Assamite Clan Newsletter
Volume 2 Issue 7
February 2001

Assamite Clan Newsletter Volume 2 Issue 7 (February 2001)
Written by Todd Banister

Review of Recent Events:
So much has happened since the last newsletter I hardly know where to begin.
As everyone knows by now, White Wolf has taken over our favorite game and
has given us our first expansion in over four years. I'm not sure anyone can
say "thank you" enough to Steve but here is another big one. White Wolf has
also recently published the new Revised Assamite Clanbook and completely
turned the clan upside down. I was extremely nervous/excited about this book
and I can safely say that (in my opinion) this is the best book published by
White Wolf since Ends of Empire. If you love the Assamites like I do and
haven't checked the new Clanbook out - what are you waiting on! Oh, and I
almost forgot (yeh right), White Wolf has announced the coming of the Final
Nights expansion in June which will have new cards for the assassins! Holy
crap - do you think I'm just a tad bit excited?

One lesson that I have learned in recent gaming - if you play any type of
combat deck - you need to include at least one copy of Fame in your deck.
This single card has tremendously improved my play with the Assamites. You
do not have to necessarily include the support cards (Catacombs and
Humanitas) but Fame is an absolute must.


Main Discussion of February: Assamites and Strike: Combat Ends
Since Steve Wieck announced that Final Nights would center on the
independent clans, I have read numerous players' posts on what they believe
each of the clans need in order to bring them up to a playable level. Hands
down, the most common post regarding Final Nights and the Assamites is that
the clan needs to have access to a card that prevents an opponent from
playing Strike: Combat Ends (S:CE) against them in combat. While I
understand an Assamite player's frustrations with this common anti-combat
strategy, I personally do not believe that the Assamites need a card like
this at all. Now that I have undoubtedly caught your attention and set
myself up for a hefty dose of criticism, please allow me to explain why I am
not clinically insane.

First off, how common are decks that use S:CE for combat protection? This is
a very difficult question to answer due to the various meta-games and
playing styles found in gaming groups from around the world. In order to get
a good sample of tournament winning decks, I visited Jeff Thompson's website
(http://members.tripod.com/~Lasombra/twd.htm) and began analyzing the list.
The results showed that of the 77 winning decks - 35 (or 45%) of them used a
form of S:CE. In these 35 decks, a total of 280 S:CE cards were used for an
average of exactly 8.0 per deck. With almost half of the winning decks
dedicating around 8 card slots for S:CE - in order for the Assamites to be
successful in a tournament - they must prepare to deal with this anti-combat
strategy.

(As a side note: While reviewing the data, I found that 29 decks (or 37.6%)
also used the Elysium: Arboretum. I expect that this card will drop in use
since the latest version only works against other members of the Camarilla.
As an Assamite player, this change was very welcome indeed.)

Why on Earth then would I say that they do not need a Thoughts Betrayed type
of card? Surely the Assamites would greatly benefit from a card that costs a
couple of blood that prevented their opponents from escaping certain death.
Maybe. Why then? The simple answer is that the assassins already have access
to a card that is, in all likelihood far superior in total number of combat
options to anything that could be created, in Psyche. Psyche has been around
since the beginning and may be one of the most underrated cards in the game.

Psyche: Combat, Celerity, No Cost
(Inferior) Press. (Superior) Only usable at the end of a combat when both
combatants are still ready. Combat starts again. This is considered an
entirely new combat: weapons can contribute their maneuvers for a second
time, and so forth.

There are two different types of cards (proactive and reactive) that work
against the S:CE strategy. The proactive type contains cards that prevent an
opponent from playing a S:CE card. These cards are very specific in their
intent and include Dog Pack, Immortal Grapple and Thoughts Betrayed. The
reactive type contains cards such as Psyche and Telepathic Tracking and
allows combat to begin again after a S:CE effect has been played. This gives
you another chance to strike back in the ensuing combat but does not prevent
the opponent from playing an additional S:CE. (Note: Hidden Lurker falls
somewhere in between the proactive and reactive types and will be discussed
at a later time.)

Since you need one reactive type of card for each S:CE effect, many people
believe that the reactive cards are vastly inferior to the proactive cards.
The proactive cards may be superior for 45% of the decks that do include
S:CE but, in some cases, become nearly worthless against the other 55% of
decks. It is in these 55% of the decks that the reactive cards shine and
show their hidden strengths.

The card Psyche essentially has three aspects: a press to end, a press to
continue and an option to restart combat. Using a Psyche to press to end
allows an Assamite to get out of an unexpected combat that includes nasties
such as Traps, Tremere second round strikes, and Undead Persistences.
Currently for the Assamites, there is hardly any reason why you would opt to
press to continue combat outside of using a Blood Agony or perhaps a Blood
to Water. Instead, you want to allow combat to end and then use Psyche to
begin the fight again.

