Ever since I heard of the idea of playing VTES for ante using easter eggs on the #vtes IRC channel, I've been keen to try the idea locally. So this year, I bit the bullet and generally chivied things along to get the event to happen.
We ended up with 8 players, although 2 only arrived late, so the first two rounds were 6 player games.
In the first game, I tried my weenie DEM/obf bleed deck, which didn't quite run properly. The table was Richard (Ahrimane wall) bleeding Dave (!Ventrue grinder with guns) bleeding me bleeding Simon (Black Hand bleed) bleeding Kevin (Enkidu) bleeding Hendrik (Osebo with 419 operations). I didn't draw any minions with obf or any obf masters for some time, and, combined with several Ministy's from Simon, that caused slowed down my deck considerably. I also lost a minion to a Kiss of Ra on an ill-thought out block attempt. I was able to oust Simon, but then, with the combination of some rushes from Enkidu, DOM bleed and a Smiling Jack in play, was duly ousted. Kevin failed to any significant damage to Dave's minions with Enkidu, and duly fell to the !Ventrue. Richard and Hendrik had spent most of the game tangling with each other, with Richard gradually losing to the potence combat, so Hendrik was able to oust Richard eventually. The end game got a little tight, ass Hendrik put a couple of minions into torpor, but ultimately wasn't able to get the critical action to burn Smiling Jack through and Dave took the table.
In the second game, I tried the Arika High Stakes deck I put together. The table was Richard (Group 4+5 Kiasyd) bleeding Dave (Group 4+5 Kiasyd) bleeding Simon (samedi wall) bleeding me bleeding Hendrik (Group2+3 !Tor with guns) bleeding Kevin (Group 2+3 !tor vote and bleed). The table was made interesting as Dave & Richard risked contesting, as did Kevin and Hendrik. Simon, at the end of a bounce chain, and with a wall'ish deck, walled up throughly, which caused me issues as I never got to cycle bounce out of my hand. I got a decent start, with Arika and an early Minion Tap, but drew few aggressive votes (although all the High Stakes), and, although I got Hendrik quite low on pool, I couldn't quite get what I needed to finish him off. Dave got a couple of bleeds on Simon, but failed on a lunge with Song of Pan and then failed to draw bounce and was ousted by Richard. I was able to minion tap a couple more times, and a voter cap off a High Stakes meant I was up to able to keep bringing minions out, and keep a healthy pool buffer. Hendrik ousted Kevin, thanks to a steady supply of Palle Grande bleeds, and then Richard was able to top-deck enough stealth to oust Simon. I was able to finally bounce a bleed from Richard onto Hendrik, and banish one of Hendrik's minions, but this was not enough to save Richard's Kiasyd from the !tor. At this point, I finally found my decks ousting package, and I was able to chomp through Hendrik's pool very efficiently for the last 2 VPs.
Caitlin and Adrian arrived for the final round, which saw us play two tables. Table 1 was Richard (Ahrimane wall) bleeding Dave (!Ventrue) bleeding Hendrik (Assamite) bleeding Adrian (Simon's Black Cat deck). I saw little of the game before the end game, but Hendrik held off Dave for quite some time before being ousted, while The brujah were able to tool up to a fair degree. Adrian then drew a couple of Frontal assaults which allowed him to put down Richard's minions and oust him. Adrian decked himself shortly afterwards, but with the hunting ground and the guns down, was nicely setup. In the end game, Dave was unable to cycle intercept to draw prevent and was thus on a losing proposition on every combat, and, after losing 3 minions to the Brujah guns, conceded.
The second table was Kevin (FoS temptation) bleeding Caitlin (Akunase wall'ish) bleeding Simon (DoC Choir / Bleed / Vote) bleeding me (Arika). I had a tricky game. And early Lily Prelude and bleed from Simon meant I only got Arika out, and, as I didn't see a Minion Tap or a Govern until quite late, I was stuck on 1 minion for most of the game. I did get a Legendary Vampire on Arika, which was very important, and, by steadily bleeding of 5, and a couple of votes and voter caps, was able to oust Kevin. Caitlin failed to do any significant damage to Simon, unable to get past the Daughters prevent and access to S:CE, and I was able to Minion Tap Arika and lunge with a Govern bleed for 7 to oust her. At this point, I erred, and decided to bring out a second minion, which left me too little pool to survive the daughters. I should also have remembered that I could have voted away the Command Performance, which would also have helped me. Still, 2 ousts with a single minion on the table was rather satisfying.
Overall, I think it was a success, and fun seemed to be had. I'll probably try to arrange something similar again next year.
Showing posts with label weekend. Show all posts
Showing posts with label weekend. Show all posts
Sunday, April 8, 2012
Sunday, December 12, 2010
Treaty Tree (Weekend of Nightmares: Sunday)
Sunday saw 8 players for the Treaty Tree tournament. We were unable to use the Tokai Library as planned, due to an annoying scheduling issue resulting in no one being around to hand over the keys during the week, which hurt the turnout, so we opted to do several rounds of multi-deck play without a final.
In the first round, I played my "Not a Lutz deck" deck, bleeding Simon (!Salubri) bleeding Mike Streathfield (Ravnos Sense Dep and Bleed) bleeding Phillip (Settite S & B). I had a mixed start, with an good opening hand (1st turn Dreams and a Zillah's Valley), but no Lutz in my uncontrolled region. Fortunately, the Dreams and the Zillah's meant I was able to fish for Lutz successfully without losing too much time. Mike Sense Dep'ed Phillip's largest vampire, which slowed him down and gave me a bit of time as well. Once I had both Lutz and Alicia out, I managed to survive a couple of rushes from Simon, which allowed me to get a Secure haven on Lutz, and I was then able to get a sleep unseen on Alicia, which protected her from the threat of a cross table Sense Dep long enough to oust Simon. Mike then bled out Pillip, and did Sense Dep Alicia, which slowed me down, but the combination of A minion tap on Alicia, and Lutz's steady 3 bleeds meant I was able to oust Mike, although it was tight, as I wouldn't have survived another turn.
I feel the Lutz deck is somewhat vindicated, after a troubled debut at Dragonfire. It won despite having a not quite ideal library flow, and having a minion locked down with a Sense Dep, which did hurt. Like many decks relying on only a few minions, it is sensitive to card flow issues, and can lose momentum by not having the cards available, but the option of bleeding for 3 with Lutz is always a useful backup plan. The Sleep Unseen's were a good addition, as the extra defense is really worth it in this deck.
In the second round, I played my HoS wall deck, bleeding James (Assamites), bleeding Simon (!Salubri), bleeding Brendan (Tzimisce with Lambach). The table dynamics, with several nasty combat combo's running around, where a bit strange. I got two Slaughterhouses early, and was thus able to failry consistently bleed James with Trochomancy, although I did lost a minion to a early contract. Brendan was having some serious problems with the !Salubri, so I was never bled that heavily, and generally had the bounce in hand I needed. James did manage to whittle Simon's pool down quite effectively, and I had to Eagle Sight's what would have been an ousting bleed to keep James in lunge range. While this did allow to eventually oust James, it also gave time for Simon to bin all of Brendan's minions and oust him, although he did have one of his minions burnt in the process. The two player game was quite tight, and I came close to ousting Simon, but I couldn't quite deal with enough the !Salubri combat, so Simon ousted me. Unusually, both Simon and I had run out of library by the end of the game, which also contributed to how the end game played out.
The HoS deck is generally working OK, but I need to do something about blood management. It would also be nice to return to the original Black Hand angle, since unpreventable Psychic Assault is just so much better, but that requires further crypt tweaking.
In the third game, I played my Osebo wall, bleeding Brendan (weenie Auspex wall), bleeding Kevin (FoS corruption shennigans with Nakhthorheb) bleeding Richard (weenie Liabon vote). Kevin failed to draw Nakhthorheb, and generally seemed to struggle for stealth throughout the game, so didn't get that much forward momentum. Richard was largely shutdown by my deck, and I was able to prevent several key actions on Brendan's part which kept him under control, although he did return the favour several times. In general, it was a game where nobody's deck really quite took off. My combat package came up a bit oddly, Kevin didn't draw stealth, Richard was struggling to find votes and Brendan didn't see sniper rifles early enough to get one down. The combat package of the Osebo was able to keep putting down Brendan's minions, but, as he was able to bring more out, and recover blood with Lillith's blessing, I never had him down for the ousting bleed. Richard kept bringing out more minions, hoping to eventually be able to swarm past me, but I was generally able to block enough that it wasn't an issue until late in the game. There were a couple of turns of epic table talk, with resulted in Kevin blocking a couple of Richard's votes to help keep me alive, and Brendan Eagle Sighting Kevin when he looked likely to oust Richard, before I managed to eventually bleed Brendan out. At that point, being some way over the time limit, we called the game. I may have been able to take the table, as I probably had enough combat left to keep control of the table, but it wasn't completely clear cut, given the resources I'd expended by that point.
The Osebo deck is now pretty well tuned, and I'm not sure if there are any significant changes I need to make. A few more Eyes of Argus for the extra untap option may be useful, but that's a minor tweak. At some point, I do want to revisit the original ranged thrown junk version, especially given the new Laibon set range tech in EK.
I saw comparatively little of the other games played. One very notable moment was Simon using Santelous to cancel a Gangrel Conspiracy Mike had played, which resulted in Enkidu being burnt in a blood hunt.
In the first round, I played my "Not a Lutz deck" deck, bleeding Simon (!Salubri) bleeding Mike Streathfield (Ravnos Sense Dep and Bleed) bleeding Phillip (Settite S & B). I had a mixed start, with an good opening hand (1st turn Dreams and a Zillah's Valley), but no Lutz in my uncontrolled region. Fortunately, the Dreams and the Zillah's meant I was able to fish for Lutz successfully without losing too much time. Mike Sense Dep'ed Phillip's largest vampire, which slowed him down and gave me a bit of time as well. Once I had both Lutz and Alicia out, I managed to survive a couple of rushes from Simon, which allowed me to get a Secure haven on Lutz, and I was then able to get a sleep unseen on Alicia, which protected her from the threat of a cross table Sense Dep long enough to oust Simon. Mike then bled out Pillip, and did Sense Dep Alicia, which slowed me down, but the combination of A minion tap on Alicia, and Lutz's steady 3 bleeds meant I was able to oust Mike, although it was tight, as I wouldn't have survived another turn.
I feel the Lutz deck is somewhat vindicated, after a troubled debut at Dragonfire. It won despite having a not quite ideal library flow, and having a minion locked down with a Sense Dep, which did hurt. Like many decks relying on only a few minions, it is sensitive to card flow issues, and can lose momentum by not having the cards available, but the option of bleeding for 3 with Lutz is always a useful backup plan. The Sleep Unseen's were a good addition, as the extra defense is really worth it in this deck.
In the second round, I played my HoS wall deck, bleeding James (Assamites), bleeding Simon (!Salubri), bleeding Brendan (Tzimisce with Lambach). The table dynamics, with several nasty combat combo's running around, where a bit strange. I got two Slaughterhouses early, and was thus able to failry consistently bleed James with Trochomancy, although I did lost a minion to a early contract. Brendan was having some serious problems with the !Salubri, so I was never bled that heavily, and generally had the bounce in hand I needed. James did manage to whittle Simon's pool down quite effectively, and I had to Eagle Sight's what would have been an ousting bleed to keep James in lunge range. While this did allow to eventually oust James, it also gave time for Simon to bin all of Brendan's minions and oust him, although he did have one of his minions burnt in the process. The two player game was quite tight, and I came close to ousting Simon, but I couldn't quite deal with enough the !Salubri combat, so Simon ousted me. Unusually, both Simon and I had run out of library by the end of the game, which also contributed to how the end game played out.
The HoS deck is generally working OK, but I need to do something about blood management. It would also be nice to return to the original Black Hand angle, since unpreventable Psychic Assault is just so much better, but that requires further crypt tweaking.
In the third game, I played my Osebo wall, bleeding Brendan (weenie Auspex wall), bleeding Kevin (FoS corruption shennigans with Nakhthorheb) bleeding Richard (weenie Liabon vote). Kevin failed to draw Nakhthorheb, and generally seemed to struggle for stealth throughout the game, so didn't get that much forward momentum. Richard was largely shutdown by my deck, and I was able to prevent several key actions on Brendan's part which kept him under control, although he did return the favour several times. In general, it was a game where nobody's deck really quite took off. My combat package came up a bit oddly, Kevin didn't draw stealth, Richard was struggling to find votes and Brendan didn't see sniper rifles early enough to get one down. The combat package of the Osebo was able to keep putting down Brendan's minions, but, as he was able to bring more out, and recover blood with Lillith's blessing, I never had him down for the ousting bleed. Richard kept bringing out more minions, hoping to eventually be able to swarm past me, but I was generally able to block enough that it wasn't an issue until late in the game. There were a couple of turns of epic table talk, with resulted in Kevin blocking a couple of Richard's votes to help keep me alive, and Brendan Eagle Sighting Kevin when he looked likely to oust Richard, before I managed to eventually bleed Brendan out. At that point, being some way over the time limit, we called the game. I may have been able to take the table, as I probably had enough combat left to keep control of the table, but it wasn't completely clear cut, given the resources I'd expended by that point.
The Osebo deck is now pretty well tuned, and I'm not sure if there are any significant changes I need to make. A few more Eyes of Argus for the extra untap option may be useful, but that's a minor tweak. At some point, I do want to revisit the original ranged thrown junk version, especially given the new Laibon set range tech in EK.
I saw comparatively little of the other games played. One very notable moment was Simon using Santelous to cancel a Gangrel Conspiracy Mike had played, which resulted in Enkidu being burnt in a blood hunt.
Saturday Socials (Weekend of Nightmares: Saturday)
The Saturday socials had a regrettably low turnout, with only myself, Simon and Richard eventually showing up. Thus there were a number of 3 players games, which was not quite ideal.
In the first game, I was playing a deck built out of two Kiasyd / Lasombra starters bleeding Simon (tweaked Anarch Lasombra) bleeding Richard (2 Guhuri starter). I got off to a nice start with the Kiasyd, and, with the benefit of an early Dominate Master, was able to Govern down twice, which allowed me to get to 3 minions quickly and cheaply. The deck generally had decent forward momentum, but struggled a bit in combat, and really does need a couple of conditionings added to it. I was able to oust Simon, but fell to Richard's deck, as I wasn't able to block enough of the votes.
The Kiasyd deck operated much as I expected, and probably can become a decent DOM & B deck. I need to retool the combat package, which is a bit light. Earth Swords would be a good addition, although I may need some more manevours. I need to also examine the other crypt options I have, as I was rather lucky with the Master draw, which did help.
In the second game, I played a deck I'd put together out of two Ishtarri starters, bleeding Richard (2 Akunase deck), bleeding Simon (Anarch Lasombra). I had a nice crypt draw, and generally the deck flowed quite nicely. I generally struggled for blood management, there are a number of expensive cards, but the combination of a Marajavi Ghoul, Heildeburg and Ganhuru's special mean I was often bleeding at stealth, and gained a fair bit of pool from the bleeds, which helped me considerably. Simon had minion torporised and burnt early on in the game, which left him struggling to put pressure on me, which also helped a great deal, and so I was able to sweep.
I'm somewhat surprised at how well the Ishtarri deck did. I've always been a bit meh on Uncontrolled Impulse, due to it's conditional nature, but, if the deck's flowing a bit, it works really well. The crypt needs tweaking, as there are some good vampires who aren't in the starter.
