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[Deck] Silent Assasins

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AgentZero

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Feb 15, 1999, 3:00:00 AM2/15/99
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Crypt
--------
2x Parnassus
2x Kanya Akhtar
2x Kalinda
2x Abd al-Rashid
Husamettin
Tansu Bekir
Melek
Harika Guljan

Library
---------
Masters (14/90):
4x Contract
2x Heartblood of the Clan
2x Path of Blood
3x Blood Doll
Underworld HG
Celerity
Quietus

Actions (12/90):
7x Bums Rush
2x Arson
3x Sacrificial Lamb

Equipment (10/90):
4x Bang Nakh
4x Wooden Stake
2x Crimson Sentinal // all I own

Combat (50/90):
5x The Khabar: Honor
6x Disguised Weapon
6x Blood Sweat
4x Blood Agony // all I own
6x Silence of Death // all I own
6x Psyche
4x Blur
3x Flash
4x Pursuit
3x Rapid Thought // all I own
3x Sidestrike

Reaction (4/90):
4x Foul Blood

Comments:
My main source of pool gain is the Blood Dolls and using the
weenies to feed blood the Heartblood of the Clan.
There are 11 "get into combat" cards in this deck. 2 more if
you count the Arsons (I never play a combat deck w/o either
Arson or Rampage; they are incredibly useful). I didn't want
to go overboard with the Contracts because I don't see them
as overly useful. I'm almost tempted to replace them with
Havens, but I don't want to lose some of the flavor. I may end
up switching them out in the future though, depending on how
the help or hinder the deck.
I'm pretty sure that the appearance of Wooden Stakes here
has raised some eyebrows. The reasoning I have in putting
them in here is that they are *free* (of huge importance because
I really don't have that great a pool management plan) and
with all the additional strikes I have, the victim is sure to go to
Torpor. The fact that the victim can't untap in torpor can be
an advantage to me if the meth doesn't have many other vamps
available to rescue. Plus, it might give me an extra turn or two
to pull my Sacrificial Lamb.
All the Celerity combat cards I put in the deck are all dual use.
They either give me a maneuver, a press, a dodge or an
additional strike depending on the card. I put the Rapid Thought
in here because the superior can be really useful. Also, I'm
thinking of changing the Sidestrike out for Sideslip. Suggestions?
Most of the combat will be at close, but since I have so many
maneuvers, it can also be at long if I have a Blood Sweat in hand.
The Disguised Weapon and Khabar: Honor are in there for
obvious reasons. The only thing that I didn't put in the deck
(because a lack of space) was Taste of Vitae. They weren't
included initially when I constructed this deck because all I own
are in another deck I have. I know I need them in here, but I don't
know what to take out. Suggestions?
Lastly, the Foul Blood is in there to put recently rescued vamps
back into Torpor. I'd most likely leave Harika untapped to use
it.

Comments/suggestions/advice/flames?

a0


mboh...@shout.net

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Feb 16, 1999, 3:00:00 AM2/16/99
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In article <7a9fr2$fhq$1...@oak.prod.itd.earthlink.net>,
"AgentZero" <agen...@my-dejanews.com> wrote:
> Crypt
> --------
> 2x Parnassus - QUI, CEL, aus, tha
> 2x Kanya Akhtar - cel
> 2x Kalinda - CEL, OBF, tha
> 2x Abd al-Rashid - CEL, QUI, obf
> Husamettin - QUI, CEL, OBF, pot, pre
> Tansu Bekir - OBF, cel
> Melek - QUI, OBF, cel, pre
> Harika Guljan - QUI

Interesting selection. You have 5 vampires with superior OBF.
I've often found Al Ashrad's special ability and +1 bleed to be well
worth the extra 1 cost over Husamettin.

> Library
> ---------
> Masters (14/90):
> 4x Contract
> 2x Heartblood of the Clan

Without stealth, I've found these to be better replaced. In your case,
I'd swap for 2 Havens.

> 2x Path of Blood

If stealth shows up at all in your group, I'd ditch these for a couple
Racks, Blood Dolls, or Havens. You just aren't going to be able to
defend them.

> 3x Blood Doll
> Underworld HG

Go for two HG.

> Celerity
> Quietus

You have 4 vampires with inferior Cel. You have 5 with Qui or none at
all. Celerity is obviously more important, so either remove both, or
make them both Celerity.

> Actions (12/90):
> 7x Bums Rush
> 2x Arson

Good.

> 3x Sacrificial Lamb

You only have 4 different vampires with OBF. And you're not going
to be doing this with obf. I'd ditch them for other, more generally
useful cards. Perhaps more Bum's Rushes.

> Equipment (10/90):
> 4x Bang Nakh
> 4x Wooden Stake
> 2x Crimson Sentinal // all I own

Why would you want more Sentinel's? Two is good. I'd question the
Wooden Stakes as you have no way of getting them back. Of course, if
combat is VERY rare in your group, I'd consider it. Otherwise, these
will just backfire on you.

> Combat (50/90):
> 5x The Khabar: Honor

Note: Not usable with a weapon.

> 6x Disguised Weapon
> 6x Blood Sweat

Good, although, you're 6 Blood Sweats are all you have for long
range. Either add more or plan on getting to and staying at short
range.

> 4x Blood Agony // all I own

Personally, I think this card sucks. It's not usable until second
round. Of course, being that you appear to want to fight at close
range, you might want to try it.

> 6x Silence of Death // all I own

I'm on the fense with SoD. First strike just isn't all that useful
where I play (they'll either prevent, S:CE or hit you back much
harder). The only vampire who will seriously hurt others with First
Strike is perhaps Parnassus with the Stake.

> 6x Psyche
> 4x Blur
> 3x Flash
> 4x Pursuit
> 3x Rapid Thought // all I own
> 3x Sidestrike

I'd get some Acrobatics in here somehow and possibly more Blurs.
For the Assamites, it's best to take care of the opposition in the
first round.

> Reaction (4/90):
> 4x Foul Blood

The jury is still out on this card with me. It's great for what
you say (sending rescued vampires back to torpor). With your deck,
it would appear that you'll almost always have the cards for combat
that you want. In other words, you're vampires will all almost always
be tapped, especially if you keep and get out a Heartblood. My current
Assamite deck relies on long range combat, so I can hand jam quite
easily which makes Foul Blood useful.

> My main source of pool gain is the Blood Dolls and using the
> weenies to feed blood the Heartblood of the Clan.

Without stealth, feeding the Heartblood with weenies will be
blocked. They probably won't fear the weenies much. It's the
bigger guys with Celerity and Quietus that scare people. And
they should be killing. :)

> There are 11 "get into combat" cards in this deck. 2 more if
> you count the Arsons (I never play a combat deck w/o either
> Arson or Rampage; they are incredibly useful). I didn't want
> to go overboard with the Contracts because I don't see them
> as overly useful.

