DAUGHTER OF CACOPHONY PLAYBILL
JULY 2006

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DAUGHTER OF CACOPHONY PLAYBILL, JULY 2006
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Written by Hyllan (caroline_hyll@yahoo.com)
Co-edited by Forrest Nielsen

Contents:

I.	Introduction
II.	Cards of the Month - Melpominee, Presence and Fortitude combat
cards
III.	Vampire of the Month - Rosemarie and Muse
IV.	Strategy of the Month - Daughter Combat
V.	Decks of the Month - Two ways to fight with the Daughters
VI.	Conclusion

--------------Introduction-------------

Welcome! Some of you might remember that I said that the Strategy of
the Month of my next Playbill would continue the discussion about
sects. Well, I lied. This Playbill will be about Daughter Combat!

-------------Cards of the Month------------

This month we'll take a look at some combat cards that can be found
among the Daughter's in-clan disciplines. I've ignored purely
defensive combat cards such as Strike: combat ends, and I've assumed
that you're already familiar with most Fortitude prevent cards.

*Death of the Drum*

Rarity: C
Type: Combat card
Cost: 1 blood
Requirement: [cel], [mel], [MEL]
Text: Only usable at long range.
[cel] strike: 1R damage.
[mel] Strike: 2R damage, only preventable by cards that require
Fortitude or Visceratika. [MEL] As [mel] above, and the damage is
aggravated.

Death of the Drum was perhaps the most surprising new Melpominee card
in Legacies of Blood. Melpominee making aggravated damage? Daughter
combat decks? Pre Legacies of Blood, people would have laughed at the
thought. But now the Daughters have it. Two aggravated damage burns a
vampire with 0 blood. 2R damage which is difficult to prevent is not
bad either. Difficult to prevent, yes.... Death of the Drum introduced
a new prevention concept: strikes *only* preventable by certain
disciplines. Before Death of the Drum, we were use to damage
unpreventable by certain disciplines, such as Blood Fury and other
thaumaturgy strikes.

The fact that Fortitude is the most common damage prevention discipline
makes Death of the Drum a more balanced card that it would have been if
Visceratika only could have prevented the damage. It also makes the
card more difficult to use, since lots of combat decks will use
Fortitude for prevention. But still, Leathery Hide, Sideslip, Flesh of
Marble, Guardian Angel, Flak Jacket, Leather Jacket, Apparition and
Typhonic Beast, to mention some examples, cannot prevent the damage
from Death of the Drum.

The Celerity version of Death of the Drum is not very mighty, and will
almost never see use. But if one is running Ishtarri or Toreador
support and has the opportunity to kill a low-life retainer employed by
the opposing minion, it just might be worth 1 blood to do 1R damage.

Like all combat cards only usable at long range, Death of the Drum is
vulnerable to Drawing out the Beast and Terror Frenzy. Sire's Index
Finger is a given addition to a Death of the Drum deck. If one is
running Dominate-support together with the Daughters, it might be worth
including a Tranquility or two in the deck. Groundfighting is another
card which may cancel DotB or TF, and the Daughters are decent Anarchs,
but sadly Groundfighting cannot be used to cancel the troublesome cards
unless one has a gun. Splashing an Anarch deck with Zip Guns or other
guns just to be able use Groundfighting is doubtfully worth the
trouble.

*Siren's Lure*

Rarity: R
Type: Action Modifier
Cost: None
Requirement: [cel], [mel], [MEL]
Text:
[cel] This vampire burns 2 blood to get +1 stealth.
[mel] Only usable by an untapped ready vampire other than the acting
minion when a minion attempts to block. That minion cannot block this
action. Tap this vampire and that minion. Once the action resolves,
this vampire enters combat with that minion.
[MEL] As [mel] above, but do not tap this modifying vampire.

