V:EKN Official Tremere Newsletter
April 2004


V:EKN Official Tremere Newsletter, April 2004

I.      Introduction
II.     Strategy Discussion - CEL/THA combat
III.    Crypt Focus - Lucas Halton
IV.     Library Focus - Quicken Sight
V.      Deck Focus -
VI.     Conclusion


I.      Introduction

Welcome to the April volume of the Clan Tremere Newsletter!  This issue will
highlight an out-of-clan discipline, Celerity, and how it can assist our
Magi when in combat with our enemies.  Celerity and Thaumaturgy is a
combination that Methuselahs have been experimenting with since the
beginning of the Jyhad, yet it has not received an in-depth look.  This
issue ought to be a great help for any Tremere with access to the
discipline, as well as the handful of Assamites who have access to
Thaumaturgy.

On to the discussion, my fellow Warlocks.


II.     Strategy Discussion - CEL/THA combat

Celerity does not offer much help to the Tremere outside of combat.  Notable
exceptions include Alacrity and Siren's Lure, both ways for our clan to
obtain stealth at great blood cost.  As many of you are already aware,
between Theft of Vitae and Ankara Citadel, Turkey, large blood costs are not
a great concern.

Let us put that aside and find out why many Methuselahs choose to add
Celerity to their Thaumaturgical combat package.  Specifically, what does
Celerity do better than Thaumaturgy?  What does Celerity do that Thaumaturgy
can't?  The answers are obvious upon inspecting the cards.

Flash, Pursuit, Rapid Thought: more efficient maneuvers and presses than
found in Movement of the Mind and Apportation.  A vampire requires superior
Thaumaturgy to get a maneuver whereas inferior Celerity does the trick.
Note that if the vampire DOES have superior Thaumaturgy, the cards (notably
Flash) are of EQUAL efficiency at inferior Celerity.

Acrobatics, Blur, Lightning Reflexes, Nimble Feet, Pursuit, Quickness, Side
Strike: Additional Strikes, something Thaumaturgy just can't do, but would
love to take advantage of.

Psyche! defeats Strike: Combat Ends.  The Tremere already have access to two
superior S:CE hosers in Thoughts Betrayed and Telepathic Tracking, but it is
still worthy of mention.

Taking a look at these lists of cards it becomes clear that in order for
your Celerity combat support to be more efficient than a pile of Apportation
or Movement of the Mind, the vampire should have superior Celerity.
Discipline Masters and/or Sanguine Instruction may be necessary as only one
clan member comes with superior Celerity right out of the uncontrolled
region.  Also take a look at Drum of Xipe Totec, which can be fetched via
Magic of the Smith at +3 stealth.

With the above in mind, how specifically will Celerity help Thaumaturgical
combat?  Below are some modules I have created using common combat
strategies.

One way I like to think about THA combat is "how do I deliver that Walk of
Flame?"  Walk of Flame is the coup de grace, the finisher, the way to send a
vampire to the ash heap.  Typical Thaumaturgical combat, according to
conventional wisdom: Theft of Vitae, press, Walk of Flame.  Simple!  With
CEL you have access to Flash, which is all you need.  This module highlights
Flash's advantage over Apportation.

8+ Theft of Vitae/Soul Burn
4+ Walk of Flame
10+ Flash

Walk of Flame is nice... but it fails against every kind of combat defense
(Strike: Dodge, Strike: Combat Ends, Damage prevention).  Theft of Vitae at
the very least is not preventable, though it won't torporize a minion.  If
you like to pay for Minion Tap, Blood Doll, Rutor's Hand, Pulse of Canaille,
etc., you want to suck the minion dry.  Use Celerity's access to multiple
strikes, but make sure you have sufficient strikes in hand. Something like:

15+ Theft of Vitae
6 Blur
6 Flash
6 Pursuit

When looking for quick aggravated damage to put a minion down, there's
nothing in Thaumaturgy's arsenal as simple as Burst of Sunlight.  The
problem is, of course, that you are also taking the aggravated damage!
Here's where superior Celerity comes in with its only damage prevention:

8+ Burst of Sunlight
8+ Sideslip

If you are playing an intercept deck with AUS, consider: Guardian Angel,
Precognition, Rotschreck.

These modules really showcase the strengths of Celerity in combat, but this
list is not exhaustive -- use your imagination!  Feel free to mix and match
modules as your deck requires, or to add in other combat staples like
Infernal Pursuit or Preternatural Evasion.