Not being burnable except with what amounts to a clan hoser is
a pretty good use. I use Contracts for vampires that are likely
to S:CE. Four is plenty though.

> I'm pretty sure that the appearance of Wooden Stakes here
> has raised some eyebrows. The reasoning I have in putting
> them in here is that they are *free* (of huge importance because
> I really don't have that great a pool management plan) and
> with all the additional strikes I have, the victim is sure to go to
> Torpor. The fact that the victim can't untap in torpor can be
> an advantage to me if the meth doesn't have many other vamps
> available to rescue. Plus, it might give me an extra turn or two
> to pull my Sacrificial Lamb.

Are you depending on the Sacrificial Lambs to get your Stakes back?
That's pretty risky. They could be useful late game, but in the
early game, not so much.

> All the Celerity combat cards I put in the deck are all dual use.
> They either give me a maneuver, a press, a dodge or an
> additional strike depending on the card. I put the Rapid Thought
> in here because the superior can be really useful. Also, I'm
> thinking of changing the Sidestrike out for Sideslip. Suggestions?

More additional strikes! You can't go wrong here. Sideslip is useful
for Gangrel. So if you see Gangrel often, you might consider swapping
them in.

> Most of the combat will be at close, but since I have so many
> maneuvers, it can also be at long if I have a Blood Sweat in hand.

So are you just putting in the Blood Sweats for the sake of it, in
case you're at long range? I'd say take them out if that's the case.
Add more Pursuits or Flashes to make sure you stay at close. Very
few decks will outmaneuver you.

> The Disguised Weapon and Khabar: Honor are in there for
> obvious reasons. The only thing that I didn't put in the deck
> (because a lack of space) was Taste of Vitae. They weren't
> included initially when I constructed this deck because all I own
> are in another deck I have. I know I need them in here, but I don't
> know what to take out. Suggestions?

Well, with only 1 HG and Blood Dolls, you either aren't going to be
gaining any pool with the Blood Dolls or you're vampires will be
eternally low. Swap the Blood Agony's for the Tastes.

> Lastly, the Foul Blood is in there to put recently rescued vamps
> back into Torpor. I'd most likely leave Harika untapped to use
> it.

Like I said, the jury's still out with me on this card.

> Comments/suggestions/advice/flames?

The only Assamite incarnation I've managed to have a good degree of
success with has been my Assamite Sniper deck. Disguised Deer Rifles,
Blur, Blood Sweat, Taste of Death. Usually effective except against
heavy S:CE or bad hands. They're a really tough clan, mainly because
of vampire selection. Good luck!

Mike

--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/

-----------== Posted via Deja News, The Discussion Network ==----------
http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own

Jasper Phillips

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Feb 16, 1999, 3:00:00 AM2/16/99
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In article <7aar7i$prk$1...@nnrp1.dejanews.com>, <mboh...@shout.net> wrote:
>In article <7a9fr2$fhq$1...@oak.prod.itd.earthlink.net>,
> "AgentZero" <agen...@my-dejanews.com> wrote:
>
>> 3x Sacrificial Lamb
>
>You only have 4 different vampires with OBF. And you're not going
>to be doing this with obf. I'd ditch them for other, more generally
>useful cards. Perhaps more Bum's Rushes.

It's not that bad, since 4/12 gives you ~75% chance of drawing at
least one OBF vamp at the start. You probably could find something
better though; Pulled Fangs would probably be better.

>The only Assamite incarnation I've managed to have a good degree of
>success with has been my Assamite Sniper deck. Disguised Deer Rifles,
>Blur, Blood Sweat, Taste of Death. Usually effective except against
>heavy S:CE or bad hands. They're a really tough clan, mainly because
>of vampire selection. Good luck!

Huh. That's exactly the experience I had. I always wanted to at least
try the close range approach, but the cards are just too rare.
The Deer Rifle thing is pretty mean, provided no one has S:CE. I've
felt that the Assamites were a good clan to play in a post heavy
combat Metagame, when people have decided that S:CE isn't worth
playing with.

--
/\ Jasper Phillips
/VVVVVVVVVVVVVV|~"~"~"~"~"~"----------........____ jaz
j^^^^^^^^^^^^^\/"~"~"~"~-----------........._____ ~"~--.
* http://www.engr.orst.edu/~philljas/ "~"~'--`

James Coupe

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Feb 16, 1999, 3:00:00 AM2/16/99
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In article <7a9fr2$fhq$1...@oak.prod.itd.earthlink.net>, AgentZero
<agen...@my-dejanews.com> writes

>Crypt
>--------
>2x Parnassus
>2x Kanya Akhtar
>2x Kalinda
>2x Abd al-Rashid
>Husamettin
>Tansu Bekir
>Melek
>Harika Guljan
>

Pretty much fine. I'd be tempted, myself, to maybe throw a Julius or
two in there. He's got the Quietus and he's Camarilla and he's capable
of committing diablerie.

>Library
>---------
>Masters (14/90):
>4x Contract
>2x Heartblood of the Clan

Reasonable, though I might go for more Contracts than you have.

>2x Path of Blood


>3x Blood Doll
>Underworld HG

>Celerity
>Quietus

All seems reasonable here too. I'd be tempted to add Obfuscate, simply
for the Sacrificials, but they aren't really the focus of your deck, so
maybe not.

The only problem I ever see with the paths is their fragility. You
don't have intercept really (perhaps a token Market Square?) so you'd
find it difficult to defend them. If you think the damage is a big
enough defence factor then maybe, but I'm still dubious about them.
They *are* good though, if you can keep them.

>
>Actions (12/90):
>7x Bums Rush
>2x Arson

>3x Sacrificial Lamb

Arson depends on your metagame, I guess. You only have 11 sources of
rush, and your average Brujah rush deck has 14 (1O rush and 4 Haven).
Perhaps something to address? 3 sacrificial lambs is possibly too few,
since you can't guarantee them, but you'll be fighting to play them when
you've got them, I guess, especially since you have no stealth.

>
>Equipment (10/90):

Yikes!

>4x Bang Nakh
>4x Wooden Stake
>2x Crimson Sentinal // all I own
>

I see your point with the Wooden Stakes. Worth keeping, I guess,
especially with your additional strikes. I question the usefulness of
Bang Nakh and Nuclear Bomb (Crimson Sentinel), though, simply because
they are quite expensive, even though they do do a fair amount of
damage. Also, will you always be able to get your Wooden Stakes back,
given that you don't have many Sacrificial Lambs. And another vampire
transferring it off with an action would be hellish. I guess you could
hope to burn them outright, but that's difficult, of course, because you
would normally only be doing 1 aggravated damage at a time. If, when
you dealt that, they weren't wounded, they would simply go to torpor.
And it'd be difficult for you to deal it when they were wounded, because
of your reliance on additional strikes rather than big strikes.

