VEKN MALKAVIAN NEWSLETTER
June 2002

VEKN MALKAVIAN NEWSLETTER, June 2002 - On Time Issue

A Letter from the Editor:

Before I get into the meat of the newsletter-- a little announcement.
I've decided that this will be my last Malkavian Newsletter.  I'm still
very involved in the game, and plan on remaining so. And I still really
enjoy reading all the clan newsletters, and think that they are a great
vehicle for the delivery of interesting ideas and V:TES wisdom. But,
after 12 months and 11 newsletters, I feel like I've said most
everything I have to say on the subject of playing the mad Malks, and my
V:TES thoughts are moving in other directions.

For anyone who's been reading along for the past year, and especially
those who've offered their feedback and submissions, thanks for tuning
in. I hope you've enjoyed reading these half as much as I've enjoyed
writing them.

With the Camarilla set coming out summer the Malks are sure to number of
new members and new toys (and a new discipline?). I hope someone
else will step up to offer a fresh perspective and carry the baton.

*sob* *sob* I'll miss you guys... *big hug*...

Right. Back to the newsletter.


Strategy Thoughts: 2 Hour Time Limit

One fundamental difference between casual play and tournament play is
the fixed time limit in tournament rounds. This little nuance hasn't (to
my knowledge) undergone much investigation, but it can have a
significant impact on differences between good tournament and casual
decks, and also on who ends up winning the game.

(Note: No, this topic may not be that relevant to the abundance of
non-tournament-playing players. But, maybe, thinking about the
implications of table-speed and aggressive play will help at any table.
So, read on.)

There was a time when I didn't give much thought to the 2 hour time
limit. Before the game wins rules came into effect the table sweep was
king. A fast-forward deck that focused on firepower over staying-power
just had to catch one table napping to pick up 5 VP and a ticket to the
finals, even if it pooped out in the other 2 prelim rounds.

Its not that these tactics no longer work. But the fast decks can expect
tougher competition in the finals, and staying-power often wins in the
end. Furthermore, under Game Wins a table sweep has less value. Two
table wins are often required to assure a spot in the top 5. Consistency
counts.

Thinking along these lines, combined with my thoughts on postures and
table dynamics (see the February newsletter lovingly archived at:
http://www.thelasombra.com/newsletter/malkavian_february_2002.htm
...plug, plug) has got me making decks that are a bit slower out of the
gate, pack a solid defense, and may not generate a lot of forward
firepower until the midgame.

This playstyle, combined with a little wallification of our local
meta-game, means the games can go a little slower. So there's another
factor that must be accounted for: the 2 hour time limit.

The bottom line is this:

A good tournament deck needs to be able to survive and reliably oust 2
people in 2 hours.

That wall deck that refuses to die, and slowly grinds down its prey,
isn't going to cut it. Just bloating and surviving doesn't cut it.
Ousting your prey and hanging in there doesn't cut it. You need to get
2. You've got 2 hours to do it.

The flip side of that is that you really only need to get 2 ousts (and
survive). Everything else is gravy. After the first 2 you can either be
the last one standing, or even play conservatively and wait for the time
to run out to get the table win.

And you have a full 2 hours to do it in. If your deck doesn't switch on
until 40 minutes into the round, its ok -- so long as you can still get
your 2 within the next 80 minutes.

The 2 hour limit has implications for deck construction. The .44 or
Hunting Ground can really pay off in the casual endgame. The 80 card
deck might run out. But remember the clock. You deck only needs to last
until time is called. Your permanent investments need to pay off in the
first 2 hours. When the whistle blows, the round is over, and all that
counts was who got ousted and who didn't. When you're testing your deck
for tournament play, keep an eye on the clock. Where did the game stand
at the 2 hour mark? Sometimes its not so much who wins, but when.

During the game, there are also a few things you can do to put time on
your side. There is a direct relationship between the number of players
who stay in the game, and the number of turns you are going to see. Many
players work to "stabilize" the table, damaging the biggest threat, to
keep VPs out of other peoples hands. The problem is that if nobody gets
ousted the game will run slowly, and you won't have as many turns to
play.

By the one hour mark you should have a sense of the table's dynamic. Ask
yourself, is this table in danger of going to time? If nobody's demise
is imminent then you've got trouble. Remember: you need 2! Someone needs
to fall soon, preferably your prey. But it doesn't help to keep your
cross-table pal or predator in the game just so you can all go to time.
Let people fall. The game will move much faster when its down to 3 (or
2) players. Hopefully, that will give you time to get your mojo working.

I've been to one or two tournaments where the final comes around and the
organizer says:

"Well, they're not going to kick us out of here right away. So, let make
it a 3 hour final round."

I have mixed feelings about this. A game that goes to the end,
especially if its a tournament finals, is much more satisfying than one
that times out. So, even if my 80 card deck (and/or my pool supply) runs
out at the 140 minute mark, I'm hesitant to complain about the extended
time.

But, for all the reasons listed above, the time limit does matter. If
you know about it before hand, a 3 hour final *might* be worth planning
for by bumping the deck up the 90 cards and/or adding a Hunting Ground
or other long term investment.

I would ask that tournament organizers consider the time available
beforehand, and include the length of the final in the tournament
announcement. If the game can go more than 2 hours, there are good
reasons to be ready for it. Do what you can to put time on your side.


Deck: You're Not In Our Club!

This little deck is designed to exploit the stackability of Camarilla
Segregation while using Anatole's dementation to make sure everyone (but
you) has a non-Camarilla vampire.

Play multiple Camarilla Segregations. Derange the vampires of Camarilla
players. When this pisses off the table and they all come at you, use
intercept and obedience to hold them off. Wait for the table to start
dying and then Kindred Restructure to pick up the pieces.

Crypt: 12
Leandro x2
Lucian x3
Gilbert Duane x2
Gregor Anderseen x2
Anatole x3

Library: 80
Masters: 18
Andeluvian Awakening
Anarch Revolt
Smiling Jack the Anarch
Minion Tap x6
Creepshow Casino
Info Highway x2
Dementation
The Barrens
Fragment of the Book of Nod
Maddness Network x2
Metro Underground

Mionion: 62
Dementation: 4
Derange x4

Dominate: 14
Obedience x12
Deflection x2

Auspex: 10
Telepathic Misdirect x3
Eagle Sight x4
Enhanced Senses x3

Obfuscate: 13
Forgotten Labrynth x7
Lost in Crowds x4
Elder Impersionation x2

Reaction: 6
2nd Tradition x4
WWEF x2

Action: 13
Judgment: Camarilla Segregation x9
5th Tradition x4

Political: 2
Kindred Restructure x2


The end.

Thanks for reading.

-Ben Swainbank