V:EKN Clan Brujah Antitribu Newsletter, September 1998

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Brujah-antitribu newsletter
September, 1998
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This should be a short newsletter this month, since there's only one
topic I want to discuss.

How Do Rush Decks Win?
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First of all, the construction of an effective rush deck basically
relies on making sure that the deck can do two things:

1. Get into a fight.  Using cards like Bum's Rush, Ambush, Haven
Uncovered, Bloodhunt, and so on, the deck can take actions to get into
fights.

2. Kick some ass.  Once you get into the fight, you need to be able to
have an effective combat which reliably sends the opposing vampire to
torpor.  Include cards such as Immortal Grapple to take care of as much
combat defense as possible.

But even when the deck has been constructed in this way, it is still
difficult to win with.  There are a few reasons for this, as well:

1. Lack of defenses.  Since nearly 100% of the deck is devoted to
effective combat, there just isn't room for the standard kinds of bleed
and vote defenses.  Also, hardly any effective rush clan has Dominate or
Auspex.

2. Killing vampires doesn't oust people directly.  When you torporize
someone's vampire, you have not caused direct pool loss.  To really make
the player lose pool, you need to torporize all of their vampires (with
no blood), so that they are forced to influence new ones.  And this can
be eventually thwarted with well-timed Blood Dolls.

3. Offense-as-defense is inefficient.  In many non-rush decks, your
vampires can take all of their actions against your prey, and still be
able to defend against their predator, with Wakes, untaps, and so on. 
But the rush deck acts, it doesn't react.  It has to play a precarious
balance between killing its prey and keeping itself from being killed by
its predator.

So, with all of this stacked against you, the player of a rush deck
needs to be rather savvy in order to win.  Here's some tips:

1. Kill early, kill often.  The nastiest way to kill your prey is to
prevent him from taking any actions.  Kill each vampire as it comes out,
and your prey will soon be dead.

2. Know when your predator is not a threat.  It's often tempting to kill
your predator viciously, but remember that this is almost always
unproductive.  Unless you have no choice, lay off your predator when you
don't think she will be too much of a threat.  Don't get carried away by
bloodlust and screw yourself.  If your predator is so crippled that she
dies, you'll get a brand-new predator with lots of pool and no torpored
vampires.  If your predator has a few minions in torpor and not-too-much
pool, they'll likely spend most of their effort keeping themselves
alive.  Besides which, if your predator is a good player, they will know
that keeping the pressure on you even when they're hurting is a good way
to get themselves killed.

3. One pool at a time.  That's the way the rush decks kill people.  But
if you're stuck without a rush card in your hand, don't waste an action.
Bleed your prey.  Maybe they'll block, and you'll get the combat you
want.  If they're Deflection-happy, you don't really have a choice but
to rush the vamps with dominate/auspex, but otherwise each pool lost
brings them closer to dying.  Another idea for these idle actions:
Inverary, Scotland.  If your small-capacity minion is just sitting
around and can't kill anyway, have him go pump up his bleed.  Then, next
turn if he's _still_ idle, he can bleed for more.  Inverary doesn't cost
pool like Laptop, and the blood paid can of course be regained through
Taste of Vitae and/or simply hunting.

4. Focus on the job in front of you.  While it may be tempting to go
beat up that IC member across the table, don't do it unless you directly
benefit (like from an Anathema).  You can always _threaten_ to do it
(idle threats are great), and perhaps you can get them to vote in your
favor on a bloodhunt vote. 
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Comments/other suggestions?

James
-- 
James Hamblin
hamblin@math.wisc.edu

V:EKN FAQ Maintainer
http://www.math.wisc.edu/~hamblin/faq.html

"We _do_ kill people... that's sort of our
raison d'etre" -- Spike