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Ahrimanes Newsletter #27 26.07.07

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Jazzbeaux

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Jul 26, 2007, 11:32:41 AM7/26/07
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Ahrimanes Newsletter #27 26.07.07
====================================================
[ AHRIMANES NEWSLETTER ]
====================================================

1.0 - Editorial

1.1 Word From the Editor
1.2 Next Issue

2.0 - Concepts

2.1 Crypt Card Focus
2.2 Library Card Focus

2.3 Sign Off

--[1.1 - Word from the Editor]-----------------------

I seemed to overlook Smoke and Mirrors in last months issue,

Smoke and Mirrors
Type: Action Modifier
Requires: anarch Chimerstry/Obfuscate/Obtenebration
Requires an anarch.
[chi] +1 stealth with an optional maneuver if combat occurs.
[obf] +2 stealth. Not usable during a bleed or political action.
[obt] The blocking vampire gets -1 intercept.

There are three Ahrimanes with obf, who could then use this card to
get those actions through. From the deck last issue there are
eighteen card-based actions that it could be used on, plus any
cardless action such as Hunting. It could also be used to act against
other player's cards - such as stealing Powerbase: Montreal. So a
worthwhile addition, although I am not sure what it would replace. I
think I overlooked the card due to what it can't be used on, and the
fact that two out of the three options will be unplayable in an
Ahrimane deck. Still good call by Antero!
Finally there is no deck list this issue, instead there you have the
end of S:CE! Surely that's enough?

--[1.2 -Next Issue]------------------------------------

Gaining superior Spiritus, the XZealot way! Yes, the new fitness
regime for your Gangrel and Gangrel Antitribu. Plus what you can do
with your new found abilities.

--[2.1 - Crypt Card Focus]--------------------------

Lumumba
Clan: Guruhi (group 4)
Capacity: 4
Disciplines: PRE ani
Laibon.

Probably the lowest vampire that will exist in group 4 with PRE
without some drawback, Lumumba can be used for your little bleeder who
does lots of damage. Also has some ani for offence and defence, so
very useful to fill out a crypt. Being Guruhi he can be used in
conjunction with Fish or Sobayifa to give you a good chance of being
able to use those clan cards, such as Ananasi Vampirephile or Guruhi
Kholo for some extra votes.

--[2.2 - Library Card Focus]------------------------

Well this month we overcome the problem of S:CE (strike:combat ends)
It starts with this card;

Summoning, The
Type: Action
Requires: Presence
+1 stealth action.
[pre] Search your library for an ally or retainer. Show it to all
players and put it in your hand. Discard down to your hand size and
shuffle your library afterward.
[PRE] Search your library for an ally. This vampire recruits that ally
(he or she must meet the requirements, if any, of the ally). Pay cost
as normal. Shuffle your library afterward.

Which allows you to search for retainers at basic, so go and look for
this card:

Dog Pack
Type: Retainer
Requires: Gangrel
Cost: 2 pool
Animal with 1 life.
Minions opposing the minion with this retainer cannot end combat as a
strike.

Now the observant amongst you will have noticed the Clan requirement -
that is fine, you discard Dog Pack to the ashheap, which is exactly
where you want it for this card:

Summon Spirit Beast
Type: Combat / Reaction
Requires: Spiritus/Animalism
Cost: X blood
[ani] [COMBAT] Discard X cards.
[spi] [COMBAT][REACTION] Move X animal retainers from your ash heap to
this vampire, with life from the blood bank equal to their starting
amounts. After this minion phase ends, burn those retainers.
[SPI] As [spi] above, but the retainers are not burned until after the
end of your next minion phase.

Summon Spirit Beast moves the retainer back on to the vampire, thus
not checking the requirements to recruit. So the opposing minion(s)
can no longer S:CE. If you are using the superior version then it
lasts for at least one round of blocking and your own turn, and if
played in your turn then it lasts until the end of your next turn. To
add a little more fun you could add:

Pack Alpha
Type: Combat
Requires: Animalism
A vampire may play only one Pack Alpha each round.
[ani] Employ an animal retainer from your hand before range is
determined. Pay cost as normal.
[ANI] Burn an animal retainer employed by this vampire and put this
card on this vampire. The minion with this card gets +1 strength. A
minion may have only one Pack Alpha.

