VEKN MALKAVIAN NEWSLETTER
July, 2001

VEKN MALKAVIAN NEWSLETTER: July, 2001

This Month:

We're Mad as Hatters and We're NOT GOING TO TAKE IT ANYMORE!
(Malkavian combat issue)


Table of Contents:

I. Rumors of Gehanna - Fiction
II. Implications of Final Nights
III. Introduction to Malkavian combat
IV. Deck - Tag Team
V. Deck - Great White Hunters


I. Rumors of Gehanna


Anatole leaned forward and looked deeply into the eyes of the
unbeliever.

"You don't understand. The Final Nights have arrived. The Gehanna is
at hand. I have SEEN IT! The helicopters probing from they sky. The
starshells bursting. The Giovanni investigator is underfoot. It's all
coming. I know it. I feel it. Blood clots and vascular eruptions. Bane
mummies walk the earth. The anarchs are arisen. The rules of the game
are changed. Tutu is evil, doubly evil! Nothing will ever be the
same..."

"Uhhh.. yeah..." The clerk looked down as his register. "Look buddy,
with the chalupas that going to come to $11.42. Ok? Hey! Where'd he
go? Anyone see that guy leave..?" Sigh. "Man, I gotta stop working
nights."

The clerk looked around the small shop and felt a sharp pain behind
his eyes that quickly faded. As he took the order of the next customer
he felt a slight itching in his left hand. He found himself wondering
if shoving his arm into the deep fat fryer might be a good way to make
it go away.


II. Implications of Final Nights

This issue is about Malkavian combat, but given all the new goodies
that have arrived this month, I'd feel remiss if I didn't at least
take a look at some of the new Final Nights cards.


New Friends:

Anatole, Prophet of Gehenna: 8/8
Malkavian
AUS DEM OBF dom for
If Anatole is ready during your master phase, you may look at the top
5 cards of your library and then shuffle the top five cards of your
library. +1 intercept.

The bad news is that Anatole is an 8 cap with no title. His special is
pretty wacky. Useful, interesting, but not that enticing. And it
overshadows his OTHER special. +1 intercept! That makes the total
package fairly attractive. He's especially useful in a !Malk deck as a
partner or replacement for Kite. Thematically, its also interesting to
note the appearance of a Malkavian with Dementation given the clan's
transformation from Dominate to Demenation in the RPG history. Does
this foreshadow more changes to come to the CCG?


Badr al-Budur: 5/5
Assamite
OBF cel qui dom
(Blood Cursed)


Count Ormonde: 5/5
Follower of Set
OBF dom pre ser


Hmmm... two new 5 caps with superior obfuscate and dominate. What
could I use them for?

Tactically, there's probably more bad news than good for the Malks in
the new set. The biggest implications are likely to come from the new
cards that increase casual or disciplineless intercept options. The
Starshell Launcher and Marciana are both interesting new additions.
The starshell's only-at-range damage makes it a somewhat specialized
weapon, but I'm wondering if we won't see it played just to toss
intercept around (same with Marciana). National Guard Support is the
other gorilla. -1 stealth to the table! As a vote! Very interesting.
But it is rare and might not get played as often for that reason. But
sneak and bleed just got a bit trickier.

Time to come out swinging.


III. Introduction to Malkavian Combat

The first question you have to ask yourself about Malkavian combat
decks is; why bother? There are all these other clans that have a
discipline set that supports combat quite well. Why try to make a go
of a combat deck with a clan that is notoriously weak?

But, with a little imagination we can find a few fun, effective decks
that exploit the Malks abilites and disciplines. With a Malk combat
deck you've got the element of surprise going for you, as your fellow
players will tend to expect your deck to be something altogether
different. More importantly, its jolly good fun to go "Hidden lurker.
It's Dollface with a disguised Gas Powered Chainsaw! Muahahahahah. NO
STRIKE FOR YOU!" ... or something to that effect.

Rather the just pontificate, I'll present some decks, and use them as
a springboard to look at some cards, tricks, and strategies.



IV. Deck - Tag Team

I'll do a list of the deck first, and then an annotated version with
some notes.

