file City Gangrel Vote

05 Nov 2013 23:58 - 06 Nov 2013 00:06 #56297 by yesferatu
Replied by yesferatu on topic Re: City Gangrel Vote
It's mainly low-caps because they tend to get out and call the crusades before any titles are out.
I had a Pentex Loves You and a Hungry Coyote in previous versions, but I decided if one of my vamps had an action, I'd prefer it was a vote or a bleed.
Genevieve, whom I love, is hard to use given her discipline spread and the lack of country Gangrel in that group...or really anywhere.
I've thought about Harmut or doubling up on anybody with all three superior, but I think I'd rather have 5 archbishops than 1 10 cap. I usually save the vote push for titles.
It's not unusual to see 10 minions with this thing.
That's a nice con boon.

The 1 intercept from an abbot is almost useless as anything can sneak past it and combat is detrimental to the deck. It doesn't have the slots or the combat to make it worth it.
Thanks for looking at it.
Last edit: 06 Nov 2013 00:06 by yesferatu.

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14 Nov 2013 00:25 #56607 by Haze
Replied by Haze on topic Re: City Gangrel Vote
I would rather have claws instead of 100% combat avoidance. you might get a chance to send enemy titled vampires to torpor, or at least scare them a little.

otherwise, I see little advantage this has over a similar !malk vote deck. at least they have Auspex for bounce and telepathic vote counting.

to put it another way, !malks can use dementation bleed as a backup plan if the votes don't pass. what are city gangrel supposed to do... bleed for one? better put that protean + celerity to use somehow.

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14 Nov 2013 15:47 #56618 by yesferatu
Replied by yesferatu on topic Re: City Gangrel Vote
I guess the benefit is threefold:
1. With the Duals, Flurry & Instantaneous, most vampires can bleed and vote each turn. Believe it or not, it's actually really fast.

2. The Dual Forms also basically double your available vamps. 5-10 vamps bleeding/voting every turn is hard to keep up with.

3. Most of the combat ends also taps the blocker, leaving them tapped out.

There really isn't a benefit to adding claws. Aggropoke is just too easy to get around. You don't gain anything from sending a vamp to torpor, it puts your vamps in danger and it takes up valuable vote space. Once you commit to claws, you need to start adding combat avoidance or damage prevention just to land a strike and survive.

I have a !Gangrel claws/conspiracy deck, but I don't think you could easily mix !Gangrel combat and vote without thinning out both concepts. Their titled vamps are just way too old.

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