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

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

"I've got something to say...
It's better to burn out than to fade away"

The Kurgen.

INTRODUCTION
FOCUS OF THE CLAN - The 'yellow' Ventrue.
AGITATION NATION - "I'm soooo full of blood I might just pop!"
DECK OF THE MONTH - Arika cycling peculiarity.
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INTRODUCTION

Apologies for the tardy letter this month, a bit short on time due to pesky
work, deckbuilding and other stuff so a pretty brief issue. I'll post a
report about the London tournament this Saturday gone in an 'Agitation
Nation' feature update. The tournament blew me away, it was certainly
different. A 3 ½ hour marathon final !! with a huge amount to comment on.
Watch this space.

Hmmm, thinking on the above, what does make a really good tourney ? Looking
back to the London tourney and previous Gencons I think that a good spread
of deck types goes a long way toward making a quality tourney. All Votes and
S+B or all combat does not seem to work as well. All the decks are trying to
do the same thing, games drag on, players get pissed off (more than usual)
and more vamps get contested.

Interesting, does anyone have good or bad tourney experiences in terms of
numbers, decks etc. not 'I got my ass kicked.. the tourney was shite' :o)
________________________________________________

FOCUS OFF THE CLAN - Ventrue Antitribu clan analysis.

Stinking turncoat gutterloving freaks. Got that of my chest now for some
hard facts :

As a clan - 14 Vampires

Dom 7 DOM 6
For 9 FOR 4
Aus 6 AUS 6

Not bad spread, as you can see the bias leans toward Superior Dom and Aus
rather than For, all but teeny Samson have at least inferior For which is
cool. The clan did rather well out of Sabbat War with Kyle Strathcona, Vinny
Day and Peter Blaine.

(Stop press - Gustav Mallenhous now as well on the Final Nights previews,
nasty special ability !!! Hmmm. No Sup. Fortitude in an 8 cap though).

The Antitribu have some excellent special abilities and thanks to Sabbat War
can mix it up in the voting arena with the best of them. They specialise in
intimidating and cowing opposing voters into submission with their
ever-expanding portfolio of vote cancelling cards.

Demonstration
Kindred Manipulation
Powerbase : Madrid ?
Private Audience
Quentin
Telepathic Vote Counting

About the best (and only?) deck I can come up with for them is a proactive
vote cancelling unblockable bleed affair. A lot of the vamps fit well in
other decks in the mould of the Sabbat.

So what do they lack ? I'll tell you what they lack - access to Combat ends.
For a clan that has little or no access to stealth (Daring the Dawn / Day
Op. possibly ??) they only really have damage prevention and master
locations as an defensive option and even then a lot have minor For which is
dangerous! Whilst dam. prev. is great, I don't think it is a stand alone
tactic or defence yet ? In a combat heavy(er) metagame the Ventrue Antitribu
IMO just don't have the clout or the defence to cut it on their own. What I
am impressed with is the way the Sabbat and SW cards have encouraged multi
clan decks and diversified deck building. As far as I understand, the Sabbat
are fractious and volatile, tending to bundle together in packs and groups
in times of violence. The sets reflect this well, a lot of people complain
about not being able to build a 'clan' deck... I don't think that was the
idea. Personally, I am against the idea of having every clan following a
vanilla line-up ie. stock 7 pointer, standard 4 etc. I really like the
diverse vamps in the game, some of the 'yellow' Ventrue have some cool
cross-deck possibilities ~ Dylan, Vincent Day, Marlene, Laz etc. Just
sitting staring at a little used vamp (with a few exceptions :o) can
sometimes lay the seed for a whole new deck idea.

As a single Vampire, a special moment has to be reserved for Lazverinus. He
is THE man. He has IMO the best discipline spread in the game and +2
Strength.  most people have seen him in action so I won't bore you
with his potential which is as clear as day.
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AGITATION NATION - Fat deck selection

As we all know, different decks suit different stages of the game better
than others. A fast setup deck obviously suits the opening game and romps
until someone decides to stand on it. A bloat or blood gain deck is usually
in for the long haul and suits the endgame where it has a mountain of
resources and big vamps with votes and influence.

Talking to various players lately about bloaty wall type decks, made me
think of their relationship to agitating and table deals.

Love it or hate it bloat is a solid strategy available to players. Bloat can
be anything from a few Voter Captivations in a high point vote deck to full
on 8 Minion Taps, 8 5th Traditions with heavy stealth and protection.

