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Heirs to the Blood - what are you looking forward to?

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librarian

unread,
Nov 17, 2009, 4:38:43 PM11/17/09
to
Heirs to the Blood - what are you looking forward to?

Personally, I'm looking for more tech for Blood Brothers, maybe
something that will give them a tier 1 deck, or at least a deck that can
win a major tournament. Josh Duffin won once with them, but I don't
know how big that tournament was - Sight Beyond Sight in Jan 2002.

Also, I'm a fan of Truejah, although I haven't played a deck of theirs
in years, mostly because they seem even jankier than BBs.

What are you hoping/excited for?

best -

chris

brandonsantacruz

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Nov 17, 2009, 4:49:48 PM11/17/09
to
D-E-F-L-E-C-T-I-O-N

This artwork is preferable:

http://3.bp.blogspot.com/_IrYXX6qu5VU/Sb9sxtY_FEI/AAAAAAAAADA/icRo01yghF0/s320/deflection.jpg

But it could be written on a piece of toilet paper if need be.

Brandon

Meej

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Nov 17, 2009, 5:03:43 PM11/17/09
to
On Nov 17, 4:49 pm, brandonsantacruz <brandonsantac...@yahoo.com>
wrote:

> D-E-F-L-E-C-T-I-O-N
>
> This artwork is preferable:
>
> http://3.bp.blogspot.com/_IrYXX6qu5VU/Sb9sxtY_FEI/AAAAAAAAADA/icRo01y...

>
> But it could be written on a piece of toilet paper if need be.

That artwork's not available, otherwise it'd already be reprinted,
essentially. But it's definitely a fairly obvious choice to get new
art for and print.

- D.J.

Peter D Bakija

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Nov 17, 2009, 5:09:08 PM11/17/09
to
On Nov 17, 5:03 pm, Meej <dj...@comcast.net> wrote:
> That artwork's not available, otherwise it'd already be reprinted,
> essentially.  But it's definitely a fairly obvious choice to get new
> art for and print.

I'm still willing...

-Peter

Jozxyqk

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Nov 17, 2009, 5:12:04 PM11/17/09
to

This artwork is available:

http://www.monocleofclarity.com/deflection.jpg

librarian

unread,
Nov 17, 2009, 5:15:35 PM11/17/09
to


Ok, guess I should have qualified my original post.

What *new* stuff are you hoping for?

best -

chris

brandonsantacruz

unread,
Nov 17, 2009, 5:17:44 PM11/17/09
to
> This artwork is available:
>
> http://www.monocleofclarity.com/deflection.jpg

I was looking for that! I've been using something like that for my
proxies since it's so obvious what deflection does(and how needed it
is). Google images failed you my friend.

Brandon

Kushiel

unread,
Nov 17, 2009, 5:20:19 PM11/17/09
to
On Nov 17, 5:12 pm, Jozxyqk <jfeue...@eecs.tufts.edu> wrote:
> This artwork is available:
>
> http://www.monocleofclarity.com/deflection.jpg

And superior to the other two!

John Eno

Klaital

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Nov 17, 2009, 6:09:27 PM11/17/09
to

I am hoping something good for the samedi, with reanimated corpse they
have the offense covered, now something that helps them in not getting
ousted themselves would be nice, as they are probably the clan most
lacking in pool defense. Some non-unique intercept retainer (similar
to revenant) would be nice for example.

Tierce

unread,
Nov 17, 2009, 6:40:27 PM11/17/09
to
On Nov 17, 9:49 pm, brandonsantacruz <brandonsantac...@yahoo.com>
wrote:

> D-E-F-L-E-C-T-I-O-N
>
> This artwork is preferable:
>
> http://3.bp.blogspot.com/_IrYXX6qu5VU/Sb9sxtY_FEI/AAAAAAAAADA/icRo01y...

>
> But it could be written on a piece of toilet paper if need be.
>
> Brandon

Imbued toilet paper. Has been approved by LSJ.

That is all.

Pullen

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Nov 17, 2009, 8:02:43 PM11/17/09
to

I would like to see Mytherceria get a few cards to justify the text on
Marconius and Omme Enberbenight. Temporis getting cards to DO some
thing would be nice, all thous untaps just seem to mount up to a whole
lot of nothing, mainly a combat card that is useful would be great. I
also would like to see some toys that allow them to blend with other
clans better, maybe an ally that can be recruited by two clans,
something similar with equipment.

