VEKN Brujah Newsletter
November 2002

VEKN Brujah Newsletter November 2002

Introduction

Contrary to the impression one might get by reading the newsgroup our
local group is positively vibrating with new CE decks (and, oh joy,
new players as well) - which makes for a strange deja-vu as everybody
and their grandmother is rediscovering the revolutionary approach of
Malkavian stealth bleed. Interesting meta game shift, and mucho fun to
ride the wave with nicely designed anti-strategies. As I am usually
one to two expansions behind in deck construction, I take delight in
playing Giovanni and Kiasyd these days - so no breath-taking new
Brujah gizmos in this issue. I hope you will enjoy it nevertheless:
solid strategy stuff with the new concealed artillery, and a cheap to
build and effective deck. 

Fiction 

Uptown Girl

We are up on the ride again. Cruising down south on the A 9, the old
Merc humming nicely along the "We don't need The Cure, we need a final
solution" compilation tape I had made for Angel when Dolby B was all
the rave in high fidelity. A spliff is doing the rounds on the back
seat, but I wave it away and take in the starlit Bavarian landscape as
we glide towards Munich. This is the old days, and I love it! I steal
a glance on Black Cat in her black cat suit doing an easy 120 behind
the wheel, feel my fang pulsing nicely against the leathers I wear and
smile lunatically for no apparent reason but Uma's boot brushing
against my knee as she stretches lazily in the back. 

Quick stop at Al's derelict shop in a backyard near Karlstraße. The
others go in to collect the artillery while Angel and I smoke a fag
out in the cold November night. Few mortals hurry along the street,
braced against the north wind biting into their soft skin. A dog takes
interest in the smell of my venerable trousers, his old lady weakly
tugging on the leash. I croak some unintelligible words which could
pass as the Bavarian vernacular, the lady mutters something about
"Gesindl" and "KZ" and Angel starts to giggle. Which indeed has
nothing to do with my pronounciation, but with the insane scam we have
pulled on Madame "Fuck me", as we affectionately call her. Diana Vick,
more to the point, or, even more to the point, her puppy, her dog, her
fucking Hell Hound which is going to be "liberated" by the ALF
tonight, the poor, infernally abused (as you can clearly see from the
look of his bloodshot eyes) animal - which again probably won't go
down too well with Madame, hence this visit to Al's.

I doesn't go down too well, at least for the ALF contingent
consistsing of five activists in the latest urban camouflage trend
wear. Not only isn't the Hell Hound too keen on being liberated, also
the police shows up after the anonymous call Uma had placed on her
mobile, intent on finding out what the fuzz in Baaderstraße is all
about and, more precisely, what has happened in the old garage. They
might think that the corpse of the russian mafioso drug dealer which
happens to be inside fell prey to the
totally-illegal-under-current-law war machine of a dog, but then again
they might want to ask Diana Vick, the owner, a few questions as well.
Who happens to be enjoying a night out at a third rate Karaoke bar in
the neighbourhood.

We take the back entrance, as the bouncers do not look like they
appreciate a squad of gun-slinging punks on the premises. Our new
Ventrue in residence is in the middle of a dreadful rendition of Billy
Joel's "Uptown Girl" when we briskly walk her over to the bar, explain
the situation to her and show her the instruments. She looks in dire
need for a sip of vitae, but that will have to wait until she's back
in Berlin - if Ole Willy has mercy with her, of course...

Strategy

Celeritous Guns

With two tournament wins right after the release of the Camarilla
Edition it seems that the change to Concealed Weapon brought that card
towards the focus of attention in no time at all. 

As I wrote two months ago: "Everyone can throw together a blurred .44
deck with the new CW", which seems to be true. And it seems to be a
meta game thing first and foremost: Weapons only got a little less
fragile - they can still be hosed, stolen or destroyed in many ways,
it's only the tedious equipping that's no longer necessary. But
obf/cel is not the most unusual discipline combo in the world of
V:tES, why than didn't we see more successful Disguised and blurred
44 decks before? Is it only the weenification that is possible by
now, the mono Celerity approach? To a some extent the answer is yes,
as pure gun rush now competes with mono Potence hordes for the King of
Combat title. But as Potence rush relies on a certain metagame
environment, so does celeritous gun combat - which seems to have been
present in the mentioned tournaments.

