V:EKN Clan Malkavian Newsletter, September 1999

Well, anyone who's been paying attention to the group at the moment has
seen a lot of the arguing about what is cheesy, what isn't cheesy, the
multi-facetedness of decks, combat defence, vote defence, bleed defence
and so forth.  Various people have proposed the idea that a Malkavian
stealth and bleed deck can be just as multi-faceted as any other deck -
perfectly true.  But what sort of secondary functions can you work into
your Malkavian stealth and bleed deck?  Well, let's start with a look at
combat defence - exactly how are you going to protect your minions?

There are, of course, quite a few ways available and each has its own
advantages and disadvantages.  You can use equipment, or Master cards -
there are even a few minion cards lying around which could be used to
your advantage, despite the Malkavians not being hot in combat.

So let's have a look at equipment first.  It's something that tends to
get overlooked most of the time.  Why?  Well, equipment and weapons have
a tendency to be somewhat synonymous.  Most of the time, weapons *are*
over-priced and under useful.  They get smacked by IG, so their pool
cost is too high for something so 'fragile' (that is, something so
difficult to be able to guarantee usage of).  But the secondary
equipment functions don't have that problem; since they provide you with
a non-strike function, you just go merrily on your way and use them.

+ Flak Jacket

The Flak Jacket is the first item to crop up.  Is it useful?  Well, it
can be, but what sort of combat defence does it provide?  At a cost of 1
pool, you can use it to prevent 1 damage during a combat.  Against the
concerted effort of a rush deck, that 1 damage isn't going to be good
enough - the Assamites can hit you for more than that with the Khabar:
Honour, the Brujah can easily manage lots of damage with Blur or with
potence based cards, the Gangrel have Scorpion Sting, Ritual Challenge,
Gangrel Revel, the Tremere can steal blood (not damage) and then hit you
with Cauldron of Blood, the Tzimisce have Scorpion Sting, retainers and
strikes like Flesh and Bonecraft which have effects other than damage.
Even the Toreador can manage it with a basic Blur, even though they
*aren't* hot in combat, at all.

So what can it do then?  Well, it will protect you against the basic
hand strike of another minion, so if you play in a combat light
environment but don't want to lose the blood to blocking, it can be
worth it.  As a serious defence against combat decks though, you are
probably best to forget it.  It might mean that they have to cycle a few
cards to get a good strike/Torn Signpost/whatever before they can kill
you, but kill you they will.  Me, I'd rather have the pool still sitting
round for use in bringing out a replacement vampire.

+ IR Goggles

One of the arguments you often see on the newsgroup is how to best
defend against a Brujah potence deck (or one of the other variants upon
the potence decks).  One of the big arguments is over whether a Dodge, a
Combat Ends or a maneuver can do you the most good.  The thing about the
Dodge and the Combat Ends cards is that they are easily circumvented by
an Immortal Grapple.  The maneuver afforded by the Bum's Rush in a rush
deck can be neutered by a block, and then they have to start using
things like Flash.  If you can draw those out and get rid of them, it
makes it all the easier for you to defend.  Also, against a combat light
deck, a maneuver is just as good as a Dodge since all you can then do is
just wave at each other from long range, so you still suffer no damage -
but the maneuver can afford you better protection against the rush deck.

The IR Goggles can, therefore, be a big consideration for a deck.  If
you can afford the time to equip it, it could be the best choice for
combat defence.  It's also not unique, nor limited to one per vampire
(as the vehicles are), so you can start putting several on a vampire to
make them kings of range setting (until they come up against the
Lasombra or Cailean).  

+ Leather Jacket

The Sabbat version of the Flak Jacket, as it were, but possibly more
useful against heavy, heavy combat.  Unlike most of the other pieces of
equipment, you might not have to lose the actions you were going to
take.  Why? Well, you're Malkavians, aren't you, and Madness Network is
cool.  Since the Leather Jacket untaps you at the end of your turn,
later on round the table, take the action you were going to take
anyway.

