2. Is it possible to use GLASER ROUNDS in the first round of combat
via Additional Strikes?
3. Is it possible to use FLASH superior during the press step to get
the press and use the Maneuver during the upcoming next Choose Range
step?
4. May a minion use the ability of the SNIPER RIFLE (set the range to
long during first round when he is blocking) if he equips with the
Rifle after blocking via Disquised Weapon inferior?
Thanks in advance.
> 1. Is it possible to strike with a gun normally, then play BLUR
> superior, strike again normally and play DRAGONĀ“S BREATH ROUNDS with
> the third strike (to burn a vampire rather than let him go to torpor)?
Sure. Card text means you can to use it whenever a gun's strike is about
to resolve, _not_ that you have to use it before any of a gun's strikes
resolves.
> 2. Is it possible to use GLASER ROUNDS in the first round of combat
> via Additional Strikes?
Yes, provided you strike with the gun in the first strike and only use the
Glaser Rounds on the additional strikes.
> 3. Is it possible to use FLASH superior during the press step to get
> the press and use the Maneuver during the upcoming next Choose Range
> step?
No. Maneuvers and presses gained during combat are only usable during the
current round by default. Also, sup Flash is a Maneuver and has to be
played during the Set Range step, it can't be played during the Press
step.
> 4. May a minion use the ability of the SNIPER RIFLE (set the range to
> long during first round when he is blocking) if he equips with the
> Rifle after blocking via Disquised Weapon inferior?
No, you have to be the bearer of the weapon when you block to trigger its
ability.
Flux
How exactly does superior THAN text of Dust to Dust factor into this ruling?
Since its a strike card that gains you a maneuver and a press, what is the
ruling on such things? I'm guessing that you would be allowed to use the
maneuver on the following round. There is no stipulation that the maneuver
comes on the following round, hence the confusion if the above ruling
concerning gained maneuvers is correct. Otherwise the superior is utterly
useless as you can't play strike cards during the set range step of combat
as far as I'm aware.
Strike cards with maneuvers are playable during the maneuver step (comitting you
to the strike) or, with the loss of the maneuver option, during the choose
strike step. [6.4.2] See also Thrown Gate.
The maneuver cannot be saved for a later round - combat cards' effects apply
only to the current round, by default.
--
LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc.
Links to revised rulebook, rulings, errata, and tournament rules:
http://www.white-wolf.com/vtes/
I thought after I hit send that I'd seen this before. Forgot completely
about Thrown Gate (don't have any potence decks that use them). So I can
maneuver with Dust to Dust and then dodge? Woo hoo! That makes it a bit
more useful of a card...
It took me a time to finally build a deck that does quite well, just
playing Samedis and low caps of other clans who mix well with them.
It's not a winner deck but I usually get some VP and I enjoy a lot
playing with it. The problem I have, is that I like a lot thn and it
was very hard to get copies of the rare cards (1 Hag wrinckles, 1 ATA
and 1 DTD in 4 boxes!!) and although I find incredible usefull Hag
wrinckles for my deck, I still have a question:
WHY THE HELL SHOULD I USE ATA or DTD ??????? I really love the cards
but I've tryied everything to mix them in my deck and I've used a
couple times ATA and I still have to use DTD (I keep it always on hand
waiting for the moment to use it but it never comes!!!!)
ATA: Well, it's not really useless, you prevent all damage go to
torpor (with 2 blood if THN) and for a minion with obf shouldn't be a
problem. But Samedis have fortitude so I always prefer to play a
superior mettle or rolling with the punches.
DTD: What's the point in a maneuver+dodge+press??????? I play a rush
deck with equipment/thn (which I think is were Samedis do well) so I
sometimes need the maneuver for weapons, and sometimes the press (for
Withering+compress) but never the dodge!! Samedis have already
fortitude, so I don't usually play dodges.
I'm sure somebody will help me with that, Is there any way this cards
can be usefull????? I'd really appreciate it if somebody could help me
!!!!!
tx
> WHY THE HELL SHOULD I USE ATA or DTD ??????? I really love the cards
> but I've tryied everything to mix them in my deck and I've used a
> couple times ATA and I still have to use DTD (I keep it always on hand
> waiting for the moment to use it but it never comes!!!!)
> ATA: Well, it's not really useless, you prevent all damage go to
> torpor (with 2 blood if THN) and for a minion with obf shouldn't be a
> problem. But Samedis have fortitude so I always prefer to play a
> superior mettle or rolling with the punches.
I guess it would be rather usefull against Tzimisce combat, since to
prevent Crows+Agg you'd normally need more than a Superior Mettle, and
then it would still cost you some blood. Of course, going to torpor with a
Tzi intercept deck as predator or prey might not be a very smart move...
> DTD: What's the point in a maneuver+dodge+press??????? I play a rush
> deck with equipment/thn (which I think is were Samedis do well) so I
> sometimes need the maneuver for weapons, and sometimes the press (for
> Withering+compress) but never the dodge!! Samedis have already
> fortitude, so I don't usually play dodges.