While not a combat card per se, Siren's Lure is together with Death
of the Drum the cornerstone of Daughter of Cacophony combat. Siren's
Lure has always been one of the best Melpominee cards - it taps a
blocking minion regardless of its capacity and continues the action -
but the "once the action resolves, this (modifying) vampire enters
combat with that minion" cost of the card has only been annoying
rather than anything else. Until now. With Death of the Drum as a way
to actually do serious damage in combat, Siren's Lure has turned into
an anti-block card and a rush card rolled into one. Bruise'n'bleed
at its best.

*Undead Persistence*

Rarity: U
Type: Combat card
Cost: None
Requirement: [for], [FOR]
Text:
[for] Only usable when this vampire should go into torpor. This vampire
gets an optional press and will not go to torpor until combat ends
(although he or she is still considered wounded and can be burned as
normal). If three rounds of combat pass with no cards played, combat
ends. This vampire is sent into torpor after combat.
[FOR] Prevent 1 or 2 damage.

Pre-Legacies of Blood, Trap+Undead Persistence was the only frightening
offensive combat - aside from weapons - available to the Daughters
for a long time. Trap+ UP combat requires some preparation when it
comes to other cards in the deck. Humanitas and Catacombs for cheaper
rescues by your other vampires are good choices. Another option is
Taste of Vitae and Freak Drive for immediate self-rescue. Taste of
Vitae is during all circumstances a good card to play to make the Trap
continue. If one has included vote-gaining cards such as Conductor and
Bastille Opera House in the deck, an Amaranth or two is not a bad
surprise either.

-------- Vampires of the Month: Muse revisited, and Rosemarie -------

*Rosemarie*

Capacity: 3
Group: 4
Disciplines: [FOR], [mel]
Text: Camarilla. Combat Cards that do not require Fortitude cost
Rosemarie an additional blood to play.

Rosemarie is the smallest vampire in the game with superior Fortitude.
Watch softer vampires tremble in fear of Kiss of Ra when Rosemarie is
full with blood. Actually, Rosemarie is the only vampire below cap 5
with [FOR]. She makes an excellent addition to many star decks; decks
which focuses on a large vampire with weenie groupies. Saulot and Karsh
come to mind. Rosemarie has all the advantages of being Camarilla.
It's also noteworthy that she lacks the Daughters traditional
blocking disadvantage.

Her disciplines easily lead one's thoughts to combat, and Fortitude
combat is something Rosemarie is truly great at. Sadly, Melpominee
combat was not included in her training programme. Paying 2 blood for a
[mel] Death of the Drum is not a good use of her blood unless the
opposing minion has 1 blood and no way to prevent the damage. Paying 2
blood for a [MEL] Death of the Drum - after Sanguine Instruction or
Spontaneous Power - is acceptable, if one is sure that the opposing
minion will go to torpor. One should also keep in mind that
discipline-less combat cards, like Fake Out, Concealed Weapon and Trap,
also costs an additional blood for Rosemarie.

*Muse*

Capacity: 3
Group: 2
Disciplines: [for] [mel] [ani]
Text: Sabbat. -1 intercept.

In the Doc Playbill from June 2004, Forrest Nielsen stated that Muse
was the weakest of the then existing Daughters. At that time, I would
have agreed with him. Neglected in many Daughter decks, she mostly saw
use in weenie Animalism decks. But with the arrival of Death of the
Drum and the opening of the Daughter Combat strategy, Muse deserves a
second chance.

As stated in the discussion of Rosemarie, Daughter combat is not very
impressive at [mel]. It's not very impressive at [for] either. If one
intends to use Muse with one of these two disciplines, she should be
taught the superior version.

Muse is not a good bleeder. Computer Hacking and Force of Will are the
heaviest tools in her bleeding arsenal. Lacking Presence, Muse is not a
heavy voter, even if she can get +4 votes with Madrigal and Echo of
Harmonies. At the first glance, she's not a good blocker either with
her unconditional -1 intercept. But her out-of-clan discipline
Animalism allows her to recruit several good animal retainers, and Owl
Companions, Murder of Crows and Raven Spies can offer quite good help
to the Daughters. Raven Spies can easily boost her intercept, and with
Pack Alpha she could get them while in combat.