The shift away from weenie decks has lead to certain other cards coming into
the limelight (ToGP, 5th etc.). Personally I don't think 5th Trad. 2nd Trad.
etc. are too powerful / unbalancing, quite the opposite actually. I think
they are *necessary for the current game. When you factor in such things as
minion advantage and available no. of actions (as you must when looking at
the whole picture) they become less and less 'broken' and more and more part
of a whole that allows big investment vamps to compete on the same level.

If the argument centres around gaining copious amounts of pool then the
scatter gun should also be aimed at Tribute to the Master. Playing any kind
of weenie deck, tribute can regularly give you pool at the expense of a
'turn' spent hunting. Any horde worth it's salt will get out 5-10 minions
and as we all know too well, weenies all hunting is bloody difficult to
stop. Hunting is a +1 Stealth action available without cards, the 5th needs
a card, a Prince / Justicar and a +1 action of a probably hugely valuable /
essential minion.

If you ask me, there is a lot of merit in the 'immovable mountain' deck that
sits and walls or bloats and sips up the last couple of VP's. This tactic is
usually seen as more 'honourable' than most and only draws the antagonism of
your grand predator who feels the pinch of you not putting a lot of pressure
on your prey. The play and agitation options open to you with (hopefully) a
shitload of pool and a wall to protect it are very different to your normal
deck. Cards like Life Boon and Succubus Club come into their own allowing
you to balance the table and shape the mid - end game to go more your way.
If your wall / bloat deck can get you to the final you stand a fair chance
of winning (with the last 2 VP's) or coming 2nd using the stalling cards
mentioned.

Bloat decks lend themselves toward expenditure type cards like Hostile
Takeover and ToGP. If the Stone Paper Scissors equation treats you well and
your prey is using mid to high point vamps a bit of bloat and you can start
laying down Hostile / ToGP. atom bombs. These cards pack so much wallop that
4-5 in a deck can represent your entire offence *and provide hefty threat
deterrent to the other players.

So there you go, bloat. Possibly vulnerable to weenie decks, but in the
current metagame a very real deck choice that can be second to none at
holding on and overwhelming the last one / two players with numbers and
pool.
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DECK OF THE MONTH

Something a wee bit different this month using the queen of sleaze (errr.
and ONLY the queen of sleaze). If your playgroup has toned down on
Deflections and combat, hit them with this freaky shit. An oddball that runs
the same line as the Spiridonas loop deck, but sticks some blood gain and
defence in.

Get out Arika, whack on a Thaumaturgy card, tool up with the Soul Gem (via
Magic of the Smith or normal equipping) Minion Tap and bleed for 5-8
unblockable with Force of Will or Govern the Unaligned and whip out a new
full up Arika. Then ummm do the same thing again. Whilst you have one out
build up to 7 pool on another to allow you to bring out another if you get a
kicking, which is pretty damn likely if you play a deck like this


Does not do so well against heavy combat, deflection, weenies ummm ...
pretty much everything actually but it's great fun to make the cycle work
two or three times (or once if you are lucky) before you explode in a
glorious ball of flames.

Deck name:   Arika cycle mud.

Crypt: (12 cards) [Min: 44, Max: 44, Avg: 11.00]
12 Arika    (Ventrue, 11, au ce DO FO OB PR, Inner Circle)

Library: 90 cards (18 masters)

1  Golconda - Inner Peace
6  Conditioning
9  Daring the Dawn
6  Deflection
6  Force of Will
4  Govern the Unaligned
4  Hidden Strength
4  Kiss of Ra, The
4  Lost in Crowds
4  Magic of the Smith
6  Majesty
5  Minion Tap
2  Parthenon, The
2  Redeem the Lost Soul
1  Rumors of Gehenna
4  Skin of Steel
4  Soul Gem of Etrius
4  Superior Mettle
10 Thaumaturgy

I suppose you could work in some Protect Thyne Owns, Freak Drives etc.

If you've not played a deck like it you'll scare the crap out of your group
when they realise the utter cheese capacity. Nice.
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As I said, I'll post a tourney report when I have mulled it over a bit and
calmed down, still can't quite believe it!! I'll see if I can come up with
another puzzler as well.

Until then take it easy and keep playing.

Any mail, ideas etc. to Rob.Treasure@btinternet.com