III.    Crypt Focus - Lucas Halton

Lucas Halton
Clan: Tremere
Capacity: 10
Group: 3
qui AUS CEL DOM THA
Camarilla Prince of Houston: Once each turn, when Lucas blocks an action, he
may burn a blood instead of tapping for the successful block (before combat
occurs).

Lucas Halton is one of the most impressive Tremere ever, with a wide range
of abilities.  He can be the key vampire in a Group 3 Prince/Justicar crypt.
His superior Auspex and special ability make him a cornerstone in an
intercept-combat deck.  He can add Deed the Heart's Desire to a Seduction
bleed deck along with Perfect Clarity.  Most importantly, at least for this
month, he is the only clan member who has superior Celerity.  Lucas Halton,
when utilized properly, is nothing short of a monster.


IV.     Library Focus - Quicken Sight

Quicken Sight
Reaction
Auspex & Celerity
[aus][cel] +1 intercept, with an optional maneuver in the resulting combat
if this vampire successfully blocks.
[AUS][CEL] As above, but with +2 intercept.

When using Celerity, this card combines two staples of most Tremere
intercept packages: Enhanced Senses and Spirit's Touch.  Most Thaumaturgy
combat is fought at long range, and when planning on intercepting crucial
actions, this card ought to keep the blocking vampire safe.  Due to the
maneuver available at the inferior level, smaller vampires can take
advantage of it. You can also go with fewer maneuvers in your combat
section, creating some free deck space to work with.


V.      Deck Focus - Flashfires (Group 3)

Deck Name:   Flashfires G3
Created By:  Dorrinal
Description: Tremere toolbox featuring the Group 3 Princes and Justicars and
CEL/THA combat.  Use Zillah's Valley to bring the titled vampires out fast
and defend yourself while tooling up and looking for an opportunity to pass
one of the various votes.  Works great on defense and in combat, but the
offense is usually slow at best.  In addition, each vampire in the crypt has
an invaluable special ability which you should exploit whenever possible.

Crypt: (12 cards, Min: 29, Max: 39, Avg: 8.50)
----------------------------------------------
3  Lucas Halton       AUS CEL DOM qui THA  10, Tremere:3, Prince
3  Javier Montoya     ani AUS cel pre THA  9,  Tremere:2, Prince
3  Anastaszdi Zagreb  ani AUS cel dom THA  8,  Tremere:3, Justicar
3  Yitzak             pre AUS CEL THA      7,  Toreador antitribu:3

Library: (90 cards)
-------------------
Master (18 cards)
1  Academic Hunting Ground
1  Arcane Library
2  Blood Doll
2  Celerity
1  Fetish Club Hunting Ground
1  Legendary Vampire
3  Minion Tap
1  Pentex Subversion
6  Zillah's Valley

Action (6 cards)
1  Magic of the Smith
2  Nose of the Hound
1  Pulse of the Canaille
1  Rutor's Hand
1  Seeds of Corruption

Action Modifier (2 cards)
1  Alacrity
1  Siren's Lure

Political Action (7 cards)
1  Ancient Influence
2  Archon
3  Parity Shift
1  Political Stranglehold

Reaction (15 cards)
2  Quicken Sight
8  Second Tradition: Domain, The
5  Telepathic Misdirection

Combat (40 cards)
4  Blur
8  Flash
2  Preternatural Evasion
4  Pursuit
4  Telepathic Tracking
12 Theft of Vitae
6  Walk of Flame

Equipment (2 cards)
1  Ankara Citadel, Turkey, The
1  Sword of Nuln

This deck uses the "Flashfires" module listed above, with some
modifications.  I have sacrificed a few Flashes for additional strikes and
Telepathic Tracking, to combat Strike: Combat Ends.  Preternatural Evasion
is a great emergency card for decks with access to superior Celerity.


VI.     Conclusion

To cover the possibilities that just one out-of-clan discipline brings to
the clan would be more than one Newsletter could hold.  Suffice it to say,
there are many great things one can do with Celerity simply in combat!  Try
various combinations with close- and long-range Thaumaturgy and see what
works best in your playgroup.

Next issue will either take a good look at the upcoming expansion, Gehenna,
or touch upon another plentiful out-of-clan discipline: Presence.  Until
then, please send any and all complaints, opinions, et cetera, to dorrinal @
hotmail . com

Dorrinal Blackmantle
Chronicler of Clan Tremere