TorranceCircle

unread,
Nov 17, 2009, 9:14:30 PM11/17/09
to

Maybe some Kyasid to go with group 4, one or two with all three in-
clan abilities!!!

Maybe some Ahrimane to go better with Muricia, or a clan specific
animal retainer would be cool!!!

Maybe some Daughters combat to go with death of the drum, and
daughters to help group 4!!!

Definately something to help Blood Brothers of the Torrance Circle!!!
A new Torrance Circle Brother named Andy or Anders, Andreii, Andre,
Andres.... etc., etc. you know... a cool name like that, with all in-
clan at superior!!! A card like Haven: Hermosa Beach - All BB Torrance
Circle get +2 strength, gain 2 votes during referendums, Gain one
blood during untap, and may rush Theo Bell as a direct action (until
he goes to another beach) or a card like Hunting Ground Palos Verdes.
Maybe an ally like Moon doggie (+1 bleed if you control Gidget) And
Heather Krieter can do the art with Keanu Reeves, of Point Break fame,
as the model!!! Whooa!!! And of course, an event like Endless Summer:
All Blood Brothers Torrance Circle may reach Golconda, Inner Peace!!!

-Andy

Drain

unread,
Nov 17, 2009, 9:55:10 PM11/17/09
to

I'm looking forward to have the expansion coming out. Period.

Oh you mean cards? Riiiiight...

Les'see:

Kyasid: Changeling Ally of the bleedy sort. Preferably non-unique.
Make it a MYT card so that the built-in paths get to matter. At least
one more melee weapon made out of Cold Iron.

Harbingers: More AUS-NEC and FOR-NEC love. Something related to cards
in ash-heaps, that's pretty much a given. Preference given to a non-
unique ally (of the wraith or zombie variety).

Samedi: Excellent point was made regarding lack of pool defense.

True Brujah: Crypt Card(s) who can play Quicksilver Contemplation out-
of-the-box. Yeah, I'm really not being greedy over this.

Baali: Some type of card that further enables non-superstar builds
with this clan. The existing two are not sufficient.

Salubri: Unique ally with some healing special... hopefully no cards
that further empower Spirit Marionette.

Salubri Antitribu: Non-unique, clan-based melee weaponry. But will
also settle for two distinct unique melee weapons.

Blood Brothers: Blood management aid. Maybe a clan-based rush.

Gargoyles: no effing clue... some card that empowers combat-oust,
maybe?

Ahrimanes: More "temporary animal ressurection" goodness...

Daughters: Alternate ways to employ Choir?

Nagaraja: Clan-based cards... it is the only way.


Just my 2 euro cents.


Drain

librarian

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Nov 18, 2009, 1:22:48 AM11/18/09
to


I think you have accurately reflected the desires of the entire
VTES-loving populace...

best -

chris

librarian

unread,
Nov 18, 2009, 1:38:15 AM11/18/09
to
Drain wrote:
> On 17 Nov, 21:38, librarian <aucti...@superfuncards.com> wrote:
>> Heirs to the Blood - what are you looking forward to?
>>
>> Personally, I'm looking for more tech for Blood Brothers, maybe
>> something that will give them a tier 1 deck, or at least a deck that can
>> win a major tournament. Josh Duffin won once with them, but I don't
>> know how big that tournament was - Sight Beyond Sight in Jan 2002.
>>
>> Also, I'm a fan of Truejah, although I haven't played a deck of theirs
>> in years, mostly because they seem even jankier than BBs.
>>
>> What are you hoping/excited for?
>>
>> best -
>>
>> chris
>
> I'm looking forward to have the expansion coming out. Period.
>
> Oh you mean cards? Riiiiight...
>
> Les'see:
>
> Kyasid: Changeling Ally of the bleedy sort. Preferably non-unique.
> Make it a MYT card so that the built-in paths get to matter. At least
> one more melee weapon made out of Cold Iron.


Yes, that also does something else. Maybe something like
Sai
Melee Weapon. Cold Iron.
+1strength. If bearer has two Sais, may destroy opponent's melee weapon
as a strike.

(or something)

>
> Harbingers: More AUS-NEC and FOR-NEC love.


Definitely FOR NEC needed.

