V:EKN Clan Toreador Antitribu Newsletter, May 2000

This newsletter and many others can be found on the web at
http://whitestar.ddg.com/vtes/newsletterarchive.html
 
5/1/2000 Editors Corner - Ethan Burrow, Prince of Austin
 
We're one month closer to new cards, and I personally can't wait too 
much longer. Good thing is we have 2-3 tournaments coming up that our 
group will be attending, so we're tuning our decks now. Praxis Seizure 
Austin is this weekend, and I hope everyone in the area will attend. 
 
We're also going to likely start another sealed league before the new 
Sabbat comes out. If you haven't tried sealed leagues yet, I would 
highly recommend it (if you can get the unopened packs to do it). 
You can expect a lot of Sealed "New" Sabbat in Austin when it comes 
out . 
 
 
 
How the 5/1/2000 Rules Team Rulings affect the Toreador Antitrbu 
 
Life Boon - would rather have seen it banned than errata'ed since 
it only affected tournament play...
but at least it will no longer affect tournament play like it did.
 
Priscus untainted - Matteus can now gain us bribes and not screw us 
due to Scorn even if Gratiano is out. Yay!
 
Banishment - nothing major, just a lot of cleanup and consolidation 
of rules. Although note that master skill cards no longer count towards 
capacity when uncontrolled.
 
For a more detailed description of what was ruled, go to
http://www.deja.com/getdoc.xp?AN=617833863
 
 
Happy Families - Some of Austin's players take a look
 
I thought some people would be interested to hear a couple of Austin's 
players take on the Happy Families deck construction ideas put forth by 
Legbiter. To inform those who are unaware, Happy Families attempts to 
evenly distribute your library between all the disciplines used by your 
chosen vampires, unskilled cards, and master cards using a weighting 
system. The end result is a deck that tends to flow very well, while 
trying not being degenerative. (Please add more if you like Legbiter )
 
Mike Ooi and I have both built happy family decks, Mike a Tremere and 
myself a Toreador. Incidentally, I limited myself to a box of VTES 
boosters (I had just received a shipment and decided to try Happy 
Families with one box much like Tatu and Legbiter did).
 
Result : both decks did indeed have no trouble cycling cards. I don't 
recall either of us getting hand jams. I did notice that my political 
deck didn't have any punch, due to having to lump votes/bribes/scorns/etc 
into the non-skill category. It did manage a victory point here and there 
though.
 
While they did manage to play well, they didn't manage to win reliably. We 
tend to have aggressive decks (intercept wall/weenie/combat/TheLasombra/etc), 
and I'm impressed at how well the decks hold up in such an environment. 
It's a good compromise between sealed and constructed decks. With Sealed 
having lack of focus, and constructed being a terror to new players, Happy 
Families may very well be a good deck design strategy to allow veterans 
to play with neonates without brutally scaring them away.  
 
Combat Options
 
Last month I used the combat matrix to generalize a comparision between 
the clans on their combat effectiveness. Based on this matrix as well 
as the skill matrix established in a previous newsletter, I'll now open 
up a discussion on how to establish your deck as the combat king of the 
table.
 
Combat is one of the aspects of the game where the flow of the game 
speeds up, and interaction between players becomes more crucial. 
Having the upper hand in these situations usually boils down to 
who has the better hand. While overall deck construction and hand 
jam always plagues even the most veteran player, having the right 
card at the right time usually is the difference between a full 
vampire and a burned vampire. 
 
My philosophy is to squeeze as much versatility out of each card 
as possible, to insure that you *have* the right card at the right 
time. Cards with multiple uses helps to provide this, as well as 
using skills that provide several cards with varying abilities. 
Don't expect to have the right card at the right time in combat 
playing with Serpentis ;-) 
 
While Potence has a *lot* of strike and hurt potential, it's 
versatility is quite weak. Even with Immortal Grapple, Potence 
by itself isn't very effective against other combat decks. It 
can be outmaneuvered, which denies the grapple. So your opponent 
can dodge or S:CE any ranged strike you send. You don't have 
any additional strikes, and unless you play with Mighty Grapple 
as your strike (which has versatility of being a strike and a press), 
you'll likely not be able to out press your opponent.
 
