OFFICIAL GANGREL NEWSLETTER
DECEMBER 2001

Gangrel Newsletter

December 2001

Contents
Section 1.0  Welcome
Section 1.1  Feral Whispers
Section 1.2  Talking point
Section 1.3  Vampire of the month
Section 1.4  Card of the Month
Section 1.5  Ritual Challenge
Section 1.6  Conclusion

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Section 1.0
WELCOME

Come, brother, sit by my fire and listen to our tales of old. We are
Gangrel and we are the beast.

Bloodlines has given us a lot of new interesting cards to use, mainly
as a result of the Ahrimanes. The Spiritus discipline cards newarly
all split nicely to give basic animalism a real boost and since nearly
all gangrel above 3 cap have animalism, this gives the gangrel a huge
boost too.

Feral Whispers will look at new and improved options open to us as a
result of the new girls. Talking point will again have a look at table
dealing -  bananas splits - and we have the usual stuff for cards of
the month.

Enjoy and happy holidays!

DH

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Section 1.1
FERAL WHISPERS

"Please miss, the new girl is being weird"

The Ahrimanes:  

4 Juanita Santiago (pre, ani, spi)

5 Nettie Hale (pro, ani, pre, cel, spi) +1 Stealth in recruiting

6 Cynthia Inglod (ani, for, SPI, pre) +1 strength v Cammies 

7 The Siamese (ani, PRE, pro, SPI) +1 Bleed

8 Howler (ANI, obf, PRE, SPI) + 1 maneuver, +1 Strength, no weapons.

I think all are Sabbat and all are sterile.

What can we make of these girls, eh? Well, all have animalism, 2 have
protean (at basic) and one has fortitude (at basic). For the cost (all are
what I would consider Mid Range) this really isn't good enough for an easy fit
with
a basic Gangrel deck. Nettie at 5 isn't too bad - she has pro and ani plus a
half decent special. She also has cel, which a few Gangrel have, and would also
be useful if High Top ever showed up.

For those who haven't seen him, High Top is a watered down version of
the Renegade Garou. HT is unique, a unique werewolf ally with 3 life
and 1 Strength. He has the maneuver, the additional strike and the
regeneration of the Garou. He can also play cel cards at basic. He
seems designed to go with Nettie and maybe the !Gangrel. He costs 4
pool, which is cheaper than RG, yet the fact that he is unique and has
less hand damage makes quite a difference since it would be harder to
work him into play - but he could still do the Abomination shuffle!

on the whole though, finding Ahrimanes in a Gangrel deck is farily
unlikely to happen. However, Gangrel in an Ahrimanes deck is fairly likely.
Feral
Spirit names and shames the Gangrel as prime targets to become very
useful indeed. The addition of spi for the chosen vamp makes a very
attractive proposition indeed, and Sanguinous Instruction to up the
ante is a very cool proposition too. However, my feeling is that even
this bonus is a lot of hard work, taking up a lot of card slots - most
of them valuable Masters. There are not enough GREAT spi cards to make
it worthwhile and only Bear Paw has more than 1 in-clan discipline of
the cats (his pre FINALLY paying off, as is his ANI).

So why bother then? Well, a pre / ani deck has always been a curious
idea. Presence gives the second best bleed power in the game (after
Dominate). Animalism is one of the most flexible all-round disciplines
in the game too, giving some quite pokey bruise, a little intercept, a
suite of anti bleed untapping, and lots of useful retainers (if you
ignore the Jackal...). What you are looking at is the rudiments of a
cheap and flexible bruise an bleed deck. e.g. Bleed with Social Charm,
if blocked, Carrion Crows, Terror Frenzy, Aid from Bats, or Song in
the Dark. After a couple of times with this happening, other vamps
would hopefully stop blocking.

The problem to date has been that for this to work, you would need to
be looking for a bunch of weenies or at least mid caps with pre / ani
to make it viable - otherwise it would be too slow and with no real
way of stopping S:CE or Nasty Ranged Strikes (tm), you would either
get the 6 (Jost Werner, Alexandria, Harrod, some 8 cap Nossie,
etc) very big vampires with pre / ani demolished in no time, or you
would have been bled out. The cats offer this discipline set at a
reasonable cost, and the option of creating others quite cheaply (Bear
Paw for one, others could be cheaply "rouged up" with the new
Sanguinous Instruction or good old Masters).

Otherwise, there is Spiritus, which is another support discipline very
much in the style of Animalism. However, I think, it really isn't "all
that". It seems they are a little more powerful than their Animalism
equivalents, and there are some nice cards (Nose of the Hound - a
penalty free Bums Rush with stealth, Strength of the Bear - a Fists of
Death with a press a superior, and some intercept, including a card
that is bascially an Eagles Sight). However, none of them really seem
to be strategic enough to bother with Spiritus on it's own merits.
There is nothing to make you go "ooooh!". Even NothH (the rush card)
is fairly pointless since there are not enough damage cards or damage
prevention to guarantee the opposition is put down, and there is
nothing to get around S:CE even remotely. It is a flexible discipline,
but far from great.

