OFFICIAL VEKN CLAN VENTRUE NEWSLETTER
Vol.II No.8
April 2001

OFFICIAL VEKN CLAN VENTRUE NEWSLETTER Vol.II No.8 April.2001

INTRODUCTION
PLAY STRATEGIES - Anti combat musings.
FOCUS ON THE CARDS - Guest slot. Mr. Matt Green's article on Dramatic
Upheaval / Kindred Restructure
AGITATION NATION -  The endgame.
DECK OF THE MONTH - Ventrue commons.
CONUNDRUM CORNER - "Raall up, raall up.. come and knock the head of
the ancient Vampire"
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INTRODUCTION

Well, well Scrye magazine readers voted V:TES 7th overall best CCG of all
time, above Legend of the Five Rings. If you ask me that translates into a
boatload of both new and old potential players.

When pondering what to wax lyrical about this issue, I thought I would
devote a portion of this newsletter to combat and anti-combat strategies.
Interestingly weenie Potence does not do well over here, many VERY good
'combat' players have tried it and not been convinced. I personally think
that different decks using Wynn, Badger, Beast, Lazbo, Richter et al maybe
using Freak Drives for different rushes are (certainly over here) a lot
nastier and more resilient than disposable weenie rushers.

Just had a moment of nostalgia that I thought I'd share with you. Gencon 98
/ 99 James Mc Clellan played a superb weenie Potence rush deck with a few
Computer Hacks and did bloody well. A radical deck in the environment at the
time (UK toolbox) I can't recall if it ran up against a lot of Fortitude
because I was too busy crapping myself :o) I think he got 4-5 VP's and got
into the final in 3rd or 4th place and tore up the table until William Lee's
Muddled Vampire Hunter came out ending the lesson. Good times James.

Onward.
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ANTI-COMBAT STRATEGIES -"Aggghhhhhh. I'm gunna rip you a new one"

Nothing is more disheartening than having your carefully constructed vote /
bleed / speciality deck torn apart by Beast or his angry pals. In the
following article I will try and show how your defences can be effectively
(and efficiently) raised to prevent you having to clean up your minions with
some bleach and a sponge.

I think that it's 'easier' to deny, prevent and flummox combat than to
create a consistently effective combat deck. It is widely accepted that it
is much harder to progress, gaining VP's and ultimately win with a combat
deck than with a non-combat deck. I also find the whole 'ignore' strategy
extremely interesting, some of the more focussed S/B decks I have played
against have totally ignored the threat of combat in favour of more bleed
modifiers or stealth. Stone / paper / scissors I guess ??

I'm intrigued by the idea that a focussed combat deck never blocks, posts on
the group a while back suggested that this is the way to go. I can't decide
if I agree or not. In theory it's a great idea, but in practice a Rumour
Mill and a few wakes goes a LONG way. I guess this would be the first step
toward focus becoming toolboxed ?
If you ask me the best way to avoid getting worked over is not to get into
combat in the first place. How the hell do you do this prey tell ?? MAKE
DEALS ...that's all she wrote.

Alright, alright, fair enough, there will be times when a player is just
determined to kick your head in which is when all the following stuff comes
in, but if you keep your wits about you a lot of pain and pan fried minions
can be avoided. OK, assuming your silver tongue has left you for a long
weekend in the hills or you have run across player X who you ousted in ten
minutes last round, lets have a peek at the various options open for
defensive modules and strategies.

Elysium the Arboretum and Purchase Pact

IMO still well worth a master slot in a deck that avoids combat. The odds
are still not that bad for them and despite the sect specific nature of the
cards they still are a royal pain in the ass for a combat deck to have to
overcome each turn. If you have a Cam / Sabbat deck chuck both in and juggle
your combat ends.

Secure Haven

A great one off for protecting your anchorman but read the downside and
decide if it is worth the additional protection. I tend to find that it
gives you a *bit* more efficiency with your defensive cards as you have one
less minion to worry about being rushed. Only really worthwhile if you are
playing a high stealth or unblockable deck where you're not often going to
get caught taking your dirty bleed or vote actions.

Strike: Combat Ends

The big one. A real bone of contention with players the world over, you
could debate it all day but the bottom line is that the game does need it.
Without S:CE, combat decks would really rule the roost. Would this be such a
bad thing ? Cut down on sleaze, that's for sure. Different game though :o(

When you look at the available S:CE hosers -

Psyche
Immortal Grapple
Dog Pack
Thoughts Betrayed
Telepathic Tracking
Sustained offence or defence

- there are strategies that can be effectively employed to hose down 'mass'
S:CE, the problem is that the degree of 'focus' required to shut it down
means having to cut down on other areas which opens up the anti S:CE deck up
for a load of other crap.