In the third game, I played my Off Kilter + Enticement deck, bleeding Simon (Thaum Cel Trophies) bleeding Richard (Guhuri bleed). Simon maanged to red list and burn one of Richard's minions early, which allowed him to get permanent untap and intercept. I got off to a reasonable start, and had got up to 3 minions and SER on one by the mid game, but hadn't quite seen enough pool damage or any of the Freak Drives, so hadn't really pressurised Simon. Simon then burnt my third minion, and I wasn't able to bloat or bleed fast enough to survive the Guhuri deck. Simon wasn't able to keep enough blood on his minions to survive the potence from the Guhuri, and eventually fell to them as well.
The Off-Kilter deck continues to feel as if it will almost work, but doesn't. The deck just doesn't generate the actions it needs to continually keep it's prey under pressure, and, although I did have Simon down quite low at one point, I didn't have the push needed to oust him. More Freak Drives would help, but I think I need to retool the Master package to include some Effectives or Coroner's Contracts, so I can gain more use out of the Little Mountain Cementaries. Sprinkling in a handful of Corpses is probably not a bad idea either, as a few extra 2 bleeds can't hurt.
At this point, we decided to play a couple of rounds using decks built by other people.
In the first game, I played Richard's Akunase deck, bleeding Simon, playing a weenie'ish Liabon vote deck of Richard's, bleeding Richard, playing my Ravnos weapons deck. Simon had a failry bad game, as the combination of my getting out a magagi before he passed a vote, the small minions all being vulnerable to the Abombwe block fails tech and the wall'ish nature of the Ravnos tech resulted in him not being able to go forward, and he was unable to defend against the Akunase. The Ravnos deck did fairly well, getting decently setup and blocking several actions, but the fortitude of the Akunase was enough to stay alive. I managed to oust Simon without two much difficulty, but there were a couple of tight rounds against the Ravnos were I drew into a couple of combat cards at just the right time, and was able to trade minions going down with Richard, but, as that left it as 2 minions against 1, I was then able to win the endgame, although not completely comfortably.
The Akunase deck was fiddly to play, largely due to my unfamiliarity with the cards, but, with small'ish minions, and some strong action modifiers, it works quite well. Reliquary: Akunanse Remains is also really strong. The combat package needs a bit of work - on several occasions, I had a rush card in hand, but no good combat options available to me. ANI support, for crows, and some of the new Abombwe tech from EK will help that at lot.
In the next game, I was playing Simon's Nergal deck, bleeding Simon, playing Richard's two Guhuri starter deck, bleeding Richard, playing Simon's Samedi wall. Despite an almost prefect start for the Nergal deck (1st turn concordance, merging Nergal immediately), I found myself constantly struggling to get actions through, and, when I did land a bleed, the bloat of the Guhuri deck eradicated the effects almost immediately. Consistent bleeds from the Samedi deck eventually ousted me. The Guhuri deck, while bloating quite effectively, wasn't able to generate much forward pressure, so it couldn't prevent the Samedi deck getting setup, and, after I was ousted, the Samedi deck was able to whittle the Guhuri deck down with consistent blocks, and thus swept.
The Nergal deck is again just not fast enough. Once setup, it has some nice combos, but probably needs either a little bit of permament stealth, or some more block fails tech, and, if the untappy thing is working, it needs some additional damaging actions for Nergal to take. I'd be tempted to sneak in a Heart of the City and a couple of D'habi Revenant's, so Nergal's bleed continues to tick up, relying on Nergal's special and the Spying Missions to deal with bounce.
Simon's Samedi wall continues to be surprisingly effective. Having played against it a few times now, I've come to the conclusion that the stealth, which allows it to get almost all the setup actions, is a key component. This allows it to run mainly off permanents, which is always better.
In the first game, I was playing a deck built out of two Kiasyd / Lasombra starters bleeding Simon (tweaked Anarch Lasombra) bleeding Richard (2 Guhuri starter). I got off to a nice start with the Kiasyd, and, with the benefit of an early Dominate Master, was able to Govern down twice, which allowed me to get to 3 minions quickly and cheaply. The deck generally had decent forward momentum, but struggled a bit in combat, and really does need a couple of conditionings added to it. I was able to oust Simon, but fell to Richard's deck, as I wasn't able to block enough of the votes.
The Kiasyd deck operated much as I expected, and probably can become a decent DOM & B deck. I need to retool the combat package, which is a bit light. Earth Swords would be a good addition, although I may need some more manevours. I need to also examine the other crypt options I have, as I was rather lucky with the Master draw, which did help.
In the second game, I played a deck I'd put together out of two Ishtarri starters, bleeding Richard (2 Akunase deck), bleeding Simon (Anarch Lasombra). I had a nice crypt draw, and generally the deck flowed quite nicely. I generally struggled for blood management, there are a number of expensive cards, but the combination of a Marajavi Ghoul, Heildeburg and Ganhuru's special mean I was often bleeding at stealth, and gained a fair bit of pool from the bleeds, which helped me considerably. Simon had minion torporised and burnt early on in the game, which left him struggling to put pressure on me, which also helped a great deal, and so I was able to sweep.
I'm somewhat surprised at how well the Ishtarri deck did. I've always been a bit meh on Uncontrolled Impulse, due to it's conditional nature, but, if the deck's flowing a bit, it works really well. The crypt needs tweaking, as there are some good vampires who aren't in the starter.
In the third game, I played my Off Kilter + Enticement deck, bleeding Simon (Thaum Cel Trophies) bleeding Richard (Guhuri bleed). Simon maanged to red list and burn one of Richard's minions early, which allowed him to get permanent untap and intercept. I got off to a reasonable start, and had got up to 3 minions and SER on one by the mid game, but hadn't quite seen enough pool damage or any of the Freak Drives, so hadn't really pressurised Simon. Simon then burnt my third minion, and I wasn't able to bloat or bleed fast enough to survive the Guhuri deck. Simon wasn't able to keep enough blood on his minions to survive the potence from the Guhuri, and eventually fell to them as well.
The Off-Kilter deck continues to feel as if it will almost work, but doesn't. The deck just doesn't generate the actions it needs to continually keep it's prey under pressure, and, although I did have Simon down quite low at one point, I didn't have the push needed to oust him. More Freak Drives would help, but I think I need to retool the Master package to include some Effectives or Coroner's Contracts, so I can gain more use out of the Little Mountain Cementaries. Sprinkling in a handful of Corpses is probably not a bad idea either, as a few extra 2 bleeds can't hurt.
At this point, we decided to play a couple of rounds using decks built by other people.
In the first game, I played Richard's Akunase deck, bleeding Simon, playing a weenie'ish Liabon vote deck of Richard's, bleeding Richard, playing my Ravnos weapons deck. Simon had a failry bad game, as the combination of my getting out a magagi before he passed a vote, the small minions all being vulnerable to the Abombwe block fails tech and the wall'ish nature of the Ravnos tech resulted in him not being able to go forward, and he was unable to defend against the Akunase. The Ravnos deck did fairly well, getting decently setup and blocking several actions, but the fortitude of the Akunase was enough to stay alive. I managed to oust Simon without two much difficulty, but there were a couple of tight rounds against the Ravnos were I drew into a couple of combat cards at just the right time, and was able to trade minions going down with Richard, but, as that left it as 2 minions against 1, I was then able to win the endgame, although not completely comfortably.
The Akunase deck was fiddly to play, largely due to my unfamiliarity with the cards, but, with small'ish minions, and some strong action modifiers, it works quite well. Reliquary: Akunanse Remains is also really strong. The combat package needs a bit of work - on several occasions, I had a rush card in hand, but no good combat options available to me. ANI support, for crows, and some of the new Abombwe tech from EK will help that at lot.
In the next game, I was playing Simon's Nergal deck, bleeding Simon, playing Richard's two Guhuri starter deck, bleeding Richard, playing Simon's Samedi wall. Despite an almost prefect start for the Nergal deck (1st turn concordance, merging Nergal immediately), I found myself constantly struggling to get actions through, and, when I did land a bleed, the bloat of the Guhuri deck eradicated the effects almost immediately. Consistent bleeds from the Samedi deck eventually ousted me. The Guhuri deck, while bloating quite effectively, wasn't able to generate much forward pressure, so it couldn't prevent the Samedi deck getting setup, and, after I was ousted, the Samedi deck was able to whittle the Guhuri deck down with consistent blocks, and thus swept.
The Nergal deck is again just not fast enough. Once setup, it has some nice combos, but probably needs either a little bit of permament stealth, or some more block fails tech, and, if the untappy thing is working, it needs some additional damaging actions for Nergal to take. I'd be tempted to sneak in a Heart of the City and a couple of D'habi Revenant's, so Nergal's bleed continues to tick up, relying on Nergal's special and the Spying Missions to deal with bounce.
Simon's Samedi wall continues to be surprisingly effective. Having played against it a few times now, I've come to the conclusion that the stealth, which allows it to get almost all the setup actions, is a key component. This allows it to run mainly off permanents, which is always better.
Fee Stake Cape Town (Weekend of Nightmares: Friday)
Friday evening was the Fee Stakes tournament. We got going a little late, due to various people, and were annoyingly one short of the 10 required for a TWDA entry, so we opted to go with a multi-deck tournament.
In the first round, I opted to play my Anarch vote deck [1]. The game was Hendrik (Assamite blood control), bleeding Phillip (group 1 Gangrel) bleeding me bleeding Marc (Stanislava and friends) bleeding Simon (Lasombra Anarchs Hell-for-Leather). I got a slightly weird crypt draw, with 3 Anarch Converts, which meant I didn't get going that quickly. Initially, Marc looked like the table threat, pulling out Stansiliva and another minion, and, while not going for huge bleeds, consistent 3 bleeds from Stansilava were whittling through Simon's pool quite quickly. Phillip was bleeding consistently, but was slowed down by Hendrick's blood denial actions. I made an early miscalculation with a Voter Cap, and left Raphael Catarari stuck tapped on odd blood total without a Crimethinc in play, and thus spent a couple of turns effectively down a minion. I did manage to get a Fee Stake down, and scrape through a Reckless Agitation, which, with a combination of Marc voting away the Fee Stake, and then having what would have been the ousting bleed blocked by Simon, who was able to Immortal Grapple to prevent the Form of Mist, left Marc in lunge range for the next turn. The next turn, I was able to play a Dreams, and the increased hand size allowed me to get what I needed to oust Marc, and was able to oust Simon almost immediately as well. The game then folded fairly quickly in my favour, as I had the stealth and Crimethinc's needed to oust both Hendrik and Phillip. It was a bit tight for a couple of turns, and, had Marc ousted Simon, I may not have been able to keep him from running away with the table, but the table was quite favourable for my deck, and I had a couple of lucky moments.
I didn't see much of the second table, but it had James (Imbued) bleeding Yancke (Tzimisce wall) bleeding Brendan (Lasombra vote, I think), bleeding Richard (Akunase wall). At the point I saw the game, other than the imbued, the only minion up was one of Yancke's vampires, who had been Pentexed. Richard was ousted by his own Smiling Jack, giving Brendan a VP, but then James swept up the rest of the table.
In the second game, I decided to play the Harbringer's of Skull deck. The table was James (!Salubri) bleeding Brendan (Big cap vote with Rafael de Corazon) bleeding me bleeding Hendrik, bleeding Yancke (!Ventrue grinder). An early Antediluvian Awakening by Yancke, and an early bleeding for 6 from Brendan left me somewhat low on blood, and, as I'd drawn the fat end of my crypt, I ended up being far too defensive, and I only brought out 1 minion. In general, I just played this game badly, and really should have gone fishing for a small second minion. James, however, was able to block enough of Brendan's actions that Brendan could never really get the farm going, and a couple of Eagle Sight's from James helped keep me in the game for quite some time. I did manage to whittle done Hendrik to almost in lunge range several times, but was always an action short of being able to oust him. Yancke eventually ousted James (after a couple of turns when he should have ousted James, but misplayed things, such as not saving a bonding for the minion with DOM), and swept through Brendan and myself quickly, but then timed out against Hendrik. I didn't see anything at all of the other game, but Marc collected the most VP's and made it to the final.
On a die roll, I opted to play the Anarch Vote deck for the final, but I made a very poor seating choice. James had decided to play the Imbued, and as I was worried by their ability to interfere with my setup, I didn't want to sit next to them. I also thought that Marc would be playing the Stansilava deck again, so I didn't want to be downstream of it, so I opted to sit as Marc's predator and Brendan's prey, not realising that Brendan would be playing the Lasombra deck, and not realising that Yancke, Brendan's predator, was going to play his PRO DOM deck. Marc turned out to be playing his Assamite Black Hand deck, and, although I got Raphael Catarari early, and was able to start getting the Anarch cycle going, I didn't see the Fee Stakes our Crimethinc's I needed to really get going, and a few heavy bleeds early left me unable to get the number of minions I needed out. An early Yawp Court from Marc meant that I was also going to struggle to get a vote to hit the table, since I saw little of my combat package. My involvement in the final was thus fairly short-lived, and, although I did land a couple of 3 bleeds on Marc, he farmed most of it back so I had made little impression on his pool. James was being largely left alone, so was able to tool up fairly nicely. Marc was up to through minions, and around 10 pool when I was ousted, but fell quickly afterwards, thanks to a couple of heavy bleeds that were deflected onto him and a single bleed for 4 from Brendan, and, given that James was fairly low on pool at that point, I thought Brendan had the game. Brendan though, didn't have the cards that he needed to force the actions through past the Imbued, and suffered a critical bounce failure on a turn when Yancke bled for 14. This wasn't enough to oust Brendan, so Yancke fell to the Imbued, and, as Brendan was unable to draw into enough stealth, James won the two-player shootout.
In retrospect, given the decks involved, I should have sat as James' predator, as I may have been able to negotiate vote support of the basis that the Imbued are always a threat, which could have given me a VP, but I didn't have anyway of dealing with permanent votes of the Lasombra, so it's doubtful if I could have really done better than that.
The Anarch deck is probably about as good as this version is going to get. The addition of the Reckless Agitations has helped a lot, as it's a significant amount of pool damage that is less resource intensive than the Revolutionary Councils, and the Revolutionary Council, Crimethinc, Reckless double is a scary combo, but it is ultimately a fragile deck build, and vulnerable to heavy bleed or serious vote.
[1] Given that it was "Fee Stake: Cape Town", someone had to play a Fee Stake deck, after all.
In the first round, I opted to play my Anarch vote deck [1]. The game was Hendrik (Assamite blood control), bleeding Phillip (group 1 Gangrel) bleeding me bleeding Marc (Stanislava and friends) bleeding Simon (Lasombra Anarchs Hell-for-Leather). I got a slightly weird crypt draw, with 3 Anarch Converts, which meant I didn't get going that quickly. Initially, Marc looked like the table threat, pulling out Stansiliva and another minion, and, while not going for huge bleeds, consistent 3 bleeds from Stansilava were whittling through Simon's pool quite quickly. Phillip was bleeding consistently, but was slowed down by Hendrick's blood denial actions. I made an early miscalculation with a Voter Cap, and left Raphael Catarari stuck tapped on odd blood total without a Crimethinc in play, and thus spent a couple of turns effectively down a minion. I did manage to get a Fee Stake down, and scrape through a Reckless Agitation, which, with a combination of Marc voting away the Fee Stake, and then having what would have been the ousting bleed blocked by Simon, who was able to Immortal Grapple to prevent the Form of Mist, left Marc in lunge range for the next turn. The next turn, I was able to play a Dreams, and the increased hand size allowed me to get what I needed to oust Marc, and was able to oust Simon almost immediately as well. The game then folded fairly quickly in my favour, as I had the stealth and Crimethinc's needed to oust both Hendrik and Phillip. It was a bit tight for a couple of turns, and, had Marc ousted Simon, I may not have been able to keep him from running away with the table, but the table was quite favourable for my deck, and I had a couple of lucky moments.