>Combat (50/90):
>5x The Khabar: Honor

Useful., especially with Blood Agony in later rounds.

>6x Disguised Weapon

Well, I'd be tempted to drop these or slim them down but if the
equipment is working for you, run with it. I'd probably go down to
three, tops, and only have the Stakes in the deck.

>6x Blood Sweat

Useful. Very good anti-Fortitude card.

>4x Blood Agony // all I own

>6x Silence of Death // all I own

More of both wouldn't hurt, but you're probably trading for both anyway.

>6x Psyche

Good. You need it versus S:CE.

>4x Blur
>3x Flash

Your Blood Agony needs second round. You probably need more presses.

>4x Pursuit

Hmm.... *stares at card text* You know, that's pretty good. Will have
to look at for the future. (I always value maneuver above press (well,
normally, anyway) and the additional strike might tempt me away from
Flash).

>3x Rapid Thought // all I own

For Maneuver/Press, Flash is just as good. How often will you want to
cancel your strike, or have something else you could do with it instead?
I note the "all I own" and presume it means "want to get more". Three
is probably fine, IMHO.

>3x Sidestrike

Not really my cup of tea. As you say, I'd be tempted to go for
Sideslip, which I like because of the Prevent Damage. Hurrah!

>
>Reaction (4/90):
>4x Foul Blood

Again, not my cup of tea. The problem is, as I see it, you're planning
for people to rescue vampires, when a combat deck shouldn't be dealing
with that - burn, diablerise and kill, NOW. You can't afford to waste
two sets of cards on the same vampire, because he's rescued himself, if
you can really, really help it.

>
>Comments:


>There are 11 "get into combat" cards in this deck. 2 more if
>you count the Arsons (I never play a combat deck w/o either
>Arson or Rampage; they are incredibly useful).

I've been tending to find them decrease in utility, because the
Tournament Metagame in Portsmouth has been shifting away from
locquipment and master: locations. And you can't guarantee the combat.
Some people might think the burning of the location better than the
torporising of their vampire.

>I didn't want
>to go overboard with the Contracts because I don't see them
>as overly useful.

The Khabar: Honor is a great card, though. If you can hold it till
second round and Blood Agony it...... *boom*

> I'm almost tempted to replace them with
>Havens, but I don't want to lose some of the flavor.

Flavour is good, but don't let it override your feelings. I do think
they're good, though, if for nothing other than the Khabar.

>I'm pretty sure that the appearance of Wooden Stakes here
>has raised some eyebrows.

Perhaps. I question the *other* equipment mostly though.

> The reasoning I have in putting
>them in here is that they are *free* (of huge importance because
>I really don't have that great a pool management plan)

Indeed. Free = not quite so bad.

> and
>with all the additional strikes I have, the victim is sure to go to
>Torpor.

But not burned. Not burned = bad :( And, unfortunately, there's not a
lot you can do about it.

> The fact that the victim can't untap in torpor can be
>an advantage to me if the meth doesn't have many other vamps
>available to rescue.

The big problem is if they yank it out of them. Then they can leave
torpor, or use the Stake against you (in another combat deck :( )

>Plus, it might give me an extra turn or two
>to pull my Sacrificial Lamb.

It's possible, but you only have three.

>All the Celerity combat cards I put in the deck are all dual use.

Actually, Blur isn't. But it's a good call having the flexibility.

>They either give me a maneuver, a press, a dodge or an
>additional strike depending on the card.

Dodge isn't really my cup of tea. A heavy combat deck will stop you
doing it (Scorpion Sting, Immortal Grapple) and you should be able to
stand up against light/no combat.

> I put the Rapid Thought
>in here because the superior can be really useful.

It can be, but I would counsel against putting more in.

> Also, I'm
>thinking of changing the Sidestrike out for Sideslip. Suggestions?

Go for it, IMHO. Sideslip is a heavily underrated card, I think.

>The only thing that I didn't put in the deck
>(because a lack of space) was Taste of Vitae. They weren't
>included initially when I constructed this deck because all I own
>are in another deck I have. I know I need them in here, but I don't
>know what to take out. Suggestions?

The Disguised Weapons being thinned down might help, as would the non-
Stake equipment.

>Lastly, the Foul Blood is in there to put recently rescued vamps
>back into Torpor. I'd most likely leave Harika untapped to use
>it.

I guess. But what happens if you don't have it in your hand, and then
draw it after she's taken an action? Are you going to leave her
untapped anyway, just in case you draw it? You only have one anyway, so
perhaps a tad optimistic of you.

>
>Comments/suggestions/advice/flames?

Hmmm... flames. Well, a Flamethrower would probably be too expensive
for this deck. You just haven't got the pool gain. ;)
--
James Coupe (Prince of Mercia, England)

Vampire: Elder Kindred Network
http://madnessnetwork.hexagon.net

mboh...@shout.net

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Feb 16, 1999, 3:00:00 AM2/16/99
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In article <7ab7c4$161$1...@news.NERO.NET>,

phil...@tx.ENGR.ORST.EDU (Jasper Phillips) wrote:
> In article <7aar7i$prk$1...@nnrp1.dejanews.com>, <mboh...@shout.net> wrote:

> >The only Assamite incarnation I've managed to have a good degree of
> >success with has been my Assamite Sniper deck. Disguised Deer Rifles,
> >Blur, Blood Sweat, Taste of Death. Usually effective except against
> >heavy S:CE or bad hands. They're a really tough clan, mainly because
> >of vampire selection. Good luck!
>

> Huh. That's exactly the experience I had. I always wanted to at least
> try the close range approach, but the cards are just too rare.
> The Deer Rifle thing is pretty mean, provided no one has S:CE. I've
> felt that the Assamites were a good clan to play in a post heavy
> combat Metagame, when people have decided that S:CE isn't worth
> playing with.

Note that I said heavy S:CE. Haven Uncovered is good against a S:CE
opponent. That combined with Psyche requires them to have multiples
in their hand when the first attack starts as S:CE doesn't get much
card turnover in combat. Granted, S:CE at any level will slow them
down. That's why I finally happened upon trying the Deer Rifle
approach - you don't waste cards aka maneuvers setting up for what
you really want to do.

Petri Wessman

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Feb 16, 1999, 3:00:00 AM2/16/99
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On Tue, 16 Feb 1999 10:40:16 +0000, James Coupe <ve...@nospam.demon.co.uk> said:

>> 4x Pursuit

James> Hmm.... *stares at card text* You know, that's pretty good.
James> Will have to look at for the future. (I always value maneuver
James> above press (well, normally, anyway) and the additional strike
James> might tempt me away from Flash).