So how well does weenie cel gun combat compete with weenie Potence?
Let's have a quick look at the pro's and con's of gun-slinging:

Pro:
Flexibility: A .44 Magnum is a good combat package by itself. Combined
with Celerity, you will be able to control the combat situation very
well - basically you choose the range. Also as your S:CE hoser Psyche
is a lot less restrictive than IG, you may dodge their nastiness and
still deliver the goods on additional strikes. This makes them better
against certain other combat decks.
Simplicity: Once you have a gun on a minion, all you need is a rush to
start some serious action. Even without additional cards it's a
theoretical 2 damage to your opponent and none to you, as opposed to 1
on 1 with potence rush. Of course this is oversimplified, but
basically you pay 2 extra pool to give your minions 2R as a strike and
an optional maneuver.
Permanence: A rush deck running out of cards is not unheard of. You
will have the guns, so you're still in action, whereas the potence
horde is now a defenseless swarm.
Persistence: By nature of their S:CE hoser (Psyche) and due to the
multi-role cards Celerity offers (Flash comes to mind), gun decks have
a slight advantage when it comes to battling damage prevention - many
presses and restarting combat against permanent effects like
Apparition.

Con: 
Price: Mono-Celerity is by no means cheaper than mono-Potence, plus
you have to pay for the guns. This is IMHO the most serious drawback,
as weenie combat decks don't defend and rely on their pool cushion to
absorb the damage .
Fragility: Guns are equipment, so they can be hosed (DotB etc.),
stolen (Fast Hands etc.) or destroyed (Peace Treaty, Shattering Blow
etc.). While hitting someone with blurred hands for three is not total
bollocks, the fact remains that without the guns the deck fails.
S:CE: Psyche vs. S:CE is an arms race, Immortal Grapple vs. S:CE
always wins. Against S:CE defense, Potence shines - especially if
every rush has to count.
Flexibility: Yeah, that one again... As gun combat controls the many
aspects of combat, whereas potence IG restricts them to hand strikes
only, there are more counter-combat strategies that kill you (Breath
of the Dragon, just to name an example).

It looks like weapon combat has a slight advantage these days - the
most common defense by non-combat decks locally still is a good
mixture of maneuvers and S:CE, and while guns have a slightly bigger
problem with the latter, they take the former completely out of the
equation. Still weapons are hosed by many things, but they are only
one among many factors that have to be taken into (possible)
consideration when building a deck. And it seems that at the moment on
tournament level not many players think about Drawing Out The Beast,
Blood Rage or similar weapon hosers (although these serve multiple
purposes), not to mention Peace Treaty. That is a classic meta game
issue, and that's why I welcome the change to Concealed Weapon: By
making a strategical approach to combat that has always been there a
little more playable, it leads to a greater diversification of decks -
always a good thing (tm)!

Although it's going to be interesting to see how well Cel/gun decks
will be in the pure rush arena, concealed guns are first and foremost
a very cheap combat package - not in pool cost, but in card slots.
Therefore they are by now predestined to go into bruise-type of decks.
The biggest problem of bruise decks to me has always been to fit
decent combat, a strong payload and some form of defense into 90 cards
- especially with the Brujah and their notoriously card-intensive
standard combat (TS/IG/Blur, with maneuvers and Taste of Vitae on
top). While a Magnum in itself is not the scariest thing in the world,
it is much easier to turn it into something not many opponents want to
be caught with - mainly Psyche or Thoughts Betrayed and the occasional
Blur. Bruise and bleed decks suffer immensely from hand jam problems,
and usually you can not wait until you have that Legal/TS/IG/Blur in
hand. But if you have a gun on a minion and some serious bleed in
hand, the action is go. The deck of the month is designed around this
principle.

Card of the month:

Al's Army Apparatus
Master
Unique location. During your minion phase, you may tap this card to
search your library for a weapon and move it to your hand. Discard
down to your hand size and shuffle your library afterward.