>

>
> Salubri: Unique ally with some healing special... hopefully no cards
> that further empower Spirit Marionette.
>

Cool idea with the ally - and I assume you mean heals vampires. Like
Blood Bank Bus Driver
Salubri
0pool
1life, 0bleed 0strength
If this ally would untap, burn it instead.
Tap this Ally to select a vampire in torpor. Move that vampire to the
uncontrolled region and add 4 blood to the vampire.
When this ally burns, the selected vampire moves to the ready region.


> Salubri Antitribu: Non-unique, clan-based melee weaponry. But will
> also settle for two distinct unique melee weapons.
>

I'd like to see something like an immortal grapple for melee weapons,
i.e. only melee weapons or hand strikes can be used to strike.


> Blood Brothers: Blood management aid. Maybe a clan-based rush.

Unwholesome Bond seems to do ok, but can be tough. Coagulated Entity is
a good rush card, just wish it had stealth.

>
> Gargoyles: no effing clue... some card that empowers combat-oust,
> maybe?
>

I think it's called Tupdog.


>
> Nagaraja: Clan-based cards... it is the only way.
>


Don't know the backstory of the Nag, but would be nice to have a large
vamp that could be a superstar. All of the Nag's seem to be good
support vamps (Le Dinh Tho, Sennadurek), but don't stand up on their own.

>
> Just my 2 euro cents.
>


Worth 3-4 American pennies, for sure.

best -

chris

Johannes Walch

unread,
Nov 18, 2009, 4:14:41 AM11/18/09
to
librarian schrieb:

> Heirs to the Blood - what are you looking forward to?

A release date.

extrala

unread,
Nov 18, 2009, 5:05:47 AM11/18/09
to
And a preview webpage.

Regards, Ralf
====================
http://extrala.blogspot.com

Brum

unread,
Nov 18, 2009, 5:14:48 AM11/18/09
to

I fully agree with these two gentlemen.
We know it will be a Bloodlines - like set. So there are going to be
allot of new toys for all of the above mentioned clans, one way or the
other.
Once the set is out.

t

Malone

unread,
Nov 18, 2009, 10:00:57 AM11/18/09
to

Glyph
X+2 blood, where X is the number of Glyphs in play.
[tha] action: Burn a location controlled by your prey. Vampires of
capacity 8 or more get +1 stealth on this action.
[myt] action: Put this Glyph in play and name a card controlled by
your prey or burn 1 pool to choose a card controlled by any
methuselah. When the controller of the chosen card taps it
voluntarily xe burns 1 pool.
[MYT] combat: As [myt] but choose the opposing minion when they
maneuver or declare a non-damage-inflicting strike.

Necrosis
combat
[nec] Strike: this vampire plays a strike from your hand that requires
Neromancy or Thanatosis as though xe had that discipline at superior.
The cost of that strike is reduced by 1 blood.
[thn] As [nec], with an optional maneuver.
[THN] Strike: 1R aggravated damage, not preventable by equipment.

Emptiness Within
reaction
[chi] The acting minion gets -1 stealth. Not usable against an older
vampire or a wraith.
[thn] This vampire burns X-1 blood to give the acting minion -X
stealth. Not usable against an older vampire or a wraith.
[THN] Reduce a bleed against you by 2.

Emiliano Imeroni

unread,
Nov 18, 2009, 10:12:24 AM11/18/09
to

Here is another supporter for the German line!

Emiliano

Wilsoros

unread,
Nov 18, 2009, 10:48:18 AM11/18/09
to
Thwack you!
Combat Card
Requires: Blood Brothers
Cost: 1 pool
Only usable at the end of a round of combat when the opposing minion
is not ready, no usable by a vampire going to torpor or being burned.
The controller of the opposing minion burns 3 pool or the controller
of the opposing minion taps a minion of your choosing. Only one
Thwack you! may be played per turn.

Abdul alHazred

unread,
Nov 18, 2009, 11:21:14 AM11/18/09
to

Harbringers - combo discipline cards as said above would be supernice.
Perhaps something that ties them to their ancestry with kaymakli/
ashur. Clan specific cards that tools with wraiths or clan specific
wraith retainers. (if this action is succesful untap this harbringer
of skull, retainer with 1 life. When the minion with this retainer is
blocked (before combat) opposing minions controller must discard a
card at random from his hand (replace after combat)) To prompt more
active HoS decks but still ties in with milling/denial

Trujah - Al-Muntahir Which is Al-Muntaqims Trujah brother from the
Cairo by Night sourcebook (with true hand ties) and perhaps his 200
year old ghouled albino Tiger as a Trujah unique ally with rush.