So in all, the cats are likely to pop up in only few deck strategies.
Although there is a lot of potential should the disciplines expand, at the
moment, they are fairly tame. This is a real shame, since they look the
prettiest
of all the vampires in the set (artwork not done by Mr Shy!). But no matter how
they look, they are still a dissapointment to my eyes.    
 
Feel free to comment either to the group or to my email address:
davecrazy@hotmail.com

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Section 1.2
TALKING POINT

A Bluffers Guide to Table Dealing, part four...

"Bananas Splits"

(note: for the purposes of this newsletter, we shall assume that
combat is a "strategy" - I am aware there are arguements for and against this)

Rush Combat is possibly the most risky area of affecting table
control, since combat can be amoungst the weakest of interactive
strategies; With Vote based strategies, you will usually have anywhere
between 2-5 players all vying for the best deal to suit them, and all
of them will also have a stake in how the outcome resolves. Fringe
strategies (strategies tied to one or two cards - eg. Corruption,
Sensory Dep, etc) are often quite strong since you can often choose
where to dish out the bad - not always at your prey!  Bleed is the
weakest - you are tied into going left - but only slightly better is
combat - although you can take the damage to an individual vampire
(usually of your choosing), for it to be effective, you have to
actually torporise or burn the opposing vampire.

However, with combat decks you will usually be in the situation where
your primary strength (fighting) could be your ultimate downfall. In
order to guarantee a vampire eats the dirt, you have to pack a lot of
combat cards. This also follows that each combat will be fairly card
intensive. Finally this means that you will be limited to the number
of combats you can reasonably affect. Typically, a Gangel potence deck
will be able to rush 8-10 times with assured success, maybe one or two
more if you are lucky. This works on the theory that you have about
50-60 combat cards and use between 5-7 in each combat (e.g. (Using
Katarina) Bums Rush, Carrion Crows, DotB, Immortal Grapple, Wolf
Claws, Pushing the Limit, Skin of Steel). A Brujah Cel / Pot deck will
use similar quantitues (e.g. (Using Anvil) Bums Rush, Torn Signpost,
Flash, Immortal Grapple, Undead Strength, Taste of Vitae / Disarm).

One variation that defies this trend is weenie combat. With weenie
combat, you work on weight of numbers to do your work, so you will
typically use less cards per combat combo - about 4-5 - and use more
minions per turn to erode opponants libraries: e.g. (Using Lupo) Bums
Rush, (Maneuver  to ensure close or pray for close if blocked),
Immortal Grapple, Pushing the Limits, (Pray you get struck for one /
burn Leather Jacket) Disarm / Taste. The downside to this strategy is
that the vampires are clearly more fragile and their attacks often
have holes a mile wide in them (in the above case, multiple maneuvers
from the opposing vampire ruin the whole strategy).

In either case, a combat deck will typically have limited resources to
throw at the opposition, but when it does, sparks truly fly. The above
examples will already give you a few clues as to what a rush deck
hates: First off, combat is not the best strategy against weenies.
With a weenie deck, you knock one down and two pop up in its place, so
you will often use all your combat cards ousting one methusula.

Secondly, combat decks do not like fortitude decks - it's a fact!
Although, in my experience, offensive combat decks will usually beat
damage prevention decks over time, but they use up more cards than
then should in the process, meaning less rushing oppertunities later
on, meaning less success (having one player with lots of damage
prevention will often mean at least one less VP for the rush combat
player). Damage prevention is a means of slowing the advance of a rush
deck, not stopping it. However, in the meantime (if all things remain
equal) other players will get to execute their strategies and get VPs.
 
Third, the advent of the Harbringers of Skulls. Combat decks being
chased by the Ugly Boys will be under even more pressure with the
Slaughterhouse and other special cards at their disposal. Not only will the
combat deck lose cards quickly, but the HoS also have damage prevention a gogo
to stop
them pushing back.

Other deck styles may have pros and cons vs combat decks, but this is
a subjective matter dependant on individual games. The three threats
above are real trouble for the rush combat deck player.

So, how do you win with a rush deck? Well, the most reliable way of
getting points in a tournament if playing a combat deck is the table
split. Effectively this is a deal that you make with another player
that means they will not interfere with you, or they may even aid you,
allowing you to do "your thing". Then, when you have racked up the
agreed number of points, you will "roll over" and allow the other
methusula to bleed you out. This can also be offered the other way
around (you hold back until they have the agreed number of points and
then go through them). The reason why combat decks especially benifit
from this sort of deal is that they rarely have a lot of card slots
free to have increased bleeds. This means it will take a long time to
oust their prey(s), in which time pressure will no doubt increase from
the right (often resulting in the rush deck player being ousted before
he can take down his prey(s)). So, making a deal with another player
to reduce the pressure means that the combat player is given a free
hand to dispose of his prey in the best time he can.

There is a lot to be said about this kind of deal. It is imperitive
that you can back up what is essentially an open threat to the rest of
the table. If you are unlikely to be able to carry out what you have
arranged, you are in no position to make a deal (e.g. you cleverly
filled your deck with Canine Hordes instead of Carrion Crows, Undead
Strength instead of Immortal Grapple, etc). The best way of checking
if you ARE in a position to do so is take down a vampire. Rush a
vampire of your predator or prey (usually best if it is your prey's).
If you can at least torporise it easily, you are in business - burning
is a bonus!

