Official V:EKN Newsletter for Anarchs
March, 2004

Official V:EKN Newsletter for Anarchs – March, 2004 

Contents:

I – Vampire(s) of the Month (Clan Gargoyle)
II – Card(s) of the Month (Fee Stakes) 
III – Deck Idea (The Convention of Stones) 
IV - Conclusion
(No fiction this month, as I just couldn't make a "Gargoyles go
Anarch" story that didn't sound horribly hackneyed, and I did try. 
I'm sure you can picture it.)

Note:
Credit where credit is due: the initial inspiration for pure (no
Tremere) Anarch Gargoyles came from Antti Siponen's deck, which is a
significantly more combat-focused deck than the one I describe below. 
Nevertheless, he pointed out some key concepts to me, such as the
importance of Fidus with votes.  Do a search on "Gargoyle Anarch" and
you should find our brief discussion on his deck.

I. Vampires of the Month - Gargoyles

This month, I'm bringing to you an entire clan, or rather – bloodline.
 Although I don't intend to make a habit of infringing on the
territory of other newsletters, sometimes it will behoove me to show
what it looks like when an Anarch deck is focused on a specific clan. 
Certainly there are many cases where the special cards accessible by a
particular clan can really boost an Anarch strategy, such as
Demonstration with a !Ventrue Barons deck.  So this month I want to
look at an entire clan and talk about the advantages and concerns of
making a clan-focused Anarch deck using the Gargoyles.

First, the suspects:

Erinyi – (3), pot vis, Sabbat, -1 strength against !Gangrel
Fidus – (4), for tha vis, Cam, Tre Slave, +1 stealth on undirected
actions, -1 strength
Luma – (5), aus FOR pot vis, Cam, Tre Slave
Obsidian – (5), for pot VIS, Indie
Pugfar – (5), aus for POT vis, Sabbat, !Tre slave, burn blood to give
!Tremere a press
Saxum – (6), FOR pot pre VIS, Cam, Tre Slave
Ferox – (7), ani, FOR POT VIS, Indie, Enter combat with Nos, younger
vamps burn blood to block, no diab
Ublo Satha – (7), cel FOR POT VIS, Cam, Tre Slave, prevent one per
combat, Brujah get +1 bleed against him

The first thing to look for when considering whether the Gargoyles
make good Anarchs should be obvious: they have SIX untitled minions
between capacities 5 and 7!  That, if I may say so, is the magic
number.  That many Baron-ready vampires with the same discipline
spread make a perfect seed for an Anarch vote deck, as you'll see in
this month's deck.

Other factors to consider:
Fidus is an excellent voter, and if you Sanguinely Instruct him (in
potence, for instance), he be a Baron as well.
The Gargoyles make an excellent wall, of course, and an Anarch
component helps them bloat, particularly if you want to build a
Smiling Jack or Anarch Revolt focus.
If you don't want to make a pure Gargoyle deck, they mix better as
Anarchs with the Tremere than they do just by themselves.  For
instance, consider the effect of using Sabine Lafitte as your
accompanying Tremere in a deck with High Ground/Sewer Lid as your
combat scheme.  Throw in some Diversions, which Sabine can use at tha.
 On the other end of the grouping scheme, consider Kyoko and Eugenio,
who can share in the Diversion defense.

Problems:
The biggest problem is of course the slave status.  Gargoyles are not
well configured for an Anarch bleed deck, nor can they rely on the
minor harassment ability of Smash and Grab.  And while it seems like
High Ground and Improvised Tactics go well together, a Lid, Car or
Arch would really be a better strike at long.  (Imp Tac is really best
utilized with a pot/CEL deck.)

The benefits for Gargoyles being Anarchs really come down to the votes
and the hunting, which should really be used together for maximum
effect.  Once your forward motion is all in votes, the Slave status
stops being so crippling, and Fee Stakes are easily the most effective
way to get voting power onto the Gargoyles.

II. Card of the Month – Fee Stakes

At some point, I had to do this – cover the Fee Stakes generically –
because there is just too much strategy involved in making them work
not to.  The problem with Fee Stakes is that they SEEM
straightforward, and as long as your opponents think of them that way
that's fine, but as soon as the other players in your playgroup start
to see Fee Stakes as a threat, you need to play them a little smarter.
 So this month I'm going to give what I hope is a fairly comprehensive
list of pointers on acquiring, keeping and using Fee Stakes.  First of
all, here's the generic version of the text, so that we're completely
clear:

Fee Stake: [city]
Action
Requires a ready anarch with capacity above 4. +1 stealth action.
Put this card on the acting anarch. This anarch is declared Baron of
[city]. This may lead to a contested title. [on some Stakes: If this
anarch is [clan] or [antitribu clan], he or she gets 1 additional vote
in referendums he or she calls.] Any vampire can call a referendum to
burn this card as a +1 stealth political action. In that referendum,
non-anarch titles are worth 1 fewer votes.

So what are the issues?  First of all, let's consider acquiring the
Fee Stake.  That should be easy enough, since it's just a +1 stealth
action, right?  Wrong.  Once you start regularly winning or at least
wounding with Anarchs, you can expect the table to sit up and take
notice whenever you want to Fee Stake.  If your deck dies to casual
intercept, this could be an issue.  I highly recommend waiting until
you have some perma-stealth on the table, like the Railroad or
Creepshow Casino.  Also, if you happen to be using a discipline that
has access to S:CE/Continue, this is where to use it.  Otherwise, find
some way to build stealth into your decks.  Playing Anarch vote
without extra stealth is not likely to work very well.

