VEKN Brujah Newsletter
October 2001

Introduction:
Welcome, dear readers, to this new issue of the Brujah newsletter.
Once again I am writing about combat, and although this topic will
never cease to be interesting, I want to leave it at that for the
moment. I've come to a point where all my deck ideas are either fun
and amusing (at most), as last month's Submachine Gun deck, or
revolving around the well known and proven deck concepts (this month's
deck is yet another version of an Euro-Brujah combat monster). My main
problem: We are not playing too often locally, and I guess I was a
little too predictable lately. Bad thing, metagame-wise... Actually
the strategy section is largely inspired by my experiences with an
Assamite deck I was playing the last few weeks (which you can find
here: http://colddawn.vr9.com/deck_call.html). 


Fiction:
The black-clad backpacker clearly is in no good mood. "Screw the
bloody Masquerade", he mumbles as his mind goes back to the
humiliating farewell from the other Archons at the Grosseto train
station for the fifth time. "It's clearly the best cover", the Don had
explained, after he had handed him a second class (at that to him, a
prince!) train ticket for the night express to Munich - no
reservation, either. "You ain't gonna sleep, are you?", he had joked.
Oh, the embarrassment! Now he's sitting on his bundle - containing a
black parachute, a passport for a certain Horst Kempf, his Palm and a
sixpack of warm italian beer - and tries to ignore the smell of piss
and unwashed feet and the incredible noise this railroad junk makes as
it crouches northward. Of course EVERY SINGLE seat was taken, so it's
the corridor with a nice view on the toilet door for Volker. 
His thoughts wander a little further back, and all of a sudden a bleak
smile appears on the man's face. Why is there no such thing as pure
victory, Volker ponders as images from the fine old villa near Marina
de Grosseto drift through his mind. That was some real action! Swiftly
the Archon brigade had dropped from the sky, sneaked into the house
and gave way to the intoxicating lust for violence. The picture of
Carlotta Giovanni hovers vividly in his memory: Her look of surprise
and horror as he had rammed the stake into her chest, the fragile
moment when he could sense how her will crumbled and the Grim Reaper
entered the room. The orgy of blood as he and his brothers unleashed
the beast for some brief, but precious minutes... Mollified he
searches his backpack for a beer and chances upon the corpus delicti -
a plain oaken stake, still smeared with dry clots of Carlotta's vitae.
Volker, who has a weak spot for nostalgic memorabilia, gently strokes
the slightly splintered tip and begins to select a suitable place for
this trophy in his Frankfurt haven. 
"Been out there camping, dude?" An obviously still drunk American
traveler has emerged from the toilet - which is, as Volker notices
with disgust, not more than a hole in the floor -, where he presumably
spent a considerable period of time. "Yeah man, we nailed some
gorgeous chicks..." Volker tries to sound as uninviting as possible,
but to no avail. A puke-stained finger creeps towards the sixpack.
"Can you spare me one, amigo?"


Strategy: 
Controlling the table with a large-capacity combat deck
While the usual strategy with a pure weenie rush deck comes down to
killing everyone that is a threat to you and all your prey's minions,
with the only remaining question being the timing. Bigger (in terms of
capacity) combat decks need to work the table more delicately. You
don't have the abundance of actions a weenie deck has, so two things
become important: a) to survive, and b) to win in the end. a) comes
first, both strategically and tactically: Establish a foothold in the
game, slow down things by showing your combat abilities, gain pool and
bring out more minions. b) is the tricky bit, as other decks on the
table might make short work of their prey. Your goal should be to
level the table - if there is an area of high pressure, intervene.
Make a deal with the losing player, eliminate a vampire from his
predator, use the deal to damage your prey. Do not allow the game to
come to a stalemate, where everybody fears you and no one dares to
move, but do not allow Blitzkrieg victories either. Never show your
real strength until you are ready to move - then overwhelm your prey
and move forward. More often than not some other player will gain a
VP, but a well-built combat deck should always have the upper hand in
the end game, i.e. win the last 3 VPs. The biggest difference to a
weenie rush deck: You don't have to win the speed race. With a little
pool-gain you can afford to lie low for a while and work the table
dynamics in your favor. Rush is one of the best cross table
strategies, if you can combine that with some voting capability (and
think Euro-Brujah here), you are well set to let the game run as you
want it.

