Official VEKN Nosferatu Newsletter
September, 2002

Official VEKN Nosferatu Newsletter for September, 2002.

'So you want to be a Nosferatu, huh?'

Thank goodness that White Wolf finally got around to publishing all this new
Camarilla stuff, so I can finally get off my malformed, scabrous arse and
write some new Newsletters. For those of you just tuning in, I have a
collection of about 30 some odd old Nosferatu newsletters full of strategy
advice and deck designs archived at:

http://www.myplanet.net/pdb6/vtes.html

And hopefully, Iıll write a bunch more, now that I have all this new fodder
to work with.

So you have decided to become a Nosferatu. A fine choice. And the best way
to start out is to pick up one of the cool, new Camarilla edition new
Nosferatu starter decks. Thus, I figure that I might as well look at the
pre-constructed deck, analyze strengths and weaknesses, and give some handy
advice in playing it either as is or in a draft environment.

Lets start with the crypt:

Harrod (11)
Ellison Humbolt (9)
Khalid (9)
Amadeo (8)
Murat (7)
Nikolaus Vermeulen (7)
Judah (6)
Calebros, The Martyr (5)
Gemini (5)
Daliyah (4)
Laurent de Valois (4)
Regilio, The Seeker of Akhenaten (3)

Not a fantastic crypt, but not bad. You get 7 vampires with superior
Potence, 6 with superior Obfuscate, and 4 with superior Animalism. You get a
surprising number of voting vampires with an IC member, 3 Princes, and 4
Primogen, which combined with Ellison Humboltıs special ability to control
the votes of other Princes, you can have quite the say in Camarilla
politics. Pity that the deck only comes with a single questionable political
action. Most of the vampires in the crypt are pretty solid, although
Dalyiah, poor little Daliyah, is, like, totally useless in this crypt. I
realize that they wanted to reprint all the old expansion vampires, but
including Daliyah, whoıs main power is a superior discipline that isnıt even
included in the set is just sad. Oh well. At least she is only a 4. Over
all, you have good voting power, good combat abilities, and good defenses
with this crypt.

On to the Master cards:

1 Gird Minions
2 Blood Doll
1 Secret Horde
1 Spawning Pool, The
1 Slum Hunting Ground


Ok. Not such a good selection here, but not totally abysmal. 2 Blood Dolls
and a Hunting Ground make for some reasonable pool management, Secret Horde
can be rather effective when you only have 6 total Master cards. The
Spawning Pool is a difficult to use card in general, but is probably going
to be pretty effective in a sealed environment. The Gird Minions, cool new
picture or not, is just a slap in the face. But, ok, not a devastating start
for the deck, and certainly workable. On to the other cards:

3 Aid from Bats
1 Army of Rats
1 Canine Horde
2 Carrion Crows
3 Cats' Guidance
4 Guard Dogs
1 Owl Companion
1 Raven Spy
2 Scorpion Sting
1 Song of Serenity
1 Terror Frenzy

A good selection of Animalism here, giving you good untap abilities (always
good), some light intercept, and good combat support.

3 Increased Strength
3 Pushing the Limit
2 Shattering Blow
5 Undead Strength

Not a super strong (ahem...) selection of Potence to use, especially
considering how you have more vampires with POT than any other discipline,
but certainly utilitarian when backed up by the Animalism support. The
Shattering Blows (and Canine Horde) are certainly useful in a limited
environment, as weapons are very good in such a game, and are rather common.
The Increased Strengths would have been much better as Torn Signposts, as
they combine with Scorpion Sting better, and back up as just better hand
strike damage without combo cards, but with 8 Potence strike cards, theyıll
still be pretty good. No Immortal Grapple, significantly, but in a limited
environment, it probably wont make that much difference.
  
1 Behind You!
1 Forgotten Labyrinth
4 Lost in Crowds
3 Night Moves
1 Sacrificial Lamb
3 Spying Mission
3 Swallowed by the Night

A pretty good selection of Obfuscate cards, especially as many of them are
³combo² obfuscate cards that double as something other than stealth, so they
are less likely to jam up your hand if no one tries to block you. The 3
Spying Missions add some much needed bleeding help and the Swalloweds are
great for combat. The 3 Night Moves arenıt great, but certainly can help if
you can make a Political go with the deck (i.e. use Night Moves just to get
the Edge). You should have enough stealth to do anything you really need to,
and you have other useful, non stealth related cards to back up your other
strategy angles.