Now the big difficulty: protecting it.  A single Fee Stake at a table
of five players where four of them are not playing Anarchs is VERY
fragile.  It only takes a Justicar and the edge to get rid of it, and
this becomes a greater issue if somebody is playing presence vote.  So
how do you protect it?  Most of the strategy in protecting a Fee Stake
actually lies in how you get it in the first place.  Here are some
pointers:
1)	Don't get ahead of yourself.  Try to time it so that you lay down
both your first and second Fee Stakes in a single turn.
2)	Firebrands are huge protection for Fee Stakes.  If there's a vote
deck across the table, try to deal with it to pass your Firebrand
before you ever lay down a Fee Stake.
3)	Watch for contestation.  Remember that Barons pay double, so be
careful about Fee Staking Seattle, Boston or New York.  (And don't be
dumb and put LA in a deck where you expect to merge Jeremy.)
4)	Consider some anti-vote defense options.  If you're playing
!Ventrue, Demonstration is a perfect Fee Stake defense.  Delaying
Tactics is pretty generically useful, and always fun to play AFTER the
Awe.

And finally - using Fee Stakes.  Chances are the clan you are playing
is not normally considered a big vote-pusher.  Otherwise you may not
have bothered going Anarch.  As a result, you're going to need to make
sure you've got the oomph to pass your votes.  Oddly enough, I haven't
found this to be a huge issue once my Fee Stakes have gotten rolling. 
If I have two or three Barons, I can usually make a deal somewhere at
the table to help me get Firebrands on them, and that usually cinches
it.  It's always good to save a Smash&Grab for the Ventrue
Headquarters, but often other vote decks are relying on presence-push,
so you may actually out-vote them raw.  It may be a good call to put
in a couple of Rants (particularly if you're playing Daughters) and
MAYBE an Emissary or two just to make sure you get the Firebrands. 
Also, Bribes/Cryptic Rider can be a nasty combination if the first
vote is an Anarch Salon and the second is a KRC, but try not to do it
too often.  Failing that, just keep cycling your cards and bringing
out minions until you have all six Fee Stakes in play.  You DID put
all six in your deck, right?  Hmm, that brings me to the REAL final
issue:

Building your deck for Barons.  The only excuse for not playing with
all six Fee Stakes in an Anarch vote deck is that you don't own them
all.  And if that's the case, you should double up on the one (if any)
that corresponds to a clan you're using.  (Even in a 90-card deck, I
wouldn't recommend doubling up to MORE than six very often, unless you
die to casual intercept.  Better to be prepared than redundant.) 
Then, even more importantly, OVER half your crypt should be
"Baron-ready".  That means 5-7 capacity, non-titled vampire, and
preferably a Galaric's Legacy or Seattle Committee in your starting
draw.  (I don't recommend going over capacity 7 unless you've got
something quirky going on.)


IV. Deck Idea – The Convention of Stones
(See above for crypt stats)

Crypt – 12 cards (Min 16, Max 28, Avg 5.5):
Erinyi
3x Ferox, the Rock Lord
2x Fidus, the Shrunken Beast
Luma, Stone Beauty
Obsidian
Pugfar
2x Saxum, Master of Slaves
Ublo Satha

Library – 80 cards
Masters (17):
Anarch Free Press
Anarch Railroad
Archon Investigation
5x Blood Doll
Creepshow Casino
5x Galaric's Legacy
Hospital Food
Life Boon
WMRH Talk Radio

Actions (13):
Aranthebes, the Immortal
2x Armor of Terra
2x Clan Impersonation
Fee Stake: Boston
Fee Stake: Corte
Fee Stake: Los Angeles
Fee Stake: New York
Fee Stake: Perth
Fee Stake: Seattle
2x Sanguine Instruction

Political Actions (19):
7x Anarch Salon
Consanguineous Boon
Disputed Territory
2x Dramatic Upheaval
3x Firebrand
5x Kine Resources Contested

Action Modifiers (15):
4x Bribes
2x Conscripted Statue
2x Cryptic Rider
4x Freak Drive
3x Skin of the Chameleon

Allies/Equipment/Retainers (6):
4x Razor Bat
2x Rock Cat

Reactions (8):
2x Delaying Tactics
6x Forced Awakening

Combat (2):
2x Flow Within the Mountain

Comments:
Yes, for those of you counting, that's 38 card-based actions.  Welcome
to the magic of Firebrand.  (I also noticed a significant boost when I
added the four Freak Drives, because then Ferox or Ublo could take two
actions as well as helping someone else take two actions.)  This deck
took a game win (3vps) at the most recent Lafayette tourney, and could
have done better if I hadn't faced (mostly) irresponsible backwash in
both the other games.  You may notice that the vote package is built
to similar VP-sniping effect as "The Baronesses" from January. 
Perhaps it's a personal style thing, but I think the Anarchs do very
well with this strategy.

IV – Conclusion
So now I'll go back to individual vampires and temporarily cease
weaseling in on other newsletters' territories.  Next month –
Hrothulf, the vampire with too much to do.  Also, a look at Improvised
Tactics, which will leave me with only one 3-way to go (though I don't
know if I need to bother discussing Smash and Grab).  Yes, that's
right – Hrothulf and Improvised Tactics.  Does that feel like an April
Fool's issue?  'Cause it should.


Thanks for reading, and power to the people!

Eric Simon
Prince of Chicago
Writer of the Official V:EKN Anarch Newsletter