I didn't see much of the second table, but it had James (Imbued) bleeding Yancke (Tzimisce wall) bleeding Brendan (Lasombra vote, I think), bleeding Richard (Akunase wall). At the point I saw the game, other than the imbued, the only minion up was one of Yancke's vampires, who had been Pentexed. Richard was ousted by his own Smiling Jack, giving Brendan a VP, but then James swept up the rest of the table.
In the second game, I decided to play the Harbringer's of Skull deck. The table was James (!Salubri) bleeding Brendan (Big cap vote with Rafael de Corazon) bleeding me bleeding Hendrik, bleeding Yancke (!Ventrue grinder). An early Antediluvian Awakening by Yancke, and an early bleeding for 6 from Brendan left me somewhat low on blood, and, as I'd drawn the fat end of my crypt, I ended up being far too defensive, and I only brought out 1 minion. In general, I just played this game badly, and really should have gone fishing for a small second minion. James, however, was able to block enough of Brendan's actions that Brendan could never really get the farm going, and a couple of Eagle Sight's from James helped keep me in the game for quite some time. I did manage to whittle done Hendrik to almost in lunge range several times, but was always an action short of being able to oust him. Yancke eventually ousted James (after a couple of turns when he should have ousted James, but misplayed things, such as not saving a bonding for the minion with DOM), and swept through Brendan and myself quickly, but then timed out against Hendrik. I didn't see anything at all of the other game, but Marc collected the most VP's and made it to the final.
On a die roll, I opted to play the Anarch Vote deck for the final, but I made a very poor seating choice. James had decided to play the Imbued, and as I was worried by their ability to interfere with my setup, I didn't want to sit next to them. I also thought that Marc would be playing the Stansilava deck again, so I didn't want to be downstream of it, so I opted to sit as Marc's predator and Brendan's prey, not realising that Brendan would be playing the Lasombra deck, and not realising that Yancke, Brendan's predator, was going to play his PRO DOM deck. Marc turned out to be playing his Assamite Black Hand deck, and, although I got Raphael Catarari early, and was able to start getting the Anarch cycle going, I didn't see the Fee Stakes our Crimethinc's I needed to really get going, and a few heavy bleeds early left me unable to get the number of minions I needed out. An early Yawp Court from Marc meant that I was also going to struggle to get a vote to hit the table, since I saw little of my combat package. My involvement in the final was thus fairly short-lived, and, although I did land a couple of 3 bleeds on Marc, he farmed most of it back so I had made little impression on his pool. James was being largely left alone, so was able to tool up fairly nicely. Marc was up to through minions, and around 10 pool when I was ousted, but fell quickly afterwards, thanks to a couple of heavy bleeds that were deflected onto him and a single bleed for 4 from Brendan, and, given that James was fairly low on pool at that point, I thought Brendan had the game. Brendan though, didn't have the cards that he needed to force the actions through past the Imbued, and suffered a critical bounce failure on a turn when Yancke bled for 14. This wasn't enough to oust Brendan, so Yancke fell to the Imbued, and, as Brendan was unable to draw into enough stealth, James won the two-player shootout.
In retrospect, given the decks involved, I should have sat as James' predator, as I may have been able to negotiate vote support of the basis that the Imbued are always a threat, which could have given me a VP, but I didn't have anyway of dealing with permanent votes of the Lasombra, so it's doubtful if I could have really done better than that.
The Anarch deck is probably about as good as this version is going to get. The addition of the Reckless Agitations has helped a lot, as it's a significant amount of pool damage that is less resource intensive than the Revolutionary Councils, and the Revolutionary Council, Crimethinc, Reckless double is a scary combo, but it is ultimately a fragile deck build, and vulnerable to heavy bleed or serious vote.
[1] Given that it was "Fee Stake: Cape Town", someone had to play a Fee Stake deck, after all.
Sunday, November 7, 2010
Slachter's Nek tournament
So 5 of us made it to the November tournament (which unfortunately clashed with a number of other things). Due to the small size, we opted for a multi-deck tournament, and ended up cutting it down to only two rounds due to time constraints.
So the first round saw Richard (Akunanse wall) bleeding Bredan (weenie group 2 & 3 AUS wall with sniper rifles) bleeding Marc (Guhuri bruise vote and bleed) bleeding me (!Brujah bruise vote and bleed) bleeding Kevin (FoS corruption antics with Nakhthorheb).
Brendan got off to a fast start, with an early Lilith's Blessing and getting a minion setup with a sniper rifle and sports bike early. I got Smash and Hektor out, but didn't draw much of the farm of my deck. I was able to land a couple of early Kines and then bleed with a Iron Glare to weaken Kevin considerably, but he was working through Richard at a fair rate, so I ended up burning his smallest vampire with a rush from Hektor to slow him down. Marc & Richard each had more votes than I did, and with Marc and I both looking to call votes, and Brendan able to block Marc most of the time, the was a lot of negotiating about during the game. Kevin also played a fair bit of vote defense, which all combined to slow me down once I had Kevin low on pool. Kevin did get Richard down to a couple of pool, but Richard managed to get a No Secrets down, and Kevin wasn't able to stealth over it after that (which, given that he was playing FoS, rather surprised the rest of the table). I blocked one of Marc's bleeds with Hektor, and a Death of My Conscience & a Burning Wrath from Marc later, both minions were burnt, which slowed me down further. Brendan then played an Antediluvian Awakening, and I was able to last long enough for it to kill Kevin. The game timed out shortly after that. It's not clear quite how the table would have folded from where the game timed out - Marc would have probably had me, but Brendan was able to block several of his actions, which would have made it a slow process. While Richard wasn't really able to go forward strongly, he was pretty well setup defensively and no-one had the stealth to go over his no secrets at that point. Marc had managed to generate a lot of pool via Voter Caps, so that probably would have given him the game eventually.
The second game saw Kevin (!Brujah rush) bleeding Marc (Kiasyd power bleed) bleeding Richard (Guhuri Brutual Influence bleed with OBF) bleeding me (Groteques) bleeding Brendan (old school Lasombra politics). This is the first time the Groteque deck has really struggled in a game - while I got Gerald Windham out (whose vote special was really influential), I didn't draw a location early and so struggled to bring out the Grotesques. An early "Blood Weakens" from Richard also made life awkward for everyone on the table. Brendan got off to a very fast start, with a first turn Info Highway and a second turn Zillah's valley. Kevin's deck struggled, without the vote push available to get votes through and not enough ways for Hektor to get into combat. Marc's didn't draw into the power part of the power bleed combo, and so Richard was able to build up fairly easily. While I was able to block him several times, I mainly drew prevent from the combat package, so I was never able to serious inconvenience any of his minions. Gerald's votes from other titles scattered around the table, and the presence of 3 prisci, meant that Brendan didn't have the vote lock, and thus wasn't able to push through Kevin that quickly. Kevin also played a Protected Resources, which delayed Brendan bleeding him out a few turns.
I eventually fell to the Guhuri. Brendan probably should have ousted Kevin, but didn't draw out stealth on a couple of bleeds before bouncing them on, which meant Kevin was able to block, and allowed Richard to Majesty and them farm or hunt to setup for the next turn. This allowed Richard to oust Brendan and then Kevin in quick succession, and the pool and minion advantage meant he was able to win the two player contest with Marc, despite having exhausted his library, although it was a close run thing.
So the first round saw Richard (Akunanse wall) bleeding Bredan (weenie group 2 & 3 AUS wall with sniper rifles) bleeding Marc (Guhuri bruise vote and bleed) bleeding me (!Brujah bruise vote and bleed) bleeding Kevin (FoS corruption antics with Nakhthorheb).
Brendan got off to a fast start, with an early Lilith's Blessing and getting a minion setup with a sniper rifle and sports bike early. I got Smash and Hektor out, but didn't draw much of the farm of my deck. I was able to land a couple of early Kines and then bleed with a Iron Glare to weaken Kevin considerably, but he was working through Richard at a fair rate, so I ended up burning his smallest vampire with a rush from Hektor to slow him down. Marc & Richard each had more votes than I did, and with Marc and I both looking to call votes, and Brendan able to block Marc most of the time, the was a lot of negotiating about during the game. Kevin also played a fair bit of vote defense, which all combined to slow me down once I had Kevin low on pool. Kevin did get Richard down to a couple of pool, but Richard managed to get a No Secrets down, and Kevin wasn't able to stealth over it after that (which, given that he was playing FoS, rather surprised the rest of the table). I blocked one of Marc's bleeds with Hektor, and a Death of My Conscience & a Burning Wrath from Marc later, both minions were burnt, which slowed me down further. Brendan then played an Antediluvian Awakening, and I was able to last long enough for it to kill Kevin. The game timed out shortly after that. It's not clear quite how the table would have folded from where the game timed out - Marc would have probably had me, but Brendan was able to block several of his actions, which would have made it a slow process. While Richard wasn't really able to go forward strongly, he was pretty well setup defensively and no-one had the stealth to go over his no secrets at that point. Marc had managed to generate a lot of pool via Voter Caps, so that probably would have given him the game eventually.
The second game saw Kevin (!Brujah rush) bleeding Marc (Kiasyd power bleed) bleeding Richard (Guhuri Brutual Influence bleed with OBF) bleeding me (Groteques) bleeding Brendan (old school Lasombra politics). This is the first time the Groteque deck has really struggled in a game - while I got Gerald Windham out (whose vote special was really influential), I didn't draw a location early and so struggled to bring out the Grotesques. An early "Blood Weakens" from Richard also made life awkward for everyone on the table. Brendan got off to a very fast start, with a first turn Info Highway and a second turn Zillah's valley. Kevin's deck struggled, without the vote push available to get votes through and not enough ways for Hektor to get into combat. Marc's didn't draw into the power part of the power bleed combo, and so Richard was able to build up fairly easily. While I was able to block him several times, I mainly drew prevent from the combat package, so I was never able to serious inconvenience any of his minions. Gerald's votes from other titles scattered around the table, and the presence of 3 prisci, meant that Brendan didn't have the vote lock, and thus wasn't able to push through Kevin that quickly. Kevin also played a Protected Resources, which delayed Brendan bleeding him out a few turns.
I eventually fell to the Guhuri. Brendan probably should have ousted Kevin, but didn't draw out stealth on a couple of bleeds before bouncing them on, which meant Kevin was able to block, and allowed Richard to Majesty and them farm or hunt to setup for the next turn. This allowed Richard to oust Brendan and then Kevin in quick succession, and the pool and minion advantage meant he was able to win the two player contest with Marc, despite having exhausted his library, although it was a close run thing.
Tuesday, August 10, 2010
Dragonfire 2010
I spent the long weekend mainly at Dragonfire, which, for me, consisted of several VTES social games of mixed success, a less enjoyable run in the tournament, an rather lengthy game of Arkham Horror and some enjoyable role-playing modules.
Running chronologically'ish. Friday was the newbie demo games - I went to kibbutz and also play in a few social games. A somewhat mixed evening deck success wise.
The slightly retooled Jann Berger deck actually swept the three-player table it was one, although it did bottom out at around 4 pool, and struggled more than I expected in combat, although it did manage to dunk a few minions. Table dynamics helped, but being able to drop an Iron Glare on a presence bleed card can whittle through pool at quite an impressive speed.
The tweaked Samedi Corpse deck didn't really get going, and I think I was first ousted in the game, but the deck showed some signs of promise.
I then played two games with the very reworked Spell of Life deck. In the first game, it crashed and burnt horribly. I didn't get Nakahoteb until I'd drawn 3 crypt cards, and had to bring out a different minion, which didn't help the deck flow. Nobody tried to block the Spell of Lifes, so I jammed on stealth, and, with only 1 minion out, I didn't have other actions I could use the stealth on. I was ousted after only getting 3 Spells down, even though I only had 1 turn were I didn't have one to play.
The second game with the Spell of Life deck was rather more successful - I didn't draw Nakhoteb in my opening crypt, but was able to pull him immediately with an Effective. I brought out the 5 cap, so I could start Spell of Life'ing earlier, and, even though I ended up contesting Nakahoteb with Kevin cross table, my single minion was able to get the Spells down in time. I did have to frantically pull cards from my crypt - by the time I had 4 Spell of Lifes down, I could only have brought out 2 mummies that wouldn't contest. When the Spells did go off (for 4 mummies), they performed impressively. My prey (Yancke, playing Simon's Aching Beauty deck), had just ousted Kevin, and was sitting on 12 pool. However, 4 Mummies, a Dream World, a Psychic Veil (cunningly stored in a Storage Annex early in the game) and a couple of bleed mods I could use with the mummies saw me oust him in a single turn. I was then able clean up, largely by using the mummies to rush everyone else and smooth out the path for the Settites to bleed. While not yet a particularly good deck, the 12 pool in a single turn showed considerable potential.
Saturday was the SA VTES Nationals. We had a decent turnout, with 15 players, even though the Fishhoek crowd couldn't make it, and no-one from Joburg traveled down. I've had a Alicia Burrows/Aristole vote deck idea knocking about in my head for some time, which I finally decided to build and play. It ended up becoming a Lutz deck, as he had the overlap on PRE and pot I was looking for. In theory, the deck should work OK. In practice, I badly misread the meta-game, and didn't have the combat defense I needed.
In the first game, Dave (Toreador wall with guns) was bleeding Hendrik (!Tor toolbox), bleeding Richard (Guhuri ANI & POT rush), bleeding me, bleeding Matthew (old school Brujah rush). I was a vote deck between two POT immortal grapple rush decks, so things did not go well for me at all. I had only a single action (with Lutz, which admittedly did do 5 pool damage) in the game, and had both minions I brought out burnt, one by Matthew, and one by my predator. Richard. The game stayed static for a long time after I was ousted, although that's largely because Richard did not go forward as hard as he could have done. Dave was eventually able to oust Hendrik, who never got setup enough to really make an impression on Richard's farm, and Richard cleaned up the rest of the table.
In the second game. Dan (weenie DOM & THA) was bleeding me, bleeding James (Imbued), bleeding Simon (!Salubri rush) bleeding Phillip (!Ventrue toolbox). The deck did a lot better, and I had James' imbued down to three pool before Simon rushed me cross table and put Aristotle in torpor and burnt Lutz. I should have had the Imbued though, as I made a couple of serious errors. The first was not bringing out Aristotle as my second minion (I brought out Alicia instead) - the extra stealth would have saved me a couple of blocks by the imbued, and allowed me to oust James, and the combat defense saved might have been enough to survive against Simon for long enough to oust him. Then, after playing a Zillah's Valley at a point when it wasn't ideal for me to do so to cycle cards, I brought out Aristotle as a third minion, when I should have just stayed on two minions and looked less threatening (although that might not have been enough) [1]. Simon was able to oust Phillip, who never drew enough combat defense to survive against the !Salubri. I didn't watch the rest of the table unfold, as I went to play a social game, but eventually James cleaned up the rest of the table.
Dan proceeded to win the final with his weenie deck.
In between, I did also play a couple of social games - in one, the Venture deck got up and running, and pretty much steam rollered the table. In the other, the reworked Samedi managed one oust, but them got smashed by Phillip's red list combat deck.