Damage prevention

Largely focussed around Fortitude with smatterings in Chimeristry, Protean,
Auspex, Vissisitude and Celerity. MASSIVELY useful as a secondary combat
defence, I am yet to be convinced of its power as a primary defence. I am
half way through making a deck using all FOR vamps with loads of Unflinching
Persistence for range and prevention and a few Skins or Mettles for
versatility.

Pondering the post SW metagame in the UK with Matt Green over the last few
weeks, we have come to the conclusion that Fortitude is almost essential for
current tourney success. Assessing the last nine/ten tournaments in the UK I
can only recall two winning decks that did not use Fortitude ! I think the
'big' three - Fortitude, Presence, Dominate (and possibly Potence and
Obfuscate to a lesser extent ?) - are the main factors in determining
metagames. More about this important issue in future letters.

Dodge

Similar in some ways to combat ends, a few well placed dodges can help avoid
a lot of hurt. They are a lot more accessible than combat ends but not half
as effective, relying solely on dodges as a defence is pretty weak.

Manoeuvres

Lately I have rediscovered the potential of manoeuvres as an effective
defence, possibly due in part to playing during the week a while ago in some
Portsmouth games. The metagame that I have been used to of late is BRUTAL
combat, which pretty much completely hoses manoeuvres as an essential stage
of rubbing out minions. Playing in Portsmouth I find (no offence) that the
combat decks are just not the same. In the past I have needed to play VERY
good defence or high level (must have Fortitude!) combat to survive, but the
comparative Combat lite TM  environment in Portsmouth has reminded me that
mass manoeuvres can be a decent defence in a mixed environment. A deck that
uses lots of range as a defence is playing a probability game. You are
looking to out-manoeuvre your opposition with more range than they have. A
lot of the more painful and effective combat techniques can only be deployed
at close range so buggering of to long range every combat can be amazingly
annoying.

What never fails to amaze me is the total lack of combat at some tourneys.
National differences are still very much apparent. The current UK metagame
is combat all the way. If you are not tooled up with Fortitude and able to
dish out pain, trouble is on the horizon. Reading the recent Atlanta tourney
report (and photos!) on The Lasombra's site, David D's winning deck looks
good but only had seven Thrown Gates in as defence ! Not really a criticism
as we all know, doing this allows you to focus on the meat of the deck (and
David won !) but it does suggest a lack of combat or some kick ass deal
making :o)

As a side note on manoeuvres, you must IMO take into account volume range
from your victims when playing a combat deck. Drawing out the Beast has seen
a lot of use in my Southampton metagames as a hoser because of this. Great
card.

Thoughts Betrayed

Stopping all 'strike' cards can really mess up some combat decks but it's a
tad expensive to use as a consistent defence. Problems also arise when you
are facing a Tzimisce, Gangrel or Guns deck (or pretty much any other deck
that relies on powerful non-strike cards). Not bad to use as a cog in a
varied defence strategy maybe with Fortitude ?

When playing any non-combat deck, the thing that worries me the most is
consistent attacks. Vampires like Beast, Wynn et al. and cards like Haven,
Archon and now Waste Management Op. make the difference between a good
combat deck and a great one. The ability to rush consistently is powerful,
if you have recyclable rushes or a permarusher coming at you turn after turn
you are pretty screwed. Your Majesties or prevention WILL eventually run
out.

On the whole I reckon toolboxed defence is the best way to minimise your
losses in a blind game where you plan to avoid combat. I have played and
played against a lot of decks that use just one of the above as combat
defence, the most popular obviously being S:CE. Whilst being very consistent
they are also very predictable and easy to read. Again we get back to the
whole Stone/Paper/Scissors effect where S:CE totally scuppers one and gets
murdered by the other.

 If you can include even a few of the above cards in a deck or insert a nice
convenient anti-combat 'module' tweeking to suit your current metagame, you
are able to survive a lot longer and be able to deploy your own strategies
without being vaporised.

__________________________________________________

FOCUS ON THE CARDS - "bugger this, I'm off" by Matt Green

Dramatic Upheaval

The use of Dramatic Upheaval and Kindred Restructure is potentially one of
the most irritating things to happen to a player. You spend ages reducing
your prey's pool only to have someone leap in at the last moment and steal
the fruits of your labour. Whilst toolbox decks with a few votes can sneak
in vulture-like and steal the odd v.p. from an unsuspecting sneak bleed
deck, more focused vote decks can use more copies to better effect. The
Ventrue become the obvious choice in this case, being the archetypal vote
clan. Getting away from a deck that is going to cause you problems in the
early game gives a player time to build up, whilst in the finals of a
tournament an early Dramatic upheaval can even out the seating disadvantages
of the 4th and 5th seeds.

