Assamite Clan Newsletter
Volume 2 Issue 9
(October 2001)

Assamite Clan Newsletter Volume 2 Issue 9 (October 2001)
Written by Todd Banister

Review since last newsletter:
Since the last newsletter, I have been experimenting with the new
cards from Final Nights and have fallen in love with the Clandestine
Contract and Provisions of the Silsila combo. These two cards have
single handedly allowed me to begin playing with the elders of the
clan, something that I previously had no success in doing. I am still
in the learning process with the new cards but I can definitely see
that my decks are becoming a lot more dangerous as I continue grow
with the clan.


Main discussion of October: Efficiency in actions
Part One: Finding the need
Like so many other wonderful games, if you peel away the multitude of
layers within V:TES, you will see that at its core, Vampire is simply
a game of resource management. Some of the most recognizable resources
include a Methuselah's supply of blood, pool and cards within their
library. But perhaps the most critical resource that a Methuselah has
at their disposal is the actions of their minions. The only way a
Methuselah can collect victory points is by careful use of these
actions each turn.

As most players know, the reason why weenie style decks tend to
perform so well is due to the high number of actions that its minions
have access to each turn. In order to compete with the weenies, decks
that focus on larger capacity vampires need to be more efficient with
each of their relatively few actions. With a greater number of
disciplines, special abilities and votes, larger vampires tend to do
well as long as the deck is given enough time to set up.

So how do the Assamites stack up against the other clans in regards to
actions? Honestly, not as well as I would like. Take a look at this
list:

"Top 10" in average capacity of vampires within a clan
Lasombra - 6.60
Followers of Set - 6.54
Ventrue - 6.54
Assamite - 6.45
Tzimisce - 6.40
Toreador - 6.36
!Toreador - 6.33
Tremere - 6.29
!Malkavian - 6.26
!Tremere - 6.23

Every clan in this list except for the Assamites (outside of the lone
Spying Mission) has access to a discipline(s) that contains actions
and action modifiers that enhance bleeds. Obviously, the Assamites
will have to take a ton of bleed actions for one in order to match
what the other clans can do with just a few actions. Another
interesting fact from this list is that every clan in the top eight
besides the Assamites have access to either a minimum of 12 permanent
votes or have Presence as a built-in discipline. With only six
permanent votes, the Assamites are going to have a difficult time
keeping up politically with these clans. Also, note that every clan
below the Assamites on the list has Auspex as a built-in discipline,
which gives them a strong defense. Being without a built-in bleed,
defense or vote enhancing discipline (and being the fourth largest
capacity clan) means that in order for the Assamites to survive, the
Methuselah needs to be creative and get more out of his minions that
anyone else.

With an average capacity within the clan of 6.45, typically the
Assamites are not going to influence a horde of minions into play.
Chances are that you will be controlling only three or four assassins
during a game. Can you really fight with only three Assamites? Sure,
but its definitely not going to be easy. How important is getting that
fourth assassin out? More than you might think - let's take a look.

(Note: the following paragraph deals only in raw generalities. I fully
understand that you're not going have all of your vampires out on turn
one and such. It's only to prove a point.)

If you control 3 vampires over a course of a normal game which lasts
12 turns, you can expect to have up to 36 available actions. But of
course you can't take that many actions as you are typically going to
have to leave at least one vampire untapped in order to block. This
will reduce the total number of available actions to around 24. In a
normal game, a few of your vampires will need to hunt from the results
of combat and you might even expect to perform a rescue action or two.
This further reduces the number of available actions to around 20. And
again, in a normal game you will need to bleed your prey for around 12
to 15 pool in order to collect your hard-earned victory point. If
you're only bleeding for one each time, this leaves you with only 5 to
8 "open" actions and that's not a lot of room for error. On the other
hand, if you instead have 4 vampires to work with, the number of
"open" actions increases up to 15 to 20. This can make a huge
difference in the game and your victory points with only one more
minion on your side.

Part Two: Finding the cure
Within the game, there are a lot of cards that can assist in the
clan's quest for more efficient actions. Just a few of these include
(outside bleed enhancers):

Action - Atonement, Eternal Vigilance, Guard Duty
Action Modifier - Freak Drive
Combat - Form of Mist, Majesty, Psyche, Shadow Body and Telepathic
Tracking
Master - Metro Underground
Reaction - 2nd Tradition, Cat's Guidance, Forced Awakening, Obedience,
Rat's Warning and Wake with Evenings Freshness

Each of these cards allow a vampire to either block multiple minions,
continue blocked actions, untap in and out of combat, and even restart
completed combats. All of these allow a single vampire to act or
simulate acting multiple times in a single round on a given turn, thus
increasing the efficiency in the minion's actions. But, in order to
maximize the efficiency of a single card, the desired effect should be
permanent.