What does beginning combat again do besides temporarily getting around S:CE?
More than you originally might think. When you restart combat, you can
escape from a host of heinous effects that last for the duration of the
current combat. These lasting effects generally fall into three categories.
Offensive effects include Carrion Crows, Fire in the Blood, Fists of Death,
Horrid Realities, Illusions of the Kindred, Increased Strength and Torn
Signposts. Defensive effects include the nasty Apparition, Flesh of Marble
Song of Serenity and Superior Mettle. Miscellaneous effects include the
hated Drawing out the Beast, Horrid Form, Terror Frenzy as well as Thoughts
Betrayed. When in combat against one of these powerful effects that last
until the end of the current combat, simply (or forcefully if need be) allow
combat to end without using your precious Quietus strikes and then restart
everything with a well-aimed Psyche. This forces your opponent to burn
through their resources (cards and blood) while allowing you to conserve
yours until they can be used to strike for maximum damage. You should always
be looking for the subtle advantages of restarting combat.

Another aspect besides nullifying a host of combat card played by your
opponent is that Psyche allows you to reset equipment and some character's
special abilities. A great strategy is to equip with IR Goggles and Flak
Jackets and then use the Psyches in order to continue receiving free
maneuvers and damage preventions. Couple the Gas-Powered Chainsaw and
Psyches and you get a lot of chewed up minions. Want to build up that
Crimson Sentinel quickly? Just keep starting combat over. Think resetting
equipment is fun with Psyche? Try using it with certain character's special
abilities. Who wouldn't want to use Melek's dodge or Jacko's free additional
strike multiple times in Psyched combats?

As you can see, Psyche can be used for a lot more than simply a way to fight
back against S:CE and this ultra-useful card has no cost thus saving
arguably the Assamites' most precious resource - their blood. As I've
mentioned before, always be creative. Psyche opens up a lot of doors for the
clan. Don't be afraid to step though and find what's on the other side. The
numerous combat options combined add up, in my mind, to a card that should
be found at the center of any successful Assamite deck.


February's Deck Idea Clinic: Being a Thorn in Your Prey's Side
The Crypt:
4 Parnassus (7) CEL QUI tha aus
3 Abd al-Rashid (5) CEL QUI obf
Felicia Mostrom (5) AUS CEL
Victor Revel (5) aus CEL
Colin Flynn (3) aus cel
Zoë (3) AUS cel obf
Kanya Ahktar (2) cel

CEL - 12 (3 at minor and 9 at superior)
QUI - 7 (all at superior)
AUS - 8 (6 at minor and 2 at superior)

Total Capacity of Crypt: 61
Average Vamp Size: 5.08

The Library:
Masters: (13)
4x Blood Doll
1x Dream of the Sphinx
1x Fame
1x Giant's Blood
1x Guardian Angel
1x Market Square
2x Quietus
1x Sudden Reversal
1x Underworld Hunting Ground

Combat: (40)
2x Acrobatics
4x Aura Reading
5x Blood Sweat
5x Flash
8x Psyche
6x Pursuit
2x Side Strike
5x Taste of Death
3x Taste of Vitae

Actions: (13)
1x .44 Magnum
1x Ambush
3x Bum's Rush
4x Computer Hacking
1x Flak Jacket
2x IR Goggle
1x Ivory Bow

Reactions: (14)
2x Enhanced Senses
7x Forced Awakening
1x Foul Blood
1x Precognition
2x Spirit's Touch
1x Telepathic Misdirection


Deck Comments: (This deck is built as a training tool to demonstrate the
versatility of Psyche.)
As you can see by the crypt, this deck is built around Abd al-Rashid and
Parnassus (the two cheapest vampires in the game with the combination of
superior celerity and quietus). These two assassins will be the muscle for
the deck until you can upgrade the other vamps with quietus skill cards.

Early in the game, try to focus on learning as much as you can about your
prey's deck and building up your assassins with the permanent equipment.
This will allow you to use the Psyches to their maximum effect later in the
game. Try to restart combat with an Assamite equipped with an IR Goggle in
order to save the Pursuits for additional strikes. Try to remember (if
facing a non-combat deck) to maneuver to long with IR Goggles and strike
with hands and see what your opponent will do. If they play a S:CE then you
have not lost any resources and can play a Psyche to begin the dance again.
If they choose to strike with hands as well then you can generate an
additional strike in order to fight back against your helpless victim.


Coming in next month's issue:
In the next newsletter, the fiction section will return and we shall see
what happens when a wish comes true. The newsletter will also finally reveal
how to fight back against the growing number of weenie hordes. Until then,
stay out of the shadows and always remember to look over your shoulder in
case someone might be.  ah, too late.


Todd Banister
Prince of Atlanta
Scribe of the Assamites

Please send all comments and stories using the Assamites to:
vtesratings@white-wolf.com

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