V:EKN Clan Toreador Antitribu Newsletter, March 2000

3/1/2000 Editors Corner - Ethan Burrow, Prince of Austin

Well, if you're reading this chances are you've heard about 
White Wolf reclaiming the V:TES property for themselves. 
The community has exploded with response, mostly enthusiastic...
and it looks like this great game of ours has a future more bright 
than we anticipated. Granted I'm looking at this optimistically. 
But then again I'm a V:EKN Prince so what did you expect...apathy? ;-) 

If you wish to follow everything, check either the newsgroup at 
rec.games.trading-cards.jyhad or http://clubs.yahoo.com/clubs/vtes. 


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Card of the Month - Business Pressure 

An underrated card. It's often overlooked until you realize it's usefulness. 
In vote/pool gain decks it allows you the ability to beat vote lock on the 
table. Timing is key, as you want to play it after everyone else has usually 
thrown their votes, in case you feel you might still lose the vote. However, 
as long as you have more pool than your prey, you can usually get the vote to 
pass. 

Why Prey? Most of your votes will typically target your prey, those that 
aren't can usually pass via bribes (or surprise) and don't need business 
pressure. Most players on the table will not pay a pool unless it prevents 
them from directly being harmed. You'll find most if not all of the business 
pressures you play, only your prey will actually pay pool to counter your 
votes provided you focus your votes on your prey. If you play the card at 
superior, chances are you will win the pool battle. And get extra pool loss 
on your prey to boot if they try to counter your votes :-) 

This card is also useful to get Praxis Seizures or Crusades in play when 
you don't have vote lock. Again, your prey stands to lose the most from 
your vote dominance, and others will usually leave you alone unless you 
are the "target of the table". Superior really helps if you have the table 
against your votes, and you *need* them to pass. Cryptic Rider is a good 
secondary card, to reduce your pool loss on the second vote - since it will 
pass automatically. 

Combat disciplines and how they compare 

Combat while usually harder to master than the other aspects of the game, is 
also the most fun to play. I'll be dedicating several articles of the next few 
newsletters to focus more on combat and hopefully give some of you out there 
more insight into how you can be more effective at it. Please note that while 
I will help you win more combats, winning the combat does not win the game. 
But it'll make you feel good and have some fun while doing it. 

Combat is all about having more options than your opponent. 

For the purposes of our initial discussion, we'll only talk about combat 
cards. Later we can discuss how vampires, reactions, action modifiers, 
etc. can help you out in combat. All cards that modify hand damage and 
other grab-bag effects are considered 'other' and not strikes since you 
really strike with "hands". Strikes include all strike cards that are not 
Dodge or S:CE. Cards like Catatonic Fear and Riposte that do damage and 
S:CE are listed as Strikes as well as S:CE - to indicate they do damage. 
All cards are represented once if inf/sup do the same thing. We're looking 
at options, and having a card that produces differing effects are good, 
since they give you more options. 

Disclaimer : I may be off a couple of values here and there as I wasn't 
as thorough as I'd like when compiling this info. It's really only meant 
intially as a generalization, so you have been warned ;-) 


[table snipped - not text reproducible, see web link to Toreador Antitribu
 newsletter archive to get the table]


A quick glance at the table will give you good indications on how well 
a skill (and later discussion : clans) can be in combat. Celerity and 
Protean have cards for each category, thus I feel are the most versatile 
skills in combat. Dominate and Dementate only have 1 card each, not good 
combat skills. 

Try playing a Protean vs. Celerity combat sometime. Deliberately sit a 
Gangrel combat deck next to any clan playing with combat Celerity. Both 
players will likely have a lot of fun, and those can be the most 
strategically pitted foes. One mistake or hand jam will cost you the 
battle. If Protean were a more generally available skill it would probably 
be more widely used. Until then, IMHO Celerity is the top dog. I mean, 
how can you compete with 8 additional strike cards ;-) 

Potence and Thaumaturgy are the power hitters, as they have double digit 
amounts of strike cards to choose from. And it comes as no surprise that 
the most S:CE is Presence tied with Protean. 

One overlooked discipline that actually has some worth as a supporting 
combat discipline is obfuscate. It has maneuvers, dodges, and presses - 
enough to actually ensure surviving combat on it's own. Also very useful 
when combined with another combat skill (e.g. Animalism - they fill each 
others gaps nicely). 

Other assumptions can be gleaned from the table as well. Animalism and 
Potence have several "Other" category cards, and utilize Trap more 
effectively than other skills do. Thanks to Sabbat, Animalism trap 
decks have seen many a victory. Obviously Fortitude works just as 
well, but this table is meant more as guide than a definitive reference. 

Don't forget that any clan has access to the No Skill category, and aside 
from additional strikes and damage prevention, don't be afraid to use 
these cards to fill gaps if your skills don't provide the options you 
need. Remember though, these cards usually won't let you replace, cost 
blood, or have some other disadvantage. 

The more cards you have access to, and the more versatile those cards are, 
the more control you will have over how the combat is played out. Try to be 
aware of which disciplines you have as opposed to which ones your opponents 
do. Potence only decks will not fare well against Celerity or Protean due 
to the maneuvers and dodge/S:CE. 

Hand jam and seeing your opponents decks play out are obviously going to 
give better indicators, but hopefully the generalizations has exposed you 
to the strength of some skills over others, and the usefulness of unexpected 
skills in combat. 

Next month we'll use this table to compare the combat effectiveness of all 
the Clans, and look at some of the basic combat deck principles.