Tournament Report: GenCon UK 4th Septembet 1999

Written by James Coupe.

Greetings, fellow Methuselahs, and apologies for my tardiness, caused by
a holiday in the South West of England, and trying to sort out things in
advance of arriving at University....

There were some good things about the organisation (good prize support,
being one) and there were some bad things (a complete mis-representation
of the timing in the programme, leading to at least 4 players not
knowing what the right time for it was), which will hopefully be
resolved with WotC and the DCI some time soon.

But on with the report, in the usual long winded way which you've all
come to know and love.  15 players ensured that we managed to get three
rounds with three tables of five - a perfectly acceptable number, and
probably the best to try and organise around, for me.  And 5 player
tables are always the best in terms of game play, IMHO.

Each player had a distinctive deck, showing off most of the different
facets of Jyhad well, IMHO.  

Steve Wright showed up with a weenie presence deck, which combined some
bleed capability with some voting capability.  He suffered somewhat from
the environment.  The voting was difficult to pull off due to there
being quite a few votes floating around, and the bleed wasn't
sufficiently backed up by stealth to enable consistency in performing
them - and there were quite a few Wakes being thrown down to nullify the
benefits of his deck having weenie vampires.  Majesty was, of course,
his combat defence mostly.

Rob Treasure played the now infamous Legacy of Pander deck, more details
later.

James McClellan played a weenie Brujah/Nosferatu type potence deck.
From the looks of it when it was being played, it was probably the
closest thing that the UK Jyhad scene has come to a 'proper' weenie rush
deck, the sort of thing that Josh and Peter are exceptionally good at
creating.  However, it also, as can be seen from James' deck list in
<7r0m6b$prr$1@nnrp1.deja.com> (go to http://www.deja.com/forms/mid.shtml
if you need to find the article), it also combined quite a bit of
Computer Hacking enabled bleed.  That he didn't go all out on the
combat, and benefited from that slight diversification - shutting out
some extra rush, mostly - meant that his deck not only could hit out at
vampires, taking out his prey's defences, but could also speed up the
time taken to oust them from bleeds - an essential element to its
success, IMHO.  I was somewhat surprised by the presence of Mighty
Grapple, it has to be said which, despite only being in the deck 5
times, seemed to turn up quite regularly.  Still, the ability to hit out
hard AND press is not to be sniffed at.  And 15 Immortal Grapples shut
down any chance of combat defence being likely, though a highly maneuver
capable deck could have been more difficult - only the Rushes and 5 Fake
Outs providing much in the way of maneuvers.

Baz played an interesting Malkavian deck, which seemed to try and
combine a little too much, I fear, meaning that the deck was rarely
consistent in what it was trying to do.  He also lucked out quite badly
at times, getting *all* the combat cards, or all the intercept cards and
so forth.  It contained a lot of weenie Malkavians, and had a large
portion of intercept and stealth.  More bizarrely, though, it contained
quite a few Lucky Blows, Dodges and at least 1 Vial of Garou Blood.
Now, creative deck construction is one thing but this seemed to hit him
hard, by meaning that he couldn't ever do one thing solidly - if he
wanted to stealth something, he didn't have enough stealth at one time,
because of the intercept, or the combat or whatever.  However, despite
it only featuring in his deck once (later conversations revealed), he
managed to draw Revelations in all three rounds.  

Pat Vance turned up with an Anti-Brujah combat deck.  It suffered
somewhat from being much higher capacity than most people would
recommend - including Jacko and Sela, when twos and threes would have
been more beneficial, given the environment.  Beyond that, a fairly
standard attempt at a Celerity/Potence combination, though he lacked the
Immortal Grapples to make his assault less easy to circumvent.

Mike Nudd turned up with a combination of Tremere and Tremere Antitribu,
playing an intercept deck, backed up with Thaumaturgy combat.  However,
despite the best of intentions, his deck showed up the *big* hole in
Thaumaturgy combat - the problems with dealing with Strike: Combat Ends
and Strike: Dodge.  His vampires were too small to have made Thoughts
Betrayed a real possibility (mostly threes and fours), and in one combat
early on, he managed to intercept his way in, throw down a Trap, sitting
gleefully with a Walk of Flame in his hand.  He then got hit with a
Majesty - oops.

Andy Smith, who several of us remembered from GenCon 1997, was playing,
as it happened, a very similar deck to then - a weenie stealth bleed
deck, packing Computer Hacking, Obfuscate and all the assorted
paraphernalia.  When I dealt out the table for the second game, I saw
that I'd placed Rob Treasure as his predator, a deck that I knew Andy's
deck wouldn't be able to cope with, at all - and indeed it didn't.  It
showed the vulnerability of stealth bleed to not being the be all and
end all of deck strategies, and especially that anyone playing a stealth
bleed deck is not guaranteed to automatically win - ideas which have
been explored on the newsgroup recently.