Samedi - Why not some Thanatosis intercept. Perhaps use voudun magic
lvl 1 ritual "the knowing stone" from the rpg as inspiration (eg
combat card "play before range put on this vampire. Your vampires a
have +1 intercept against this vampire. Vamp B can burn this card as a
D action")

just wacky ideas

Orpheus

unread,
Nov 18, 2009, 11:24:33 AM11/18/09
to
>> Definately something to help Blood Brothers of the Torrance Circle!!!
>> A new Torrance Circle Brother named Andy or Anders, Andreii, Andre,
>> Andres.... etc., etc. you know... a cool name like that, with all in-
>> clan at superior!!! A card like Haven: Hermosa Beach - All BB Torrance
>> Circle get +2 strength, gain 2 votes during referendums, Gain one
>> blood during untap, and may rush Theo Bell as a direct action (until
>> he goes to another beach) or a card like Hunting Ground Palos Verdes.
>> Maybe an ally like Moon doggie (+1 bleed if you control Gidget) And
>> Heather Krieter can do the art with Keanu Reeves, of Point Break fame,
>> as the model!!! Whooa!!! And of course, an event like Endless Summer:
>> All Blood Brothers Torrance Circle may reach Golconda, Inner Peace!!!

I want what that guy's having !!

Bet I'll see naked zombies everywhere then...


Viking

unread,
Nov 18, 2009, 2:28:27 PM11/18/09
to
For the Salubri Antitribu - probably my favourite bloodline - any card
which actually makes melee weapon combat a useful alternative would be
nice. Could be a melee weapon which requires !Salubri, or a Valeren
card which is permanently placed on the vampire. Suitable traits for
such a card would be to counter IG/DotB and/or S:CE.

That's probably the only specific wish I have, though I'm looking
forward to see what is done to encourage Tremere/Gargoyle interaction
and also the set in general of course.

Curevei

unread,
Nov 18, 2009, 4:08:14 PM11/18/09
to

Whereas, I don't see the point in making more and more cards to
support a narrow, awful strategy for a clan/discipline with few
options when you could make good cards that broaden a clan's/
discipline's abilities.

Put another way, I fail to see the !Salubri's problem being that melee
weapon combat is awful. I see the !Salubri's problem being a lack of
incentives to do things besides melee weapon combat. I fail to see
the payoff to making a clan supergood at one thing and inferior in
everything else when compared to making every clan have a variety of
viable options.

Even if you were to pick a niche strategy to expand upon, why not
expand upon combat bounce (besides the obvious reason that few people
have a bunch of Blissful Agony)?

Kevin Walsh

unread,
Nov 18, 2009, 5:44:14 PM11/18/09
to
On Nov 18, 6:38 am, librarian <aucti...@superfuncards.com> wrote:
> I'd like to see something like an immortal grapple for melee weapons,
> i.e. only melee weapons or hand strikes can be used to strike.
>
>
Frankly, even an Apportation equivalent would be a great help for !
Salubri.

Kevin Walsh

Kevin Walsh

unread,
Nov 18, 2009, 5:49:28 PM11/18/09
to
On Nov 18, 9:08 pm, Curevei <Cure...@aol.com> wrote:
> Put another way, I fail to see the !Salubri's problem being that melee
> weapon combat is awful.  I see the !Salubri's problem being a lack of
> incentives to do things besides melee weapon combat.  I fail to see
> the payoff to making a clan supergood at one thing and inferior in
> everything else when compared to making every clan have a variety of
> viable options.
>
They're not supergood at melee weapon combat, because they don't have
Celerity, and they mostly don't have superior Auspex, so they have no
ready counter to Strike: Combat Ends beyond attacking with another
dude. They're not amazing against gun combat either. I think Valeren
could do with some (free!) intercept and some (free!) utility cards,
but their main combat schtick does need a little more support.

> Even if you were to pick a niche strategy to expand upon, why not
> expand upon combat bounce (besides the obvious reason that few people
> have a bunch of Blissful Agony)?