The Animalism part of Muse's abilities is explored in one of the
Decks of the Month.

---------------- Strategy of the Month: Daughter Combat ---------------

While the combination of Trap and Undead Persistance has been
discussed, Daughter combat will almost inevitably be based on Death of
the Drum. Therefore this strategy discussion will focus on ways to get
the most out of Death of the Drum.

Strike: Combat Ends is a blessing for the weak and a taunt for the
bold. A wide range of deck uses it as their only combat defence. The
Daughters have almost no way to counter S:CE. Which is not the same as
no way. NSA Trio, and Event card from the Kindred's Most Wanted
expansion, introduced a new, discipline-less way to counter S:CE; one
that is usable by both acting and blocking minions. NSA Trio is
preferably played in mid-game rather than early-game, since an
offensive bleed or vote deck would think twice before wasting an entire
turn for removing the Trio then. And such decks are the ones most
likely to want to remove it.

Superior Death of the Drum attempts to inflict aggravated damage. That
is the trigger of Rötschreck. Rötschreck works even if the opposing
minion tries to S:CE, since the strike resolution won't be reached.
But Rötschreck requires you to be a blocking minion since it's a
Master out-of-turn. And there comes the problem. Blocking. Not a famous
occupation for the Daughters.

Still, a closer look at the Daughter's abilities shows that two
vampires in group 3-4, namely Sayshila and the previously discussed
Rosemarie, has no blocking or intercept restrictions at all. And Aimee
Laroux is only restricted from playing reaction cards. There are
extremely few Fortitude and Presence reactions, and the only Melpominee
reaction that has anything to do with blocking, Tourette's Voice, can
be played by another Daughter to give Aimee intercept. The loss is a
small one. Antoinette's -1 intercept is easily cured with a Sport
Bike. Yseult has the heaviest disability; she cannot block vampires
above cap 4 regardless of the amount of intercept she has. But overall,
group 3-4 Daughters are better blockers than group 2-3, and not so much
worse blockers than all other vampires.

The downside of defence is that it takes energy from the offence.
Unless one's combat strategy is based on Fame + Tension + Dragonbound
+ rush - and rush does not seem to be the best strategy for the
Daughters of Cacophony - combat rarely leads to the oust of one's
prey. The combat deck will need to be splashed with means to do
substantial pool damage. Voting and Choiring are usually too
card-intensive to be mixed with the already card-intensive combat
strategy, so the choice usually falls on mixing the deck with bleed
actions and modifiers.

The disadvantage of bruise'n'bleed is that if your vampire is
blocked, it's you who have to choose strike first. If you manuever
and strike with a Death of the Drum and the opponent S:CE, both your
manuever and your strike cards were wasted. Or at least your strike
card if you have IR Goggles or something similar to give you manuevers.
To plan the combat we need to know our opponents hand. Neither is
easily accomplished by Daughters, but two options are Owl Companion and
Revelations. Muse can employ the Owls for later transfer to the other
Daughters via Heidelberg Castle, Germany. Revelations can be played by
[AUS] support, which may also do some bouncing. Maldavis, Isabel de
Leon, Zoe and Martin Franckel are all good choices.

Sometimes the opponent's hand reveal something truly unpleasant -
Mayaparitsaya being one of the worse examples for Daughters - and for
those scenarios, it's seldom wrong to include a S:CE or two in a
combat deck. Cowards may be cowards, but they do survive to tell the
tales.

-------------- Decks of the Month ------------

In a maneuver-heavy metagame, one might need to add more manuevers to
both of the Decks of the Month.