Anam Sheader played an interesting weenie presence deck, too, making for
interesting times when she ended up next to Steve Wright in at least one
game.  Of course, Majesty was in abundance as combat defence and Steve
was noted as commenting that her Majesties meant that he didn't have to
bother playing his - a tactic that possibly ending up preventing him
from cycling cards as effectively as he should have done.  Marijava
Ghouls were around for a little stealth - something that Steve's deck
didn't have - but the vampires seemed to be too small to carry off
playing with the Ghouls effectively - they then became perilously close
to zero blood, meaning that Legal Manipulations or something similar
forced her to hunt.  

Will Lee was playing a weenie Malkavian deck and that, it appears, is
all I managed to note down about it - odd, given that Will's decks are
normally quite exciting to watch and innovative in their approaches to
winning the game.  

Jon Cooper was playing a Tzimisce deck that packed quite a lot of Horrid
Forms and Body Arsenals.  Anton with a Sports Bike in one round provided
quite a substantial amount of intercept, though it seemed more difficult
to duplicate that - probably good fortune, rather than planned to
happen, if you see what I mean, with only a limited amount of intercept.
A couple of Blood of Acids featured too, if I recall correctly.

Matt Green turned up with his Ventrue Aikido deck.  An interesting
choice of deck, in that it very much relied on being able to turn
people's own offensive strategies against them - Elder Kindred Network
for votes, bleed bounce and so forth.  Unfortunately, this hindered an
advancement of any strategies of his own meaning that, once someone
decided to stop playing ball and give him the ammunition to hit back at
them.  It could probably have done with more bleed or vote on its own
account, and relying less on being able to hurl things back at people.

Barney Baker turned up with something I noted as a presence vote deck.
Anson turned up at least once, to make Master cards easier to flow with
and, whilst achieving some considerably success , he was hindered
somewhat by the environment making it difficult to proceed with votes
unopposed.  However, good deck construction and excellent play meant
that he was able to garner enough votes to make mince meat of his
opponents.

Chris Booth played with large Ventrue Princes.  Quite a few votes
knocked around, making for interesting times with Parity Shift and KRC.
He also had a good arsenal of wakes, deflections, 2nd Traditions and
Obedience.  

Ian Stubbington played a fun little weenie bleed deck, similar to that
of Andy Smith.  However, Andy at least managed a little Dominate in his,
whereas Ian seemed far more focused on the Computer Hacking element,
perhaps meaning that, in the grand scheme of things, his deck was not as
effective, point for point, as it could have been.

Niki Sehmi (my apologies to him for originally mis-spelling his name)
had a fun deck with lots of Lasombra in it.  Gratiano seemed to feature
heavily, or he was just lucky with his crypt draws, meaning that he had
quite a political clout, no-one else on having any reliance on the
Prisci votes.  A few Banishments meant that, when he and Rob Treasure
combined there forces on one table, there combined political output was
highly difficult to stop.  However, he was also backed up by
considerable bleed power, the voting seeming to be a somewhat secondary
strategy that came good a few times, with Elysian Fields, Seduction,
Govern the Unaligned and Conditioning.  Hindered in the first couple of
rounds, he managed a minor comeback in the third round when his deck
managed to pull the cards it needed at the right times.


The final was composed of Rob Treasure, Barney Baker, Andy Smith, James
McClellan and William Lee.  The seating order ended up as:

Rob Treasure
Andy Smith
James McClellan
Will Lee
Barney Baker

James was the first player to leave the table, by way of a Life Boon.
In the situation he was in, his deck's effectiveness was neutered.  When
Rob ousted Andy, James threw himself out of the game, garnering himself
a victory point.  Whilst, perhaps, a slightly 'cheating' way of gaining
victory points, though a tactic that I myself am not averse to, it was
the only real option for him, under the circumstances.  Rob then finally
got Andy out, and also ousted Will, getting himself two victory points.
Barney fought to the very end, and managed to oust Rob, getting himself
two victory points as well, but Rob's superior play in the earlier
rounds meant that he was, for the third year running, proclaimed the UK
V:TES champion.

And now to the deck itself.  Rob kindly faxed me the deck list, so I
have it sitting her on my computer for transcription (a bizarre fax to
e-mail thing which is actually quite useful), along with a few comments
regarding it.  

His main suggestions would be swapping out the .44 Magnum and, maybe,
the Ivory Bow for another Legacy and another "lovely" Banishment.