I think Blissful Agony is supergood, but I don't see why they would
need another version of the card. Mostly because they already have it.

Kevin Walsh

Mathieu Rivero

unread,
Nov 18, 2009, 7:00:44 PM11/18/09
to
A bunch of ideas i want to be in HttB :

-Good starters.
-Something to make the Trujahs either vote or bounce bleeds.
-Something that would make Samedi more aggressive, i.e. a push-bleed
in THN or some nasty clan-card (a master that would benefit of the
burning of any minion to gain pool, kind of like some inverted tension
in the ranks?)
-Another way for Harbingers to win the game. Brinksmanship looks like
a bad card.
-Diversification of gargoyle playing-style, without making Tupdogs
much stronger. (so, things like install cards.) interesting mid cap
gargoyles.
-Some Sabbat votes to match the effectiveness of sabbat votes to
camarilla's. (parity shift...)
-Villeins everywhere. (in the samedi starter so everyone buys it...)
-The reprinting of too-rare cards, such as blanket of night and shroud
of absence. For a "new" player like me they are unaffordable.
Deflection is another good choice.
-For !Salubri, something to gather a tad of pool (a sort of art scam
which would require !Sal or VAL and that a minion would have been put
in torpor or burnt in the current turn)
-For Salubri, don't know.Increase playability by giving vampires a bit
more open disciplines and create an archetype with a vampire with a
special cardtext?
-For Blood Brothers... blood management would be good, maybe too good.
a voting circle? Seems funnier, with votepushers in SAN.
-Ahrimanes don't really need anything, as they are quite good already.
Some friends for Effie Lowery?
-Crazy nagaraja stuff. I want them to blow the universe and stop being
only supports, even though scarce. Why can't they be stars?
-Kyasid : more than the reprinted OBT cards, some MYT that would act
as a defense against votes.

My 2 pence, euros, zlotis, cents. whatever.

Curevei

unread,
Nov 19, 2009, 1:10:45 AM11/19/09
to
On Nov 18, 2:49 pm, Kevin Walsh <hjal...@redbrick.dcu.ie> wrote:
> On Nov 18, 9:08 pm, Curevei <Cure...@aol.com> wrote:> Put another way, I fail to see the !Salubri's problem being that melee
> > weapon combat is awful.  I see the !Salubri's problem being a lack of
> > incentives to do things besides melee weapon combat.  I fail to see
> > the payoff to making a clan supergood at one thing and inferior in
> > everything else when compared to making every clan have a variety of
> > viable options.
>
> They're not supergood at melee weapon combat, because they don't have
> Celerity, and they mostly don't have superior Auspex, so they have no
> ready counter to Strike: Combat Ends beyond attacking with another
> dude. They're not amazing against gun combat either. I think Valeren
> could do with some (free!) intercept and some (free!) utility cards,
> but their main combat schtick does need a little more support.

Even if they did have a counter to combat ends, that addresses one of
about a dozen things that hose melee weapon combat (admittedly,
Vengeance of Samiel covers another). Anyway, my point is "why care
about melee weapon combat at all?" Even if they were good at, so
what? I'm not interested in clans that do one thing. I actually
play !Salubri a lot because they are so bad at everything that: you
can play anything since all options are about equally bad; it's a
challenge.

It's like how I could never understand the obsession with giving
Quietus/Assamites a combat ends hoser or more support for janky
combat. Why not give them good things to do like other clans get?


> > Even if you were to pick a niche strategy to expand upon, why not
> > expand upon combat bounce (besides the obvious reason that few people
> > have a bunch of Blissful Agony)?
>
> I think Blissful Agony is supergood, but I don't see why they would
> need another version of the card. Mostly because they already have it.

Isn't that my point? Why add stuff to the melee weapon combat
strategy when they already have that? Why not make bouncing combats,
an incredibly underdeveloped strategy, better? Which, btw, I don't
think is supergood - about the only time it ever made a difference in
a game for me was against the Nergal deck, and they've been mostly
useless in standard tournament play. With help, though, it could be a
much more interesting strategy in the game.

Not that I said anything about doing another version of Blissful
Agony, but there's no point to making support cards for a combat
bounce strategy (card that makes other minions more badass in combat
or that restricts strikes in combats you aren't involved in or
whatever) when BA is so relatively rare and when it has zero
substitutes.