Dramatic Upheaval is always worth including in a deck if you have any chance
of getting a vote passed. It does more damage than any other single vote
(with perhaps the exception of Parity Shift) [nah. I reckon you are right
Dramatic Up. etc. is the most 'powerful'. Rob] and yet it seems to be
underplayed. There are a number of times I've seen players under the cosh
from a weenie Computer Hacking deck who would have been much better off
trying to get a single vote passed than trying to stop
the inevitable 1 v.p. for the bleed deck. If you're dead anyway you may as
well try and convince the table to get you into a place where you only stand
a slim chance of survival. It also stops the weenie deck from picking up an
easy v.p., important if you don't want to meet the deck on the final table.
Dramatic Upheaval maximises your v.p. in relation to the other people on
your tables. You can effectively decide who kills whom on the tables you
play at with the use of these cards. This is where Kindred restructure comes
into it's own. If you know the tournament standings before you sit down at
round two or three, you know who you have to screw over to get to the final.
In round three, don't be afraid to do really good deals with the guys on 0
or 1 v.p, as long as you get enough to reach the final table. Once there,
you can determine the best place to sit once things get going.

The two repositioning votes give you the power to control the single most
variable part of tournament V:TES - the seating order. If you can make that
work for you, you have a very powerful weapon indeed.

(amen to that. Rob)
___________________________________________________

AGITATION NATION - The Endgame.

There are definable points in most games when you can see shifts from
beginning to mid to end game stages. I think different strategies can (and
possibly should?) be applied to each to maximise the differences between the
stages. I shall concentrate on the endgame.

Aside from agitation which I will cover shortly, I wanted to mention IMO the
most important asset in the endgame. Permanents. Running low on cards and
resources, the permanents you have on the table are sooooooooooooo
important. Cards like Ecoterrorists, Hunting Grounds, Guns etc. etc. can
secure the endgame for you by simply being reusable and consistent.

A case in point is at the April Portsmouth tourney where Special Agent Jon
Cooper won the day by having an Ecoterrorists consistently churning away in
the endgame for straight blood gain or further minion activation. Both
players were out of cards beating the living daylights out of each other and
it came down to permanents. I sure there was a lot more to it than this (I
wasn't there) but Interestingly a lot of our Southampton weekly's boil down
to this same stage. Our decks are often built for longevity and 9 games out
of 10 end in the other player/s canning it rather than being ousted as they
can't see anyway out of the grip of permanents on the table. Hmmmm.

By the time you reach the endgame, you really should know largely 'what' all
of the remaining decks around the table do AND almost more importantly what
type of players you are left with. If you are throwing deals around try to
offer things that appeal to the style of player you are dealing with. I
firmly believe that there is no great big secret to making table deals, but
a few things I try and remember :

-If you are trying to get someone to not do something, offer a decent
alternative.
-TELL THE TRUTH. Not always applicable :o) but if you are trying to appear
innocent (ha ha ha) try and stick to the truth to allow your follow up "told
you so" at a later date.
-Use examples. ie. simplest level - "Do that and I'll fuck you up AGAIN"
-Quote the cards/disciplines in play ie. "The bastard can't block you, no
discipline he has gives intercept."

One other thing that I want to mention is friends. The very nature of our
game means that agitation flies around and deals are made, broken and
changed from turn to turn. Bottom line - it sometimes gets ugly. It's great
playing with your mates but in some ways, I much prefer playing against
total strangers. Draw from that what you will !!

By the endgame the remaining players have *usually* established a table role
or position and unless one player emerges as an obvious leader, no one wants
to over stretch themselves and leave an opening for their predator. You
might see a few rounds of inactivity before a given player picks up his/her
required card/s and makes a play for another VP or the table. As each
subsequent player is ousted the game dynamic changes. 5,4,3,2 - Winner. When
you get down to three players it really is anyone's game, three usually
degenerates into two players hammering each other and the third being left
alone to mop up the blood at the end. If you can foster an early animosity
between the two remaining players or hang back and leave your prey alone to
worry your predator, you are on to a winner.

