VEKN Official Clan Tremere Newsletter October 2000Volume 2, Issue 1 October 1, 2000 Please direct all correspondence and commentary to Xian. [Legal stuff to the tune of: I wrote all this, so give credit where it's due, etc.] Good evening, and welcome to the premiere issue of the second volume of the Tremere clan newsletter. After having taken some time off to further the master's objectives, I have returned to my post as the Chronicler of our glorious clan. Look for some of the normal features this month, though I will point out that there will be no short fiction this time around, and no review of vampires. The arrival of Sabbat War is eagerly awaited, and should provide some interesting food for thought. Focus on a CardIn the past, I have only reviewed Thaumaturgy cards, as they are the most obviously unique to the Tremere. This month, however, I would like to highlight something from one of our other standard disciplines, namely Dominate. Slaughtering the Herd provides an unusual effect (for Dominate) at its superior level, one which I feel is not taken advantage of enough. Slaughtering the Herd At the inferior level, Slaughtering the Herd is obviously inferior to Govern the Unaligned, (+2 bleed for 1 blood rather than StH's 2 blood cost...unless you see lots of allies at your tables...) but the superior effect is quite different...and it creates a helpful situation for any deck. Gaining blood for your vampires is often a secondary concern, after the level of your prey's pool. However, with Slaughtering the Herd, each time your predator's vampire attempts an action, your vampire hunts for free. That extra blood never hurts... you can take it back to your pool, use it to fuel an upcoming bleed modifier, or it may help your vampire survive the next combat it enters. Ideally, you target a small vampire, or one very low on blood, so that it will be a long time (if ever) before it can burn the 4 blood to remove the effect. I had included this in my most recent version of my Dom/For/Tha deck, but at last glance, I had pulled it out in favor of a few reactions. It may receive consideration again, as my vampires are constantly running low on blood in that deck, as I usually have to cope with fewer (and larger) minions than normal to pull off the discipline combination. This means that in order to play aggressively, the vampires are almost always too busy doing other things to hunt, or even play one of the Restorations in the deck. Free hunt...Slaughtering the Herd could be really great. And, I suppose, if you just don't think you're going to be able to pull that off, you could always stoop to using it as a bleed, and use the Govern the Unaligned to influence more vampires out. Strategy CornerIn the future, I will have more useful commentary here, as I spend more time playing again, and as I am able to test new decks more concretely. For this month, I will simply bring to the table the concept of Tremere combat. Most people see Tremere combat as really only effective (and scary) in the second round. Perhaps they'll hold onto their Majesty or Dodge just to see if you make it to the second round, and not blow it during the first. Okay, maybe they won't, but generally, if they're relying on Majesty for combat defense, they will want to make sure that you toss down that aggravated damage or Cauldron of Blood before they get rid of one of their precious S:CEs. I've never been convinced that 2nd round combat was the way to go. Yes, I like Walk of Flame as much as anyone else, but Cauldron of Blood pretty much sucks, and Drain Essence may be even worse. If you're playing Tremere combat of any form, your primary objective should be to hurt the opponent as much as possible, but never count on making it to the second round to roast the opposing minion. Instead, simply make sure that the other player is scared to death of what you're going to do to him, so that he avoids combat at all costs. If you're playing a bruise & bleed deck, go heavier on first round combat (especially the Blood Fury/Rage and Soul Burn) and bleed modifiers and thin out those Walk of Flames a little. If you're going for an intercept deck, you'll have room for a little more intercept, instead. As well, if you're playing a deck with another combat discipline, celerity or fortitude, presumably, I would recommend removing almost all of the second round combat. With fortitude, your best bet is to play a bruise & bleed deck, and use Dawn Operation/Skin of Night/Weather Control to do your work for you...no need to *ever* get to second round. With celerity, using blurs, you should be able to do enough damage or suck enough blood off the opposing vampire that it won't matter what your strike is second round...he'll be going to torpor anyway. Sample DeckTitle: Their Own Game (Pavis of Foul Presence) Author: Xian Crypt Library(90) Masters (15): Actions (13): Political Actions (24): Action Modifiers (9): Reaction (14): Combat (15): All right. I admit that I haven't had time to test this deck. I promise to do so as soon as I can and report on its effectiveness. It is similar to one I have had posted in my archive for a while, but instead of using Seeds of Corruption, the idea here is just to vote and scare people away from combat if they intercept you. The crypt selection is pretty awful, as usual. I'd like to add some Aire of Elation or Presence bleed actions, but I'm not sure what to take out, or if they belong in the deck to start with. The Majesty could go, but I'm kind of intrigued by using it. Instead of Kindred Coercion, Dread Gaze could go in...Awe would be fine as well, I'm sure. Next month: A review of Sabbat War (possibly), perhaps some short fiction, a new card, a classic Tremere deck, and more! Xian |