Yeah, Pursuit has been a staple of my own ranged-attack Assamite decks
for quite a while now. I'm currently constructing a (mainly) close-range
Assamite deck, don't know how viable that is yet.

//Petri

John M. Baker

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Feb 16, 1999, 3:00:00 AM2/16/99
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James Coupe wrote:

>Your Blood Agony needs second round. You probably need more presses.

Mike Bohlmann wrote:

>I'd get some Acrobatics in here somehow and possibly more Blurs.
>For the Assamites, it's best to take care of the opposition in the
>first round.

Well, in either case, I recommend a few Nimble Feet if you're looking
for more presses/additional strikes.

John Baker


the_a...@hotmail.com

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Feb 16, 1999, 3:00:00 AM2/16/99
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In article <7a9fr2$fhq$1...@oak.prod.itd.earthlink.net>,
"AgentZero" <agen...@my-dejanews.com> wrote:

The Assamites, supposedly one of the most feared (RPG) combat clans, and yet
they are incredibly difficult to make into a valid combat clan (even using the
playtest set :( )

> Crypt
> --------
> 2x Parnassus
> 2x Kanya Akhtar
> 2x Kalinda
> 2x Abd al-Rashid
> Husamettin
> Tansu Bekir
> Melek
> Harika Guljan

Where is Abd Al-Rashid? He is a must for any Assamite deck. Otherwise, pretty
solid. Unfortunately, there are not as many suitable smaller vamps for
inclusion in an assamite deck as there are for any other combat clans - which
means you must focus on a few bigger vamps to do your killing. Sometimes that
Brujah with the built in Psyche is worthwhile.

>
> Library
> ---------
> Masters (14/90):
> 4x Contract

Good but Havens for dogpile action.

> 2x Heartblood of the Clan

These are hard to use, even with feeding weenies, because weenies tend to get
stepped on, and can't fight at all well.

> 2x Path of Blood

Useful, but risky. Depends on your environment. If you can make other meths
worried about losing enough minions without taking damaging actions, go for
it.

> 3x Blood Doll
> Underworld HG

I'd go for the MTap/ToV with your assmaites for pool gain rather than the
Doll/HG. Particularly if you stick with the Paths, as your combat costs should
be minimal.

> Celerity
> Quietus

Build up these a little. Double, perhaps?

>
> Actions (12/90):
> 7x Bums Rush
> 2x Arson
> 3x Sacrificial Lamb

See later comments, but Assamites have an easier time burning opponents in
combat cheaply than any other clan. You might want to drop the obfuscate angle
all together.

>
> Equipment (10/90):


> 4x Bang Nakh
> 4x Wooden Stake
> 2x Crimson Sentinal // all I own

Assamites really do better at long range combat than short. With Deer Rifles
and Psyche! (and some card management - suggest Dreams/Deal), you can hang
out at long range, suck any S:CE out of the opponent and continue with Blood
Sweat/ Taste of Death and Taste of Vitae to finish.

>
> Combat (50/90):
> 5x The Khabar: Honor

Strange choice, to have more Khabar than contract.

> 6x Disguised Weapon
> 6x Blood Sweat

> 4x Blood Agony // all I own

Assamites aren't good at the second round combat schtick unless you are
playing cel-tha-qui. I'd head back to celeritous first round combat.

> 6x Silence of Death // all I own

First strike isn't a particularly useful ability, but this card is thematic.

> 6x Psyche

Good. More?

> 4x Blur
> 3x Flash

Good. Definitely more, particularly if you go after the long range thang.

> 4x Pursuit

excellent.

> 3x Rapid Thought // all I own

Replace with flash/pursuit.

> 3x Sidestrike


>
> Reaction (4/90):
> 4x Foul Blood

No. Burn them all! You need to be rushing _every_ turn with _everyone_.

agen...@my-dejanews.com

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Feb 17, 1999, 3:00:00 AM2/17/99
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> Pretty much fine. I'd be tempted, myself, to maybe throw a Julius or
> two in there. He's got the Quietus and he's Camarilla and he's capable
> of committing diablerie.

True, but he's a 1 and all my Quietus cost. Even with the Path of
Blood, it'll cost him.

> >4x Contract
> >2x Heartblood of the Clan
> Reasonable, though I might go for more Contracts than you have.

Why?

> All seems reasonable here too. I'd be tempted to add Obfuscate, simply
> for the Sacrificials, but they aren't really the focus of your deck, so
> maybe not.

They are in there as prayer cards. If I don't get them, no worries.
If I do, I can use, say, Tansu to perform the Sacrificial Lamb.

> The only problem I ever see with the paths is their fragility. You
> don't have intercept really (perhaps a token Market Square?) so you'd
> find it difficult to defend them. If you think the damage is a big
> enough defence factor then maybe, but I'm still dubious about them.
> They *are* good though, if you can keep them.

I find that they aren't hot targets. Generally, the other players
have more to worry about than to burn a card that only reduces the
cost of Quietus (combat) cards by 1. They are either rescuing themselves
from torpor or trying to oust me. Burning the Path is usually a
wasted action.

> Arson depends on your metagame, I guess.

Arson is great for getting rid of the Elysium or Secure Haven. I'm
a big proponant for using Arson.

> Perhaps something to address? 3 sacrificial lambs is possibly too few,
> since you can't guarantee them, but you'll be fighting to play them when
> you've got them, I guess, especially since you have no stealth.

Again, it is more of a prayer card. If it works, great. If they block
it, it'll be another vamp in torpor (or at least, that's the plan. :p)

> I see your point with the Wooden Stakes. Worth keeping, I guess,
> especially with your additional strikes. I question the usefulness of
> Bang Nakh and Nuclear Bomb (Crimson Sentinel), though, simply because
> they are quite expensive, even though they do do a fair amount of
> damage.

They aren't *overly expensive* though. Usually made up by the
Blood Bolls or Heartblood.

> Also, will you always be able to get your Wooden Stakes back,
> given that you don't have many Sacrificial Lambs.

I'm not to worried about getting them back. They were pretty much
in there for a one time use. But in reviewing some of the comments
here, I may have to rethink this strategy. While I've not had to
worry about having them used against me (yet), it is a valid point.
I just generally keep the other guys in torpor so they can't use
it.

> >Combat (50/90):
> >5x The Khabar: Honor
> Useful., especially with Blood Agony in later rounds.

Yup. :p

> >6x Blood Sweat
> Useful. Very good anti-Fortitude card.

That's why it's in here and not Taste of Death.

> >4x Blood Agony // all I own
> >6x Silence of Death // all I own
> More of both wouldn't hurt, but you're probably trading for both anyway.