Deck Name: Hard Rock Time - A bruise and bleed deck.
Created By: Hyllan

Crypt: (12 cards, Min: 12, Max: 24, Avg: 4,66)
----------------------------------------------
  2  Gael Pilet               chi pre FOR MEL         6  Daughters of Cacophony
  2  Angela Preston           for MEL PRE             5  Daughters of Cacophony
  2  Muse                     ani for mel             3  Daughters of Cacophony
  1  Delilah Monroe           for pre MEL             4  Daughters of Cacophony
  2  Yseult                   FOR MEL PRE             6  Daughters of Cacophony
  1  Antonino                 ani pre pro FOR         6  Gangrel
  1  Bothwell                 ani for                 3  Gangrel
  1  Leon                     ani for                 3  Gangrel Antitribu

Library: (90 cards)
-------------------
Master (16 cards)
  3  Heidelberg Castle, Germany
  1  Barrens, The
  6  Blood Doll
  1  Fame
  1  Paris Opera House
  2  Perfectionist
  1  Spontaneous Power
  1  Dreams of the Sphinx

Action (14 cards)
  1  Sanguine Instruction
  2  Entrancement
  2  Intimidation
  6  Legal Manipulations
  2  Social Charm
  1  Persistent Echo

Action Modifier (18 cards)
  6  Siren`s Lure
  4  Freak Drive
  6  Aire of Elation
  2 Change of Target

Combat (27 cards)
  8  Death of the Drum
  4  Fake Out
  8  Unflinching Persistence
  4  Hidden Strength
  2  Soak

Ally (5 cards)
  1  Gregory Winter
  4  Procurer

Retainer (5 cards)
  3  Owl Companion
  2  Murder of Crows

Equipment (5 cards)
  2  Sire`s Index Finger
  1  Ivory Bow
  1  Laptop Computer
  1  IR Goggles

Event (1 card)
  1 NSA Trio



Deck Name: They're doing what?! - A block/combat deck.
Created By: Hyllan

Crypt: (12 cards, Min: 10, Max: 26, Avg: 4,58)
----------------------------------------------
  2  Sayshila                  dem FOR MEL PRE         7  Daughters of Cacophony
  2  Yseult                    FOR MEL PRE             6  Daughters of Cacophony
  1  Rosemarie                 mel FOR                 3  Daughters of Cacophony
  2  Aimee Laroux              for pre                 2  Daughters of Cacophony
  1  Antoinette Dubois         for mel PRE             4  Daughters of Cacophony
  1  Maldavis                  for pre AUS             4  Caitiff
  1  Martin Franckel           tha AUS                 3  Tremere
  1  Solomon Batanea           nec AUS FOR             5  Harbingers of Skulls
  1  Eurayle Gelasia Mylonas   for pre AUS OBE         6  Salubri

Library: (90 cards)
-------------------
Master (16 cards)
  4  Rotschreck
  1  Parthenon, The
  5  Blood Doll
  1  Channel 10
  1  KRCG News Radio
  1  London Evening Star, Tabloid Newspaper
  1  The Barrens
  1  Dreams of the Sphinx
  1  Fame

Action (10 cards)
  2  Anima Gathering
  2  Entrancement
  2  Intimidation
  2  Legal Manipulations
  2  Revelations

Action Modifier (8 cards)
  4  Freak Drive
  2  Siren`s Lure
  2  Aire of Elation

Reaction (20 cards)
  6  Tourette`s Voice
  4  Telepathic Misdirection
  10 Wake with Evening`s Freshness

Combat (26 cards)
  7  Death of the Drum
  8  Unflinching Persistence
  2  Rolling with the Punches
  2  Majesty
  4  Fake Out
  2  Hidden Strength

Ally (4 cards)
  1  Gregory Winter
  2  Procurer
  1  Carlton Van Wyk (Hunter)

Equipment (6 cards)
  2  Sport Bike
  1  Ivory Bow
  2  Sire`s Index Finger
  1  IR Goggles

Event (1 card)
  1 NSA Trio

--------------- Conclusion ---------------

I've written a newsletter about combat without mentioning .44 Magnum
once. It feels... wrong. As my playgroups can testify, a high
percentage of my decks have guns in them, regardless of deck type. Why
risk an endgame without a Magnum when one can fix it so easily? So my
final words to you will be: in all its simplicity, it's never wrong
with a Magnum.

/Hyllan