Of Decks and Tier Lists
TapeTaChatte wrote: the top tier combat decks (if, and I suppose that's what you do, you limit combat deck to the decks that actually pack a fair number of rushes, let's say at least 10) in my opinion are weenie ani rush, weenie DBR, tupdogs.
Totally fair. I think it is very valuable to point out that in this context combat decks are decks that take rush actions. Weenie rush in particular is the best combat variant, whether it is tupdogs, DBR, , and (depending on your definition) allies could fall in this category as well. The discipline isn't relevant as much. I make the distinction because larger vampires with built-in rushes are totally viable but incur a higher risk.
Example: I pay 10 pool for five 2 capacity vampires vs paying 11 pool for Enkidu. Enkidu takes longer to influence and needs to help to do 5 actions in a turn. 5 minions can each do a rush action. If I lose Enkidu in a large cap combat deck, I'm crippled. If I lose a 2 cap in a weenie rush deck, it might be a reasonable expense since the vampire likely exchanged with a higher capacity opposing minion. If there is no target to enter combat, Enkidu bleeds for 1 base before modifiers. 5 weenies on the other hand bleed for 5+.
I guess what I am saying, the value of playing weenie combat vs any other combat package (regardless of the ability to deal with S:CE) is tipped significantly in the favor of weenies.
-Every other table, roughly, sees Reins of Power, Ancient Influence and/or Banishment. Having high cap yourself is an asset there.
-Theoretically you can sustain more hit-back. In practice weenies have better blood flow with more hunt actions, so...
-Anarchist Uprising and Ancilla Empowerment are both hot at the moment. A solitary Enkidu cares much less than 5 weenies plus their dogs.
It is not that crippling to play a star instead of a horde, as it's not only maths, but you are right of course: generally speaking the versatility and numbers speak in weenie decks' favor.
I'll add though, that I don't think rush combat in itself is that hot at all. Combat walls generally work much better. Speed is their problem, but they are stronger and more consistent than rush.
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jblacey wrote: I guess what I am saying, the value of playing weenie combat vs any other combat package (regardless of the ability to deal with S:CE) is tipped significantly in the favor of weenies.
Weenies also worry less about S:CE. With that many actions, you can afford to have some target escapes because you'll grind them down in the end. Large-cap strategies need to have more combat control (IG) to ensure that each rush is a success.
Perhaps the best way to think about good combat is that it is the offensive variant of the grinder strategies. Instead of bringing you to me, I'm coming to you. Wearing you down is much easier with 5 minions instead of 1.