Crypt:

Normal      Malk 2 cap obf
Wantenda    Malk 3 cap obf
Brazil      Malk 2 cap aus
Dollface    Malk 3 cap obf aus
Zoe         Malk 3 cap obf AUS cel
Aleph       Malk 4 cap AUS dom
Roland Bishop Malk 4 cap obf aus dom
Victoria    Malk 5 cap obf AUS cel
Idalia, Prophet of Guadalajara     !Malk 4 cap AUS dem
Regilio     Nos 3 cap obf aus
Lena Rowe   Pander 3 cap obf aus pre
Franciscus  Caitif 1 cap aus

Masters: 15

Blood Doll x3
Tribute to the Master
Asylum Hunting Ground
Powerbase Montreal
Humanitas
Effective Management x3
Dreams of the Sphinx
Heidelburg Castle, Germany
Rumor Mill
Guardian Angel
The Barrens


Library: 74

Auspex: 16

Fast Reactions x10
Eagle Site x2
Spirits Touch x2
Aura Reading x2


Obfuscate: 18

Hidden Lurker x7
Behind You x5
Mask of 1000 Faces 
Disguised Weapon x5


Combat: 15

Fake Out x4
Dodge x2
Lucky Blow x2
Pulled Fangs x6
Taste of Vitae 

Equipment: 12

Sports Bike x2
Leather Jacket
Meat Hook x2
Gas Powered Chainsaw
Starshell Launcher
.44 Magnum
Sawed-Off Shotgun
Ivory Bow
Sengir Dagger
IR Goggles


Retainers: 2

Mr. Winthrop
J.S. Simmons Esq.


Allies: 1

Muddled Vampire Hunter


Reaction: 10

Wake With Evening's Freshness x10



Playing the deck: 

Bring out a bunch of little Malks and friends. Get a weapon on two out
(preferably using Disguised Weapon) then use Hidden Lurker and Fast
Reactions to nail anyone who blocks your bleeders or gets caught by
you interceptors.

Lets take a closer look...


Crypt:

Normal      Malk 2 cap obf
Wantenda    Malk 3 cap obf
Brazil      Malk 2 cap aus
Dollface    Malk 3 cap obf aus
Zoe         Malk 3 cap obf AUS cel
Aleph       Malk 4 cap AUS dom
Roland Bishop Malk 4 cap obf aus dom
Victoria    Malk 5 cap obf AUS cel
Idallia     !Malk 4 cap AUS dem
Regilio     Nos 3 cap obf aus
Lena Rowe   Pander 3 cap obf aus pre
Franciscus  Caitif 1 cap aus

This is 2 discipline deck; obfuscate and auspex. This crypt has a
slight bias toward Malks (this being their newsletter and all). The
deck doesn't require, or make much use of superior disciplines. And
even though its a combat deck, it will function quite well even if the
minions don't have much blood on them. It also requires a bunch of
minions to get the tag team effect going, since most combats will
involve 2 of your vampires. So, we're thinking small and cheap.

Watenda. He's one of my absolute favorites. Not only does he have a
killer special, but its sitting on cheap 3 cap. He's a must have any
Malk combat deck, and I like to slip him into a variety of decks. Give
him a weapon and a way to jump to long range, and he can stymie even
very dedicated combat (or S:CE) decks by canceling whatever they had
planned. Much fun.

Idalia's special will also come in handy. Use her to funnel equipment
to the rest of the team.



Minion/Blood/Pool Management:

Blood Doll x3
Tribute to the Master
Asylumn Hunting Ground
Powerbase Montreal
Humanitas
Effective Management x3
Dreams of the Sphinx

Lots of opportunity for blood and pool gain. Accelerate your
development with Management, Sphinx, and Montreal. Draw any blood more
than 1 or 2 blood off your minions and back into your pool.

Tributes work well in weenie decks, but I tend to prefer blood dolls.
They're more versatile, better in the early game, and over the long
haul. Lately, I've been surprise by how often I use them to get blood
ON a minion. Very often 1 pool is a worthwhile investment to keep
someone from hunting and give you an extra minion to act, block, or
get someone out of torpor.

Powerbase Montreal is a very powerful card, provided you can defend it
and/or get it back easily. If you've got at least 2 of the following:
intercept to keep it, stealth to get it back, extra minions to
defend/snatch it, then Montreal should be in your deck. When you get
it out, defend it rabidly, and go right back after it if it slips
away. This is a VERY strong card for Malkavians.