Actually, I buy them from Mark Korshavn. Noone around here owns any
for me to trade with.

> >6x Psyche
> Good. You need it versus S:CE.

Obviously. :)

> >4x Blur
> >3x Flash
> Your Blood Agony needs second round. You probably need more presses.

Flash offers a press. Psyche offers a press. Rapid Though offers a
press. I've got lots of presses.

> >4x Pursuit
> Hmm.... *stares at card text* You know, that's pretty good. Will have
> to look at for the future.

Pursuit rules. I use it in all my celeritous combat decks.

> >3x Rapid Thought // all I own
> For Maneuver/Press, Flash is just as good. How often will you want to
> cancel your strike, or have something else you could do with it instead?

I've found it useful. Particularly if I'm low on blood, long range, have
a Blood Sweat in hand against a Ventrue. It's in there more for the
Maneuver/Press, but the superior can be very helpful

> I note the "all I own" and presume it means "want to get more". Three
> is probably fine, IMHO.

I do, but even if I did I wouldn't put them in this deck. I agree that
3 is fine. :)

> >3x Sidestrike
> Not really my cup of tea. As you say, I'd be tempted to go for
> Sideslip, which I like because of the Prevent Damage. Hurrah!

I'm really leaning in the direction of Sideslip for that very reason.
I do like Sidestrike's additional strike at superior, though.

> >Reaction (4/90):
> >4x Foul Blood
> Again, not my cup of tea. The problem is, as I see it, you're planning
> for people to rescue vampires, when a combat deck shouldn't be dealing
> with that - burn, diablerise and kill, NOW. You can't afford to waste
> two sets of cards on the same vampire, because he's rescued himself, if
> you can really, really help it.

True. It's only been marginally useful. I'll most likely trade them
out for Taste of Vitae.


> I've been tending to find them decrease in utility, because the
> Tournament Metagame in Portsmouth has been shifting away from
> locquipment and master: locations. And you can't guarantee the combat.
> Some people might think the burning of the location better than the
> torporising of their vampire.

Oftentimes that is indeed the case. But an Elysium or Secure Haven
can really ruin your day.

> The Khabar: Honor is a great card, though. If you can hold it till
> second round and Blood Agony it...... *boom*

This is the ideal combo. :)

> >with all the additional strikes I have, the victim is sure to go to
> >Torpor.
> But not burned. Not burned = bad :( And, unfortunately, there's not a
> lot you can do about it.

Not with Assamites. I've found that it's nearly impossible for an
Assamite to burn it's opponent in combat. Especially now with the new
agg rules.

> The big problem is if they yank it out of them. Then they can leave
> torpor, or use the Stake against you (in another combat deck :( )

True, but I try to keep them busy on other things - like survival.

> >They either give me a maneuver, a press, a dodge or an
> >additional strike depending on the card.
> Dodge isn't really my cup of tea. A heavy combat deck will stop you
> doing it (Scorpion Sting, Immortal Grapple) and you should be able to
> stand up against light/no combat.

True, but that's why the dual use. I'll almost definately switch to
Sideslip, though.

> The Disguised Weapons being thinned down might help, as would the non-
> Stake equipment.

The more I trim out, the less liklihood that I'll draw it. It is the
DW that is saving me an equip action and allowing me to keep the pressure
on.

a0

agen...@my-dejanews.com

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Feb 17, 1999, 3:00:00 AM2/17/99
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> Where is Abd Al-Rashid? He is a must for any Assamite deck. Otherwise,
> pretty solid. Unfortunately, there are not as many suitable smaller
> vamps for inclusion in an assamite deck as there are for any other combat
> clans - which means you must focus on a few bigger vamps to do your
> killing. Sometimes that Brujah with the built in Psyche is worthwhile.

Very true. I had forgotten about him. Although he is kind of expensive
as is Abd Al-Rashid.

> > 2x Heartblood of the Clan

> These are hard to use, even with feeding weenies, because weenies
> tend to get stepped on, and can't fight at all well.

True, but my predator/prey generlaly has other things to worry about
than blocking the move to the Heartblood.

> > 3x Blood Doll
> > Underworld HG
> I'd go for the MTap/ToV with your assmaites for pool gain rather
> than the Doll/HG.

That's a good strategy, but I wouldn't think so in this deck. I
need to keep the number of masters low. If I just replace the
BDs and HG with MTap, they may not hit my hand until late. I'd
rather have a (somewhat) steady stream of blood coming in than
alot of pool at one time that may come too late.

> Assamites really do better at long range combat than short. With Deer Rifles
> and Psyche! (and some card management - suggest Dreams/Deal), you can hang
> out at long range, suck any S:CE out of the opponent and continue with Blood
> Sweat/ Taste of Death and Taste of Vitae to finish.

Except that ToD can be prevented by Fortitude. Also, I didn't think you
could use ToV at long range?

LSJ

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Feb 17, 1999, 3:00:00 AM2/17/99
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agen...@my-dejanews.com wrote:
> [snip]

> Also, I didn't think you
> could use ToV at long range?

You can. Taste of Vitae can be used at any range.

--
L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast.
Links to revised rulebook, rulings, errata, and DCI (tournament) rules:
http://www.wizards.com/VTES/VTES_Rules.html

mboh...@shout.net

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Feb 17, 1999, 3:00:00 AM2/17/99
to
In article <7aepcm$6b6$1...@nnrp1.dejanews.com>,
agen...@my-dejanews.com wrote:

> > Where is Abd Al-Rashid? He is a must for any Assamite deck. Otherwise,
> > pretty solid. Unfortunately, there are not as many suitable smaller
> > vamps for inclusion in an assamite deck as there are for any other combat
> > clans - which means you must focus on a few bigger vamps to do your
> > killing. Sometimes that Brujah with the built in Psyche is worthwhile.
>
> Very true. I had forgotten about him. Although he is kind of expensive
> as is Abd Al-Rashid.

With Quietus not being a huge part of your deck, you might be able
to get by without Abd. He isn't expensive except by the Sabbat's apparent
lack of cost to abilities ratio. Al Ashrad is definitely worth the
extra pool over Husamettin. I couldn't recommend him enough. :) Plus
he looks so much cooler than Husamettin.

> > > 2x Heartblood of the Clan
> > These are hard to use, even with feeding weenies, because weenies
> > tend to get stepped on, and can't fight at all well.
>
> True, but my predator/prey generlaly has other things to worry about
> than blocking the move to the Heartblood.

Generally, yes, but if they are a combat deck, you could be hosed.

> > Assamites really do better at long range combat than short. With Deer Rifles
> > and Psyche! (and some card management - suggest Dreams/Deal), you can hang
> > out at long range, suck any S:CE out of the opponent and continue with Blood
> > Sweat/ Taste of Death and Taste of Vitae to finish.
>

> Except that ToD can be prevented by Fortitude. Also, I didn't think you


> could use ToV at long range?

