reduced by two slots. I would maybe use sideslip, instead of armor of vitality.
4 Armor of vitality............... 2
2 Glancing blow....................substitute sideslip
Maneuver module
Got plenty of options so you can decide how much maneuvers do you really need in your meta and combine this fact with the inclusion of ranged strikes or none of them.
2 slam...............0-3
4 Pursuit...............
+ 3-4 resist
Go to hell module
2 Disarm
1 Decapitate...............sub for 1 extra disarm
Add strike module
4 Pursuit
add 2 or 3 more, combination of blur & pursuit
Blood combat recap
Perfect.
6 Taste of vitae
Anticombat-ends module
8 Immortal grapple..............1 less because of space issues.
At the end you must look that the cost of combat cards dont become unbearable.
For example:
1 Preternatural strenght
1 Depravity
7 Torn Signpost
7 Grapple
3 Resist
3 Disarm
2 Sideslip
2 Armor of vitality
6 Taste
2 Blur
5 Pursuit
1 Slam
2 Thrown Sewer Lid
That makes 40 cards, 42 Including permanents, Cost 1 pool, and 8 blood
sorry pals, I don't believe in modules, because they do not take account of the crypt, neither do they fit into a metagame.
A combat module or defense module should be waaay different if you are playing midcaps or big guys. So Even if it sounds cool to have a "ready made" Lego block of vtes to include in a deck, it's just a base at best there is no panacea in v:tes. Most good decks come from experiment with more/less cards and some of them shine beause they think out of the box.
yes I know i'm annoying
Imagination is our only weapon in the war against reality -Jules de Gaultier
> Reyda wrote:
> sorry pals, I don't believe in modules, because they do not take account of the crypt, neither do they fit into a metagame.
> A combat module or defense module should be waaay different if you are playing midcaps or big guys. So Even if it sounds cool to have a "ready made" Lego block of vtes to include in a deck, it's just a base at best there is no panacea in v:tes. Most good decks come from experiment with more/less cards and some of them shine beause they think out of the box.
> yes I know i'm annoying
>
Well, I agree that it shouldn't be the same all of the time. For example, if you had a special ability to consider or your metagame was different, you might change from .44s to deer rifles or concealed weapons to disguised weapons. In those cases you still have a baseline for where to start, you just choose to alter it (i.e. based on people playing Slam + IG, having guys with obfuscate).
Be careful when you fight the monsters, lest you become one.
-Friedrich Nietzsche
brandonsantacruz.blogspot.com/
Just like modules in RPGs, playing them without tailoring them to your needs is a recipe for trouble. However, humans are creatures of strong editing and prioritizing skills. And thus modules have a strong place in understanding certain cards in their more optimal plays. Once you build familiarity with a card in one of its strongest usages you'll (hopefully) begin to notice its remaining utility whenever your optimal combo isn't there. That ideally should grow knowledge of card flexibility in different situations, and in turn grow a player's critical assessment of not only those specific cards but the situations themselves.