Now I'm not saying Potence isn't a good combat skill. It just has 
less options available to it's skill stand-alone than other combat 
skills in the game.  Potence alone may not win you the combat, nor 
the game. Many a potence rush deck has been shut down because the 
opponent had more maneuvers.  Unfortunately, to ensure a dead 
vampire with a potence deck requires 4 card slots in your hand. 
The rush card (usually with a maneuver), immortal grapple, the strike 
itself, and taste of vitae to make sure your own vampire stays alive. 
Not much left in your hand to react to your opponent if they don't 
just stand still.
 
With Celerity or Protean, you start to open up a host of options 
unavailable to Potence. In fact, Protean has arguably more options 
than Celerity. However since Celerity is far more prevelent, it 
tends to be a little more popular than Protean. Having an all Gangrel 
crypt limits your options.
 
I mentioned Tremere Trap Decks from my last newsletter. I'll use this 
as an example to indicate why they are not as effective against other 
combat decks. Remember that while this type of deck might not be as 
effective against other combat decks, it will probably do well against 
a deck not expecting combat or not prepared for it.
 
To make the deck work, you would need Trap, Apportations, your strike 
of choice (usually a first round and a second round), and if you're 
feeling saucy you'll add Blood to Water and probably Thought's Betrayed. 
A lot of cards, but necessary to get to the second round so you can 
do a lot of damage.
 
To escape this, all one needs to do is press to end. If you didn't play 
thought's betrayed, they can also dodge.  

Which skills provide dodges and presses to end? According to the combat 
matrix several do; Celerity, Protean, Obfuscate, and Auspex via one card. 
Combat disciplines like Celerity and Protean offer much better versatility 
in their cards than you'll be using, and can probably produce more presses 
than you simply because their mix of cards will be more versatile.
 
Example : Trap and Apportation will provide 2 presses to continue           
first round. The only other benefit the first round that either card 
can provide is a maneuver if you have THA (Superior Thaumaturgy). 
Celerity hypothetically can have the following cards to thwart your 
strategy:
 
Flash - Also can provide maneuvers against other clans.           
Nimble Feet - Can also provide additional strikes
Psyche - Can also be used to thwart combat ends
Preternatural Evasion - S:CE
Rapid Thought - Not only a maneuver, can also be used to make reacting 
                minion pick first
Vampiric Speed - Dodge and Press in one card.
 
Celerity will dance circles around a Thau deck (or at least should). 
The above Thau strategy is offensive only, and really might have problems 
defensively. The Celerity deck can use it's cards both offensively and 
defensively. So it won't have a problem if you attack, they have 6 of 
the above options to get out of combat safely, while using the 
same type of cards offensively. The astute deck builder will mix 
lots of the above type of cards into their Celerity decks to provide 
maximum versatility for any situation.
 
 
 
Card of the Month - Vampiric Speed
 
To help illustrate combat options, I'll use Vampiric Speed this month. 
This is truly a useful combat card, and I'll show a case or two where 
it's versatility may not readily be so apparent.
 
The inferior is pretty straightforward. It's advantage over the card 
Dodge is simply that you get to replace it. This is in of itself useful, 
and if you play Celerity there is absolutely no reason to play with the 
card Dodge unless you have allies or non-celerity vamps you wish to 
protect.
 
The superior is where all the options open up (as with most skill 
based cards). At the superior you get an optional press in addition 
to the dodge. You can use this both offensively and defensively - 
and I'll describe how.
 
Defensively - This is how most people view this card. Dodge your opponent's 
strike, and then use the press to end combat if your opponent tries to 
press to continue combat. Also very effective at escaping traps, although a 
persistant opponent will have additional presses so don't rely on just 
the Vampiric Speed to end combat.
 
Offensively - When used with additional strikes, Vampiric speed can be 
very effective. Since we know it's rare to see additional strikes except 
for Celerity, you can dodge your opponent's strike with an optional press...
then additional strike and do your own damage. These cases are where Disarm, 
Twisting the Knife, and Pulled Fangs can be used to *great* effect. If your 
opponent is still standing, press to continue and repeat. The only time you 
probably wouldn't want to do this is when your opponent has lasting combat 
effects and/or a Trap. At which point you can use the press to end.
 
Very versatile. With only one card you can both protect your minion, 
thwart your opponents main strike, and then choose whether to continue 
or end combat. All this assuming you're not facing another Celerity or 
Protean deck, as they also have plenty of Additional Strikes and/or 
presses. Cards that provide differing abilities at Inf/Sup are golden. 
The more options available to you, the more likely you will win combats. 
 
-------------------------------
Ethan Burrow - Prince of Austin
ethan@ddg.com
http://whitestar.ddg.com/vtes/