Combat Defense For Combat Decks
Article by B. D. Redmond (GEN4BDR@leeds.ac.uk).
Okay, it is widely known that there are basically three main offensive
strategies - combat, vote and bleed - that decks need to be able to defend
against to be competitive. However, if you extend this theory to combat you
can start to build a deck that will be able to fight exceptionally well.
If you get down to the bare bones of it there are four basic combat
strategies: Avoidance, Additional Strikes, Damage Prevention and Ranged
combat. So therefore if a combat deck is going to work well in both combat
offence and combat defence it needs to be able to cope with all three forms
of combat.
In terms of combat defences, most of the above options are pretty much self
explanatory: Dodge, maneouvre or S:CE; Dodge with additional strikes;
prevent damage; maneouvre to range. But this will mean that most decks will
have a weakness against their own style of combat deck (ranged combat will
"shoot" each other, etc) Therefore it becomes nessesary to work out a combat
defence and offence for against all combat types.
Below is a list of a lot of standard combat types and how you can get around
many problems:
In the below descriptions avoidance combat will be termed only as S:CE, as
the defences against dodge/additional and ranged combat cover the other
aspects of avoidance.
- Gangrel (Damage Prevention):
- Additional strike combat poses little problem for the Gangrel; Scorpion
Sting, damage retainers and Carrion Crows take care of the offence, whilst
the vast amounts of damage prevention take care of the defence.
- Damage Prevention combat is difficult to be offensive against but at
least it doesn't bugger you up as well, as your defensive capabilities
will not be stretched as far as many other combat decks might be able to
take them. To offence, its probably best to hit big and aggro, and draw
out the fortitude. You may get a few nasty aggro points in here and
there...
- Ranged Combat: Gangrel's best bet against ranged combat is to either
destroy the guns (if gun combat) or to maneouvre up to close, as they
can get quite a few maneouvres from protean. They also have a couple of
dubious ranged strikes that are debatable whether they are worth using
or not.
- Note: unpreventable damage of the Assamites and Tremere
can be pretty deadly to you so you need to make sure you can get up to
close range fairly easily.
- Gangrel have the dog pack for use against S:CE, also the good potence
crossovers means that Immortal Grapple becomes fairly playable too.
- Brujah (Additional Strike)
- A standard Brujah close range potence celerity deck is suseptable to
damage prevention combat. The best bet is to draw out the Skin of
steels; I've found that the threat of Increased strength when you play a
blur can be enough to bring them out, even if you don't have the puch to
back it up properly. Brujah are weakest in offence against Damage
Prevention, so possibly try and avoid combat with these decks.
- Additional strike: Offensively you have very little to worry about, you
are likely to be able to hit someone fairly easily: if you are blocking
you can see whether something is nasty goinmg to hit you and dodge it.
If you are acting and have plenty of big hits you can force out the
dodges and the hit them for more additionals with quickness or lightning
refelexes.
- Ranged combat: you have two options: either catch and immortal
grapple or chuck something nasty (ie Sewer lid) at them. This is
probably the brujah's strong point.
- S:CE can be stopped by Immortal Grapple and psyche (although this allows
cycling of S:CE's).
- Tremere: (ranged combat) [Note: I will assume that thoughts
betrayed is banned as it should be]
- Additional Strike: Dodging can cause you problems, but Blood to water
and fast reaction get around this. if a brujah maneouvre's up close it can mean
that you're dead, so a few dodges for defense and an intensive amount of
maneouvring is required.
- Damage Prevention: provide you can out maneouvre them you are pretty
safe - stealing blood and unpreventable ranged damage is the best way to
go against these guys.
- Ranged combat: the only problems you will have are against celeritous
ranged combat who can hit you bigger than you can hit back, a shotgun
ritual/walk of flames for the early aggro can be fairly effective in
stopping those additionals getting you too badly panned.
- S:CE Fast reaction is the best thing available for the tremere.
Well, thats the "Big three" combat decks seen to, most decks are
modifications on those, so you can work things out from the above.
Large advantages come from mixing strategies: Ranged + additionals is
probably the best, prevention plus additionals can be pretty good too. I've
never actually seen a ranged/prevention deck, but it might work.
You probably all know this already, but for anyone who doesn't then I hope
its been of help.