It's great as IG defense, but For is a better option there.
My guess is that it would work best against Assamite rush, where you get
to see their strike first, and you might not be able to prevent it.
Actually, against any kind of rush deck, a man+dodge+press will give them
a very hard target to hit, usefull when you can't hit them properly and
For might not be enough.
> I'm sure somebody will help me with that, Is there any way this cards
> can be usefull????? I'd really appreciate it if somebody could help me
> !!!!!
ATA and DTD can be very usefull, but only in very specific metagame
conditions (ie, in heavy rush enviroments, with some specific decks),
that's why they're rare. :-)
Flux
Daniel Poppe came up with the concept of combat defense through a
combination of superior Ashes-to-Ashes followed by a Freak Drive (this
being his turn) followed by a leaving torpor maneuver. In fact, if the
cards came up right, he'd play ATA in combat, Freak Drive, Regeneration,
Freak Drive, Rapid Healing and wind up gaining 6 blood with superior
fortitude or 4 blood with inferior. Then, for the coup de grace,
Minion Tap the sucker on his next master phase. Needless to say,
however, this was a lot of moving parts. It was a beautiful thing to
watch until he'd run out of Freak Drives at the wrong moment or
something. (Other key cards in the deck: Force of Will to bleed when
tapped, after you've tapped out your prey's defense; also Daring the
Dawn - if someone blocks you trying to leave torpor, play Daring the
Dawn which means you wind up back in torpor but you can't be
diablerized through the block. And both these cards made a lot of
sense in a deck that's full of ways to leave torpor.)
At least maybe this will get you thinking about how to use it.
Fred
> Daniel Poppe came up with the concept of combat defense through a
> combination of superior Ashes-to-Ashes followed by a Freak Drive (this
> being his turn) followed by a leaving torpor maneuver. In fact, if the
> cards came up right, he'd play ATA in combat, Freak Drive, Regeneration,
> Freak Drive, Rapid Healing and wind up gaining 6 blood with superior
> fortitude or 4 blood with inferior.
I think you need one less Freak Drive since ATA leaves you untapped in
torpor
>Then, for the coup de grace,
> Minion Tap the sucker on his next master phase. Needless to say,
> however, this was a lot of moving parts. It was a beautiful thing to
> watch until he'd run out of Freak Drives at the wrong moment or
> something. (Other key cards in the deck: Force of Will to bleed when
> tapped, after you've tapped out your prey's defense; also Daring the
> Dawn - if someone blocks you trying to leave torpor, play Daring the
> Dawn which means you wind up back in torpor but you can't be
> diablerized through the block. And both these cards made a lot of
> sense in a deck that's full of ways to leave torpor.)
Ok, I it's a way to use it but I still think it doesn't worth it too
much since I'm spending my Freak Drives and Daring the Dawns (not
quite common cards) for just leaving vampires from torpor (and
vampires actually sent by me to torpor !!!), regenerations and rapid
healings is a good solution since one of the problems I've faced
playing Samedis is pool gain, but I still think I'd prefer a fortitude
card to prevent damage rather than spending two Freak Drives and one
Daring the Dawn.
<snip in and out of torp stuff using THN>
Why bother when Pro does it SO much better, with movement of the slow
body and strike, combat ends (and you get to untap)?
To each his own I suppose...
~SV
It is very good in a high combat environment or in a situation where you expect
to see damage that can't be prevented by Fortitude. It isn't a strike (like
S:CE), it prevents *all* damage (unlike superior mettle and RwtP, which only
prevent strike damage, not environmental damage), it doesn't cost any blood,
and it ends combat immediately. It is a really good "get out of a pinch"
card--I wouldn't rely on many of them as my sole source of combat defense
(unless I was playing some sort of kooky combo cycle deck where ATA is the
secret key that I can't even imagine right now), but a few in a deck with
Samedi seems like a prudent idea.
Sometimes even the best fortitude based defense gets foiled--you have only RwtP
against a deck that presses or only Superior Mettle against a deck with
additional strikes; you are getting eaten by environmental damage; whatever.
>>DTD: What's the point in a maneuver+dodge+press??????? I play a rush
deck with equipment/thn (which I think is were Samedis do well) so I
sometimes need the maneuver for weapons, and sometimes the press (for
Withering+compress) but never the dodge!! Samedis have already
fortitude, so I don't usually play dodges.>>
You don't use it offensively, but for a defense--a manuver (to avoid getting
IGed), a Dodge (to avoid getting shot), and a press (to end combat) is pretty
solid. A few of these in with fortitude defense also seems prudent for a deck
that is primarily concerned with combat *defense* rather than *offense*.
Peter D Bakija
PD...@aol.com
http://www.geocities.com/bakija6
"These streets are filled with danger and madness! MADNESS!"
-Zim.
Well, Raven (cap 5, FOR PRO) could get into combat, hit her opponent
with Wolf Claws, get smacked into torpor, use Movement of the Slowed
Body to untap and gain a blood, then use Rapid Healing to leave torpor
and gain a blood. 3 cards played, net gain of 1 blood (not counting
any blood lost to damage), 1 agg damage done to opponent, gives two
chances to block a vampire in torpor.