"A deck that I have been playing for about 2 years.  I believe that it
is the most points effective deck that can be constructed for current
tournament play.  It does not really what crypt <<James' Note - I think
he means Uncontrolled Region, if you get technical about it, but many
players refer to the Uncontrolled Region as their opening crypt>> and to
a certain extent what seven library cards you draw.  Ok, it has a few
nasty enemies (weenie IG bash/rush, anti vote) but with the amount of
alliance making and breaking cards in the library it is so easy to
intimidate and shut down a 'problem' deck.  No offence intended, but
strictly not for the novice or even the intermediate player.  The deck
normally runs away and rolls the table for you but when it gets ugly,
the deck allows you to agitate on a horrible level.  It sounds odd but
it draws the worst out of the player, no other deck I have ever played
requires such intimidation and co-ercion of the opposition.  An evil
deck in every sense of the word that cuts down tables and changes the
way you play the game.  I shall not ever be playing it again with people
I respect.  <<James' Note: So that's the next tournament in Portsmouth
for it to be played, then? ;)>>  (I may, however, take it to the USA
next year...... ho ho ho.)"

Crypt (14 cards) (Min: 4, Max: 15, Avg 2.08)

1 Angela Decker                         Pander, 1, pr
1 Antointette Du Champ                  Caitiff, 1, ce, pr
1 Basil                                 Pander, 1, ob
1 Christine Boscacci                    Pander, 2, do vi
1 Frederick the Weak                    !Bru, 2, pr
1 Gillian Krader                        Pander, 2, an, de
1 Huang, Blood Cultist                  Pander, 1, pt
1 Jost Werner                           !Tor, 6, an AU PR
2 Lena Rowe                             Pander, 3, au, ob, pr
1 Lolita                                ! Tor, 3, fo, pr
1 March Halcyon                         Pander, 1, fo
1 Mitchell, the Headhunter              Pander, 2, ot, po
1 Royce                                 Pander, 1, do

Library (90 cards)

1       .44 Magnum
1       Anarch Troublemaker
1       Archon Investigation
1       Autarkis Persecution
4       Awe
2       Banishment
2       Bewitching Oration
2       Change of Target
3       Consanguineous Boon
1       Conservative Agitation
2       Cryptic Rider
1       Direct Intervention
1       Disputed Territory
3       Dodge
1       Dramatic Upheaval
1       Dreams of the Sphinx
1       Effective Management
4       Elder Intervention
2       Elysium: The Arboretum
1       Entrancement
3       Fake Out
3       Forgotten Labyrinth
1       Heidelburg Castle, Germany
1       Humanitas
2       Information Highway
1       Ivory Bow
6       Kine Resources Contested
1       KRCG News Radio
3       Leather Jacket
8       Legacy of Pander
3       Legal Manipulations
7       Majesty
1       Major Boon
2       Media Influence
1       Misdirection
1       Mr. Winthrop
3       Presence
1       Rumours of Gehenna
1       Sudden Reversal
1       Tribute to the Master
5       Wake with Evening's Freshness

Why is this deck so successful?  It is very, very hard to stop.  In the
first round, a slight error by Rob meant that he didn't bleed and get
the edge before calling his vote (meaning that it got stopped), leading
to only 2 victory points, but without that, it would have run away with
that table as well.  It's a very difficult deck to stop.  The sheer
speed with which it can get votes onto the table (when other players may
not have even got their first vampire out) mean that other vote decks
have a hard time opposing it - they're trying to get out Praxis
Seizures, Princes and so forth, and don't have that much time for Dread
Gaze.  It has enough votes to make life very, very hectic for other
people - 6 KRC, 2 Banishments and so forth, mean that other people have
a hard time opposing it.  Yet it will also shut down other people's vote
decks very easily.  It's quite easy for this deck to get 36 votes onto
the table (it's been done at least twice, and anyway, once you get above
about 20 votes, it's unlikely that the entire rest of the table will be
able to oppose you), so you'll never get rid of the Elysium that way -
contesting it (difficult for you, because of the pool cost) or location
destruction (not abundant) would be the only really viable options.  So
it has excellent possibilities against other vote decks, and should
hopefully be able to rip through its prey like nobody's business to get
more pool, more vampires and fend off bleed decks - and its initial
investment in vampires is small - it doesn't need to speed 15 or more
pool to get out a few vampires, he can do it in probably 6 or 7 pool.
It can get out a lot of vampires, in the end, so it would require a very
focused intercept deck to have a good go at it, but the sheer number of
vampires it can get out, in the end, mean that the intercept deck just
can't block them all - and the ones it can't block will quickly kill it,
especially since he has the option of Majesty, and intercept/potence is
rare.  Bleed is also in there so when he does mess up, he has enough
vampires to just take out your pool as and when he wants.  It's just a
frighteningly effective deck, that does very, very well against all
opposition.  True, there are decks that *can* stand up to it - Rob noted
before the final that the only deck he was truly scared off was James
McClellan's weenie combat deck, meaning that he tried not to sit
anywhere near it, whilst still keeping a sensible position regarding the
other decks on the table.  

-- 
James Coupe (Prince of Mercia, England)

Vampire: Elder Kindred Network
http://madnessnetwork.hexagon.net  http://www.obeah.demon.co.uk

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