After the tournament and some supper, we ended up playing a 6 player game of Arkham Horror, with the great old one being Zhar. An early 2 extra counters on the doom track, and an environment preventing us from sealing gates for most of the game left us always chasing the game, and, indeed, in 10 turns Zhar awoke, and duly devoured us (although we did defeat him once). We erred by not getting more people blessed near the end of the game, but there were numerous amusing incidents, though, and the game was quite fun.
Sunday saw me play in both modules. They were both enjoyable, although I was a bit disappointed that the first module's big surprise was as predictable as it was. As I wasn't playing in the LARP that evening, I went home, but failed to catch up on sleep, being distracted by a link to tvtropes.
Monday was the long two-session Innocents module, which was great fun, despite the length. As a result, I didn't do have much to do with the newbie tournament, although it attracted 9 players, and generally seems to have been a success.
I did fit in one final social game, with the Grotesque deck. It ended up with the table win, although this was largely due to weaknesses of the other decks and the inexperience of a couple of the new players we had involved. The deck does gather some impressive momentum when rolling, but it takes time to get going, and still needs a bit more combat oomph to be really scary.
[1] The Lutz deck was seen as the table threat on a table with an imbued deck and a weenie dominate deck. I'm not quite sure what to make of that.
Running chronologically'ish. Friday was the newbie demo games - I went to kibbutz and also play in a few social games. A somewhat mixed evening deck success wise.
The slightly retooled Jann Berger deck actually swept the three-player table it was one, although it did bottom out at around 4 pool, and struggled more than I expected in combat, although it did manage to dunk a few minions. Table dynamics helped, but being able to drop an Iron Glare on a presence bleed card can whittle through pool at quite an impressive speed.
The tweaked Samedi Corpse deck didn't really get going, and I think I was first ousted in the game, but the deck showed some signs of promise.
I then played two games with the very reworked Spell of Life deck. In the first game, it crashed and burnt horribly. I didn't get Nakahoteb until I'd drawn 3 crypt cards, and had to bring out a different minion, which didn't help the deck flow. Nobody tried to block the Spell of Lifes, so I jammed on stealth, and, with only 1 minion out, I didn't have other actions I could use the stealth on. I was ousted after only getting 3 Spells down, even though I only had 1 turn were I didn't have one to play.
The second game with the Spell of Life deck was rather more successful - I didn't draw Nakhoteb in my opening crypt, but was able to pull him immediately with an Effective. I brought out the 5 cap, so I could start Spell of Life'ing earlier, and, even though I ended up contesting Nakahoteb with Kevin cross table, my single minion was able to get the Spells down in time. I did have to frantically pull cards from my crypt - by the time I had 4 Spell of Lifes down, I could only have brought out 2 mummies that wouldn't contest. When the Spells did go off (for 4 mummies), they performed impressively. My prey (Yancke, playing Simon's Aching Beauty deck), had just ousted Kevin, and was sitting on 12 pool. However, 4 Mummies, a Dream World, a Psychic Veil (cunningly stored in a Storage Annex early in the game) and a couple of bleed mods I could use with the mummies saw me oust him in a single turn. I was then able clean up, largely by using the mummies to rush everyone else and smooth out the path for the Settites to bleed. While not yet a particularly good deck, the 12 pool in a single turn showed considerable potential.
Saturday was the SA VTES Nationals. We had a decent turnout, with 15 players, even though the Fishhoek crowd couldn't make it, and no-one from Joburg traveled down. I've had a Alicia Burrows/Aristole vote deck idea knocking about in my head for some time, which I finally decided to build and play. It ended up becoming a Lutz deck, as he had the overlap on PRE and pot I was looking for. In theory, the deck should work OK. In practice, I badly misread the meta-game, and didn't have the combat defense I needed.
In the first game, Dave (Toreador wall with guns) was bleeding Hendrik (!Tor toolbox), bleeding Richard (Guhuri ANI & POT rush), bleeding me, bleeding Matthew (old school Brujah rush). I was a vote deck between two POT immortal grapple rush decks, so things did not go well for me at all. I had only a single action (with Lutz, which admittedly did do 5 pool damage) in the game, and had both minions I brought out burnt, one by Matthew, and one by my predator. Richard. The game stayed static for a long time after I was ousted, although that's largely because Richard did not go forward as hard as he could have done. Dave was eventually able to oust Hendrik, who never got setup enough to really make an impression on Richard's farm, and Richard cleaned up the rest of the table.
In the second game. Dan (weenie DOM & THA) was bleeding me, bleeding James (Imbued), bleeding Simon (!Salubri rush) bleeding Phillip (!Ventrue toolbox). The deck did a lot better, and I had James' imbued down to three pool before Simon rushed me cross table and put Aristotle in torpor and burnt Lutz. I should have had the Imbued though, as I made a couple of serious errors. The first was not bringing out Aristotle as my second minion (I brought out Alicia instead) - the extra stealth would have saved me a couple of blocks by the imbued, and allowed me to oust James, and the combat defense saved might have been enough to survive against Simon for long enough to oust him. Then, after playing a Zillah's Valley at a point when it wasn't ideal for me to do so to cycle cards, I brought out Aristotle as a third minion, when I should have just stayed on two minions and looked less threatening (although that might not have been enough) [1]. Simon was able to oust Phillip, who never drew enough combat defense to survive against the !Salubri. I didn't watch the rest of the table unfold, as I went to play a social game, but eventually James cleaned up the rest of the table.
Dan proceeded to win the final with his weenie deck.
In between, I did also play a couple of social games - in one, the Venture deck got up and running, and pretty much steam rollered the table. In the other, the reworked Samedi managed one oust, but them got smashed by Phillip's red list combat deck.
After the tournament and some supper, we ended up playing a 6 player game of Arkham Horror, with the great old one being Zhar. An early 2 extra counters on the doom track, and an environment preventing us from sealing gates for most of the game left us always chasing the game, and, indeed, in 10 turns Zhar awoke, and duly devoured us (although we did defeat him once). We erred by not getting more people blessed near the end of the game, but there were numerous amusing incidents, though, and the game was quite fun.
Sunday saw me play in both modules. They were both enjoyable, although I was a bit disappointed that the first module's big surprise was as predictable as it was. As I wasn't playing in the LARP that evening, I went home, but failed to catch up on sleep, being distracted by a link to tvtropes.
Monday was the long two-session Innocents module, which was great fun, despite the length. As a result, I didn't do have much to do with the newbie tournament, although it attracted 9 players, and generally seems to have been a success.
I did fit in one final social game, with the Grotesque deck. It ended up with the table win, although this was largely due to weaknesses of the other decks and the inexperience of a couple of the new players we had involved. The deck does gather some impressive momentum when rolling, but it takes time to get going, and still needs a bit more combat oomph to be really scary.
[1] The Lutz deck was seen as the table threat on a table with an imbued deck and a weenie dominate deck. I'm not quite sure what to make of that.
Sunday, May 30, 2010
The Battle Lines Storyline tournament: first rounds
I put together two deck ideas for the tournament, and Ahrimane Anarch Pre bleed deck, and a Harbringer of Skulls Black Hand deck, and managed to playtest both decks twice. The Ahrimane deck never really gelled for me, as the combat and defense never flowed nicely. The Harbringer deck did reasonably well in the first playtest, and got horribly crushed in the second (Simon's Blood Brothers made for a horrible prey), it did at least seem to be able to pull of the combos I wanted more often, and had access to bounce, which is always good, so, after further tweaking, I decided to run with it for the tournament.
In the first round, Dave (Kiasyd S & B, Bahari faction) was bleeding me (HoS, Loyalist) bleeding Ruan (smallish Daughters bleed, Bahari) bleeding John (Petanique something, Bahari) bleeding Hendrik (True Brujah bruise & bleed, Loyalist).
Ruan got off to a really fast start, and John never got into the game, only managing a couple of actions before being ousted. I failed to draw Sennadurek, but did get the +1 intercept Mordechai into play, and get a blooding early to get the black hand goodness going. Dave didn't seem to be drawing into any bleed, and, with Hendrik in a position to apply a fair bit of pressure early (due to John's troubles), was looking wall up a fair bit. Hendrik put one of Ruan minions down, and I was able to knock another down, to slow him down, and, when Hendrik suddenly brought out two small minions, it looked like he was in a good position to push through. Ruan, however, was able to contest one of the minions with Hendrik, and some Faerie Wards from Dave bought him some time. I had a couple of tight turns when I didn't quite have the bounce or intercept I needed in hand, and was only on 6 pool, but Dave, who had built up to 3 minions didn't draw the bleed push he needed, and I survived. I was able to land a few solid Trochmancy bleeds on Ruan, and whittled him down into lunge range, but I screwed up the lunge royally, needlessly boosting a bleed and having a minion Archon'ed. I was able to oust Ruan that turn, but, having lost a minion, I was left in pretty bad shape and couldn't pressurise Hendrik, who quickly ousted both Dave and myself. Still, 1 VP was a decent start to the tournament.
The second round saw Phillip (Ahrimane Vote & Bleed, Loyalist) bleeding Hendrik bleeding me bleeding James (Salubri Antitribu combat, Bahari) bleeding Richard (Tupdog & weenie dom madness, Bahari). The Tupdog deck got off to a fast start, graverobbing a small minion with a sniper rifle from James, and Fame'ing Phillip's vampire. I was able to Cadet my crypt early, which meant all my vampires came into play Black Hand, which was useful, but I spent a lot of the game trying to draw into my Trochomancies, and wasn't able to really pressurise James. I got a pulse down, but misjudged the amount untap James had and had the vampire burnt by an Eye of unforgiving Heaven. Hendrik played an Antediluvian Awakening and this led to probably the most amusing passage of play from the game. With Phillip on the ropes, Richard burnt the stolen minion to burn Hendrik's Antediluvian Awakening, so he could play his own Awakening, only to have it immediately contested by Hendrik. Richard duly ousted Phillip, but then run out of momentum a bit, and I was whittled down fairly quickly by Hendrik. Luckily for me, James eagle sight'ed an ousting bleed, and I was able to start farming back to hold on. I was able to block a couple of Hendrik's bleeds and drew enough prevent to survive the combats, but, with a Form of Corruption in play, and Sennadurak stuck on 1 blood in a Vessel & hunt cycle to pay for the Antediluvian Awakening, I couldn't afford to bleed James unless I could secure the oust, as gaining the Edge would have been fatal to me. Eventually, I blocked Hendrik who played domain of evernight and my prevent allowed me to torprise one of Hendrik's minions, and, with Richard burning another minion to burn the Antediluvian Awakening, I was in a position to lunge for James, and got that through. Hendrik then fell to the Tupdog deck, but as I was able to bring out another minion, and I had the combat to deal with the Tupdogs for a couple of turns, I was able to finally oust Richard. An admittedly rather lucky game win, but they all count.
The HoS deck is still fragile, and it is more passive than most other decks I play, but it does have some good ideas and is quite fun to play [1], although it does rely on the Storyline's no group restriction rules. I will need to think about how to make the deck work without the storyline rules a fair bit still.
[1] Unless it has Simon's BB deck as its prey.
In the first round, Dave (Kiasyd S & B, Bahari faction) was bleeding me (HoS, Loyalist) bleeding Ruan (smallish Daughters bleed, Bahari) bleeding John (Petanique something, Bahari) bleeding Hendrik (True Brujah bruise & bleed, Loyalist).
Ruan got off to a really fast start, and John never got into the game, only managing a couple of actions before being ousted. I failed to draw Sennadurek, but did get the +1 intercept Mordechai into play, and get a blooding early to get the black hand goodness going. Dave didn't seem to be drawing into any bleed, and, with Hendrik in a position to apply a fair bit of pressure early (due to John's troubles), was looking wall up a fair bit. Hendrik put one of Ruan minions down, and I was able to knock another down, to slow him down, and, when Hendrik suddenly brought out two small minions, it looked like he was in a good position to push through. Ruan, however, was able to contest one of the minions with Hendrik, and some Faerie Wards from Dave bought him some time. I had a couple of tight turns when I didn't quite have the bounce or intercept I needed in hand, and was only on 6 pool, but Dave, who had built up to 3 minions didn't draw the bleed push he needed, and I survived. I was able to land a few solid Trochmancy bleeds on Ruan, and whittled him down into lunge range, but I screwed up the lunge royally, needlessly boosting a bleed and having a minion Archon'ed. I was able to oust Ruan that turn, but, having lost a minion, I was left in pretty bad shape and couldn't pressurise Hendrik, who quickly ousted both Dave and myself. Still, 1 VP was a decent start to the tournament.
The second round saw Phillip (Ahrimane Vote & Bleed, Loyalist) bleeding Hendrik bleeding me bleeding James (Salubri Antitribu combat, Bahari) bleeding Richard (Tupdog & weenie dom madness, Bahari). The Tupdog deck got off to a fast start, graverobbing a small minion with a sniper rifle from James, and Fame'ing Phillip's vampire. I was able to Cadet my crypt early, which meant all my vampires came into play Black Hand, which was useful, but I spent a lot of the game trying to draw into my Trochomancies, and wasn't able to really pressurise James. I got a pulse down, but misjudged the amount untap James had and had the vampire burnt by an Eye of unforgiving Heaven. Hendrik played an Antediluvian Awakening and this led to probably the most amusing passage of play from the game. With Phillip on the ropes, Richard burnt the stolen minion to burn Hendrik's Antediluvian Awakening, so he could play his own Awakening, only to have it immediately contested by Hendrik. Richard duly ousted Phillip, but then run out of momentum a bit, and I was whittled down fairly quickly by Hendrik. Luckily for me, James eagle sight'ed an ousting bleed, and I was able to start farming back to hold on. I was able to block a couple of Hendrik's bleeds and drew enough prevent to survive the combats, but, with a Form of Corruption in play, and Sennadurak stuck on 1 blood in a Vessel & hunt cycle to pay for the Antediluvian Awakening, I couldn't afford to bleed James unless I could secure the oust, as gaining the Edge would have been fatal to me. Eventually, I blocked Hendrik who played domain of evernight and my prevent allowed me to torprise one of Hendrik's minions, and, with Richard burning another minion to burn the Antediluvian Awakening, I was in a position to lunge for James, and got that through. Hendrik then fell to the Tupdog deck, but as I was able to bring out another minion, and I had the combat to deal with the Tupdogs for a couple of turns, I was able to finally oust Richard. An admittedly rather lucky game win, but they all count.
The HoS deck is still fragile, and it is more passive than most other decks I play, but it does have some good ideas and is quite fun to play [1], although it does rely on the Storyline's no group restriction rules. I will need to think about how to make the deck work without the storyline rules a fair bit still.
[1] Unless it has Simon's BB deck as its prey.
Sunday, November 15, 2009
The Novemebr 2009 Vampire Tournament
The November tournament was this weekend.
After it worked quite well at the previous social, I opted to try my Ventrue vote deck. Unfortunately, the deck decided to mock me, very badly, in both rounds.