While Concealed Weapon is a very good card for all celeritous clans,
Al's fabled Army Apparatus turns it into pure gold for the Brujah.
It's not only perfect to get that weapon into your hand when you need
it, it's also great to slim down your library after you got all the
guns you ever wanted. And while the .44 Magnum is possibly the best
bargain anytime, anywhere, Al's Army Apparatus gives you the chance to
"dial your weapon" if you ever decide to go for a more diverse
arsenal.

Vampire of the month:

Black Cat
Brujah 5, CEL pot pre
Equipping Black Cat costs 1 less pool (but never less than 0 pool).

A classic 5-pointer from the original Jyhad set, it's Black Cat's
special that makes her valuable to this day - even more so with the
new Concealed Weapon. The one discipline you really need to make
weapons hurt she has at superior, and the added Potence and Presence
integrate her well with most standard Brujah strategies that can make
use of equipment. When her special will not play any role, she suffers
from the harsh competition in her price range: Volker is better if
it's only fighting because of his title, Brachah shines in the arenas
of politics and bleed because of her superior Presence. Obviously
Black Cat combines well with Al's Army Apparatus, Pier 13, Baltimore
and Heidelberg Castle if the idea is to equip a weenie swarm with SNS
for cheap.

Deck:

Rush, bruise and bleed revisited

This is pretty much in line with the decks that won the tournaments in
London and Washington, although not strictly weeniefied. It centers
around Black Cat (for her special) and the CEL/PRE fivers Brachah and
Rigby, with Celerity weenies as back-up and rushers. It's a very
straightforward and tidy deck concept, quite easy to play (for a
combat-heavy deck). Biggest problems I had while testing it were
situations where I had to rush backwards to keep a Malk stealth
bleeder in line and couldn't find the necessary rush actions - the
price you have to pay for the strong bleeding potential. On the upside
you gain a lot of speed once you have gunned down the opposition, very
important considering the relatively huge size of the vampires
(Enchant Kindred superior helps here as well, of course).

Crypt: (12 cards, Min: 7, Max: 21, Avg: 3,67)

1  Angel (Brujah 2, cel)
1  Antoinette DuChamp (Caitiff 1, cel pre)
2  Black Cat (Brujah 5, CEL pot pre)
2  Brachah (Brujah 5, CEL for PRE)
1  Itzakh Levine (Ventrue 3, cel pre)
1  Julian Sanders (Brujah Antitribu 6, CEL pot PRE)
1  Nik (Caitiff 1, cel)
1  Rigby, Crusade Vanguard (Brujah Antitribu 5, aus CEL pot PRE)
1  Sarah Brando (Brujah Antitribu 3, CEL)
1  Uma Hatch (Brujah 3, cel pre)

Library (90 cards):

Master (18 cards)
2  Al's Army Apparatus
5  Blood Doll
3  Celerity
1  Dreams of the Sphinx
4  Haven Uncovered
2  Sudden Reversal
1  Waste Management Operation

Action (20 cards)
7  Bum's Rush
5  Enchant Kindred
8  Legal Manipulation

Reaction (2 cards)
2  Delaying Tactics

Combat (34 cards)
8  Concealed Weapon
7  Blur
5  Flash
7  Pursuit
7  Psyche

Ally (1 card)
1  Arms Dealer

Equipment (8 cards)
8  .44 Magnum

(A note on two cards which might seem a  little unusual: Waste
Management Operation is in because I found myself out of cards in two
games in the last few months, and I thought I had the slot. Could be
anything else really (DI, Fame, Rumor Mill come to mind). The lonely
Arms Dealer has two functions: get Magnums, and stand in the way of
Daring the Dawns. I might turn him into a Hellhound...)

Final notes:

Well, thanks again for staying with me through this issue. I really
don't know where my thoughts will wander for the next issue, so all
suggestions and contributions are welcome at
skaffen_amtiskaw"at"mail"dot"ru.

Skaffen

Archon of The Cold Dawn
www.8ung.at/colddawn

"If there is a gun hanging on the wall in the first act, it must fire
in the last." (A. Chekhov)