[KMW] Initial Impressions of new Set. Spoiley.

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So I just got back from a Pre-Release. And boy--are my arms tired.

So yeah, the pre-release was a great time (Luke Gabriel, Prince of
Binghamton, is the best Prince ever!). The starter decks are all pretty
functional and incredibly high value-y, as cool cards in a starter go. I was
playing the Alastor deck (mostly Rush combat but filled with Camarilla
Justicars--I got a 3 VP game win in a 4 player table in the first round,
totally tooled in the second, and didn't get to play the finals which I
might have gotten into as I sadly had to leave), which comes with, like, 1x
Disarm, 2x Psyche, 2x Torn Signpost, 3x 2nd Tradition and a bunch of other
crazy stuff. The Balli deck comes with Call of the Great Beast. I didn't get
to see what the other two decks came with up close, but all things being
equal, I suspect that they also contain a bunch of good cards.

The set looks totally entertaining with a lot of really cool new stuff.
There are mutiple cards that provide untapping when you act (Forced March
and some Sepentis card) and lots of cards that allow you to make small new
vampires (Followers get one that makes a 1 cap; Ravanos get one that makes a
2 cap; Assamites get one that does something crazy). There is a lot of good
disciplinless combat. There the really funny Supressing Fire, which is a
disciplinless card that gives an intercepting minion -1 intercept if the
acting minion has a gun. Lot of crazy new angles for a lot of disciplines.

The new vampires are all sorts of fun, with a lot of wacky vampires--Red
List minions generally are super powered (i.e. 2 or 3 extra points of
disciplines or something), but being Red List, they might get killed
accidentally. The Assamites get a 1 cap with qui. Sonja Blue is a fantastic
5 point Ventrue (with like 8 points of disciplines) who gives you 4 pool
when she enters play (so she only costs 1 pool, really), but your predator
can buy her from you for a pool. My favorite of the Abominations is a 4 with
POT, for, nec, +1 strength a free addtional strike, and a free press every
round. But she can't play reactions, get retainers, and any action she takes
that isn't hunting costs an extra pool. She's funny. Lots of stuff like
that, as well as good, solid, necessary vampires (like, say, a G4 3 point
Giovanni with pot, dom).

The art is overall very good--vampire protraits are strong and expressive.
Some noticably, shall we say, extra racy art compared to previous sets
(like, True Love's Face makes Gird Minions look like, well, something
prudish). The Forgotten Name (The Name Forgotten?) card has a really funny
picture if you look closely.

All in all a fantastic set with tons and tons of new stuff to explore. I
suspect that this is the set that is going to shake the game up more than
any other expansion for a real long time.


Peter D Bakija
pdb6@lightlink.com
http://www.lightlink.com/pdb6

"How does this end?"
"In fire."
Emperor Turhan and Kosh
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

I agree completely about there being lots of crazy new angles, and
kooky specials. Also great is that it seems to give the boost where
it's needed - Baali and the original indie clans all get plenty.

Followers, Ravnos and Assamites all get new super-embraces.

The Ravnos one "Tumnimos" costs 2 blood, has sapphic-display artwork,
requires a clan vamp of capacity above 4, and operates pretty much like
the old wording of Embrace, except they get Chimestry AND a Skill Card.
It was already pretty easy to win games with Week of Nightmares, this
new card should make it a doddle 🙂

Followers get "Waters of Duat", same restriction, only costs 1 blood,
makes a 1-cap with 1 discipline card. Seems crazy-good for Corruption
or Night Moves / Enticement decks.

....for these two I'm already wincing at how strong and utterly tedious
some decks with lots of copies will be. Expect to see the decklists
posted soon...

The Assamite one makes for a hefty little vampire (cel obf qui pot),
but takes several turns to bring into play (they sit in your
uncontrolled region with 3 counters on them, and one gets burned every
untap phase, and they don't become a vampire until all 3 are burned),
so it looks the least breakable.

The Giovanni get no embrace, but they do get a non-unique Legendary
Vampire type effect, it looks best for boosting their already solid
line-up of middle capacity vampires.

A minor boo is that a few cards with really good names - Grasp of the
Python, Vast Size and Powder of Rigidity (!) turn out not to be all
that great. Grasp looks like it could be OK with Pot Ser vamps, but
it's got the same kinda steep cost to benefit ratio of Typhonic Beast,
and the other two are almost clan-hoser specific... probably very good
in certain environments, and not useful at all to everyone else.

Also a little disturbing is the way some of the vampire's specials make
the game a bit more random in a straight up rock-paper-scissors kinda
way.

Previously, there were a few situations where you were hosed by pure
bad luck, such as someone with Sebastian Goulet casually raping your
ally deck from across the table. Now there are quite a few more ways
for this to happen. It's a bit sad when you spend a few hours
perfecting a deck, and then 10 hours playing it in a tournament... and
in the first round you see the deck that will be screwing you all day,
because some other vampire has a prayer-card built right in to their
special text, that happens to be the one that hoses your deck.

There's a new Higher Ground - type card (only takes you to long), which
(oddly) is totally inferior to Higher Ground.

And a big yay for new card text: Anarch revolt is changed. Now it only
costs you pool if you don't control an Anarch (not sure if they have to
be ready or not), so while it still could be used to giva a mild speed
boost to a weenie deck, it's no longer the menace it used to be.
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

hollowboy wrote:

> Also a little disturbing is the way some of the vampire's specials make
> the game a bit more random in a straight up rock-paper-scissors kinda
> way.