The first round was one of the stranger games I've been involved in. Simon (Tremere Thaum combat & bleed) (starting) bleeding me, bleeding Richard (Guhuri Brutal influence bleed), bleeding Hendrick (Thau combat & some wall). Simon's deck was in several ways the rock to my scissors - he got out both Carna (+1 intercept) and Oliver Thrace (no S:CE), and, when he placed a Pulse on Oliver, was able to keep me under a fair bit of pressure. I suffered badly in that I drew very few votes early on, and, with the number of other votes on the table (mid-game, the 13 votes I could generate from my vampires and locations was only enough to tie the rest of the table) I was unable to exert enough pressure on Richard. I was fortunate to draw most of my Minion Taps, so I was able to farm back fast enough to prevent Simon being able to overrun me. Richard was also farming quite successfully, but wasn't cycling into the bleed cards he needed to pressurise Hendrick. Hendrick took some time to get setup. He never had enough ways around S:CE to bother Richard, and, while he was able to trouble Simon in combat, didn't have enough ways of getting into combat with Simon, and didn't have the bleed push to pressurise him much either. The game was much more attritional than most, and never looked that likely to fold before we timed out. I gradually whittled Richard down to lunge range, but, due to a Smiling Jack, and a turn when I was short an untap card to bounce a bleed from Simon, was left with 1 less blood on my minions than I needed, and was thus unable to play both a Govern and a Conditioning to oust Richard. Richard, right before time, lunged at Hendrick with a Strange Day bleed, but it was bounced to Simon, ousting him with the last act of the game.
The next game saw Matthew (weenie pot Swarm with Brutal Influence) (starting) bleeding Hendrick, bleeding me, bleeding Dave (Brujah Cel/Pot). While I was never under much pressure from Hendrick, Dave went backwards a great deal, and, drawing into his Immortal Grapples quite often, gave me a very hard time, especially after he got a KRCG down. I didn't draw a single Voter Cap until the very end of the game, and thus wasn't able to refill my minions, which hurt me quite badly. Hendrick was unable to hold off Matthew's swarm although it did leave several of Matthew's minions in torpor. I managed to get Dave down to a couple of pool, but he was able to torporise all my minions . With no prospect of getting another minion out, I transferred myself out, giving Matthew a second VP. Matthew was unable to survive against the Brujah, and Dave duly collected the remaining 2 VPs.
I didn't see much of the final, as I went off to find some lunch, but Dave eventually won that with 4 VPs and Richard collecting the remaining VP.
After it worked quite well at the previous social, I opted to try my Ventrue vote deck. Unfortunately, the deck decided to mock me, very badly, in both rounds.
The first round was one of the stranger games I've been involved in. Simon (Tremere Thaum combat & bleed) (starting) bleeding me, bleeding Richard (Guhuri Brutal influence bleed), bleeding Hendrick (Thau combat & some wall). Simon's deck was in several ways the rock to my scissors - he got out both Carna (+1 intercept) and Oliver Thrace (no S:CE), and, when he placed a Pulse on Oliver, was able to keep me under a fair bit of pressure. I suffered badly in that I drew very few votes early on, and, with the number of other votes on the table (mid-game, the 13 votes I could generate from my vampires and locations was only enough to tie the rest of the table) I was unable to exert enough pressure on Richard. I was fortunate to draw most of my Minion Taps, so I was able to farm back fast enough to prevent Simon being able to overrun me. Richard was also farming quite successfully, but wasn't cycling into the bleed cards he needed to pressurise Hendrick. Hendrick took some time to get setup. He never had enough ways around S:CE to bother Richard, and, while he was able to trouble Simon in combat, didn't have enough ways of getting into combat with Simon, and didn't have the bleed push to pressurise him much either. The game was much more attritional than most, and never looked that likely to fold before we timed out. I gradually whittled Richard down to lunge range, but, due to a Smiling Jack, and a turn when I was short an untap card to bounce a bleed from Simon, was left with 1 less blood on my minions than I needed, and was thus unable to play both a Govern and a Conditioning to oust Richard. Richard, right before time, lunged at Hendrick with a Strange Day bleed, but it was bounced to Simon, ousting him with the last act of the game.
The next game saw Matthew (weenie pot Swarm with Brutal Influence) (starting) bleeding Hendrick, bleeding me, bleeding Dave (Brujah Cel/Pot). While I was never under much pressure from Hendrick, Dave went backwards a great deal, and, drawing into his Immortal Grapples quite often, gave me a very hard time, especially after he got a KRCG down. I didn't draw a single Voter Cap until the very end of the game, and thus wasn't able to refill my minions, which hurt me quite badly. Hendrick was unable to hold off Matthew's swarm although it did leave several of Matthew's minions in torpor. I managed to get Dave down to a couple of pool, but he was able to torporise all my minions . With no prospect of getting another minion out, I transferred myself out, giving Matthew a second VP. Matthew was unable to survive against the Brujah, and Dave duly collected the remaining 2 VPs.
I didn't see much of the final, as I went off to find some lunch, but Dave eventually won that with 4 VPs and Richard collecting the remaining VP.
Wednesday, August 12, 2009
Dragonfire 2009 III (Mon)
(being the last in the series of posts based on slightly inaccurate memories)
Most of the day got taken up by the actual draft tournament.
The draft got going a little later than planned, due to Richard oversleeping, and much juggling to arrange that we got 8 players, rather than dealing with 7. Phillip and I got in a very quick 2-player game shortly before the tournament. In an environment without bounce, the Settite bleed deck is really scary.
The problem with the draft was the complete lack of stealth, and, with EK providing both a master out of turn for intercept and an intercept reaction card, the games were very block heavy.
My deck was based around being able to use Batsehava with an Abombwe master and Founders to accelerate out my crypt, but the intercept meant that didn't work out quite as planned. I had a couple of bleed mods, but no stealth, and my combat was more defensive than it probably should have been. I also suffered from having a large number of permanents - my second and third passes through the deck were very quick, which meant I was out of library by the end of all the games.
In the first game, I got a bit lucky, and was able to contest a small vampire with my prey (Simon, and thus revenge for the Imperator final), but, with both of us down a minion, I wasn't able to really push forward, and spent most of my time holding off Dan's deck. This allowed Richard to setup nicely, and, while I was eventually able to oust Simon, Richard took the table comfortably.
In the second game, I was bleeding Richard, bleeding Matthew, bleeding Verolin (Richard starting). I got screwed over as Matthew brought out the same Abiku a turn or so after I had, and, not being in a great position to force the contest, and not wanting Richard to be able to plow forward too quickly, I had to yield. While I was able to push the odd bleed through, I was generally down a minion and thus never able to really pressurise Richard.
However, the 1.5 VP's was enough to get me to the final table.
The final table saw Dan (starting) bleeding me, bleeding Matthew, bleeding Richard, bleeding Phillip. Since I knew that Mathhew, Dan & I all shared a common vampire in Abiku, I brought out Titi first. Phillip found himself in the awkward position of having made transfers onto Titi and Mamadou, the vampire Matthew brought out first, so was struggling to get into the game. Richard took the opportunity to bring out the Remnant and the Tunnel Runner - Phillip then contested Mamadou with Matthew, who chose to yield, which allowed Phillip to steal the Remnant with Legend of the Leopard, and use it to burn the Tunnel Runner. Unfortunately, being down a minion, Matthew wasn't in a position to really pressurise Richard, and consequently walled up against me, which slowed my game down a lot. This allowed Richard to setup a lunge which ousted Phillip. The game see-sawed for some time afterwards, with Dan trying to balance the table. I gradually whittled Matthew down, and was able to land 2 successive bleeds for 2 to leave him on 2 pool, but my minions were running low on blood. Dan delayed me ousting Matthew by putting a minion in torpor, but left himself in range of Richard, who promptly ousted him. I was ale to oust Matthew, but was in no position to withstand Richard, who completed the game win shortly there-after.
After the tournament, there was some complex juggling to fit baby Cthulhu into my car, before heading off to the final after party.
Most of the day got taken up by the actual draft tournament.
The draft got going a little later than planned, due to Richard oversleeping, and much juggling to arrange that we got 8 players, rather than dealing with 7. Phillip and I got in a very quick 2-player game shortly before the tournament. In an environment without bounce, the Settite bleed deck is really scary.
The problem with the draft was the complete lack of stealth, and, with EK providing both a master out of turn for intercept and an intercept reaction card, the games were very block heavy.
My deck was based around being able to use Batsehava with an Abombwe master and Founders to accelerate out my crypt, but the intercept meant that didn't work out quite as planned. I had a couple of bleed mods, but no stealth, and my combat was more defensive than it probably should have been. I also suffered from having a large number of permanents - my second and third passes through the deck were very quick, which meant I was out of library by the end of all the games.
In the first game, I got a bit lucky, and was able to contest a small vampire with my prey (Simon, and thus revenge for the Imperator final), but, with both of us down a minion, I wasn't able to really push forward, and spent most of my time holding off Dan's deck. This allowed Richard to setup nicely, and, while I was eventually able to oust Simon, Richard took the table comfortably.
In the second game, I was bleeding Richard, bleeding Matthew, bleeding Verolin (Richard starting). I got screwed over as Matthew brought out the same Abiku a turn or so after I had, and, not being in a great position to force the contest, and not wanting Richard to be able to plow forward too quickly, I had to yield. While I was able to push the odd bleed through, I was generally down a minion and thus never able to really pressurise Richard.
However, the 1.5 VP's was enough to get me to the final table.
The final table saw Dan (starting) bleeding me, bleeding Matthew, bleeding Richard, bleeding Phillip. Since I knew that Mathhew, Dan & I all shared a common vampire in Abiku, I brought out Titi first. Phillip found himself in the awkward position of having made transfers onto Titi and Mamadou, the vampire Matthew brought out first, so was struggling to get into the game. Richard took the opportunity to bring out the Remnant and the Tunnel Runner - Phillip then contested Mamadou with Matthew, who chose to yield, which allowed Phillip to steal the Remnant with Legend of the Leopard, and use it to burn the Tunnel Runner. Unfortunately, being down a minion, Matthew wasn't in a position to really pressurise Richard, and consequently walled up against me, which slowed my game down a lot. This allowed Richard to setup a lunge which ousted Phillip. The game see-sawed for some time afterwards, with Dan trying to balance the table. I gradually whittled Matthew down, and was able to land 2 successive bleeds for 2 to leave him on 2 pool, but my minions were running low on blood. Dan delayed me ousting Matthew by putting a minion in torpor, but left himself in range of Richard, who promptly ousted him. I was ale to oust Matthew, but was in no position to withstand Richard, who completed the game win shortly there-after.
After the tournament, there was some complex juggling to fit baby Cthulhu into my car, before heading off to the final after party.
Dragonfire 2009 II (Sun)
(being part 2 of the series)
Due to the previous night, I decided not to try and make the first module, (which seems to have been a good one to miss), and only arrived around 11:30'ish or so. The trip across was complicated by road works on the N2 hat reduced it to one lane at the point the airport road feeds in, which wasn't a good idea.
While waiting for the afternoon module, I succumbed to temptation and spent rather more than I probably should have to secure the Doom board game and the Munchkin board game (I'm blaming the combination of tiredness and the 10% discount, but that's merely because I've always been good at finding excuses for myself). I also played a game of "Settlers of Catan", which is interesting, but not quite enough that I need to rush out and buy it.
The afternoon module was a great deal of fun - children playing monster whacker. The very downscaled capabilities of the child characters, and the local scale of the interactions made for a very enjoyable game. We teetered on the edge of disaster at the end, but came through OK to get the happy ending, so that was good. The module did run very late, though, and e only finished around 20:00.
The evening involved a bit more vampire. Notably, there was a game involving Marc, playing Tzimisce, bleeding one of the new players, playing his Brujah deck, bleeding Dave, playing my !Nos combat deck bleeding me, playing Tremere. Giving Dave my !Nos deck turned out to be a bad idea, as the Tremere combat didn't come up, and I got pretty much cremated by my own deck, and Dave went on to oust Marc (after Marc had ousted his prey), which is one of those situations which leads to rather conflicting emotions.
Since it had now become very late, I opted to sleep over in Rondebosch rather than trying to drive back home and then mke it in for the tournament.
Due to the previous night, I decided not to try and make the first module, (which seems to have been a good one to miss), and only arrived around 11:30'ish or so. The trip across was complicated by road works on the N2 hat reduced it to one lane at the point the airport road feeds in, which wasn't a good idea.
While waiting for the afternoon module, I succumbed to temptation and spent rather more than I probably should have to secure the Doom board game and the Munchkin board game (I'm blaming the combination of tiredness and the 10% discount, but that's merely because I've always been good at finding excuses for myself). I also played a game of "Settlers of Catan", which is interesting, but not quite enough that I need to rush out and buy it.
The afternoon module was a great deal of fun - children playing monster whacker. The very downscaled capabilities of the child characters, and the local scale of the interactions made for a very enjoyable game. We teetered on the edge of disaster at the end, but came through OK to get the happy ending, so that was good. The module did run very late, though, and e only finished around 20:00.
The evening involved a bit more vampire. Notably, there was a game involving Marc, playing Tzimisce, bleeding one of the new players, playing his Brujah deck, bleeding Dave, playing my !Nos combat deck bleeding me, playing Tremere. Giving Dave my !Nos deck turned out to be a bad idea, as the Tremere combat didn't come up, and I got pretty much cremated by my own deck, and Dave went on to oust Marc (after Marc had ousted his prey), which is one of those situations which leads to rather conflicting emotions.
Since it had now become very late, I opted to sleep over in Rondebosch rather than trying to drive back home and then mke it in for the tournament.
Dragonfire 2009 I (Fri evening & Sat)
(being the first of a somewhat fuzzy and rather short series of posts about this year's Dragonfire)
Friday evening
Friday evening was the start of the con, and involved at least one newbie VTES game (with the usual advice), and a couple of social games.
I got to try my Gangrel aggro-poke deck, which worked surprisingly well - holding off Garrick's Assamite swarm and (admittedly slowly) pushing through both Kevin and Marc. I should add a couple of Amaranths to exploit Ariadne's text, and the deck could use a bit more ousting oomph (although it was hampered by Marc playing a Fame early).
I gave the Ventrue vote deck another run - it did reasonably well, ousting two decks (including Garrick, playing Marc's Ventrue bleed deck), before running out of S:CE at a bad time and folding to Marc's combat deck.
Saturday
Saturday, I played in both modules, and some vampire in the evening.
The first module was quite a lot of fun - Werewolves in Iran with orcs, with an enjoyable group to play with. My character got to set the big bad on fire, which is always fun.
The second module was also quite fun, although the group I was playing with was a bit less focused, and didn't quite gel. The ending was also a bit of a downer, despite effectively "winning" the module, but, still, overall good fun.
After the second module, I attempted to go down to Kauai on Main Road, only to hit the "returning from the rugby" traffic, which meant crossing Main Road became exceedingly difficult, so I opted for Steers.
I returned to watch and actual help and hinder Kevin's running of a newbie tournament, also spending some time watching an attempt to explain and play the "A game of Thrones" board game, which was complicated by various of the players being distracted by helping prepare people for the evening's LARP.
At around 23:30'ish or so, Kevin, Marc and I finally started a 3 player game. Kevin was playing A modified Toreador starter, me playing my Ventrue deck and Marc playing a Brujah combat deck. I had a fast start (Hardesadt out on turn 2), but, due to Kevin having the vampire who can burn a blood to cancel votes from a not acting minion, and Marc getting out his Inner Circle member, and two minions with intercept when I was attempting political actions, I never got the vote momentum I needed. Marc went backwards to eventually run me out of S:CE, and then whittled Kevin out before finishing me off. However, the game stayed quite balanced for quite some time, and eventually only folded near 2 am.
Friday evening
Friday evening was the start of the con, and involved at least one newbie VTES game (with the usual advice), and a couple of social games.
I got to try my Gangrel aggro-poke deck, which worked surprisingly well - holding off Garrick's Assamite swarm and (admittedly slowly) pushing through both Kevin and Marc. I should add a couple of Amaranths to exploit Ariadne's text, and the deck could use a bit more ousting oomph (although it was hampered by Marc playing a Fame early).