If you've done two Blood Sweats and then ToD, most likely they aren't going
to be able to pay for a Skin of Steal or Rolling with the Punches. By
itself, ToD isn't so great, but preceded by Blood Sweat it's great.
Taste of Vitae works at both long and short range. Yes, seems weird, but
there is no restriction in card text and no errata to add such text.

Mike

--
Mike Bohlmann, MAIP - Prince of Urbana-Champaign
http://www.shout.net/~mbohlman/

-----------== Posted via Deja News, The Discussion Network ==----------

AgentZero

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Feb 17, 1999, 3:00:00 AM2/17/99
to
>Interesting selection. You have 5 vampires with superior OBF.
>I've often found Al Ashrad's special ability and +1 bleed to be well
>worth the extra 1 cost over Husamettin.

I dunno. I've got my eye on pool management. 1 may not seem like
alot, but there's not alot of pool gain in this deck...

>> 2x Heartblood of the Clan
>Without stealth, I've found these to be better replaced. In your case,
>I'd swap for 2 Havens.

I've not had a problem using these. I find the the actions to move blood
aren't really blocked. My pred/prey has other things to worry about.

>> 2x Path of Blood
>If stealth shows up at all in your group, I'd ditch these for a couple
>Racks, Blood Dolls, or Havens. You just aren't going to be able to
>defend them.

See above and another post in this thread. The Heartblood and
Path don't seem to be huge targets.

>> Celerity
>> Quietus
>You have 4 vampires with inferior Cel. You have 5 with Qui or none at
>all. Celerity is obviously more important, so either remove both, or
>make them both Celerity.

Good point.

>You only have 4 different vampires with OBF. And you're not going
>to be doing this with obf. I'd ditch them for other, more generally
>useful cards. Perhaps more Bum's Rushes.

They are prayer cards. If they work, cool. If not, another combat.
wheeee! :)

>Why would you want more Sentinel's? Two is good. I'd question the
>Wooden Stakes as you have no way of getting them back. Of course, if
>combat is VERY rare in your group, I'd consider it. Otherwise, these
>will just backfire on you.

Good point and it seems to a fairly prevelant one at that. While it hasn't
been an issue up to this point, I see how it could. I'll have to rethink
that angle.

>> Combat (50/90):
>> 5x The Khabar: Honor
>Note: Not usable with a weapon.

I know.

>> 4x Blood Agony // all I own
>Personally, I think this card sucks. It's not usable until second
>round. Of course, being that you appear to want to fight at close
>range, you might want to try it.

This is a great card at close. I just wish I had more.

>> 6x Silence of Death // all I own
>I'm on the fense with SoD. First strike just isn't all that useful
>where I play (they'll either prevent, S:CE or hit you back much
>harder).

Can't do much about the first two, but with regards to the last,
if you are hitting with Agg damage and FS, no matter if they
try to hit you for 11, they're going to torpor first.
I really would like more Blood Agony.

>> Reaction (4/90):
>> 4x Foul Blood
>The jury is still out on this card with me. It's great for what
>you say (sending rescued vampires back to torpor). With your deck,

I'm going to switch them out for ToV.

>> My main source of pool gain is the Blood Dolls and using the
>> weenies to feed blood the Heartblood of the Clan.
>Without stealth, feeding the Heartblood with weenies will be
>blocked. They probably won't fear the weenies much. It's the
>bigger guys with Celerity and Quietus that scare people. And
>they should be killing. :)

Right. Do the killing first then feed the Heartblood. Take out their
interceptors. :p

>> to go overboard with the Contracts because I don't see them
>> as overly useful.
>Not being burnable except with what amounts to a clan hoser is
>a pretty good use.

Good point. I dunno, it still is fairly limited in use.

>Are you depending on the Sacrificial Lambs to get your Stakes back?

No.

>So are you just putting in the Blood Sweats for the sake of it, in
>case you're at long range?

Or against Fortitude.

a0


AgentZero

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Feb 17, 1999, 3:00:00 AM2/17/99
to
>It's not that bad, since 4/12 gives you ~75% chance of drawing at
>least one OBF vamp at the start. You probably could find something
>better though; Pulled Fangs would probably be better.

I've found the new PF to be wallpaper, at least in my playgroup (and
IMO in general). My turn - combat: hit 'em hard enough to send them
to torpor w/Pulled Fangs. Their turn - remove PF action #1, remove
PF action #2, rescue. All of which I can't stop because I've no intercept
and noone else generally stops it because by that time, they view me
as the *threat*(tm). Sure, it keeps your prey/pred tied up a round
(or less if they have lots of minions), but that's not worth the card
slots PF takes up.
IMO.

a0


mboh...@shout.net

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Feb 17, 1999, 3:00:00 AM2/17/99
to
In article <7aer53$cer$1...@birch.prod.itd.earthlink.net>,
"AgentZero" <agen...@my-dejanews.com> wrote:

> I've found the new PF to be wallpaper, at least in my playgroup (and
> IMO in general). My turn - combat: hit 'em hard enough to send them
> to torpor w/Pulled Fangs. Their turn - remove PF action #1, remove
> PF action #2, rescue. All of which I can't stop because I've no intercept
> and noone else generally stops it because by that time, they view me
> as the *threat*(tm). Sure, it keeps your prey/pred tied up a round
> (or less if they have lots of minions), but that's not worth the card
> slots PF takes up.
> IMO.

So a single card that can keep four minions busy for one turn or
3 minions busy for two turns or for all intents and purposes
make a vampire useless is wallpaper? Actually, as you're at close
range with your combats, I'd definitely swap the PF for the Foul
Blood. Here's why.

Foul Blood requires two minions if the send to torpor with 0 blood
and the keep in torpor are done in the same turn around the table.
It won't work if the torpored vampire doesn't come out with 0 blood.
One vampire sends to torpor with a rush. The other send back to
torpor after a rescued vampire hunts. Net effect - you've kept two
minions busy for two turns with one losing 2 blood by using two of
your own minions, one of which loses a blood to pay for FB.

With Pulled Fangs, you need one minion to send to torpor. Then
what happens next is up to the target. Option A - The vampire is
equivalent of burned because they don't want to take the actions
to burn the Pulled Fangs or the vampire would have to hunt right
away or soon. Option B - Use two minions taking actions to burn
the PF, use another to rescue (pays 2 blood), torpored vampire
now has to hunt. Option C - Use two minions to burn PF, on next
turn rescue and hunt. Net effect - you've effectively burned
one vampire or you've kept _at least_ two vampires busy for one
or two turns while only using one of your own minions with no
extra blood cost.