If you can immobilize a vampire in one swift action, you have done two
things - first hit that Methusula a telling blow and second, delivered
a message to the rest of the table that you are a force to be reckoned
with. If you can't, you could be in trouble. Assuming you can, though,
you are now in a position to make deals.

With the current tournament rules, you have to go for the optimum
number of VPs availible. This means you have to try and negotiate a deal where
you get the most points. For example, on a 5 player table, talk to someone
and offer them 2 points if you can get 3. On a 4 player table, offer 1
if you can get 3, and so on. There is always room for negotiation
(e.g. on a 4 player table, you could go for 2 each if you get the last
VPs giving better TPs).

So, who do you deal with? I believe it is totally subjective where on
the table you deal with and with what kind of deck they are playing. A
bleed deck could be a good bet if they look capable (i.e. good
vampires and showing lots of stealth and increased bleeds), but if he
is your predator, you might want to think very carefully. If he is
your prey, then you are in business. Vote decks are also a good bet,
since they can effect the whole table from wherever they sit.

As an aside, a typical stealth + bleed deck is often the most useful
to the combat player since they typically include more stealth and
bleed than combat. This means you could be in a position to offer a
"bodyguard" deal, with the points in your favour.

The hardest kind of deck to go against, as discussed, is the Weenie
deck. If it is behind you (your predator or even your grand predator),
you are more than likely finished. As such, this is the kind of deck
that is worth considering dealing with early on, especially if they
are packing a lot of presence or a lot of stealth. The trouble is they
are harder to deal with!

The most important guideline to follow in table splitting deals is not
to even consider a deal for a few turns. Wait until at least turn 3 or
4, or until the other players have all shown their true colours. This
will also give you time to bring out your vampires and set up and make
that all important first rush. Never attempt a deal unless you have
had a chance to fully consider the options. Although you may think you
are able to back up a deal, it is entirely possible that the otehr
person in the deal might not be, despite early appearances.

More next time. 

Any comments, post up or mail me at davecrazy@hotmail.com

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Section 1.3
VAMPIRE OF THE MONTH
Vliam Andor
Clan: Gangrel
Capacity: 2
Artist(s): Ken Meyer, Jr.
Disciplines :Inferior Animalism

OK, he's fairly poor by normal standards, but in the light of the
Ahrimanes arrival, he kicks ass! He's cheap, he has one of the cat's
in-clan abilities, and... er... he's cheap! For two pool and the
addition of a Feral Spirit, you almost have a cookie cutter (basic)
just without the presence. Even on a Gangrel day, he can get a Raven
Spy and Aid from Bats / Carrion Crows until the cows come home. He is
just crying out for an Animalism skillcard, though.

So, in review: He's cheap.

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Section 1.4
CARD OF THE MONTH
Strength of the Bear
Type(s): Combat
Discipline: Animalism / Spiritus
Blood Cost: 1
Rarity: Common
Artist(s): Jeff Holt
Card Text:
Only usable before range is determined.

ani: +1 Strength for the remiander of this round

Spi: +1 Strength for the whole combat

SPI: As above with an optional press 

I like this for 4 reasons: 

First it is stackable. This means that the first srike in combat is
going to be a doozy! Pile them on and Taste them back.

Second, it is playable even with basic ani - meaning 90 percent of
Gangrels can play it! Great for the likes of Raven, who can now rush
with Uncotrollable Rage and 2 SotB, then strike with Scorpion Sting
for 4 and 2 agg! not bad for a 5 cap with no potence.

Third, it isn't a rare! Compare to the likes of the very rare Fists of
Death, Fire in the Blood, or even the very desirable Torn Signpost,
and the fact it is readily availible makes a huge difference. Although
it is only for the first round, you can easily make it count with the
load of agg options the Gangrel have...

Forth and most importantly, it reminds me of the early 1990's cartoon
Bravestarr... the adventures of a Marshall in some futuristic cowboy
setting, who could call on the powers of his totem animals, one of
which was a Bear. He stand proud and shout:

"Strength of the Bear... ear... ear..." *to fade* 

and become, unsuprisingly, quite strong. Happy days indeed. Of course,
now I have it in my head, I'm going to be doing that every time I play
the card. Doh!

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Section 1.5
RITUAL CHALLENGE 

I'm leaving last time's challenge open, since no-one sent in a
response!

There has to be mileage out of Torpor deck, maybe using Crimson Furys,
Regenerations, Minion Taps, and so on. Anyone got a good variant they
want to share? Answers to the usual address, or to the newsgroup. Best
of luck.

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Section 1.6
CONCLUSION

Thanks for reading.

Next time we shall see the effects of Bloodlines starting to trickle
into play. I reserve the right to see what will I write next until
then!

Have a great Holiday Season.
  
As before, any comments or ideas, feel free to post, or mail to me at
davecrazy@hotmail.com. Any abuse, mail to likeIcare@upyerbum.com

See y'all
David Hammond
UGPOW