Shouldn't be throwing "good money after bad", should be putting the
effort into cards for strategies that aren't horribly flawed. Valeren
(and Quietus and Thanatosis) would be much better off getting "Earth
Melds" than in getting "Immortal Grapples".

Blooded Sand

unread,
Nov 19, 2009, 5:26:18 AM11/19/09
to
On Nov 19, 7:10 am, Curevei <Cure...@aol.com> wrote:

> It's like how I could never understand the obsession with giving
> Quietus/Assamites a combat ends hoser or more support for janky
> combat.  Why not give them good things to do like other clans get?

The combat is, IMHO, janky BECAUSE so many resources have to spent
which can be negated by one card. If you could reliably land things
like blood sweat, the ability to oust via combat use fame and tension
becomes a lot simpler and far more efficient.

Why do you want to make all clans do the same thing? Me, I want
Assamites to do what they are supposed to do. Assassinate stuff....
That means very nasty damage dealing actions, or nasty strong combat.

> Isn't that my point?  Why add stuff to the melee weapon combat
> strategy when they already have that?  Why not make bouncing combats,
> an incredibly underdeveloped strategy, better?  Which, btw, I don't
> think is supergood - about the only time it ever made a difference in
> a game for me was against the Nergal deck, and they've been mostly
> useless in standard tournament play.  With help, though, it could be a
> much more interesting strategy in the game.
>
> Not that I said anything about doing another version of Blissful
> Agony, but there's no point to making support cards for a combat
> bounce strategy (card that makes other minions more badass in combat
> or that restricts strikes in combats you aren't involved in or
> whatever) when BA is so relatively rare and when it has zero
> substitutes.
>
> Shouldn't be throwing "good money after bad", should be putting the
> effort into cards for strategies that aren't horribly flawed.  Valeren
> (and Quietus and Thanatosis) would be much better off getting "Earth
> Melds" than in getting "Immortal Grapples".

I disagree here, but it seems that the powers that be believe that
bleed is the end all target, so combat is getting downkeyed in
comparison to bleeds ever increasing power

Viking

unread,
Nov 19, 2009, 4:07:18 PM11/19/09
to
On Nov 19, 7:10 am, Curevei <Cure...@aol.com> wrote:
> On Nov 18, 2:49 pm, Kevin Walsh <hjal...@redbrick.dcu.ie> wrote:
>
> > On Nov 18, 9:08 pm, Curevei <Cure...@aol.com> wrote:> Put another way, I fail to see the !Salubri's problem being that melee
> > > weapon combat is awful.  I see the !Salubri's problem being a lack of
> > > incentives to do things besides melee weapon combat.  I fail to see
> > > the payoff to making a clan supergood at one thing and inferior in
> > > everything else when compared to making every clan have a variety of
> > > viable options.
>
> > They're not supergood at melee weapon combat, because they don't have
> > Celerity, and they mostly don't have superior Auspex, so they have no
> > ready counter to Strike: Combat Ends beyond attacking with another
> > dude. They're not amazing against gun combat either. I think Valeren
> > could do with some (free!) intercept and some (free!) utility cards,
> > but their main combat schtick does need a little more support.
>
> Even if they did have a counter to combat ends, that addresses one of
> about a dozen things that hose melee weapon combat (admittedly,
> Vengeance of Samiel covers another).  Anyway, my point is "why care
> about melee weapon combat at all?"  Even if they were good at, so
> what?  I'm not interested in clans that do one thing.  I actually
> play !Salubri a lot because they are so bad at everything that:  you
> can play anything since all options are about equally bad; it's a
> challenge.

A major part of my point is that I would like to see melee weapons as
a viable option -at all-. The !Salubri are the ones most thematically
suited to it and already have a discipline which to a large extent is
about melee weapon combat. And you ask why care about such combat at
all? Simple, diversity. I like there to be a lot of paths to victory,
that's why I think it's boring when there's pretty much no way at all
to make melee weapons a good strategy. Pretty much all other
strategies can be efficient with -some- clan.

> Shouldn't be throwing "good money after bad", should be putting the
> effort into cards for strategies that aren't horribly flawed.  Valeren
> (and Quietus and Thanatosis) would be much better off getting "Earth
> Melds" than in getting "Immortal Grapples".