Pulled Fangs would make a perfect replacement for FB in your
deck because you are going to be fighting at close range anyway.

mboh...@shout.net

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Feb 17, 1999, 3:00:00 AM2/17/99
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In article <7aerql$d3a$1...@birch.prod.itd.earthlink.net>,

"AgentZero" <agen...@my-dejanews.com> wrote:
> >Interesting selection. You have 5 vampires with superior OBF.
> >I've often found Al Ashrad's special ability and +1 bleed to be well
> >worth the extra 1 cost over Husamettin.
>
> I dunno. I've got my eye on pool management. 1 may not seem like
> alot, but there's not alot of pool gain in this deck...

Ok, you're willing to give up on a much better vampire for 1 pool when
you've got two locations that cost 1 pool and are easily burned with
1 stealth? If the 1 extra pool for Al Ashrad (+1 bleed, Arson type
action on Camarilla locations) isn't worth having one less pool, how
is the Path of Blood?

the_a...@hotmail.com

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Feb 17, 1999, 3:00:00 AM2/17/99
to
In article <7aepcm$6b6$1...@nnrp1.dejanews.com>,
agen...@my-dejanews.com wrote:
>
> > Where is Abd Al-Rashid? He is a must for any Assamite deck. Otherwise,
> > pretty solid. Unfortunately, there are not as many suitable smaller
> > vamps for inclusion in an assamite deck as there are for any other combat
> > clans - which means you must focus on a few bigger vamps to do your
> > killing. Sometimes that Brujah with the built in Psyche is worthwhile.
>
> Very true. I had forgotten about him. Although he is kind of expensive
> as is Abd Al-Rashid.

Abd is a little expensive, but gives you the two core disciplines of the deck
at superior - an immediate advantage. And as for
the-brujah-with-built-in-pysche, if you are in an S:CE heavy environment, the
value of his SA increases incredibly, since it counts as a free hand slot
with a guaranteed pysche every combat.

> > > 3x Blood Doll
> > > Underworld HG
> > I'd go for the MTap/ToV with your assmaites for pool gain rather
> > than the Doll/HG.
>
> That's a good strategy, but I wouldn't think so in this deck. I
> need to keep the number of masters low. If I just replace the
> BDs and HG with MTap, they may not hit my hand until late. I'd
> rather have a (somewhat) steady stream of blood coming in than
> alot of pool at one time that may come too late.

I find that over the course of a game, Mtaps provide more blood overall than
Bdolls, and since you are working with larger vamps this is even more true.
Besides, sucking 6/7 off Ashrad, getting into combat and burning a minion and
refilling is great for putting terror into opponent meths :)

>
> > Assamites really do better at long range combat than short. With Deer Rifles
> > and Psyche! (and some card management - suggest Dreams/Deal), you can hang
> > out at long range, suck any S:CE out of the opponent and continue with Blood
> > Sweat/ Taste of Death and Taste of Vitae to finish.
>
> Except that ToD can be prevented by Fortitude. Also, I didn't think you
> could use ToV at long range?

You can. Great, innit?

AgentZero

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Feb 17, 1999, 3:00:00 AM2/17/99
to
>Ok, you're willing to give up on a much better vampire for 1 pool when
>you've got two locations that cost 1 pool and are easily burned with
>1 stealth? If the 1 extra pool for Al Ashrad (+1 bleed, Arson type
>action on Camarilla locations) isn't worth having one less pool, how
>is the Path of Blood?

1 word: metagame.
Alot of the decks here don't really use Cam clans and as such won't
be bringing out Cam locations. So that part of his special is not
useful to me at this time. While his +1 bleed is all well and good, the
only time it would be useful is towards endgame where I've got my
prey's vamps eliminated and I'm going in for the oust. He's not
offering me anything *extra* for early and midgame when pool matters
the most in determining who and/or what .you can put into play.
As for the Path of Blood, it offers me blood management where I
have very little. The ToV's after I put them in will help alot, but so does
the PoB. So far the PoB hasn't been a target because it is of little
consequence to my prey/pred. They have other actions to take like
rescuing, hunting or trying to oust me.

a0

Jasper Phillips

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Feb 17, 1999, 3:00:00 AM2/17/99
to
In article <7af4u7$h4s$1...@nnrp1.dejanews.com>, <mboh...@shout.net> wrote:

[snip]

>Pulled Fangs would make a perfect replacement for FB in your
>deck because you are going to be fighting at close range anyway.

And on top of all that, it's an extra point of damage.

PF Fangs is very usefull. It can give you the extra time you need to get
going with a rush deck, and often the vamp with his teeth knocked out
stays in torpor. It's also a decent method of hurting your predator
quite a bit, without making him really easy bait for his predator.
Hell, it's also usefull to deal with people using blood dolls to
bring their vamps out of torpor.

James Coupe

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Feb 17, 1999, 3:00:00 AM2/17/99
to
In article <7aeotk$5q7$1...@nnrp1.dejanews.com>, agen...@my-dejanews.com
writes

>> >4x Contract
>> >2x Heartblood of the Clan
>> Reasonable, though I might go for more Contracts than you have.
>
>Why?
>

Because I like The Khabar: Honor. I'd probably move towards that as a
basis for striking for the deck, rather than, say, Bang Nakh.

>> All seems reasonable here too. I'd be tempted to add Obfuscate, simply
>> for the Sacrificials, but they aren't really the focus of your deck, so
>> maybe not.
>
>They are in there as prayer cards. If I don't get them, no worries.
>If I do, I can use, say, Tansu to perform the Sacrificial Lamb.
>

This *is* a worry though. Your combat seems to be based around merely
torporising people. You need to burn them, because a torporised vampire
can come back to haunt you. In combat would be preferable, but SL would
be a possibility.

<Path of Blood>
>I find that they aren't hot targets. Burning the Path is usually a
>wasted action.
>

I guess. Depends on your game.

>> Arson depends on your metagame, I guess.
>
>Arson is great for getting rid of the Elysium or Secure Haven. I'm
>a big proponant for using Arson.

I like Arson a lot, but, as I said, I've been tending to drop it, simply
because I've been finding fewer people playing locations.

Actually, though you haven't got anywhere near enough pool for it, the
best way to deal with Elysium is to contest it. A burned Elysium is one
which can be replaced. A contested one isn't.

>Again, it is more of a prayer card. If it works, great. If they block
>it, it'll be another vamp in torpor (or at least, that's the plan. :p)
>

Like I say, I'd rather see a vampire in the ash-heap than in torpor any
day of the week.

>> I see your point with the Wooden Stakes. Worth keeping, I guess,
>> especially with your additional strikes. I question the usefulness of
>> Bang Nakh and Nuclear Bomb (Crimson Sentinel), though, simply because
>> they are quite expensive, even though they do do a fair amount of
>> damage.
>
>They aren't *overly expensive* though. Usually made up by the
>Blood Bolls or Heartblood.