How useful is the Leather Jacket though?  Well, it can be good since it
can, against a non-cel combat deck, provide you with a free round in
which to do anything you want - a one off Skin of Steel which might make
them more reticent to waste a combat on you since if they use cards to
hit you, you burn it (so they waste cards) and if they don't, you don't
need to burn it.  Of course, at some point, they'll have to come and
have a go, but it might just provide the dis-incentive you need to
survive.

+ The Blood Tears of Kephran

Preventing 2 points of damage once can be useful, of course, though
their unique status means that they can be a lot less useful than the
Leather Jacket - you can't have them on multiple vampires, and having
too many in your deck might mean you draw several useless cards at once.
The ability to burn to gain two blood has its uses, though.  If a combat
deck comes to hit you, it may not be able to amass enough to properly
torporise you.  Being able to burn it to prevent the damage can be
useful, or you could leave it till later and give yourself the blood
back - a possibility versus a Cryptic Mission/Society of Leopold deck.  

On reflection, though, a copy of Leather Jacket may well prove to be
more useful.

+ Ruins of Villars Abbey, Belgium

Expensive card, at 2 blood, and locquipment so you can't move it round
later in the game, which the 'normal' equipment cards have at their
advantage.  Of course, it can't be stolen due to diablerie either...
But at 2 blood, it's expensive.  At having to burn X blood to get the
maneuvers, it's also damn expensive.  I mean, from equipping it to
getting your first maneuver, you've just spent 3 blood.  And it's
unique :(

A card I like for some reason, though, but just one that isn't very
useful.

+ Hawg

The Hawg can be a great weapon in the right environment.  If you have a
lot of Tremere (*glares at Xian*) then the Hawg can start to clamp down
on them, making them waste a lot more presses than they should, or
having to fire off a Shotgun Ritual, and killing their blood in the
process.  But, in many environments, the Tremere aren't that hot.
You're more likely to get killed in the first round than the second, and
so a Hawg may be of no use to you at all and this seems quite likely.

That more or less rounds off the combat defence equipment.  How about a
retainer or two?  Well...

+ Jackie Therman

With the one optional maneuver, you essentially have an IR Goggles at
your disposal.  However, she's Unique :( There is also the problem of a
long range player being able to shoot her from range, and there's
nothing you can do to protect her in those circumstances.  For style,
she gets 10/10, but for use, a lot less.

For masters, though?

+ Elysium: The Arboretum

The old stalwart of the "Run away" fraternity.  If you don't want to be
in combat, this is a great card to have.  It *will* end a combat, with
almost nothing they can do about it, unless they can deal damage before
range, which is rare.  Of course, it's a one shot per turn.  Since it
taps, you have to choose when to use it and when to weather the combat -
and if you choose incorrectly....

The other big problems with it are the vote it has to burn it (a combat
deck can probably have enough muscle to get rid of it quick sharp-ish,
if it annoys it) and the popularity - some combat decks now take to
including it, simply to annoy all and sundry by contesting it.

+ Police Department

Like the Hawg, this is only useful against, really, the Tremere.  A good
solid combat deck will kill you in the first round, though there are
exceptions.  But it's a master slot, and wouldn't you just rather have
the Elysium out than this?  Most of the time, I would have thought so.

+ Direct Intervention

Not strictly a combat defence card, but worth mentioning.  If that
combat deck is annoying you with its Immortal Grapples, you may just be
able to disrupt it using this.  With a typical ratio of 10-12 out of 90
cards for the Immortal Grapple brigade, they may not be able to redraw
one when you throw this at their feet.  If they do, you've just wasted
one anyway - and that *might* be worth the 1 pool.  You decide.

+ Guardian Angel

A problematic card.  The intercept it affords you might be useful, but
not really for the cost if all you want is combat defence, since it only
works versus bleeds.  It's expensive, then, for just the combat defence,
and the fact that it can so easily go away (burn on entering torpor)
makes it an awkward card to use in this manner.  

What surprises, then, does Obfuscate hold for the opponent of the
Malkavian S&B deck?

+ Behind You

A good card, in that it can afford a maneuver, and also a dodge.  The
Dodge! card can be problematic to use, since if you get IG-ed, you can't
get rid of it.  But this two use card gives you the added flexibility,
and the considerable use of a maneuver, too.  This card really could
save your life, especially if you go for the high Obfuscate vampires in
your deck.