1 Arson
3 Boxed In
5 Bum's Rush
4 Computer Hacking
1 Delaying Tactics
3 Fake Out
1 Nosferatu Performance Art
1 Taste of Vitae

Certainly good non discipline cards here. 5 Bumıs Rush is a strong inclusion
in the deck, as combat is probably your best way to deal with a dangerous
predator (like a Malkavian or Ventrue). The Fake Outs, Boxed Ins, and Taste
make for reasonable combat support. The 4 Computer Hackings are a fantastic
and necessary bleeding support. The Nosferatu Performance Art (always a
personal favorite card of mine) can be very powerful in a limited
environment when you are fairly likely to see some Toreador. The Arson
probably could have been a Rampage, as most of your vampires have Potence,
but the Arson certainly doesnıt hurt. The Delaying Tactics is always a good
card, but considering the vote power this deck comes with, it seems kind of
superfluous.

1 Disputed Territory

Again, considering how much vote power this deck starts with, it strikes me
as kind of odd that it comes with only one vote card, and a questionable one
at that, but, well, itıs what you have, and is certainly worth using if you
can pull it off.

1 Bomb
1 Sport Bike

As equipment goes, the Sport Bike is certainly solid, but the Bomb seems
kind of redundant (what with the Arson and Disputed Territory and all). I
guess this is more evidence to support the widely believed notion that the
NOSFERATU HATE LOCATIONS!!!!!

So now that we know what cards we have at out disposal, what do we do with
them? Well, assuming you are playing straight out of the box (i.e. no
additional cards from boosters or drafting) and you can strip some cards
out, Iıd probably remove a few of the more questionable cards (The Bomb,
Delaying Tactics, the 3 Night Moves, the Gird Minions) and just have at it.
You have good combat capabilities for an overall offense and defense, light
intercept and untap, stealth to get through important actions, and some
light but reasonable bleed offense. You are not really better at any one
thing than any of the other clans, but you do most things pretty well.

Assuming you have extra cards from extra packs or a draft format, you have a
lot more room to move.

The first thing to do is try and fix the crypt. Daliyah, poor little
Daliyah, really has to go. After she gets whacked, Regilio and Laurent are
the next weak links--yeah, they are cheap, but they lack important in clan
disciplines. I wouldnıt replace any of these three with huge vampires, just
to keep the crypt size manageable, but any other good small vampires with
appropriate skills (like Darva, Mouse, Krid), or any of the very solid mid
sized Nosferatu (Amelia, another Gemini, Gerard) would certainly help the
crypt. Iıd also be inclined to cut out a few of the huge vampires (like
Harrod and/or Khalid) just to keep your crypt size more reasonable.

If you can get more Master cards, that is always going to be good for this
deck. A few skill cards, maybe some extra pool management, something. 6
total Master cards (especially when one of them is Gird Minions :-) leaves
you with very limited access to a very powerful resource at your
disposal--your Master phase. Sure, Khalid kind of makes up for having few
Master cards, but as you are probably taking him out anyway, get more Master
cards.

As to your main deck strategy, you can take one of two basic roads:

A) Keep the deck like it already is, just make it better. This means that
you are going to want to maximize your combat angle and bolster your
bleeding capabilities. In a draft format, it should be really easy to get
Animalism cards (as you are the only clan with Animalism), so you can
probably skip over them in the first few pack passes to get important
Potence or Master cards, and then get the passed over Animalism cards later.
Adding a few extra untap cards (Dogs, Rats, Cats, Wakes) would be handy, and
a few extra points of intercept (from Ravens or equipment) will be helpful.
You arenıt going to be better at combat than the Brujah (and the Tremere are
generally going to give you as good as they get), but youıll be very good at
killing off the softy Malkavians, Toreador, and Ventrue if they go light on
Fortitude.

B) Go for the crazy Hail Mary, and try to turn your deck into a heavy
political deck. The Nosferatu deck has, as already mentioned, a surprising
amount of political clout, but right out of the box, the deck lacks the
ability to capitalize upon this strength. Draft as many Political Actions as
you can, which means giving up a good rare draft for a Kine Resources
Contested or something. If you can get a hold of some strong vote cards, you
can gain a much needed offensive boost, and youıll also be undermining the
Ventrue player, which is always a good plan. Use Rush actions to ³rig² the
voting situation, and liberally threaten your opponents. Hey--itıs a risky
plan, but it just might pay off.

Hopefully, this will help out any new player picking up a Nosferatu starter,
or anyone in a limited/draft situation. Now lets go out there an mess some
folks up!



Peter D Bakija
PDB6@bigplanet.com
http://www.myplanet.net/pdb6

"I need a doctor, kinda, sorta. What's wrong with me?
He said there's a skid mark on my aorta and there's no remedy."
-The Donnas