Well, you were complaining about a 1 pool upgrade to/from Husamettin
elsewhere in the thread. These are for two, and only potentially
useful. I'd steer clear of these two, myself. Vulnerable to an IG deck
(again, up to your play environment), and take an action or two cards in
your hand at once. My instincts tell me to go for Khabar: Honor, but it
is, of course, up to you.

>> >6x Blood Sweat
>> Useful. Very good anti-Fortitude card.
>
>That's why it's in here and not Taste of Death.
>

One or two wouldn't be bad. Aggro damage is good, and flexibility is
also good.

>> >4x Blood Agony // all I own
>> >6x Silence of Death // all I own
>> More of both wouldn't hurt, but you're probably trading for both anyway.
>
>Actually, I buy them from Mark Korshavn. Noone around here owns any
>for me to trade with.

Ick. I know that feeling! Apart from the Mark Korshavn bit.

>> >4x Blur
>> >3x Flash
>> Your Blood Agony needs second round. You probably need more presses.
>
>Flash offers a press. Psyche offers a press. Rapid Though offers a
>press. I've got lots of presses.

Oh, I forgot about Psyche. Sorry.

>
>> >4x Pursuit
>> Hmm.... *stares at card text* You know, that's pretty good. Will have
>> to look at for the future.
>
>Pursuit rules. I use it in all my celeritous combat decks.
>

Yeah, I'll have to look it out of my collection.

>> >3x Sidestrike
>> Not really my cup of tea. As you say, I'd be tempted to go for
>> Sideslip, which I like because of the Prevent Damage. Hurrah!
>
>I'm really leaning in the direction of Sideslip for that very reason.
>I do like Sidestrike's additional strike at superior, though.
>

I *like* Prevent Damage. It's cool, because you can whack someone down
into torpor and not take damage yourself. Good for the Gangrel too,
with their 1 point pokes (watch out for Scorpion Sting). I'd maybe try
the deck with it, at least. Maybe add two, and drop 1 or two of others.
As you say, flexibility is a great asset of celerity.

>> >Reaction (4/90):
>> >4x Foul Blood

>True. It's only been marginally useful. I'll most likely trade them
>out for Taste of Vitae.
>

Not a bad idea at all. Or something else, of course. Trading them out
would probably be good though.

>> The Khabar: Honor is a great card, though. If you can hold it till
>> second round and Blood Agony it...... *boom*
>
>This is the ideal combo. :)

Yeah. I'd add more Khabar: Honor. That card r00lz. ;)

>
>> >with all the additional strikes I have, the victim is sure to go to
>> >Torpor.
>> But not burned. Not burned = bad :( And, unfortunately, there's not a
>> lot you can do about it.
>
>Not with Assamites. I've found that it's nearly impossible for an
>Assamite to burn it's opponent in combat. Especially now with the new
>agg rules.

Well, Khabar: Honor and Blood Agony is possible. A weather control if
you were focusing on the tha Assamites would help you wound them, too -
then you only need 1 point of aggro damage, because they're already
wounded.


Hmm.... environmental damage with Assamites and how to get it. *cogs
grind and whirr*

>> The Disguised Weapons being thinned down might help, as would the non-
>> Stake equipment.
>
>The more I trim out, the less liklihood that I'll draw it. It is the
>DW that is saving me an equip action and allowing me to keep the pressure
>on.

Indeed. Of course, you'd need fewer if you had fewer weapons, which I'd
advocate. Still, if they work for you....

agen...@my-dejanews.com

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Feb 18, 1999, 3:00:00 AM2/18/99
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> >> Reasonable, though I might go for more Contracts than you have.
> >Why?
> Because I like The Khabar: Honor. I'd probably move towards that as a
> basis for striking for the deck, rather than, say, Bang Nakh.

K:H is indeed a great card. However, it can only be used in conjunction
with a Contract and I've only got 4 in there. The *most* I'd be willing
to go up to is maybe 6, but that would require me to get rid of some of
the other masters I have. It would suck alot if I had a K:H in hand but
no Contract in play.

> This *is* a worry though. Your combat seems to be based around merely
> torporising people. You need to burn them, because a torporised vampire
> can come back to haunt you. In combat would be preferable, but SL would
> be a possibility.

I totally agree, but as I pointed out before, it's *really* difficult
to reliably burn vamps with Assamites.

> Like I say, I'd rather see a vampire in the ash-heap than in torpor any
> day of the week.

Agreed. And I definately play my POT combat decks to that end.

> >Not with Assamites. I've found that it's nearly impossible for an
> >Assamite to burn it's opponent in combat. Especially now with the new
> >agg rules.
> Well, Khabar: Honor and Blood Agony is possible.

But I need more blood Agony. Perhaps when I buy more from Mark I'll
switch to more K:H, but right now I'd rather have something more
permanent. And IG isn't that prevelant in my group. Noone other
than me really has the number needed to be useful. And mine are
tied up in my POT combat decks.

%?fullname%

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Feb 18, 1999, 3:00:00 AM2/18/99
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Has anybody thought about including Hidden Lurker in this deck? Feed the
Heartblood of the Clan with a weenie. Weenie gets blocked, happens what has
to happen. Hidden Lurker with a big guy, no S:CE => Terror in opponent's
eyes. "You're playing with that???!!!???" I think a couple of Hidden Lurker
would not destroy the theme as well, Assamites lurking outside your home
are pretty common, aren't they?
About Julius, ok he's weak, ok he's likely to go to torpor (burned even) if
in combat but I tend to see him as cannon fodder mostly, he costs one (no
big deal). If he's killed then though, but if he gets through to diablerize
then it's all the better and again a Meth who just has one of his big guy
diablerize by Julius is pretty fun to watch :)
Till next time...
P.


Jasper Phillips

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Feb 18, 1999, 3:00:00 AM2/18/99
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In article <01be5b55$80605fe0$0814...@B12A-04.sucs.soton.ac.uk>,

%?fullname% <%?username%@soton.ac.uk> wrote:
>Has anybody thought about including Hidden Lurker in this deck? Feed the
>Heartblood of the Clan with a weenie. Weenie gets blocked, happens what has
>to happen. Hidden Lurker with a big guy, no S:CE => Terror in opponent's
>eyes. "You're playing with that???!!!???" I think a couple of Hidden Lurker
>would not destroy the theme as well, Assamites lurking outside your home
>are pretty common, aren't they?

That might actually be a good use for HL, although you'd have to actually
play with Heartblood of the Clan. Personaly, I'd rather play with a few
Blood Dolls. I suppose the Heartblood is less Master intensive if you
have alot of weenies though.

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