As with most aspects of our game, there is no special formula to deal with
the endgame. The only real 'advice' that anyone can give you is to play the
style that suits you the best, maximise the usefulness of the resources at
your disposal and take time to identify threats, situations and the people
around you.
___________________________________________________

DECK OF THE MONTH

Deck name:  Ventrue commons

Deck thrown together to prove that you can make a decent Ventrue deck from
commons / uncommons. I was outraged at the thread a while back that
suggested that you couldn't do it !! A fair bit of 'toolbox' in there to
defend and attack a lot of different threats.

I know a few people that play regular booster drafts and conduct experiments
with 10, 20, 30 boosters and various clans. I do think you can make a half
decent deck from most of the original VTES clans. The real idea is to make
something you are comfortable playing and to work in rare / better cards
when you get or TRADE, TRADE, TRADE for them. Did I mention trading ??

Crypt: (12 cards) [Min: 9, Max: 31, Avg: 5.08]

1  Courtland Leighton       (Ventrue, 4, do fo pr)
1  Emerson Bridges           (Ventrue, 8, DO FO po PR, Prin)
1  Gideon Fontaine           (Ventrue, 3, PR)
1  Heather Florent             (Ventrue, 6, do FO PR)
1  Igo the Hungry              (Caitiff, 1, pr pt)
1  Natasha Volfchek          (Ventrue, 9, ce do FO po PR, Prim)
1  Roland Loussarian        (Ventrue, 3, fo pr)
1  Rufina Soledad             (Ventrue, 2, fo)
2  Sir Walter Nash             (Ventrue, 7, DO FO PR, Prin)
1  Timothy Crowley          (Ventrue, 7, an do FO PR, Prin)
1  Violette Prentiss            (Ventrue, 4, do PR)

Library: (90 cards)

1  Ancient Influence
1  Barrens, The
4  Bewitching Oration
2  Blood Doll
4  Bonding
2  Change of Target
2  Conditioning
3  Consanguineous Boon
2  Conservative Agitation
2  Cryptic Rider
4  Deflection
1  Disputed Territory
2  Dodge
2  Dramatic Upheaval
3  Fake Out
2  Fifth Tradition: Hospitality, The
1  Fortitude
4  Govern the Unaligned
2  Indomitability
2  Information Highway
4  Kine Resources Contested
4  Majesty
1  Major Boon
1  Metro Underground
3  Minion Tap
2  Obedience
1  Praxis Seizure: Geneva
1  Rapid Healing
2  Restoration
1  Rumors of Gehenna
2  Second Tradition: Domain
2  Seduction
3  Skin of Rock
3  Skin of Steel
2  Sudden Reversal
2  Threats
4  Unflinching Persistence
2  Ventrue Headquarters
3  Wake with Evening's Freshness
1  Zip Gun

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CONUNDRUM CORNER -

We all know how thorny Arika can be in your side, so following on from this
months article on combat defence, take up the gauntlet and see if you can
boot the Queen of sleaze down a peg or two in the bitch fight mud wrestle
from hell. (PS. She just insulted your parentage)

You - Justine, Elder of Dallas Clan Impersonated into Malkavian with a
Madness Network in play, on 6 blood - no other frills.

Prey - Arika on 11 blood
Prey's Hand after Revelations - Superior Mettle, Majesty, Sudden Reversal,
Skin of Rock, Govern the Unaligned, Backstab, Up Yours!

Q. What is the fewest number of cards needed to enable you to torpor pesky
Arika and stay in play yourself after your prey has blocked you bleeding at
the end of your Predators turn with the Network?

Please assume she/he is shitting bricks and will try to end combat in the
first round and will not re-draw any other useable cards.

(Hint. I have found two six card finishes and one five card! Matt reckons
there is a four ??)
_______________________________________________

That's a wrap for April. If you feel like slinging any muck or flowers mail
me at - Rob.Treasure@btinternet.com as usual.

Here's me raising a glass of cheeky Rioja to the Final Nights and
Bloodlines. My faith in WW is now firmly set in stone, you guys kick ass.
Mmmm dig those spicy Spanish wines, named after the river Rio Oja in Spain -
good with game, rich meats and strong cheese...bollocks wrong group !

Coming up in the May issue :

No idea. I'm sure I'll be suitably inspired after the Watford and Portsmouth
tourneys at the end of the month. I will write more when I finish all this
pesky 'real life' stuff that is laying siege to my leisure time at the
moment.

Might write a second article (see September 2000 Ventrue letter for first
article) on Fortitude, following the post Sabbat War metagame.

PS. I am going travelling for three months to Australia, New Zealand and
Hong Kong in September > November of this year. I've seen a few posters from
Australia and some tourneys listed from time to time, I'll be packing a deck
or two in my rucksack and wondered if anyone is up for a few tins and a game?