George Fredrick (cap 6, FOR THN) could get into combat, hit his
opponent with Compress, play Ashes to Ashes to prevent all damage,
untap, gain 2 blood and go to torpor, then use Rapid Healing to leave
torpor and gain a blood. 3 cards played, net gain of 1 blood (none is
lost to damage), 3 agg damage done to opponent, only one chance given
to block a vampire in torpor.
PRO is a lot more flexible than THN, granted, but THN has some
advantages.
You're using a Samedi rush deck with equipment, and you wonder what
Dust to Dust is good for?
Dust to Dust + Ghoul Retainer + (Disguised Weapon/Hag's Wrinkles) +
(Ivory Bow/Improvised Flamethrower). Mix in Heidelburg Castle so you
can rush with the ghoul and weapon more than once each turn.
Also, try Ex Nihilio + Elemental Stoicism + (Disguised Weapon/Hag's
Wrinkles) + (Ivory Bow/Improvised Flamethrower). It takes a while to
set up, but being immune to damage is amusing while it lasts.
Oops, you're right. I didn't play the deck so I didn't know the details.
Even better, at least if it's your turn. This is basically totally damage
control but pay 2 to leave torpor or 0 at superior Than - as long as you
don't get blocked. If you have another vampire - who could be younger and
much less important - rescue you, you could take another action. It's got
it's risks but it has some rewards, too. And it is sort of interesting to
mess around with, even without messing with the various Regeneration and
Minion Tap stuff.
Fred
Two words: Immortal Grapple.
Fred
I liked this one, I'd never thought about using Ghoul Retainer with my
Samedis, maybe a combination Ghoul Retainer + Improvised + Withering
could be also a great idea
seems I'll find an utility to DTD after all :)
Yes yes, but NO one plays with crap like THAT... :)
~SV
First of all, ATA prevents ALL damage, not just damage from a strike.
Secondly, after playing Trap and ATA, play Undead Persistence and keep on
playing ATA. damage prevention + bloodgain in combat and ATA prolongs the
trap. Of course you'll be going to torpor, but untapped and at full
capacity. No problem for vamps with obf.
Jeroen
>First of all, ATA prevents ALL damage, not just damage from a strike.
>Secondly, after playing Trap and ATA, play Undead Persistence and keep on
>playing ATA. damage prevention + bloodgain in combat and ATA prolongs the
>trap. Of course you'll be going to torpor, but untapped and at full
>capacity. No problem for vamps with obf.
Well, I think ATA is a good card, but the above scenario is just a little too
good. I'm betting it will be ruled illegal on the grounds that ATA ends combat
(card text).
It's already been ruled legal. [LSJ 11-FEB-2002]
>(actually, I still haven't figured out any reason to use Hag's
>Wrinkles over Disguised Weapon, but some people seem to like it for an
>unknown reason)
Hags wrinkles untap you after equipping any equipment (ie: not just
weapons).
T
Disguised Weapon:
*weapon only
*must be in combat
*cannot be blocked
Hag's Wrinkels:
* any equip action (I think this includes getting equipment from another
minion you control. Not really sure. LSJ?)
* cycles a lot easier when you're not a combat deck.
* Can be blocked but Samedi have obf, so that shouldn't be a problem.
Jeroen
I actually prefer to use Hag Wrinckles because I it works with all
kind of equipment, not just weapons.
However, I agree with you that most common and uncommon Samedi cards
are very usefull.
Yes.
And you can't bleed for 2 with a .44 Magnum.
"Swings and roundabouts."
--
"There's no gray. There's just white that's got grubby." -- T.P.
>
><Talo...@nospam.hotmail.com> wrote in message
>news:3c6b77dd.192645589@news...
>> On Wed, 13 Feb 2002 20:19:41 GMT, "Chris Berger"
>> <ark...@ugcs.caltech.edu> wrote:
>>
>> >(actually, I still haven't figured out any reason to use Hag's
>> >Wrinkles over Disguised Weapon, but some people seem to like it for an
>> >unknown reason)
>>
>> Hags wrinkles untap you after equipping any equipment (ie: not just
>> weapons).
>>
>You can't bash someone with a Laptop. =P
>
Well you can if they decide to block your bleed after you equip with
it. =]
T
>On Thu, 14 Feb 2002 09:09:52 GMT, "Chris Berger"
><ark...@ugcs.caltech.edu> wrote:
>><Talo...@nospam.hotmail.com> wrote in message
>>news:3c6b77dd.192645589@news...
>>> Hags wrinkles untap you after equipping any equipment (ie: not just
>>> weapons).
>>>
>>You can't bash someone with a Laptop. =P
>
>Well you can if they decide to block your bleed after you equip with
>it. =]
Historically, bleeds for 2 are far more likely to be blocked than bleeds
for 1, making it far more likely that Hidden Lurker might ever see play.