So what you're saying is pretty much that support for strategies which
are currently not flawed should be dropped and all focus should be on
developing the successful strategies? Sure, all disciplines could get
turned into stealth-bleed disciplines with combat avoidal, or some
other strategy which already has success like stealth-vote. But I
don't see why the already very commonly seen strategies should be
promoted further with the "stragglers" left behind, I'd much rather
see an even balance between as many different strategies as possible.
And I think it would be ridiculously boring if all clans and their
disciplines aimed to do pretty much the same thing. If anything, I'd
like to see more diversity and noticeable differences between
different clans and decks. Not just different names for the cards
which allow my minions to stealth past blockers and deliver
devastating bleeds (yes, this is a gross oversimplification, but I
guess you get the point).

JH

unread,
Nov 19, 2009, 6:00:36 PM11/19/09
to
On Nov 19, 2:00 am, Mathieu Rivero <riveromath...@googlemail.com>
wrote:

> -Kyasid : more than the reprinted OBT cards, some MYT that would act
> as a defense against votes.

Covincraft anyone? Reaction that gives you 4 votes in a referendum is
quite strong vote defense.

Juggernaut1981

unread,
Nov 19, 2009, 6:27:12 PM11/19/09
to

I think a very interesting melee weapon concept would be a "general
Kerrie".

Throwing Dagger
Equipment
1 pool
Melee Weapon.
Strike: strength damage. This weapon may be used in any situation
where minions may only choose hand strikes.
Strike: strength ranged damage and move this card out of play. If
this weapon is out of play, this minion may use a strike at close
range to bring this weapon back into play and deal no damage to the
opposing minion with this strike.

Incite
Combat
1 blood
Only playable before range is chosen. Frenzy.
[dom] The opposing minion cannot maneuver to long range. (maybe
another discipline?)
[val] As above and the opposing minion cannot set range to long.
Cancel any effect that would set range to long.
[VAL] As [val] above and this vampire prevents 1 damage each round of
combat.

Fire in the Blood
Combat
1 blood
Frenzy.
[qui] Only playable before range is chosen. The opposing minion takes
one damage after combat.
[val] Strike: put this card on the opposing minion. The minion with
this card burns 1 blood to perform non-hunt actions or actions to
enter combat. This card may be removed with an undirected action by
another vampire.
[VAL] As [val] but the vampire with this card must enter combat with a
ready minion controlled by their predator or prey as a (D) action.

Scalp Gallery
Master
1 pool
Requires !Salubri
Put this card in play. Each time a minion you control sends an
opposing minion to torpor, place a scalp counter on this card. You
may spend scalp counters to pay for the pool costs of cards or to
reduce a successful bleed against you by 1 for each counter.

Mathieu Rivero

unread,
Nov 19, 2009, 8:13:18 PM11/19/09
to

No. Delaying tactics is still really better, and 4 votes are not
necessarily changing the situation when the guy plays bewitching
oration/perfect paragon.

echia...@yahoo.com

unread,
Nov 20, 2009, 2:18:05 AM11/20/09
to
On Nov 19, 7:13 pm, Mathieu Rivero <riveromath...@googlemail.com>
wrote:


I don' know about that. I think you're underselling Covincraft.

- Covincraft is easily cyclable (you can always use it to reduce
bleeds). I've had games where my Delaying Tactics were dead slots
because no one was playing a vote deck. Similarly you can have
multiple vampires playing Covincraft to get it out of your hand.

- Covincraft is free (compared to the blood cost of Delaying Tactics).

- Delaying Tactics does guarantee you don't have to deal with the vote
this turn, but it's still likely to be a problem next turn. Covincraft
doesn't always foil a vote, but when it does the vote card is in the
ash heap, not back in the other player's hand.

Daneel

unread,
Nov 21, 2009, 5:15:15 AM11/21/09
to
On Thu, 19 Nov 2009 23:18:05 -0800 (PST), echia...@yahoo.com
<echia...@yahoo.com> wrote:

>> > Covincraft anyone? Reaction that gives you 4 votes in a referendum is
>> > quite strong vote defense.
>>
>> No. Delaying tactics is still really better, and 4 votes are not
>> necessarily changing the situation when the guy plays bewitching
>> oration/perfect paragon.
>
> I don' know about that. I think you're underselling Covincraft.
>
> - Covincraft is easily cyclable (you can always use it to reduce
> bleeds). I've had games where my Delaying Tactics were dead slots
> because no one was playing a vote deck. Similarly you can have
> multiple vampires playing Covincraft to get it out of your hand.
>
> - Covincraft is free (compared to the blood cost of Delaying Tactics).
>
> - Delaying Tactics does guarantee you don't have to deal with the vote
> this turn, but it's still likely to be a problem next turn. Covincraft
> doesn't always foil a vote, but when it does the vote card is in the
> ash heap, not back in the other player's hand.