+ Vanish from the Mind's Eye

A press to end combat, or just a press at superior.  The same problems
as the Hawg and the Police Department, really.  Unlike those, though,
this is transient - you don't have to spend a master phase action, or an
equipping action.  You can just play this in combat.  Of course, it can
be almost impossible to get in your hand unless you have large numbers -
and let's face it, a Press just isn't going to cut it.  Even the second
round combat decks will hopefully be able to hurt you in the first round
as well, at least for more than just a quick slap.

+ Fade from View

Press, or a Dodge.  At the cost of 1 blood, though, can you necessarily
spare the blood?  Similar flexibility to Behind You, and no restrictions
on first round only, but the maneuver of Behind You, and it's zero cost,
make it the more logical choice, if you can get hold of enough.

+ Quick Exit

A free version of Fade from View, but only allowing you to press to end
combat.  Still, who would want to press to the second round in combat
defence?  The Strike: dodge is still there, so if you were to need
presses as combat defence, this is a far more logical choice than Fade
from View.

+ Swallowed by the Night

A beautiful card, IMHO.  Having the stealth at inferior means that you
can use it heavily for stealth and bleed, but the Maneuver at superior
makes it absolutely superb.  Definitely a candidate for any stealth and
bleed deck, since it doesn't detract from the stealth (since only Lost
in Crowds provides +2 for the bleed deck at superior, so this could be
any other card for stealth concerns) and the maneuver is always useful
to have on hand.

Dominate has fewer options.

+ Obedience

You would need to be untapped to throw this one down, so if you're being
Ambushed, forget it.  The requirement for a younger vampire can be fine
against some of the small, fast, hard combat decks.  If you can survive
just long enough to start amassing pool to out-race the combat deck,
you'll do fine, but it'll slow down the number of actions you can take,
or require a Wake of some description to use.  

+ Thoughts Betrayed

A combined offence/defence type card.  The damage at inferior is often
ignored, which is a shame because it could be useful if used properly.
At superior, you get to stop them playing strike cards, which is very
useful.  However, a lot of decks *can* have ways round that - the
Potence decks often don't need a strike card once Torn Signpost, Fire in
the Blood and Fists of Death find their way into their arsenal, and
other decks have retainers and so forth.  However, they may not have
them ready, so you could slow them down, at least, or nullify the
unlucky deck that hasn't other options.  

Combat defence is also found in the Malkavians final discipline, Auspex.

+ Read Intentions

Essentially, the same card as Quick Exit, with all its faults.  Under
Auspex, you may have chosen to leave it out of a stealth and bleed deck,
where Obfuscate and Dominate prove to be more useful.  Under other
decks, though, this could prove to be more useful, say, if you need the
Auspex to defend your Madness Network.  Of course, it's the old press
again, whereas I'd rather have the maneuver, but it does give the
flexibility of a dodge so it may work out.  I wouldn't bank on it,
though.

+ Spirit's Touch

The maneuver at superior may mean that this finds its way in to your
deck, but the reliance on intercept might force it out of your stealth
and bleed deck, where you want to take actions, not sit around and wait.
If you have a slight amount of intercept though, to stop the vote deck
from running wild, say, this could prove to be just as useful as
anything else.

+ Precognition

Like the Spirit's Touch, but provides a slight amount of damage
prevention, instead.  Will the 1 point do much to a big hard combat
deck?  I think not, but it will stop you take a point from hands against
another combat light deck.  

+ Primal Instincts

The problems of relying on a Dodge, when Immortal Grapple will kill it,
rears its ugly head here, and that has been well discussed.  The
superior allow you to cancel your *own* strike and choose another one,
so if you find that the Gangrel deck hasn't played Scorpion Sting, you
could throw it down for a Dodge.  But not very likely, I have to say.

And well, that about wraps it up for this month.  Suggestions, comments,
criticism etc. welcome.

-- 
James Coupe (Malkavian Mouthpiece)

Vampire: Elder Kindred Network
http://www.white-wolf.com/VTES/vekn.html  http://www.obeah.demon.co.uk