When taking a look at the permanents, you will see that they are
geared towards assisting in blocking rather than acting. Atonement is
the best weenie-buster in the game but it does take a lot of work in
order to set it up and to continue to protect it. Guard Duty is a nice
card that allows one minion to protect a single location from directed
actions multiple times. Eternal Vigilance allows a single titled
Sabbat vampire to untap and attempt to block multiple minions per
round. Metro Underground allows you to untap one of your vampires at
the end of your turn for the cost of one pool. These are all very
useful cards but it would be great if there was a permanent that
allowed your vampires to take multiple actions per round. Actually,
there is just such a card…

Rutor's Hand: Action, Thaumaturgy, 1 blood
(Inferior) Put this card on the acting vampire. The vampire takes 1
aggravated damage (damage not preventable). Beginning with your next
turn, the vampire gets one additional untap during each of your minion
phases for the remainder of the game. (Superior) As above, but the
aggravated damage may be prevented by burning 3 additional blood.

Who can use it:
Being that Rutor's Hand uses Thaumaturgy should not pose the Assamites
too much trouble as a quarter of the clan has access to it as an
out-of-clan discipline. Of the six Assamites that have Thaumaturgy,
all of them have superior Celerity, five of them have Quietus and
Obfuscate (four each at superior) and three of them even have inferior
Auspex. Perhaps the most interesting fact of all may be that four of
the six have an inherent +1 bleed accounting for all of the extra
bleeders in the clan.

How to make the action successful:
In order to make the Rutor's Hand action successful, you will need to
understand the two drawbacks of the card. First, the action only
carries +1 stealth and thus will probably need additional stealth in
order to be completed, as other players are sure to try to block the
action. Second, if the card is played at inferior, the acting vampire
takes a point of unpreventable aggravated damage and is then sent to
torpor. Obviously, once in torpor you will need to do everything you
possibly can to get the vampire out in order to prevent them from
being burned by diablerie. Thus, unless you can play the card at the
superior level, you will need to have multiple vampires out before you
should even attempt this action. Another point to think about is to
always play Rutor's Hand as your first action in the round so that you
have as many rescue from torpor actions as possible. If possible, try
to use rescuers that have Celerity and Quietus in order to give any
potential blockers something else to think about. Sometimes the threat
of them and combat is enough to scare away the block attempts. Also,
two excellent cards that will assist you in bringing the Assamite out
of torpor include Humanitas and the Catacombs. Each of these cards
grants an additional stealth on the rescue attempts and lowers the
cost by a blood.

If the card is played at the superior level, you can bypass the
potential risks of visiting torpor by burning an additional three
blood during the action. By adding a few Thaumaturgy skill cards and
Veneficorum Artum Sanguis into your deck, you should be able to make
the Rutor's Hand a much safer card to play. One final point, you can
conceivably save blood on the acting vampire by playing the card at
the inferior level, but if you have a choice, always choose to play it
at the superior level instead. The risk is simply too great for the
minor savings in blood. Remember that you can always get the blood
back later but you can't get your vampire back if he has been
destroyed.

How to use it afterwards:
Once you have access to the extra untap that the Rutor's Hand
supplies, you are probably going to want and regain some of the blood
that the action cost you. Fortunately for the Assamites, regaining
lost blood is not as difficult as it once was. Perhaps the easiest way
is to go ahead and hunt with Succulent Vitae. For most of your
Assamites, this will give back two blood and save an additional blood
later when playing a Quietus card thus recouping most of the initial
cost. Another way is to visit the loyal Ghouls of Plaza Moreria and
retrieve the blood that they have claimed for you. Additionally, you
can always try to take someone else's blood by picking a fight with
them. Once in combat, you can either steal their blood using Theft of
Vitae or play a Taste of Vitae after pounding on your victim using
Blood Sweats or a Dagon's Call. But if its combat that you seek, why
not reveal a Clandestine Contract and play a Provisions of the Silsila
after sending the victim back to the grave thus filling up completely.

