Do you play combat deck in V:TES tournaments ?
Kraus wrote: Giovanni also have Potence that helps against weenie Animalism.
Hey Kraus, can you elaborate? How is potence good against weenie ani?
If you happen to have +strength, a single Slam will get you close (animalism rarely packs more than 1 manouver from Bats, even though after people started to add manouvers of their own the anarch variants resorted [wisely] into adding a few Groundifghting) and whop the weenies for 4. After recruiting a Raven Spy that'll yip the offender into torpor. Taste isn't necessary if you have other means of blood gain.
Thrown Sewer Lid puts a dent into a weenie vampire (they almost always go to long anyways), and the press works as a panic button.
Stunt Cycle is probably the most efficient one. It doubles as prevent against guns (even if you'll rarely get the damage in), but 4 damage destroys many animalism weenies. They really never have celerity. The added preventation is great.
I used these myself when weenie was most prevalent, and I saw players using them in EC of Warsaw 2018. So yeah, I'm not just making this up.
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Kraus wrote: If you happen to have +strength, a single Slam will get you close (animalism rarely packs more than 1 manouver from Bats, even though after people started to add manouvers of their own the anarch variants resorted [wisely] into adding a few Groundifghting) and whop the weenies for 4. After recruiting a Raven Spy that'll yip the offender into torpor. Taste isn't necessary if you have other means of blood gain.
Out of all the disciplines fielding combat cards, I voted that potence is the worst. It lacks nearly everything (maneuvers, presses, dodges, rushes, additional strikes, combat ends, and most importantly: damage prevention while at the same time it wants to be close). Potence is somewhat ok when coupled with another discipline to cover its butt, but by itself it does almost nothing else besides hit hard (while opponent prevents everything). Its worst issue is lack of prevent, and second worst issue is lack of maneuvers.
Continuing topic: I feel that there are two separate discussions to be had, if we want to improve combat decks as a whole. They probably should have separate discussion threads because they have nothing to do with each other.
1. Combat deck wincons, because this is in my opinion the crucial issue, and the one thing
that would make combat decks win more. There is an unhealthy obsession in these forums that printing better combat cards would make combat decks win more, while it is exactly everything else that is the issue for combat decks. See below.
2. What is 'best' combat module. This is important only when combat decks are playing against other combat decks. When playing against decks with no combat (say, a stealth bleed), you only need to be 'good enough', and most combat modules can handle it. Against combat ends, there are four strong cards from different disciplines, and I think this is quite good enough (immortal grapple, psyche, telepathic tracking, relentless reaper). (EDIT: And unsurprisingly grapple is the worst out of these since it requires you to be close)
ps. If you think that combat decks are still bad, Id like to remind ladies and gentlemen that European champion 2019 was a combat deck (also another combat deck in the final table and the first deck outside final was also).
A heretic is a man who sees with his own eyes.
—Gotthold Ephraim Lessing
I'm a part of players who think combat decks are good .
As an Assamites player since the release of AH ( miss Todd's Banister forum , The pas of blood by the way ). I'am strong believer ..one day .. BCP will rethink Quietus and other combat discipline as Potence.