Vampire of the month:
Volker, The Puppet Prince
5, CEL pot, Brujah, Prince
Prince of Frankfurt: Volker cannot attempt to block Primogen.

Normally the term "Euro-Brujah" is applied to Dónal O'Connor and
Constanza Vinti. Yet there are three of them, as Volker was also
introduced in the Dark Sovereigns expansion. As a 5 capacity vampire
he remains the cheapest prince in the game, which makes him useful
just for that reasons. His skill set sees him mainly in combat decks,
he possesses the Brujah standard of CEL/pot. No Presence though, which
makes Rake (at 6 capacity, with superior Presence) the better choice
for political decks. His disadvantage is neglectable - just keep your
eyes open and don't choose him as a designated blocker against Elliot
Sinclair & Co.


Card of the month:
Wooden Stake, Equipment
Melee Weapon. Strength damage as a strike. If more than 1 damage is
inflicted on the opposing vampire by this weapon in a given combat,
then that vampire is sent to torpor. In that case, this card is
transferred to that vampire and he or she doesn't untap as normal
during the untap phase as long as he or she remains in torpor.

Okay, if everybody in your local playgroup plays tons of S:CE, simply
forget weapons. But I find them much more interesting lately. Once,
because S:CE is not that endemic here in Munich these days, and also
because they are permanents and thus save card slots. Wooden Stake is
a very special case. It offers a cheap and simple way to put a vampire
into torpor - or burn her with Amaranth, which also returns the Wooden
Stake to the diablerising vampire. A nice option for a Brujah deck set
to destroy others, and an intimidating sight in Constanza Vintis hand.
The downside is the same as with all weapons: If someone blocks your
equip, you are screwed.


Deck:
The Impalers
A deck to do the stuff I mentioned in the strategy section, The
Impalers tries to use the Torn Signpost/Wooden Stake/Amaranth combo to
burn vampires. The core is a classic Euro-Brujah deck that rushes and
blocks with Second Traditions. It uses relatively few Celerity cards,
basically for maneuvers, and no Immortal Grapple or Psyche!, which you
might want to change if you see more S:CE in your area. Thoughts
Betrayed obviously makes them eat stakes at your will, but this is an
expensive card that only Dónal and Constanza can play without
additional skill card(s). So only 5 of them, to be played only in
crucial combats. All pool destroying potential is designed to go
cross-table if need be, so we have Deflections and votes.

Crypt: (12 cards) [Min: 15, Max: 32, Avg: 6,08]
1  Anvil                         (dom CEL POT pre tha, Brujah, 6, Primogen)
2  Constanza Vinti               (CEL DOM POT, Brujah, 8, Prince)
2  Dónal O'Connor                (CEL DOM POT, Brujah, 8, Prince)
1  Dre                           (cel pot, Brujah, 3)
1  Lupo                          (pot, Brujah, 2)
1  Rake                          (aus cel pot PRE, Brujah, 6, Prince)
2  Theo Bell                     (cel dom POT pre, Brujah, 7)
2  Volker                        (CEL pot, Brujah, 5, Prince)

Library: (85 cards)
Master (13 cards)
1  Al's Army Apparatus
5  Blood Doll
1  Depravity
3  Dominate
2  Heidelberg Castle, Germany
1  Information Highway

Minion (72 cards)
6  Amaranth
3  Archon
7  Bum's Rush
5  Deflection
4  Flash
1  Kindred Restructure
4  Kine Resources Contested
2  Parity Shift
5  Pursuit
6  Second Tradition: Domain, The
5  Thoughts Betrayed
9  Torn Signpost
5  Undead Strength
6  Wake with Evening's Freshness
4  Wooden Stake

Final words
That's it for this month. November will see me exploring different
strategies for the Brujah, beginning with an analysis of their
relative weakness in terms of stealth and intercept. Please feel
welcome to send me comments, praise and ideas at
skaffen_amtiskaw"at"runbox.com.
All abuse kindly direct to /dev/null

Thanks for reading

Skaffen

Chantry Elder Of Munich

http://colddawn.vr9.com

"This stake must be driven through her. It well be a fearful ordeal,
be not deceived in that, but it will be only a short time, and you
will then rejoice more than your pain was great." 
(Van Helsing in Bram Stoker's 'Dracula')