Once your assassin is back to proper strength, it will be time to
start taking advantage of the extra untap each round. Seeing how much
work it is for the Children of Haqim to oust another Methuselah, it is
almost mandatory to use one of your two monster's actions each turn to
bleed your prey. With the Rutor's Hand, you will be able to sustain
forward pressure on your prey. With the additional untap, you will be
able to do any number of things including gaining pool by using a
Khabar: Loyalty or a Heartblood of the Clan action, call a vote with
the support of Alamut, create a baby using the Embrace, leave your
assassin ready to block actions or even go beat someone up. One
interesting thing that the Hand allows you to do is to reenter combat
using a Clandestine Contract after the victim escaped from the initial
rush action. This makes it very difficult for a famous vampire to
continue to run away.

So what are you waiting for? You don't need that extra hand or eye.
Quickly go cut your hand off, pluck out your eye and give Rutor's Hand
a try. I think your going to like what you find.


October's Deck Idea Clinic: 
The Crypt:
Al-Ashrad (9) CEL QUI THA aus obf
Al-Ashrad (9) CEL QUI THA aus obf
Al-Ashrad (9) CEL QUI THA aus obf
Parnassus (7) CEL QUI aus tha
Parnassus (7) CEL QUI aus tha
Parnassus (7) CEL QUI aus tha
Kalinda (6) CEL OBF tha
Zahir (6) CEL OBF qui tha
Yusuf (5) CEL aus qui obf
Abd al-Rashid (5) CEL QUI obf
Parmenides (4) CEL qui
Fida'i (2) cel qui

Total Capacity of Crypt: 76
Average Vamp Size: 6.33

AUS - 7 (all at inferior)
CEL - 12 (1 at inferior and 11 at superior)
OBF - 7 (5 at inferior and 2 at superior)
QUI - 11 (4 at inferior and 7 at superior)
THA - 8 (5 at inferior and 3 at superior)

The Library: (90) 
Masters (15)
2x Blood Doll
2x Dreams of the Sphinx
1x Fame
1x Giants Blood
1x Heartblood of the Clan
1x Humanitas
1x Market Square
2x Minion Tap
1x Tajdid
2x Thaumaturgy
1x The Rack

Actions (17)
5x Clandestine Contract
2x Embrace
1x J.S. Simmons
3x Khabar: Loyalty
1x Mr. Winthrop
4x Rutor's Hand
1x Ghouls of Plaza Moreria

Action Modifiers (9)
2x Cloak the Gathering
5x Provisions of the Silsila
2x Succulent Vitae

Combat (34)
1x Acrobatics
3x Blood Sweat
1x Exuding Blood
6x Flash
5x Psyche
6x Pursuit
3x Side Strike
6x Taste of Death
3x Theft of Vitae

Equipment (4)
1x Ivory Bow
1x Kali's Fang
1x Sports Bike
1x Veneficorum Artum Sanguis

Reactions (11)
1x Eagles Sight
1x Enhanced Senses
7x Forced Awakening
1x Precognition
1x The Spirit's Touch


Deck Comments: 
As you can see by the crypt, only Al-Ashrad will be ready to play the
Rutor's Hand at superior as soon as he is influenced out. Due to this
fact and that Al-Ashrad will be able to play the Khabar: Loyalty on
anyone else in the crypt makes him the perfect vampire to bring out
first. There is also a nice supply of forced awakenings in the deck to
help out in the early stages of the game when he will be your lone
weapon. Each of the other vampires with Thaumaturgy will need either a
skill card, use of the Veneficorum Artum Sanguis, or several rescuing
vampires before they can try to gain the free untaps.

Within the library, you will see that this deck has a lot of different
tools that you can use in a bunch of ways. The embraces are included
to take Heartblood actions, rescue attempts with Humanitas and
sacrifice themselves by committing diablerie after the Tajdid is in
play. You have a ton of ways to get blood back on your assassins using
Giant's Blood, Ghouls of Plaza Moreria, Provisions of the Silsila,
Succulent Vitae, The Rack and Theft of Vitae. Also included in the
deck is a group of very well rounded combat cards capable of burning
several victims and a small set of light intercept cards. By combining
the Rutor's Hand with the Clandestine Contracts, you should be able to
dish out a healthy supply of forward pressure on your prey.


Coming in the next newsletter:
I will try to break away from the old sure-fire ways in combat and try
to bring the fight back to close range. I'll also continue to work on
my new personal project for the Assamites and hopefully will be able
to unveil some info to you shortly. So until then, make all the rivers
run red...

Todd Banister
Prince of Atlanta
Scribe of the Assamites

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