On the one hand I agree that Covincraft is OK vote defence, and the
Kyasid probably don't need any specific vote defence card because of
the options available are sufficient. You can take a risk and rely
only on Covincraft (which also works if you just get bled), or you
can include a package consisting of inherent votes, Delaying Tactics
and Covincraft and cover most of the angles.

On the other, Delaying Tactics is really much more solid than Covincraft.
Yes Covincraft is cyclable, yes it is free, and yes if that 4 votes mean
the difference it kills the vote for good, whereas with Delaying, you may
end up seeing it next turn.

But, Delaying is guaranteed to buy you an extra turn at least, whereas
Covincraft may, or may not, work. Depending on what kind of Kyasid deck
you play, that extra turn might mean a world of difference.

--
Regards,

Daneel

Klaital

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Nov 21, 2009, 12:19:52 PM11/21/09
to
> guess you get the point).- Piilota siteerattu teksti -
>
> - Näytä siteerattu teksti -

There is actually a melee weapon that is rather popular around here at
least and that I have seen used in lot of effective decks, that is
Weighted Walking Stick, which is what I see !salubri who actually go
the melee weapon route to use most of the time too.

Malone

unread,
Nov 21, 2009, 8:56:20 PM11/21/09
to

> Salubri Antitribu: Non-unique, clan-based melee weaponry. But will
> also settle for two distinct unique melee weapons.


Dagger of Senebtisi
requires Salubri Antitribu
Unique Melee Weapon
Strength +1 damage. When this acting vampire strikes with this
weapon, an opposing ally or younger vampire may not strike to end
combat that round. Any mummy may take control of this weapon as a (D)
action.

Dagger of Hatshepsut
requires Salubri Antitribu
Unique Melee Weapon
Strength aggravated damage. While this minion is in combat, strikes
to end combat cost an additional blood. Any mummy may take control of
this weapon as a (D) action.

Kevin Walsh

unread,
Nov 22, 2009, 2:18:41 PM11/22/09
to
On Nov 19, 6:10 am, Curevei <Cure...@aol.com> wrote:

> Isn't that my point?  Why add stuff to the melee weapon combat
> strategy when they already have that?  

Salubri antitribu need an Apportation/Flash/Rapid Thought/Swiftness of
the Stag type card to have a better chance of beating long range
combat, and possibly an anti-combat ends card to beat combat ends
(though I think the former might be all they need in that regard).
That's it. They don't need any more new combat cards than that. Since
they're hopefully going to get more than two new cards in Heirs to the
Blood, I don't see the problem with beefing up their combat.
Especially because they actually need the first card.

>Why not make bouncing combats,
> an incredibly underdeveloped strategy, better?  

I don't see how you can make it better. Bouncing combat is good for
two purposes: (a) combat defence and (b) getting around Secure Haven
by allowing someone else to beat up the guy with Secure Haven. I can't
think of any support cards you could make for it that wouldn't be
superjanky or banned like Succubus Club. There's no timing for any
other combat bounce cards that's better than Blissful Agony's strike
usage, which imposes the maximum amount of resource drain on your
opponent. And Blissful Agony also has the additional, highly useful
function of inflicting unpreventable damage on your opponent if
Strike: Combat Ends isn't what you need right now.

> Shouldn't be throwing "good money after bad", should be putting the
> effort into cards for strategies that aren't horribly flawed.  Valeren
> (and Quietus and Thanatosis) would be much better off getting "Earth
> Melds" than in getting "Immortal Grapples".

Salubri antitribu already have their Earth Meld. It's called Blissful
Agony. In fact, in some ways it's better than Earth Meld, because your
opponent can't play Psyche! in response. Which is not to say they
don't need utility cards. They could do with some Valeren intercept
and some cards for permanent destruction and maybe some light
stealth.

Kevin Walsh

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