This deck will have a lot of combats with "bait" minions who are
setting up the Fast Reactions/Hidden Lurker. You're likely to see a
bit of torpor. So, Humanitas gets a slot. Keep rescuing minions who
end up in torpor. Nothing frustrates another combat deck quite a much
as having to play whack-a-mole with a bunch of weenies who won't stay
down.


Tag Team:

Fast Reactions x10
Hidden Lurker x7
Mask of 1000 Faces

These cards are the core, the heart and soul, of the deck. Gang up on
your enemies, deprive them of their strike. Hose S:CE. Bleed with
weaponless dudes with auspex to set up the Hidden Lurker. Block with
unarmed obfuscators to set up the Fast Reactions. With a little luck,
you'll have knocked 3 or 4 minions into torpor before your opponents
have figured out what the hell is going on.

I like Fast Reactions a bit more than Lurker because it works well
with a Wake to help you overcome the 2-minions-per-action problem.

Mask of 1000 faces is really just here because it goes with the theme,
to enhance the *surprise* factor of this deck, and to keep your prey
guessing.


Intercept:

Rumor Mill
Guardian Angel
Eagle Site x2
Spirits Touch x2
Sports Bike x2
Mr. Winthrop
Starshell Launcher

A mixture of transient, permanent, minion, and location intercept
creates a strong blend without eating too many card slots. Look for
any opportunity to block and beat your prey's minions. If your
predator isn't a offensive powerhouse, then go easy on him. Eating  a
light bleed or two is actually better than obliterating your predator
(even if you can). Even if he goes away, you'll just get a new one.


Weaponry:

Heidelburg Castle, Germany
Gas Powered Chainsaw
Starshell Launcher
.44 Magnum
Sawed-Off Shotgun
Ivory Bow
Sengir Dagger
Meat Hook x2
Disguised Weapon x5


Malkavian combat decks are going to be weapons decks. Weapons decks
are much maligned, but I find them quite fun to play, and they can be
quite effective. One problem you're likely to run into is that you're
playing a combat deck, but until you get a weapon or two out, you're
not much of a threat. Cycle whenever you can, as fast as you can, to
get to that first weapon.

This deck can exploit the advantages and disadvantages of the
different weapons. So, I've included a variety.

Two of the disadvantages of using weapons; having to take an action to
get one, and getting blocked, which not only means you lose the
weapon, but now you're in a fight, unprepared. Disguised Weapon solves
these problems, but remember that a Disguised Weapon without a weapon
card is worthless, while a weapon, without a Disguised card, may be
worth equipping. I like 8 weapons with 5 Disguises in a weapons deck
to insure I'll get at a weapon early, and should be able to use a
Disguised or two along the way.

Heidelburg is a very nice card for a permanents deck and can give your
a lot of mileage out of a few pieces of equipment. Wish everyone could
have a Sports Bike and an Ivory Bow? They can! (well, 2 of then
can...)


This deck has a lot of expensive toys (22 pool worth!). But you don't
need to get them all. Get some permanent intercept and weapons early,
discard the rest, and watch your pool. The minions are cheap and
there's lots of pool gain, so that should help pay the bills.


Combat:

Aura Reading x2
Fake Out x4
Dodge x2
Lucky Blow x2
Pulled Fangs x6
Taste of Vitae
IR Goggles
Leather Jacket
Behind You x5

 
Aura Reading is one of the great cards the nobody ever plays. Forget
Tortured Confession. This cards lets you see your opponent's hand just
for showing up. You replace it immediately, so it doesn't use a hand
slot during the combat, and at superior its a card cycler. Did I
mention it's free? I would think this would be worth a slot or two in
any auspex deck that expects to see some combat.

Note on Pulled Fangs; 1 is more than 0. So, an unarmed Brazil can 
fast react, punch for 1 and perform all kinds of unlicensed dentistry 
on the opposing minion.

There's also some light combat defense for the "bait" minions. Behind
You is a particularly strong (and also rarely seen) card for this
purpose.


Card Cyclers:

The Barrens
Dreams of the Sphinx
Aura Reading x2

Get rid of permanents you can no longer afford. Strive for that
Perfect Hand.