I gave the Ventrue vote deck another run - it did reasonably well, ousting two decks (including Garrick, playing Marc's Ventrue bleed deck), before running out of S:CE at a bad time and folding to Marc's combat deck.
Saturday
Saturday, I played in both modules, and some vampire in the evening.
The first module was quite a lot of fun - Werewolves in Iran with orcs, with an enjoyable group to play with. My character got to set the big bad on fire, which is always fun.
The second module was also quite fun, although the group I was playing with was a bit less focused, and didn't quite gel. The ending was also a bit of a downer, despite effectively "winning" the module, but, still, overall good fun.
After the second module, I attempted to go down to Kauai on Main Road, only to hit the "returning from the rugby" traffic, which meant crossing Main Road became exceedingly difficult, so I opted for Steers.
I returned to watch and actual help and hinder Kevin's running of a newbie tournament, also spending some time watching an attempt to explain and play the "A game of Thrones" board game, which was complicated by various of the players being distracted by helping prepare people for the evening's LARP.
At around 23:30'ish or so, Kevin, Marc and I finally started a 3 player game. Kevin was playing A modified Toreador starter, me playing my Ventrue deck and Marc playing a Brujah combat deck. I had a fast start (Hardesadt out on turn 2), but, due to Kevin having the vampire who can burn a blood to cancel votes from a not acting minion, and Marc getting out his Inner Circle member, and two minions with intercept when I was attempting political actions, I never got the vote momentum I needed. Marc went backwards to eventually run me out of S:CE, and then whittled Kevin out before finishing me off. However, the game stayed quite balanced for quite some time, and eventually only folded near 2 am.
Tuesday, May 19, 2009
Notes from the VTES tournament (Hallowed Tomes)
On Saturday, we held another vampire tournament at Tokai Library. A good turnout of 10 playes, with a few new faces, but none of the Fishhoek crowd, which, given that the Tokai tournaments were originally arranged as being easier for them to attend, is something I find somewhat annoying. I decided to give my Anarch Vote deck another tournament run.
In the first round I started, bleeding (new player who's name I forget) (Tremere antitribu) bleeding Dan (Osebo wall) bleeding Phillip (Tszicme) bleeding Andrew (Old school Toreador guns with bleed). The game took a long time to reach the endgame - Dan spent most of his time blocking bleeds, and kept having his minions dumped into torpor from aggravated Thaumaturgy. Phillip gradually whittled down Andrew a bit via an Army of Rats and a few bleeds, while I took a couple of heavy bleeds from Andrew while fishing for my Fee Stakes and votes, I was able to survive thanks to the bleed reduction of 'Detect Authority'. Eventually, I was in a position to call a Revolutionary Council and force it through, which allowed me to untap a minion and oust my prey with an Undue Influence bleed, but I then hit a run of Fee Stakes without stealth, and was forced to waste a couple of turns trying to cycle through to more useful cards - in the process, I had a minion Fame'd and knocked into torpor, which hurt badly. I did eventually draw a Revolutionary Council and was able to run Dan down to one pool (after he paid for the Fame), but was unable to push the final lunge through and was ousted by Andrew a few minutes before the game timed out.
In the second game, Simon (Nergal agg damage & bleed) was bleeding me bleeding James (old school Brujah with guns) bleeding Rudy (Guiallame hand-size madness Giovanni) bledding the !Tremere. I had a unfortunate crypt draw, without a single Anarch Convert, and erred badly by not paying one to see one early. I did get a Fee Stake down, by my single Baron promptly got a Haven Uncovered slapped on him by James, and was repeatedly rushed, which left me never able to call the vote. I was thus left fairly easy prey to Simon, who ousted me with an unblockable Force of Will bleed in due course. Rudy was able to whittle through the !Tremere, who were unable to deal with the potence combat from the Giovanni. James was at this point rather well setup, and was able to hold off the Nergal deck fairly efficiently, which allowed Rudy to push through Simon, but Rudy then ran into problems with the Celerity combat of the Brujah, and with the Brujah having minion superiority, was unable to stop James.
I didn't make the final (that annoying 1 pool of Dan's that I couldn't get through), but I did pop across to play a couple of social rounds on Monday, when the final was held. The Final saw James bleeding Andrew bleeding Richard (weenie Obf & Dom, and the highest seeded player) bleeding Dan bleeding Rudy. Richard was able to sweep the final table, which was a surprise, as I had expected more ganging up of the table against the weenie hordes.
I managed three games over the course of the evening - 2 3 player games and 1 4 player game. In the first game, I tried the anarch vote deck again, bleeding Simon's tweaked Nergal deck, bleeding Phillip (Gangrel animalism). I struggled initially, as it was a while before I pulled a Thaumaturgy master, but once I had a Crimethinc down, and 4 Anarchs out, I was ale to close out the table fairly quickly, given that I had the vote lock.
In the second game, I played my modified !Nos combat deck (since I finally have enough Immortal Grapples to not need the fragile Celerity sideline). I was bleeding James (Assamite Quietus) bleeding Simon's Nergal deck. Given that I seemed to draw rather more Master cards than I expected, and the amount of Aggravated damage on the table, it worked surprisingly well - I was able to get a Tension in the ranks and a Fame on a small minion of James' early, and as able to successfully push the minion into torpor, and was able to burn another of James'' minions, I did find my minions bouncing in and out of torpor a bit, but fortunately Simon didn't pull the base Nergal, and wasn't able to generate the really big bleeds, so I could survive long enough to oust James. I then drew into another Fame and was able to oust Simon quickly as well as a result.
The last game saw me (playing my Anarch bruise and bleed deck) bleeding James (Brujah deck) bleeding Simon (Kiasyd anarchs) bleeding Richard (playing Simon's Nergal deck). The Anarch bruise and bleed deck is still not right - I spent far to much of the game with bleed modifiers in my hand that I couldn't afford to use and no combat cards. I was also a bit overly cautious as a result, and thus didn't get the forward momentum I needed. Some of the changes worked - adding the Baseball bats made the combat more effective when I had it, and The Anarch Free Press was useful intercept. Richard had a good start, and was able to get Nergal merged early, and, with a couple of vessels to pay for Nergal's infernal cost, was able to work through me. Simon was able to put a fair amount of pressure on Richard though (partly aided by the Club Illusions I put down), so he never got away. This allowed James to get setup, and, after Richard had ousted me, Simon was unable to pull off a lunge on Richard (which he may have been able to make had he done things in a slightly different order), and left himself open to James, who proceeded to clean up the table.
The Anarch vote deck is in pretty good shape now - I think the crypt changes help. Having 4 Anarchs and a couple of Crimethinc's down is a solid position, and being able to do 8 pool damage in a single turn is a solid ousting strategy. I need to fit in a couple of copies of the Barrens or something to help address the card flow problems, but the deck is capable of gaining VP's on a fairly regular basis. The setup requirements do mean the deck is always going to be fragile, but it's fun when it comes off.
The modified !Nos deck shows promise. I need to look at the card balance a bit, and I'm not sure if the Street Cred angle is effective enough to be worth keeping, but it's first showing was quite reasonable. The Anarch bruise and bleed deck needs more thought. I still nowhere close to the balance I need for the deck to work, and the blood management isn't working either, which makes several cards too expensive to play. I'll fiddle further and see what happens.
In the first round I started, bleeding (new player who's name I forget) (Tremere antitribu) bleeding Dan (Osebo wall) bleeding Phillip (Tszicme) bleeding Andrew (Old school Toreador guns with bleed). The game took a long time to reach the endgame - Dan spent most of his time blocking bleeds, and kept having his minions dumped into torpor from aggravated Thaumaturgy. Phillip gradually whittled down Andrew a bit via an Army of Rats and a few bleeds, while I took a couple of heavy bleeds from Andrew while fishing for my Fee Stakes and votes, I was able to survive thanks to the bleed reduction of 'Detect Authority'. Eventually, I was in a position to call a Revolutionary Council and force it through, which allowed me to untap a minion and oust my prey with an Undue Influence bleed, but I then hit a run of Fee Stakes without stealth, and was forced to waste a couple of turns trying to cycle through to more useful cards - in the process, I had a minion Fame'd and knocked into torpor, which hurt badly. I did eventually draw a Revolutionary Council and was able to run Dan down to one pool (after he paid for the Fame), but was unable to push the final lunge through and was ousted by Andrew a few minutes before the game timed out.
In the second game, Simon (Nergal agg damage & bleed) was bleeding me bleeding James (old school Brujah with guns) bleeding Rudy (Guiallame hand-size madness Giovanni) bledding the !Tremere. I had a unfortunate crypt draw, without a single Anarch Convert, and erred badly by not paying one to see one early. I did get a Fee Stake down, by my single Baron promptly got a Haven Uncovered slapped on him by James, and was repeatedly rushed, which left me never able to call the vote. I was thus left fairly easy prey to Simon, who ousted me with an unblockable Force of Will bleed in due course. Rudy was able to whittle through the !Tremere, who were unable to deal with the potence combat from the Giovanni. James was at this point rather well setup, and was able to hold off the Nergal deck fairly efficiently, which allowed Rudy to push through Simon, but Rudy then ran into problems with the Celerity combat of the Brujah, and with the Brujah having minion superiority, was unable to stop James.
I didn't make the final (that annoying 1 pool of Dan's that I couldn't get through), but I did pop across to play a couple of social rounds on Monday, when the final was held. The Final saw James bleeding Andrew bleeding Richard (weenie Obf & Dom, and the highest seeded player) bleeding Dan bleeding Rudy. Richard was able to sweep the final table, which was a surprise, as I had expected more ganging up of the table against the weenie hordes.
I managed three games over the course of the evening - 2 3 player games and 1 4 player game. In the first game, I tried the anarch vote deck again, bleeding Simon's tweaked Nergal deck, bleeding Phillip (Gangrel animalism). I struggled initially, as it was a while before I pulled a Thaumaturgy master, but once I had a Crimethinc down, and 4 Anarchs out, I was ale to close out the table fairly quickly, given that I had the vote lock.
In the second game, I played my modified !Nos combat deck (since I finally have enough Immortal Grapples to not need the fragile Celerity sideline). I was bleeding James (Assamite Quietus) bleeding Simon's Nergal deck. Given that I seemed to draw rather more Master cards than I expected, and the amount of Aggravated damage on the table, it worked surprisingly well - I was able to get a Tension in the ranks and a Fame on a small minion of James' early, and as able to successfully push the minion into torpor, and was able to burn another of James'' minions, I did find my minions bouncing in and out of torpor a bit, but fortunately Simon didn't pull the base Nergal, and wasn't able to generate the really big bleeds, so I could survive long enough to oust James. I then drew into another Fame and was able to oust Simon quickly as well as a result.
The last game saw me (playing my Anarch bruise and bleed deck) bleeding James (Brujah deck) bleeding Simon (Kiasyd anarchs) bleeding Richard (playing Simon's Nergal deck). The Anarch bruise and bleed deck is still not right - I spent far to much of the game with bleed modifiers in my hand that I couldn't afford to use and no combat cards. I was also a bit overly cautious as a result, and thus didn't get the forward momentum I needed. Some of the changes worked - adding the Baseball bats made the combat more effective when I had it, and The Anarch Free Press was useful intercept. Richard had a good start, and was able to get Nergal merged early, and, with a couple of vessels to pay for Nergal's infernal cost, was able to work through me. Simon was able to put a fair amount of pressure on Richard though (partly aided by the Club Illusions I put down), so he never got away. This allowed James to get setup, and, after Richard had ousted me, Simon was unable to pull off a lunge on Richard (which he may have been able to make had he done things in a slightly different order), and left himself open to James, who proceeded to clean up the table.
The Anarch vote deck is in pretty good shape now - I think the crypt changes help. Having 4 Anarchs and a couple of Crimethinc's down is a solid position, and being able to do 8 pool damage in a single turn is a solid ousting strategy. I need to fit in a couple of copies of the Barrens or something to help address the card flow problems, but the deck is capable of gaining VP's on a fairly regular basis. The setup requirements do mean the deck is always going to be fragile, but it's fun when it comes off.
The modified !Nos deck shows promise. I need to look at the card balance a bit, and I'm not sure if the Street Cred angle is effective enough to be worth keeping, but it's first showing was quite reasonable. The Anarch bruise and bleed deck needs more thought. I still nowhere close to the balance I need for the deck to work, and the blood management isn't working either, which makes several cards too expensive to play. I'll fiddle further and see what happens.
Wednesday, April 29, 2009
The April 2009 VTES Tournament
The tournament was held at the new Outer Limits shop. It's a considerable improvement on the old 5th floor store, feeling a lot more spacious and less pokey. The access control system to get into the building is a little fiddly at times, but no less annoying than the sign-in requirement at the Strand Towers.
Due to only 6 players showing up, we decided to go for the 3 rounds of 4 player games, with two players sitting out each round. Since we also wanted to fit the final in, I opted to play the Settite Stealth Bleed deck, as being the most forward focused of those I'd brought.
Round 1 saw Richard (weenie Obf), bleeding Kevin (!Tor Bleed & Vote), bleeding Brendan (Ventrue Bleed & Vote) bleeding me (Richard starting). I had a less than ideal start, with Richard Archon'ing my first bleed, a loss that did slow me down rather more than I would have liked. Brendan was able to easily secure the vote lock, and Kevin wasn't able to generate enough bounce or intercept to reliably trouble Richard, who rapidly built up a scary swarm, and duly ousted Kevin. I was able to put some pressure on Richard, but was losing pool too fast to Brendan's votes, so my situation looked dire. A combination of a misjudgment on Brendan's part, which allowed me to survive bringing out an extra minion (although it did leave me on 1 pool) and place a spying mission on Richard, a fortunate Pentex from Richard on Hardestaadt, combined with a well-timed Ecstasy on my part to reduce a ousting bleed from Brendan that he was unable to boost suddenly left me with an opportunity to oust Richard, which I duly took. With Brendan then drawing a couple of votes, though, my doom was sealed in the next turn.
I sat out the second round, which saw Marc (Akunanse bleed & vote) bleeding Richard bleeding Simon (!Salubri combat) bleeding Kevin (Marc starting). Since I did a lunch run and was seduced by the shinies on display, I didn't pay close attention to the game. Simon suffered horribly from being the only pure combat deck in play, and never really got forward momentum. Richard ended up bearing the brunt of Simon's combat, which allowed Marc to oust both Richard and Simon, but Marc was ousted by Kevin.
In the 3rd game, Simon was bleeding me, bleeding Marc, bleeding Brendan. I had a funny crypt draw, never seeing a minion with OBF, and starting with 2 duplicates in my opening draw, which made things a bit more awkward than I would have liked. I also didn't run into many eternal masks in the first half of my deck, which also made things a bit tricky. I did get lucky in drawing the two Presence masters really early, which allowed me to protect the two minions without pre, which made it much harder for Simon to attack me. I was forced to juggle things a fair bit, with a Fame'd minion hanging around on 1 blood for much of the game, but gradually got setup with the hunting ground and Opium Den, and eventually got up to 4 minions out, although I did have a Waters of Duat burnt by Marc in combat. The game see-sawed until Simon caught Brendan without S:CE and was able to put a vampire in torpor, who was subsequently diablirised by Marc, providing Marc with the minion superiority he needed to oust Brendan. I was now setup, and drawing into my stealth cards, I was able to run through Marc in fairly short order, and then my minion superiority and available stealth allowed me to overwhelm Simon fairly quickly.
