THE GUARDTOWER MONTHLY Issue #6 • Unprecedented Edition • June 2003 Subscribe for free @ http://groups.yahoo.com/group/GTM_newsletter VTES: Beginning strategy By Alexander James Last month I mentioned some key deck archetypes for this game. Before I get into how to construct your stereotypical deck types, I will outline the tools you have to building these decks: Disciplines. Although some decks can function without using any disciplines (these are rare, usually all master card decks or the much dreaded Computer Hack deck), you’ll typically find that these monsters you’re transferring into play are done so to utilize their discipline combinations. I’ll cover a few (popular) cards from the big twelve and the Anarch concept. I will name a lot of cards, not explaining what they do in detail. For information on card texts, please visit http:// monger.vekn.org/ or http://www.white-wolf.com/ (I prefer the former). Animalism (ANI) is control over beastly critters. There is decent good combat, with Carrion Crows and Aid From Bats. There is intercept with Cat’s Guidance and Raven Spy. There is also the ever popular Army of Rats or Tier of Souls for pool damage. Don’t forget the under used Rats Warning and Guard Dogs for untapping and blocking (much like a WWEF or FA). Often used with Auspex in a Wall deck, on its own, or in some dedicated combat decks. Auspex (AUS) is telepathic/psychic brain powers. It is good for intercept, and that’s about it. It does have some bleed boosters with Pulse of Canaille and Melange and it has some bleed defense with Telepathic Counter and Telepathic Misdirection. You can also cancel a vampire’s votes with Telepathic Vote Counting. Often seen with ANI, on its own, or on the side with just the bleed defense cards. Celerity (CEL) is super speed! A combat support discipline, with Psyche! to restart ending combats, Pursuit, Blur and Side Slip to fight better and save yourself in the process. No one expects Alacrity to be your stealth modifier. Consider CEL with guns (like .44 Magnum) and consider it the only stealth some clans have access to (short of the master card Creepshow Casino). Dementation (DEM) is crazy control. Literally. Go all wacko and bleed for a lot, with Kindred Spirits, Confusion, and Eyes of Chaos. Some people like the costly Coma which sends a vampire straight to torpor. There are other funky actions, specifically Lunatic Eruption, and a combo card Madman’s Quills to boost your bleed up even more. DEM is usually thrown straight in with Obfuscate to make a standard Stealth and Bleed deck. Dominate (DOM) is dominating other people, aptly named. It bleeds as much, or better than DEM using Condition, or Govern the Unaligned. It also has better bleed defense than AUS, with Deflection and Redirection. Consider also a good combat defense card, Obedience. Steal resources with Dominate Kine and steal allies with Far Mastery. As previously mentioned, 81% of all tournament winning decks use DOM. Consider it with Obfuscate to bleed at stealth, on the side to bounce bleeds or steal important allies or with Princes to block with Second Tradition and end combat with Obedience. Fortitude (FOR) will make you as strong as a mountain (hence the picture). It is one of the better forms of combat defense, with Rolling with the Punches and Hidden Strength. Also use it to make actions difficult to block with Dawn Operations, Daring the Dawn, and Kiss of Ra. These all have hefty costs which Restoration and Rapid Healing can help overcome. Lets not forget Freak Drive, which untaps you after taking any action, all for just one blood. Its uncommon in Camerilla booster packs and is included in the Ventrue Preconstructed deck. Obfuscate (OBF) makes your vampire hidden. Stealth is its main theme with Lost in the Crowds and Forgotten Labyrinth. Use Swallowed by the Night for either stealth or a maneuver. Use Disguised Weapon to bring in Flamethrowers or Assault Rifles without taking an action. It also has an answer to bleed bounce, Spying Mission. Combine with bleed modifiers (DEM or DOM) or with votes or any other deck that has very important actions it can’t afford to get blocked. Obtenebration (OBT) gives you control over shadows. It can give you stealth, it can give you intercept, and it can give you dodges, ending of combat and torping of vampires (Shadow Play, Darksight, Arms of the Abyss, Oubliette, Entombment respectively). It is a good does-nearly-everything (Tool Boxy) discipline. Potence (POT) if you like to throw down and fight, this is your discipline. Torn Signpost, Increased Strength, Fire in the Blood, Immortal Grapple, Pushing the Limits will do nine damage, making sure they don’t dodge or end combat. You’ll have to find another discipline to do something else though, as other than destroy locations, combat is all POT does. Tastes great by itself, with Celerity and/or Fortitude, or Dominate. Presence (PRE) is being all pretty and influential. Its the games answer to combat. It has Majesty to end combat. Nuf said. Bewitching Oration and Awe can rack you up more votes and then gain blood or pool with Voter Captivation. Bleed with Social Charm and Aire of Elation. Good with stealth (OBF) to vote or bleed rather successfully. Protean (PRO) is something funky with metamorphosis, but not like Kafka. End combat and continue your action with Form of Mist. Do some Earth Meld for some more ending of combat, or have Earth Control and get stealth. Do combat offensively and defensively with Claws of the Dead and Flesh of Marble. All these and more are easy to get in booster packs of Anarchs. Thaumaturgy (THA) is pure vampire magic. Combat away with Weather Control, Apportation, Theft of Vitae and the next round of combat hit with Walk of Flame. Wind Dance to save your butt from bad combats. Get some more actions with Rutor’s Hand, or go for equipment with Magic of the Smith. You’ll most likely use it with AUS. GO ANARCH! It is brand new and not technically a skill, but its close enough. Anarch is an action you can take, which grants you access to a bunch of cards. Fee Stake: Perth (and other cities) gets you two votes as an action. Fire Brand is a vote that gets you a vote and untaps another Anarch each turn if you want. Consider Status Perfectus to get your Anarchs into other combats. Don’t forget Cry Wolf for a one turn Werewolf to beat up some stuff. The Mole is a useful card that can either give intercept, untap you to block, or fail a bleed. Versatility is the name of the game here, but expect lots of voting flying around and some funky toolboxy decks from the Anarchs. I’ll see you next month when I put together some stereotypical archetypical decks. Don’t forget, we play every Wednesday at 7pm.