BRUJAH ANTITRIBU NEWSLETTER Volume 2, Issue 1 January 2001 Author: Wes ========================================================== TABLE OF CONTENTS Introduction General Tactics !Brujah Tactics Deck Analysis Fiction Sign Off ========================================================== INTRODUCTION With all due respect to my worthy predecessor James Hamblin, I thought it best to start from scratch. While most of my views are in line with his excellent work, I wanted to be able to look a bit deeper at certain cards and write this newsletter geared more towards the new players of the game. As of the Sabbat War expansion, approximately one quarter of the new players will be playing with pre-constructed Brujah Antitribu (herein abbreviated as !Bru) decks. Therefore, I thought it might help to start this new volume with the assumption that the player has bought a !Bru pre-con, read the rules and not much else. ========================================================== GENERAL TACTICS Combat can be the trickiest aspect of the game to learn, but it also can be the most satisfying. Tearing the arm off your opponent and then whacking him in the head repeatedly with it... yumm. The most basic lesson of combat is the order in which cards and strikes are played: 1) Cards played before range (eg TORN SIGNPOST) 2) Cards played to set range (eg FAKE OUT) (each round by default starts at close range, if combat continues into another round, this also starts at close range) 3) Cards played before strikes (eg. IMMORTAL GRAPPLE) 4) Cards played to announce strikes (eg. UNDEAD STRENGTH) 5) Resolve strikes a) combat ends (eg. MAJESTY) b) dodge (eg. SIDESLIP) c) first strike (eg. FAST HANDS) d) regular strike resolution (and damage from retainers) 6) Resolve damage (Cards can be played at this point to prevent damage such as SKIN OF STEEL) 7) Play cards to gain additional strikes (eg. BLUR) 8) Resolve additional strikes 9) Play end of round effects or presses (eg. DISARM, DEAD-END ALLEY) Sometimes, a round of combat will deviate from this order, but usually only out of player laziness. Sometimes, everyone knows they will only be striking for a regular point of damage and will forego most of the redundant steps. Assuming you are playing a !Brujah deck, if you are one of these people, you are playing the wrong clan! You should be using at least three combat cards per round of combat. A good way to learn combat is to gather a bunch of the cards (the ones mentioned perhaps) and go through the motions of a combat, reading the text of each card closely. After a while, the order becomes fairly intuitive. ========================================================== !BRUJAH TACTICS The !Brujah like their Camarilla counterparts are built for combat. Potence and Celerity are probably the deadliest combination of combat disciplines. If given a choice between hitting someone for six and sending them to torpor or hitting them for one point of aggravated damage, I'll take the former every time. My reasoning? An empty vampire can't pull themselves out of torpor, and even if someone else rescues them, the victim needs to hunt, wasting two actions and two blood. Aggravated damage is useful certainly, but leave that for the Tzimisce and Gangrel... what we do best is hit HARD and FAST. The other thing that you should know about both Celerity and Potence is that they are both useful as offensive combat disciplines rather than defensive. This means that you will usually want to be the one initiating combat instead of reacting. Celerity provides both additional strikes and a certain amount of control over the 'pace' of the combat, with maneuvers and presses. Potence provides damage... pure and simple. Potence provides almost no defensive tactics. Therefore, when using these disciplines, you will want to enter combat as much as possible. Including a few defensive cards in a !Brujah deck is not a bad idea, as you never know when you will face an opposing vampire that is as combat-ready as yours. (Beware Gangrel!) ========================================================== DECK ANALYSIS The Brujah Antitribu Pre-Constructed deck is a well-balanced and easy to learn deck. It comes with enough of the 'core' cards of each discipline. The average capacity of the vampires is 5.4, which is still too high for my tastes but a lot more workable than the other pre-cons. Here is the link to the deck: http://lasombra.tripod.com/precon_brujah_a.htm Your goal with this deck is to enter combat and beat the snot out of opposing vampires. Use cards like AMBUSH and BUM'S RUSH to attack the other player's vampires. The advantage of these cards is that even if they are blocked you still get into combat. Once you are in combat, play IMMORTAL GRAPPLE to prevent your opponent from cheezing you with cards that end the combat before it begins. This card makes sure that you each strike only with your fists. Most vampires will only be able to cause you a piddling one point of damage. You however will be using UNDEAD STRENGTH to hit for a lot more. That didn't finish them off? Play a BLUR and hit them a few more times. What? They're still conscious??? Use a FLASH to start a new round of combat and hit them again. Just don't let them see you sweat. The key to ANY deck involving the !Bru(tes) is intimidation, intimidation, intimidation. Any player worth their vitae is going to avoid combat with you. Be persistent. Be that school-yard bully. ========================================================== FICTION Sela had mixed feelings about her appointment as Bishop. Although the Brujah Antitribu were the most numerous clan in the Sabbat outside of the Lasombra and the Fiends, they were also seen as little more than bullies and thugs. Of course, most of them were bullies and thugs, but Sela hated being stereotyped as much as any of her clan. When Lazvernius appointed her as one of his Bishops after the Sabbat captured Houston, it was plain that this was more as an appeasement to Sela and her pack than as a true accomplishment. The 'Oddjobs' had been the main reason for the success of the crusade, easily infiltrating and then influencing the anarch elements of the city to revolt against the weak-kneed Camarilla. Lazvernius knew this and like all Ventrue wanted to keep Sela in a position subservient to himself. You can take the Ventrue out of the boardroom, but you can't take the boardroom out of the Ventrue. Sela hated Lazvernius, and was certain the feeling was mutual. He was a former Camarilla elder, inducted into the Sabbat because the 'brass' felt his death would serve the Sabbat less than his recruitment. Bullshit! If you don't join the Sabbat by choice, how are you ever going to be loyal to it's tenets? Sela would prove he was a fake, even if it meant risking her comfy new position. The problem was how to show the Sabbat Laz' true nature without breaking the Sabbat codes. Barring an actual challenge of Monomancy (which Sela was ashamed to admit she would probably lose), it was up to Sela to gather (or manufacture) enough evidence to get a Cardinal to revoke Laz' cushy Archbishopric. Being a Brujah (albeit Antitribu), it never crossed Sela's mind that she was acting as Machiavellian as the Ventrue she so hated. ========================================================== SIGN OFF I hope this newsletter was helpful to you. If you disagree with anything I say, I hit you for 6 points of damage with your own arm. No, seriously, I welcome any constructive criticism or commentary. Email me at ghost@mnsi.net. Here are some of the things I am working on for future issues: -!Brujah card analysis -!Brujah vampire anaylsis -Honorary !Brujah (ie complementary disciplines) -How to hose other clans (Hey, we're !Brujah, we hate everyone) -Cel/Pot/Pre individual card ratings Cheers, WES