Completely true, but, like, mostly they are vampires you have to use
yourself. I'm figuring you just only use, like, Sonja Blue or the Giovanni
guy or whatever if you have good angles to use them.

> Previously, there were a few situations where you were hosed by pure
> bad luck, such as someone with Sebastian Goulet casually raping your
> ally deck from across the table. Now there are quite a few more ways
> for this to happen. It's a bit sad when you spend a few hours
> perfecting a deck, and then 10 hours playing it in a tournament... and
> in the first round you see the deck that will be screwing you all day,
> because some other vampire has a prayer-card built right in to their
> special text, that happens to be the one that hoses your deck.

Maybe. I didn't see all the vampires, so I probably missed some of the stuff
you are talking about. I know there is, like, the guy who *HATES*
werewolves, so I guess if you were playing a serious werewolf deck, that
could be a problem 🙂

> There's a new Higher Ground - type card (only takes you to long), which
> (oddly) is totally inferior to Higher Ground.

Yeah, I glanced at that one in the draft, but didn't pay much attention. Is
it just, like, totally inferior, or does it have a funny angle--doesn't it,
like, give you a press in some situations?

> And a big yay for new card text: Anarch revolt is changed. Now it only
> costs you pool if you don't control an Anarch (not sure if they have to
> be ready or not), so while it still could be used to giva a mild speed
> boost to a weenie deck, it's no longer the menace it used to be.

As discussed earlier, I think it is a *vastly* better card in all ways than
it used to be. You control if you take the damage (by making your own guys
Anarch). You control if your prey takes the damage (by preventing them by
becoming Anarch or by making their Anarchs not ready). Build a previously
difficult to win with intercept wall deck. Get an anarch. Lay out a bunch of
Anarch Revolts. Block your prey every time he tries to go Anarch. Let
everyone else go Anarch. Now, *only your prey* is taking AR damage--not you,
not the guy across the table, not your predator. You oust them, get 1 VP,
and then wall up to be the last guy standing--3VP and a table win. I mean,
this might be problematic in that it encourages more people to play wall
decks ('cause, ya know, no one likes taking actions...), but wall decks are
certainly now more viable.


Peter D Bakija
pdb6@lightlink.com
http://www.lightlink.com/pdb6

"How does this end?"
"In fire."
Emperor Turhan and Kosh
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

> There's a new Higher Ground - type card (only takes you to long), which
> (oddly) is totally inferior to Higher Ground.
>

Backstep; combat
Maneuver, only usable to go to long range. If the opposing minion's strike
successfully inflicts any damage on this minion this round, the opposing
minion gets an optional press.

This card is superior for maneuver to long & dodge/s:ce/agg decks because
you can use more than one per round and you don't expect the drawback to
take effect.
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

On Sun, 20 Feb 2005 11:09:12 -0500, Gregory Stuart Pettigrew
<etherial@sidehack.sat.gweep.net> wrote:

>> There's a new Higher Ground - type card (only takes you to long), which
>> (oddly) is totally inferior to Higher Ground.
>>
>
>Backstep; combat
>Maneuver, only usable to go to long range. If the opposing minion's strike
>successfully inflicts any damage on this minion this round, the opposing
>minion gets an optional press.
>This card is superior for maneuver to long & dodge/s:ce/agg decks because
>you can use more than one per round and you don't expect the drawback to
>take effect.

I see this card in a good addition to Beretta-heavy decks who rely on
Fortitude.
When Beretta was out, many people pointed out how this gun would be
better to use in large numbers on decks that can generate presses. And
you can use it *with* High Ground.

best,

Fabio "Sooner" Macedo
V:TES National Coordinator for Brazil
Giovanni Clan Newsletter Editor
-----------------------------------------------------
V:tES Brasil Site (only in Portuguese for now)
http://planeta.terra.com.br/lazer/vtesbrasil/
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

"hollowboy" <icantbelievehollowboywasalreadytaken@hotmail.com> schreef in
bericht news:1108881424.363281.34940@o13g2000cwo.googlegroups.com...
>I agree completely about there being lots of crazy new angles, and
> kooky specials. Also great is that it seems to give the boost where
> it's needed - Baali and the original indie clans all get plenty.
>
> Followers, Ravnos and Assamites all get new super-embraces.
>
> The Ravnos one "Tumnimos" costs 2 blood, has sapphic-display artwork,
> requires a clan vamp of capacity above 4, and operates pretty much like
> the old wording of Embrace, except they get Chimestry AND a Skill Card.
> It was already pretty easy to win games with Week of Nightmares, this
> new card should make it a doddle 🙂
>
according to card text you can only play a skill card from your hand, not
from your library or ash heap, IIRC.
 
Archived from groups: rec.games.trading-cards.jyhad (More info?)

On Sun, 20 Feb 2005 09:33:03 -0500, Peter D Bakija
<pdb6@lightlink.com> scrawled:

>hollowboy wrote:

>> There's a new Higher Ground - type card (only takes you to long), which
>> (oddly) is totally inferior to Higher Ground.
>
>Yeah, I glanced at that one in the draft, but didn't pay much attention. Is
>it just, like, totally inferior, or does it have a funny angle--doesn't it,
>like, give you a press in some situations?

the press is for the other guy, if he damages you at close range. i
did look into this apparent 'completely inferior', and unearthed the
fact that High Ground can only be played only once per round. so it's
not quite entirely inferior. phew!


salem
http://www.users.tpg.com.au/adsltqna/VtES/index.htm
(replace "hotmail" with "yahoo" to email)