This will allow you to burn the Dog Pack back into your ashheap where
it can be retrieved again, but you will be powered up with +1
strength. You could soon have a ready region full of your own little
Howlers! :)

Now this combo completely stops S:CE, but does little against other
combat problems, so another option that Graham Smith came up with is
quite interesting. It doesn't stop S:CE completely, but it does make
it a lot more expensive. It also has more uses against non S:CE decks
as it has some adaptability. Anyway here it is:

Terror Frenzy
Type: Combat
Requires: Animalism
Cost: 1 blood
Frenzy.
[ani] Only usable before range is determined on the first round.
During this combat, the opposing minion cannot use maneuvers to
maneuver to close range, cannot use presses to continue combat and
cannot use equipment.
[ANI] Only usable before range is determined. Opposing vampire burns
an additional blood when playing combat cards this combat. A vampire
may play only one Terror Frenzy at superior each combat.

Which is often used in ANI decks anyway, with the two options
providing a good range of interference to opposing decks. In this
case we are looking at the superior version, so combat cards cost
more. Which will stack up with this card:

Chiram's Hold
Type: Combat
Cost: 1 blood
Requires a ready vampire in combat with an acting minion. Only usable
before range is determined.
Give this card to the controller of the acting minion and move a
combat card from that Methuselah's ash heap to this card. The chosen
combat card costs that Methuselah's vampires an additional blood. That
Methuselah may burn this card by discarding a copy of the chosen
combat card during his or her discard phase. A Methuselah can have
only 1 Chiram's Hold.

Now this relies on the opposing player having already played the
problematic card, so that you can move it to the Chiram's Hold. Once
there, then that card costs even more blood, however if they are
playing a range of annoying cards then it doesn't work so well.
Chiram's can be gotten rid of by discarding the chosen card, but at
least that is one less to be concerned about - and you can always play
further Chiram's. Now to add in some more discards you now have:

Botched Move
Type: Combat
Only usable as the opposing minion plays a card that requires a
Discipline.
The opposing minion's controller reveals the top two cards of his or
her library (before drawing to replace). If another copy of the same
combat card is revealed, the played card is canceled (cost is still
paid), the opposing minion takes 1 unpreventable damage, and all
revealed copies are burned. A minion may play only one Botched Move
each combat.

This gives you a little insight to the coming cards, and also can foil
key combat cards. It will only really work if the opposing player is
using a lot of one particular card, but it is worth experimenting
with. The cards will (hopefully) go to the Ash Heap where they can
then power future Chiram's Hold. Now this combo has an advantage over
my combo as it can defeat other key combat cards such as Psyche!
Immortal Grapple or any prevention cards, but with the variations
available now it might struggle to fully stop your opponent.

Of course there is

NSA Trio
Type: Event
Government.
During the first combat between an acting vampire and a blocking
vampire each turn, neither combatant may end combat as a strike in the
first round. A Methuselah may use a discard phase action to burn this
card if his or her minions attempted no actions in the current turn.

This only works against Vampires which maybe a problem, and it is an
Event so only one playable per game. Also it is Burnable, with the
clause of using a discard phase action after taking no actions - and
versus a good Ahrimane deck a player may be very happy not to take
actions for a turn given that you will probably block them anyway.
The main advantage it that there is not much set up.

--[2.3 - Sign Off]-------------------------------------

Well I was denied a chance to play at BloodBATH V, as you need a
separate judge at a mini qualifier and as host and organiser it fell
to me to step into that breech. It was a shame that I missed it, and
it was annoying because that wasn't clearly stated as a requirement.
Still we got seventeen players, which is the biggest Bath tournament
so far, and everyone seemed to have fun. Another good thing was that
a Bath player, Paul Reid-Bowen, won it and all of the local players
placed in the top 50% so a good result there. I will be organising a
couple more tournaments in the future, not least of which will be
BloodBATH 2008: Sixth Tradition: Destruction. Sounds like fun!

Sam

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