This meant I was the top seed in the final. I chose to sit as Kevin's predator, which, in retrospect, given that he was the most capable of generating intercept, was probably an error. The final table was me bleeding Kevin bleeding Brendan bleeding Richard bleeding Marc (I started). Being immediately upstream of the two decks with bounce was probably foolish as well, but I was worried about my defense against bleeds being bounced onto me, and didn't want to be Richard's prey. My crypt draw was on the expensive side for the deck, and I should have paid to see 1 more, as I only got three minions out. Consequently, the deck ran a little slow, and, although I did eventually oust Kevin, Brendan had ousted Richard by that stage (helped by bouncing some bleeds, including one of mine that Kevin had already bounced), and Brendan was well setup and had farmed back enough pool to be out of range. I had been whittled done most effectively by Marc, but Marc had been whittled down by Richard, and then by Brendan, so it was a race to see who would be ousted first. Brendan decided to resolve the matters by voting us both out in a single turn, and thus leaving both Marc and I with a single VP to his 3.
We manage 3 rounds and a final in under 6 hours, which is quite good going. The predominance of bleed decks on the table contributed to this though.
Overall, I had fun, and the Settite deck secured 5 VP's on the day, and generally functioned quite well, even when faced with odd crypt draws. There are a couple of crypt choices I'd like to adjust, and I should probably replace the Dream Worlds with Social Charms, for the occasional farm option, but the deck's pretty solid.
Due to only 6 players showing up, we decided to go for the 3 rounds of 4 player games, with two players sitting out each round. Since we also wanted to fit the final in, I opted to play the Settite Stealth Bleed deck, as being the most forward focused of those I'd brought.
Round 1 saw Richard (weenie Obf), bleeding Kevin (!Tor Bleed & Vote), bleeding Brendan (Ventrue Bleed & Vote) bleeding me (Richard starting). I had a less than ideal start, with Richard Archon'ing my first bleed, a loss that did slow me down rather more than I would have liked. Brendan was able to easily secure the vote lock, and Kevin wasn't able to generate enough bounce or intercept to reliably trouble Richard, who rapidly built up a scary swarm, and duly ousted Kevin. I was able to put some pressure on Richard, but was losing pool too fast to Brendan's votes, so my situation looked dire. A combination of a misjudgment on Brendan's part, which allowed me to survive bringing out an extra minion (although it did leave me on 1 pool) and place a spying mission on Richard, a fortunate Pentex from Richard on Hardestaadt, combined with a well-timed Ecstasy on my part to reduce a ousting bleed from Brendan that he was unable to boost suddenly left me with an opportunity to oust Richard, which I duly took. With Brendan then drawing a couple of votes, though, my doom was sealed in the next turn.
I sat out the second round, which saw Marc (Akunanse bleed & vote) bleeding Richard bleeding Simon (!Salubri combat) bleeding Kevin (Marc starting). Since I did a lunch run and was seduced by the shinies on display, I didn't pay close attention to the game. Simon suffered horribly from being the only pure combat deck in play, and never really got forward momentum. Richard ended up bearing the brunt of Simon's combat, which allowed Marc to oust both Richard and Simon, but Marc was ousted by Kevin.
In the 3rd game, Simon was bleeding me, bleeding Marc, bleeding Brendan. I had a funny crypt draw, never seeing a minion with OBF, and starting with 2 duplicates in my opening draw, which made things a bit more awkward than I would have liked. I also didn't run into many eternal masks in the first half of my deck, which also made things a bit tricky. I did get lucky in drawing the two Presence masters really early, which allowed me to protect the two minions without pre, which made it much harder for Simon to attack me. I was forced to juggle things a fair bit, with a Fame'd minion hanging around on 1 blood for much of the game, but gradually got setup with the hunting ground and Opium Den, and eventually got up to 4 minions out, although I did have a Waters of Duat burnt by Marc in combat. The game see-sawed until Simon caught Brendan without S:CE and was able to put a vampire in torpor, who was subsequently diablirised by Marc, providing Marc with the minion superiority he needed to oust Brendan. I was now setup, and drawing into my stealth cards, I was able to run through Marc in fairly short order, and then my minion superiority and available stealth allowed me to overwhelm Simon fairly quickly.
This meant I was the top seed in the final. I chose to sit as Kevin's predator, which, in retrospect, given that he was the most capable of generating intercept, was probably an error. The final table was me bleeding Kevin bleeding Brendan bleeding Richard bleeding Marc (I started). Being immediately upstream of the two decks with bounce was probably foolish as well, but I was worried about my defense against bleeds being bounced onto me, and didn't want to be Richard's prey. My crypt draw was on the expensive side for the deck, and I should have paid to see 1 more, as I only got three minions out. Consequently, the deck ran a little slow, and, although I did eventually oust Kevin, Brendan had ousted Richard by that stage (helped by bouncing some bleeds, including one of mine that Kevin had already bounced), and Brendan was well setup and had farmed back enough pool to be out of range. I had been whittled done most effectively by Marc, but Marc had been whittled down by Richard, and then by Brendan, so it was a race to see who would be ousted first. Brendan decided to resolve the matters by voting us both out in a single turn, and thus leaving both Marc and I with a single VP to his 3.
We manage 3 rounds and a final in under 6 hours, which is quite good going. The predominance of bleed decks on the table contributed to this though.
Overall, I had fun, and the Settite deck secured 5 VP's on the day, and generally functioned quite well, even when faced with odd crypt draws. There are a couple of crypt choices I'd like to adjust, and I should probably replace the Dream Worlds with Social Charms, for the occasional farm option, but the deck's pretty solid.
Wednesday, March 11, 2009
Notes from the VTES tournament
So, Sunday was the most recent VTES tournament, being held at the Tokai Library. Although I arrived somewhat late (due to a misjudgement with the traffic caused by the Argus), I was still in time to play, which was good from a "note wasting the trip" perspective. Regrettably (presumably because of the Argus clash), we didn't attract a larger representation from the Fishhoek crowd, but we still had 10 players, and Phillip judging.
In the tournament, I played the Anarch Vote deck. It successfully got to the final table, which is a much better showing than the previous tournament I played it, though it remains fragile due to it's many moving parts.
The tournament was for me somewhat frustrating, as the deck didn't flow as nicely as it had at Monday's social. The crypt probably needs tweaking. The original idea of bringing out a huge swarm of minions out and RC'ing for double digits is proving to hard to pull off - 4 minions out looks much more reasonable, and I frequently suffered from not having both PRE and OBF available.
So in the first round, we managed to screw up and get the seating wrong from the announced order, and ended up with Marc (Ventrue antribu dominate bleed) bleeding Brendan (Ahrimane precense bleed & wall) bleeding Nick (Lasombra dominate bleed and vote) bleeding me (anarch Revolutionary Council) bleeding Kevin (Toreador antitribu stealth presence bleed). I didn't really get going, but was able to whittle away at Kevin's pool with a few bleeds, and did get one Revolutionary Council off. I made a tactical error in using a Detect Authority in a failed attempt to intercept a vote, rather than holding it for the bleed reduction, which may have saved me long enough to oust Kevin. Scariest event on the table was Marc bleeding Brendan for 13 in one turn, but he ultimately wasn't able to push through fast enough.
In the second round, Simon (Malkavain combat) was bleeding Kevin, bleeding me, bleeding James (Ventrue dominate bleed) bleeding Nick. For most of the game, I had too few votes available to go forward. Between Nick, James and Kevin, there where 7 votes from titles on the table, and James had the Ventrue headquarters, and I only got two Fee Stakes into play, one of which got burnt by a vote.
However, after a turn when James called a Parity Shift, and had thus tapped his Ventrue Headquarters, I was able to combine a inferior bewitching and a rant to force a revolutionary council through and oust him. Being forced to use Seren Sukardi's pre did mean I could never Voter Cap, so my farming strategy, such as it is, failed completely, and I was quickly ousted by Kevin.
Simon's deck was never able to really get around Kevin's combat defense, although, with 3 hunting grounds in play, and a Pulse, Santaleous's standing 6 bleed did generate a lot of blocks. There was an amusing turn, after both James and I were ousted, when Sanelous's bleed was bounced back and forth between Kevin and Nick. Eventually, Kevin was able to go through both Nick and Simon.
The final saw Nick bleeding me bleeding Richard (Akunase wall'ish deck) bleeding Andrew (Ishtarri bleed) bleeding Kevin. This round went rather badly for me. Where I'd previously suffered from not drawing Fee Stakes, in this round, I almost only drew Fee Stakes and wasn't even close to drawing a single vote modifier. Given that Nick got a regent down on the table, as well as another title, I was never in a position to even attempt a vote. Richard also went backwards early in the game, which significantly slowed me down as well. Nick was able to oust me fairly quickly, and Andrew ousted Kevin fairly soon thereafter. When I left, Andrew had also ousted Nick, and with minion superiority, was looking likely to oust Richard, which eventually happened.
In between the first two tournament rounds, I was also able to get 2 social games in.
The first, when I tried the Anarch deck, didn't go well, and Phillip's experimental trophy deck was able to red-list and then burn my single baron, which didn't help me. James's Assamite bleed-farm deck worked efficiently and swept fairly quickly.
In the next game, I played my Serpentis bleed deck, bleeding Phillip's trophy deck, bleeding James's Assamites, bleeding Marc's Liabon presence bleed deck. I was able to work through Phillip quite quickly, although I did end up burning through most of my strike combat ends card after he made one of my minions redlist. James was able to get fairly setup, and bled Marc for 8 in one turn after I'd ousted Phillip. I got lucky, and drew a Path of the Typhon just in time for it to allow me to afford two "Truth of a Thousand Lies"s, allowing me to oust James. Thereafter, I was able to push through Marc, although it was tight as I had very little blood left on my minions, and Marc was bleeding me fairly quickly as well.
After being ousted in the final, I played one more social, trying the latest version of the Mass Reality deck. I bled Simon's Malk combat, bleeding Phillips Aabbt deck, bleeding James's Ventrue deck. The deck performed incredibly poorly. Poor card draws contributed. I didn't draw a Mass Reality at all, and given that there are only a handful of guns in the deck, having 3 .44 Magnums in my hand after two turns was rather annoying. It's hard to say what parts of the deck actually work as a result, and I'll have to try it again to see what happens.
Still, the day was good fun, and I got quite a lot of vampire in, and the Anarch deck got to a final, despite the difficulties it had on the day, so I'm fairly happy with the day. The library is a very pleasant venue (and has a complimentary cat), and, when the event doesn't clash with the Argus, not that hard to get to, so I'm certainly in favour of holding more events there. I'm less of a fan of playing on the Sunday, though.
In the tournament, I played the Anarch Vote deck. It successfully got to the final table, which is a much better showing than the previous tournament I played it, though it remains fragile due to it's many moving parts.
The tournament was for me somewhat frustrating, as the deck didn't flow as nicely as it had at Monday's social. The crypt probably needs tweaking. The original idea of bringing out a huge swarm of minions out and RC'ing for double digits is proving to hard to pull off - 4 minions out looks much more reasonable, and I frequently suffered from not having both PRE and OBF available.
So in the first round, we managed to screw up and get the seating wrong from the announced order, and ended up with Marc (Ventrue antribu dominate bleed) bleeding Brendan (Ahrimane precense bleed & wall) bleeding Nick (Lasombra dominate bleed and vote) bleeding me (anarch Revolutionary Council) bleeding Kevin (Toreador antitribu stealth presence bleed). I didn't really get going, but was able to whittle away at Kevin's pool with a few bleeds, and did get one Revolutionary Council off. I made a tactical error in using a Detect Authority in a failed attempt to intercept a vote, rather than holding it for the bleed reduction, which may have saved me long enough to oust Kevin. Scariest event on the table was Marc bleeding Brendan for 13 in one turn, but he ultimately wasn't able to push through fast enough.
In the second round, Simon (Malkavain combat) was bleeding Kevin, bleeding me, bleeding James (Ventrue dominate bleed) bleeding Nick. For most of the game, I had too few votes available to go forward. Between Nick, James and Kevin, there where 7 votes from titles on the table, and James had the Ventrue headquarters, and I only got two Fee Stakes into play, one of which got burnt by a vote.
However, after a turn when James called a Parity Shift, and had thus tapped his Ventrue Headquarters, I was able to combine a inferior bewitching and a rant to force a revolutionary council through and oust him. Being forced to use Seren Sukardi's pre did mean I could never Voter Cap, so my farming strategy, such as it is, failed completely, and I was quickly ousted by Kevin.
Simon's deck was never able to really get around Kevin's combat defense, although, with 3 hunting grounds in play, and a Pulse, Santaleous's standing 6 bleed did generate a lot of blocks. There was an amusing turn, after both James and I were ousted, when Sanelous's bleed was bounced back and forth between Kevin and Nick. Eventually, Kevin was able to go through both Nick and Simon.
The final saw Nick bleeding me bleeding Richard (Akunase wall'ish deck) bleeding Andrew (Ishtarri bleed) bleeding Kevin. This round went rather badly for me. Where I'd previously suffered from not drawing Fee Stakes, in this round, I almost only drew Fee Stakes and wasn't even close to drawing a single vote modifier. Given that Nick got a regent down on the table, as well as another title, I was never in a position to even attempt a vote. Richard also went backwards early in the game, which significantly slowed me down as well. Nick was able to oust me fairly quickly, and Andrew ousted Kevin fairly soon thereafter. When I left, Andrew had also ousted Nick, and with minion superiority, was looking likely to oust Richard, which eventually happened.
In between the first two tournament rounds, I was also able to get 2 social games in.
The first, when I tried the Anarch deck, didn't go well, and Phillip's experimental trophy deck was able to red-list and then burn my single baron, which didn't help me. James's Assamite bleed-farm deck worked efficiently and swept fairly quickly.
In the next game, I played my Serpentis bleed deck, bleeding Phillip's trophy deck, bleeding James's Assamites, bleeding Marc's Liabon presence bleed deck. I was able to work through Phillip quite quickly, although I did end up burning through most of my strike combat ends card after he made one of my minions redlist. James was able to get fairly setup, and bled Marc for 8 in one turn after I'd ousted Phillip. I got lucky, and drew a Path of the Typhon just in time for it to allow me to afford two "Truth of a Thousand Lies"s, allowing me to oust James. Thereafter, I was able to push through Marc, although it was tight as I had very little blood left on my minions, and Marc was bleeding me fairly quickly as well.
After being ousted in the final, I played one more social, trying the latest version of the Mass Reality deck. I bled Simon's Malk combat, bleeding Phillips Aabbt deck, bleeding James's Ventrue deck. The deck performed incredibly poorly. Poor card draws contributed. I didn't draw a Mass Reality at all, and given that there are only a handful of guns in the deck, having 3 .44 Magnums in my hand after two turns was rather annoying. It's hard to say what parts of the deck actually work as a result, and I'll have to try it again to see what happens.
Still, the day was good fun, and I got quite a lot of vampire in, and the Anarch deck got to a final, despite the difficulties it had on the day, so I'm fairly happy with the day. The library is a very pleasant venue (and has a complimentary cat), and, when the event doesn't clash with the Argus, not that hard to get to, so I'm certainly in favour of holding more events there. I'm less of a fan of playing on the Sunday, though.
