VEKN Official Toreador Antitribu Newsletter September 2000

9/1/2000 Editors Corner - Ethan Burrow, Prince of Austin

I'd like to thank Sorrow for hosting Tradition Upheld last month. It's
not often that we get a chance to go to a tournament that we aren't
hosting/judging, and we all had a lot of fun. Hope you guys can make it
down to our Crusade : Austin (Sabbat War draft), which we have
tentatively planned for Dec 16th.

Sabbat War is only 2 months away. Order/Purchase through your local
retailers.

While I may not have much specific Toreador-Antitribu stuff to cover
anymore, I'm still convinced that this clan plus the Camarilla
counterparts are among the most versatile vampires/clans to play in the
game. So I will continue to write newsletters until such time as
Legbiter and I both throw up our hands and say it's not worth it
anymore :-)


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Card of the Month - Dramatic Upheaval

I really love it when a card that was somewhat useful but underplayed
finally gets it's day of reckoning. This card is so amazing in helping
you win the game with almost no effort. This card has 2 uses, one of
which should be your primary goal...while the other is a backup plan.

Primary Goal : Use the vote to switch places with the player about to
oust their prey. Then during the same turn if possible, oust your prey.
This has been used quite effectively by players seemingly harmless to
jump across the table and steal a victory point from a strong predator.
In tournaments, this tactic is even more telling as people rush to get
their victory point to ensure their place in the final. Since your
strategy is not to oust your current prey, but wait until someone is
weak, you can effectively alter the meta game (since without pressure
some players are more aggressive). This will likely result in someone's
pool being reduced drastically, and then you can swoop in like a
vulture. The beauty of this tactic, is the strong predator expended
most of his resources to hit his prey, and with almost no effort you
come in and take his victory point from him.

While Kindred Restructure is more powerful, it requies a
Prince/Justicar to call. Dramatic Upheavel requires a neonate :-) Even
Smudge can help you in your goal to win ;-)

Secondary Goal : Move away from an aggressive predator. This is a
survival strategy to make sure that YOU are not the weakest person on
the table. If you have a predator that you cannot handle, get the hell
out of there! :-)

This card works well even in decks that do not vote. TheLasombra put it
in his Lasombra Commons deck, and since everyone else was practically
playing weenie decks, his votes usually passed. If you have any deck
with a couple of spare cards slots, consider putting in a few Dramatic
Upheavals.



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Deck Design - Modules

Norm (X-Zealot) and I were discussing possible deck strategies while I
was in New Orleans, and he had a deck that he was putting together. He
had taken a piece of paper, and was scribbling his deck composition on
it. I noticed he had written "5th Tradition Backbone" and I asked him
what that meant. He replied that it's a grouping of cards that he
always includes in his decks to make them function competitively.
Namely 5th Tradition, Minion Tap, and 2nd Tradition of about 7-10 cards
each. I realized that was probably a good idea to ensure pool gain and
defense in Prince decks which usually require high capacity vampires to
function.

Then it hit me. This modularity can extend to any facet of the game.
Instead of building 'decks' as we have traditionally done, you can
build 'modules' that work for several decks. This strategy of
deckbuilding heavily favors those who either don't have a lot of cards,
or tend to mirror the same strategies across several decks.

Once Norm and I started running with this idea we realized how much it
could add to our current thinking of building decks. A novice player
can attempt to trade and collect cards to build modules. You can
interchange those built modules to build different types of decks using
the same mix of cards. Now a player that could usually only field 3-4
competitive decks can now field 10+ using the same cards. Instead of
organizing by decks, you organize by modules. Build a deck using
modules, play the deck, and seperate the modules afterwards.

Here are several examples of modules that I have come up with :


Prince Pool Gain Module: (17 cards)
8 5th Tradition - Hospitality
8 Minion Tap
1 Giant's Blood


Weenie Pool Gain Module: (11 cards)
8 Tribute to the Master
Inbase Discotek
Aaron's Feeding Razor
Palatial Estate


Prince Influence Module: (8 cards)
5 4th Tradition - Accounting
2 Tomb of Ramses
1 Dreams of the Sphinx


Dominate Influence Module: (12 cards)
8 Govern the Unaligned
3 Information Highway
1 Dreams of the Sphinx

Dominate Bleed Defense Module: (14 cards)
5 Deflection
5 Redirection
4 Major Boon

Auspex Bleed Defense Module: (14 cards)
5 Telepathic Misdirection
5 Telepathic Counter
4 Archon Investigation

Potence Grapple Combat Module: (30 cards)
8 Immortal Grapple
6 Undead Strength
6 Torn Signpost
2 Disarm
8 Taste of Vitae


Presence Vote Module: (20 cards)
4 Charming Lobby
2 Dread Gaze
6 Bewitching Oration
2 Awe
6 Voter Captivation


Rush Module: (16 cards)
6 Bum's Rush
6 Ambush
4 Haven Uncovered

Brujah Weapons Module: (25 cards - 2 vampires)
2 Black Cat
Al's Army Apparatus
2 Arms Dealer
3 Bahk Nahk
4 .44 Magnum
1 Ivory Bow
4 Leather Jacket
6 Flash
4 Blur

As the last module will illustrate, you can and should include vampires
in the module where appropriate. I would also like to note that the
crypt of the ceck is intended to be somewhat independent of the modules
themselves. You should take great care in collecting modules together
and then ensuring that you get a proper fit of vampires to utilize your
modules. I'll illustrate with the Brujah (if you noticed the modules,
you likely saw it coming).

Brujah Rush - using modules
---------------------------
Prince Pool Gain Module - 17 cards
Potence Grapple Combat Module - 30 cards
Brujah Weapons Module - 25 cards - 2 vampires
Rush Module 16 cards
---
Total Cards 90 with 2 vampires in crypt

Since you're playing with modules that require Princes, Potence, and
Celerity - Jump over to Crypt Monger and find the 10 most efficient
vampires for that mix.

And here's where the modules become really interesting. Let's say you
find the Brujah Weapons module inefficient since you already have
potence combat, and your finding that you're discarding all the
equipment anyways. Well, switch out the Brujah Weapons modules for the
Dominate Bleed Defense modules and the Prince Influence module, plug-n-
play :-).

Brujah Rush - using modules
---------------------------
Prince Pool Gain Module - 17 cards
Potence Grapple Combat Module - 30 cards
Prince Influence Module -8 cards
Dominate Bleed Defense Module -14 cards
Rush Module 16 cards
---
Total Cards 87

Now you have a mix of Princes, Potence and Dominate. Jump over to Crypt
Monger again and find the 12 most efficient vampires for that mix. If
you knew as well as I did that there a actually several Brujah with
Dominate, then this modification hopefully made sense to you.

By no means are the above modules likely the most efficient, but I'm
sure the community working together could easily establish very tuned
modules for every facet of the game. If using modules intrigues you
enough to create your own, I would be very interested to hear what
everyone comes up with. If there is enough interest, I will start a
module archive to collect and catalogue them.

Props go to Norm (X-Zealot) for planting the seed in my head that
created this brainstorm of an idea.

-------------------------------
Ethan Burrow - Prince of Austin
ethan@ddg.com
http://whitestar.ddg.com/vtes/