Reaction:

Wake with Evening's Freshness x10

A lot of wakes. Use them to fast react with tapped minions. Wakes are
nice for defense, but they also serve an important offensive purpose
in allowing you tap you minions going forward (or getting cool toys)
and still protect yourself. Ideally, you can swarm forward attacking
your prey, and wake react to bounce back and stop your predator.


Ally:

Muddled Vampire Hunter

Ah, Muddles.. No Malk combat deck is complete without him. Nasty but
very, very fragile. Hold back and watch which decks contain Muddles
killers. Only commit him to the attack when you're pretty sure he can
wreak some havoc.



V. Deck - Great White Hunters


The is my variation of the Out-Of-Turn Malk Rotschreck deck. The point
is to deliver a point of Agg, or threaten to. Send the opposing minion
to torpor (will all his blood), and then swoop in with the Grave
Robbing.

It uses some of the same tricks and combos as the deck above, but also
has its own nasty combos.


Great White Hunters

Crypt: 12

Watenda x2 Malk 3 cap obf
Roland Bishop Malk 4 cap obf aus dom
Didi Meyers Malk 6 cap obf aus DOM cel
Gilbert Duane x2 Malk 7 cap OBF AUS DOM
Anatole, Prophet of Gehenna Malk 8 cap AUS DEM OBF dom for
Zoe Malk 3 cap Malk obf AUS cel
Zebulon x2 Malk 5 cap OBF aus dom pro
Ozmo Malk 6 cap obf AUS dom
Aleph Malk 4 cap AUS com

Library: 80

Masters: 16

Rotschreck x4
Heidelburg Castle, Germany
Blood Doll x4
Golconda
Rumor Mill
Obfuscate x2
Asylum Hunting Ground
Fragment of the Book of Nod
Powerbase Montreal

Allies: 1

Muddled Vampire Hunter

Dominate: 6

Grave Robbing x6

Obfuscate: 21

Forgotten Labyrinth x2
Lost in Crowds x2
Swallowed by the Night x7
Disguised Weapon x5
Behind You x5

Auspex: 16

Enhanced Senses
Spirits Touch x3
Precognition x2
Fast Reactions x6
Eagle Site x3
Aura Reading

Equipment: 10

Ivory Bow x2
Sengir Dagger x2
Starshell Launcher x2
White Phosphorous Grenade
Leather Jacket
Sports Bike x2

Allies: 1

Mr. Winthrop

Action: 2

Bums Rush x2

Reaction: 6

Wake with Evenings Freshness x6

Notes:

The big difference between this deck and the classic Malk Rotschreck
deck is that it uses interecept combat instead of Maddness
Network/Rush. I figure you've got Auspex, so getting into combat out
of turn is not a big problem. Since its a weapons deck, you may have
to cycle a bit to get to that first weapon. So, better to have
intercept, where you can at least thwart, if not demolish everyone in
the early game. Then when you're set up, you can begin to pick off and
pick up choicest minions at the table.

I'm in the club that thinks Rotschreck is a fairly broken card. But
hey, you're playing a Malk combat deck. You're entitled to a little
sleaze. For Extra Sleaze use the WP Grenade with Rotschreck. The
grenade isn't even burned, and at close range you don't take the
damage. Honest. But you should bring a copy of the ruling with you:

LSJ Date: 1998/10/06 
> Subject: White Phos. Grenade Question
> Hm, suppose I were to declare my strike with a white phosphorous grenade,
> then play Rotschreck...?  What happens to the grenade?

Nothing. It isn't burned until it is used and Rotschreck pre-empts
that use. Similarly, the grenade would not be burned if the opposing
minion used "End Combat" as his strike, since combat would end and
the grenade would not get used.


Pointing this out won't save you from a beating however.


Fast Reactions is a nice poor-man's-Rotschreck and will typically have
the desired effect.

Keep in mind that there's the Golconda in the deck. If you can pick up
some poor 8+ cap, you'll be happy to redeem him for cash and prizes.



That's all for this month. Thanks for reading.

Submissions? Questions? Comments? Complaints? Kudos? Let me know at
bswainbank@my-deja.com

-Ben Swainbank
Prince of Portsmouth, NH