Friday, September 12, 2008
Whale watching
After the Monkey town visit, and related activities, Simon, Adrianna, Andrea & myself went through to Hermanus, with the aim of Whale watching on Sunday. Saturday evening involved a game of scrabble where I had a statistically rather unlikely run of low point letters (although I did have one nice score from adding FIG to Simon's OX), which I am blaming for my defeat (regardless of the evidence).
Sunday morning was spent more successfully whale watching (photos). Photographing whales is always a bit awkward - unless they actually do something, you tend have photographs that look like large logs floating in the water. Fortunately, the whales were quite active, and we even saw one jumping very close to the shore.
This was followed by lunch at "Coffee on the Rocks", a very pleasant little restaurant in De Kelders, with some really nice views of the bay.
Sunday morning was spent more successfully whale watching (photos). Photographing whales is always a bit awkward - unless they actually do something, you tend have photographs that look like large logs floating in the water. Fortunately, the whales were quite active, and we even saw one jumping very close to the shore.
This was followed by lunch at "Coffee on the Rocks", a very pleasant little restaurant in De Kelders, with some really nice views of the bay.
Monkey Town
Last Saturday, I joined the party visiting Monkey Town to celebrate belately celebrate Simon's birthday. Having often seen the sign on the way out on the N2, and considering how close it is too me, visiting Monkey Town has been long overdue.
The visit more than lived up to expectations, it's a very nicely laid out facility (photos). The central part is essentially one large cage, with covered passageways for the vistors, and then a large number of cages off to the side. Favourites include the mongoose lemurs, the ruffed lemurs and the cottontop tamarins. Photographing the monkeys is made complicated by the fences, and the bright sunny day meant that most pictures are against a bright background, so I have a number of "almost good" pictures. I should have used the flash more to compensate for the back lighting, which is something to remember next time (And there will be a next time).
Lunch was at the Harbour Island, which I hadn't previously been to. Pretty little venue, and worth baring in mind when the occasion arises. This was followed by losing time in the Gordon's Bay bookshop - I picked up a copy of some of Gilbert and Sullivan's operas, and a few other odds and ends,
The visit more than lived up to expectations, it's a very nicely laid out facility (photos). The central part is essentially one large cage, with covered passageways for the vistors, and then a large number of cages off to the side. Favourites include the mongoose lemurs, the ruffed lemurs and the cottontop tamarins. Photographing the monkeys is made complicated by the fences, and the bright sunny day meant that most pictures are against a bright background, so I have a number of "almost good" pictures. I should have used the flash more to compensate for the back lighting, which is something to remember next time (And there will be a next time).
Lunch was at the Harbour Island, which I hadn't previously been to. Pretty little venue, and worth baring in mind when the occasion arises. This was followed by losing time in the Gordon's Bay bookshop - I picked up a copy of some of Gilbert and Sullivan's operas, and a few other odds and ends,
Tuesday, August 12, 2008
Dragonfire 2008 summary
I wasn't involved in either of the LARPs, although I did help play-test one of then the week before, which was quite fun, if a little rough around the edges at the first running.
The Saturday was taken up by the Vampire tournament. I tried my Malkavian deck again, but in neitehr game was I able to secure a VP. The first game tone got set by the early appearance of Smiling Jack for my predator, which meant I wasted time going backwards, which the deck is not good at, and was unable to put pressure on my Imbued prey, and that allowed him to build up, and successfully sweep the table.
The second game, I had an Ahrimane wall deck as my prey - I almost successfully ousted him, but a cross-table direct intervention against one of my stealth cards meant that my lunge was blocked, which pretty much left me dead in the water.
In between, we did mange most of a social game, where I played my !Nossie deck, which did a lot better, successfully ousting my prey with a well timed Fame, and beating up my predator a great deal (who twice bled we for 5, so I had to, although it did leave him dead in the water for the weenie gun deck beyond to bleed through).
Sunday I played the two modules.
The first, a Call of Cthulu module, was quite fun, but, with the way the DM's dice where working, we had little chance of surviving the module (only 1 of the 3 groups plaing the module had players alive at the end, so we didn't feel too bad about that).
The second was a DnD 4th ed module. Our group ended up being the slowest by quite some distance - the unfamilarity with the rules did play a role in that, but largely it was they way the group approached the game and the roles. Still, good fun was had by all, and we did eventually beat the big bad glowly vampire boss at the end (although, our DM (Simon), to speed things along, did have the big bad come meet us halfway).
Overall, the con was most enjoyable. Unfortunately, I came done with some sort of bug towards the end, so had to skip the after party.
This yar did suffer a bit from late announcements - the module descriptions weren't up until quite close to the start of the con and the unexpected venue change (although not something in the control of the organisers) wasn't ideal. On the other hand, the mugs were available during the con, so that was good.
The Saturday was taken up by the Vampire tournament. I tried my Malkavian deck again, but in neitehr game was I able to secure a VP. The first game tone got set by the early appearance of Smiling Jack for my predator, which meant I wasted time going backwards, which the deck is not good at, and was unable to put pressure on my Imbued prey, and that allowed him to build up, and successfully sweep the table.
The second game, I had an Ahrimane wall deck as my prey - I almost successfully ousted him, but a cross-table direct intervention against one of my stealth cards meant that my lunge was blocked, which pretty much left me dead in the water.
In between, we did mange most of a social game, where I played my !Nossie deck, which did a lot better, successfully ousting my prey with a well timed Fame, and beating up my predator a great deal (who twice bled we for 5, so I had to, although it did leave him dead in the water for the weenie gun deck beyond to bleed through).
Sunday I played the two modules.
The first, a Call of Cthulu module, was quite fun, but, with the way the DM's dice where working, we had little chance of surviving the module (only 1 of the 3 groups plaing the module had players alive at the end, so we didn't feel too bad about that).
The second was a DnD 4th ed module. Our group ended up being the slowest by quite some distance - the unfamilarity with the rules did play a role in that, but largely it was they way the group approached the game and the roles. Still, good fun was had by all, and we did eventually beat the big bad glowly vampire boss at the end (although, our DM (Simon), to speed things along, did have the big bad come meet us halfway).
Overall, the con was most enjoyable. Unfortunately, I came done with some sort of bug towards the end, so had to skip the after party.
This yar did suffer a bit from late announcements - the module descriptions weren't up until quite close to the start of the con and the unexpected venue change (although not something in the control of the organisers) wasn't ideal. On the other hand, the mugs were available during the con, so that was good.
Sunday, July 20, 2008
Saturday's Vampire tournament
I decided to give the Malkavian antitribu deck another run in a tournament - I tweaked the balance somewhat (I reluctantly removed Aristotle, since he tends to generate excessive table hate, and I replaced the confusions with more generic stealth cards). I managed a single VP with the deck, but, thanks to the scary efficiency of Val's anarch reckless agitation deck (1 table sweep, 1 near sweep), that was enough to qualify for Wednesday's final.
There were only 9 players, so the split was into two tables, one of 4, one of 5.
So, the rounds:
Round 1: I was bleeding Robert's guhuri farm deck bleeding Val's reckless agitation deck, bleeding Phillip's Aabbt deck, bleeding Garrick's Brujah equipment deck.
Robert started. I had a decent crypt draw, and was able to put decent pressure on Robert, but didn't draw enough bleed cards (I drew 1 kindred spirits in the game, and only 2 eye's of chaos's), so I was never quite able to finish him off. I erred badly in not stopping Val's Firebrand when I could have, which made it easier for Val to get the vote lock, and sweep the table. Phillip's deck got going, but wasn't fast, which left Val easily able to finish Phillip and Garrick in quick succession, before going on to sweep the table. Garrick's deck didn't really get going - he ended up spending a lot of time setting up with equipment, and a couple of bleeds by Phillip put him very much on the defensive, but he struggled to generate enough intercept. Robert didn't really get the full arm going, but a couple of well timed minion taps, and some other pool jiggling meant he survived my attacks - that he never blocked any of my actions also meant I was jamming on stealth cards a bit. Annoyingly, when I was ousted, the two of the next three cards in my deck were a Kindred Spirits and a Eye's of Chaos - given that I had stealth in my hand, and Robert was on only 4 pool at the time, had these cards come up a little earlier, I might well have been able to oust him.
The second table was Mike, playing an Imbued event deck , bleeding Verolin, playing and Akunanse deck, bleeding Dan, playing his Seraph multi-act Assamite deck, bleeding Marc, playing a Tzimisce bleed deck (no idea who started). The table timed out. Mike was on quite low pool, but Marc was never able to generate enough bleed to defeat the Imbued's farming. I'm not sure why Mike was unable to oust Verolin, since he was down to a single minion by the end of the game, and didn't seem to have much farm going, but the table indeed timed out.
Round 2:
Table 1: I was bleeding Phillip's deck, bleeding Mike, bleeding Robert. I started.
I didn't have an ideal crypt draw (two Dolphin Blacks, the General and Hannibal), and I drew a lot of Master's early on, so it took me a bit of time to get myself setup. Fortunately for me, both Phillip and Robert were bringing out 11 blood vampires (Sutekh and Eze respectively), so my slow start didn't really hurt me. Mike, on the other hand, drew an information highway in his opening hand, and, combined with the other acceleration tricks he had, had 4 minions out by the time Phillip brought out Sutekh. With Eze and Sutekh on the table, and Vox Senis down early, I didn't have the voter lock, but I was able to successfully whittle Phillip out - it was a close run thing though, as he had played the Kahabr towers the turn before I ousted him, and would almost certainly had burnt Sutekh for the 11 pool on his next turn. Thereafter, with the Unmasking down, I run into a drought of stealth cards, so wasn't able to put pressure on Mike, and with both Mike + Robert attacking me, I ended up losing minions fairly rapidly. Mike eventually ousted Robert, since timeout was looming, and then easily ousted me for the game win.
Since this game went close to timeout, I didn't see what happened on the second table - I know Verolin got 1 VP, which was apparently engineered by Val, and Val cleaned up the table thereafter.
So, reflections:
There were only 9 players, so the split was into two tables, one of 4, one of 5.
So, the rounds:
Round 1: I was bleeding Robert's guhuri farm deck bleeding Val's reckless agitation deck, bleeding Phillip's Aabbt deck, bleeding Garrick's Brujah equipment deck.
Robert started. I had a decent crypt draw, and was able to put decent pressure on Robert, but didn't draw enough bleed cards (I drew 1 kindred spirits in the game, and only 2 eye's of chaos's), so I was never quite able to finish him off. I erred badly in not stopping Val's Firebrand when I could have, which made it easier for Val to get the vote lock, and sweep the table. Phillip's deck got going, but wasn't fast, which left Val easily able to finish Phillip and Garrick in quick succession, before going on to sweep the table. Garrick's deck didn't really get going - he ended up spending a lot of time setting up with equipment, and a couple of bleeds by Phillip put him very much on the defensive, but he struggled to generate enough intercept. Robert didn't really get the full arm going, but a couple of well timed minion taps, and some other pool jiggling meant he survived my attacks - that he never blocked any of my actions also meant I was jamming on stealth cards a bit. Annoyingly, when I was ousted, the two of the next three cards in my deck were a Kindred Spirits and a Eye's of Chaos - given that I had stealth in my hand, and Robert was on only 4 pool at the time, had these cards come up a little earlier, I might well have been able to oust him.
The second table was Mike, playing an Imbued event deck , bleeding Verolin, playing and Akunanse deck, bleeding Dan, playing his Seraph multi-act Assamite deck, bleeding Marc, playing a Tzimisce bleed deck (no idea who started). The table timed out. Mike was on quite low pool, but Marc was never able to generate enough bleed to defeat the Imbued's farming. I'm not sure why Mike was unable to oust Verolin, since he was down to a single minion by the end of the game, and didn't seem to have much farm going, but the table indeed timed out.
Round 2:
Table 1: I was bleeding Phillip's deck, bleeding Mike, bleeding Robert. I started.
I didn't have an ideal crypt draw (two Dolphin Blacks, the General and Hannibal), and I drew a lot of Master's early on, so it took me a bit of time to get myself setup. Fortunately for me, both Phillip and Robert were bringing out 11 blood vampires (Sutekh and Eze respectively), so my slow start didn't really hurt me. Mike, on the other hand, drew an information highway in his opening hand, and, combined with the other acceleration tricks he had, had 4 minions out by the time Phillip brought out Sutekh. With Eze and Sutekh on the table, and Vox Senis down early, I didn't have the voter lock, but I was able to successfully whittle Phillip out - it was a close run thing though, as he had played the Kahabr towers the turn before I ousted him, and would almost certainly had burnt Sutekh for the 11 pool on his next turn. Thereafter, with the Unmasking down, I run into a drought of stealth cards, so wasn't able to put pressure on Mike, and with both Mike + Robert attacking me, I ended up losing minions fairly rapidly. Mike eventually ousted Robert, since timeout was looming, and then easily ousted me for the game win.
Since this game went close to timeout, I didn't see what happened on the second table - I know Verolin got 1 VP, which was apparently engineered by Val, and Val cleaned up the table thereafter.
So, reflections:
- I probably need to add a couple of Barren's to the deck - when people aren't blocking, it's prone to jamming on stealth
- The changed balance is better - despite the occasionally weird draws, I had fewer completely useless cards at any stage, and was generally able to go forward fairly well.
- I need more Mental Maze's, since the Malk's remain crunchy in combat.
- I still can't believe I only drew 1 Kindred Spirits in the first game - Sutekh's card draw probability calculator tells me that the odds of that are < class="blsp-spelling-corrected" id="SPELLING_ERROR_33">probability plugin, I'm naturally completely confident in the accuracy of the figure).
- Outer Limits had shiny Twilight Rebellion boosters. I had little self control, and now have a number of shiny Twilight Rebellion boosters (next on the agenda: somehow secure some Fee Stakes, so I can actually use the nice shiny tech)
Sunday, May 11, 2008
CTPUG's python sprint day
Overall, I think the day went well. At one point we had 8 people in the room working on various issues, and, during the course of the day, we touched 11 issues by my count (http://groups.google.com/group/ctpug/browse_thread/thread/edff4863226806ea), and submitted patches (in some cases multiple patches) to 10 of them.
Due to the time-zone issues, there wasn't much opportunity to push for review of the patches, but they are now there.
Due to the time-zone issues, there wasn't much opportunity to push for review of the patches, but they are now there.
Monday, January 14, 2008
Hermanus Hike
Over the weekend, I went hiking with Simon, Adrianna and Simon's Mom Pat in the Vogelgat Nature reverse near Hermanus. Overall, a most enjoyable weekend (hopfully I'll have the photos up by the weekend (edit: now up at my dip site). Observations from the experience
- I'm no longer hiking fit. Since was never an issue when I worked at UCT, I blame the lack of hills in iThemba LABS buildings.
- Guy's Pool was worth the hike, though.
- It's a very pretty nature reverse
- I'm probably overly addicted to trying to construct Panoramas at the moment.
- Consequently, I could use a larger memory card for my camera
- Being far from it makes me realise just how much a fan of indoor plumbing I am.
- I need to find a tame botanist to drag along on such trips. Identifying things as "pretty flower" lacks accuracy but I don't want to invest the effort into learning how to identify plants personally.
- The people who made the paths did a truly impressive amount of work.
- They weren't kidding about the slippery rocks, either.
- Hopefully, my next water bottle won't have the cap disintegrate mid-hike.
- Weather changes fast on mountains (I knew this, but it was a reminder)
- Next time, I'll take a Bookcrossings book to leave at the hut.
- There will be a next time, if for no other reason than I couldn't get good photos of the Main falls because of rain on the Sunday.
- The wind on the way back from Hermanus was impressive - the rainbow was pretty.
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