Combat discussion by Darby Keeney - darby.keeney at gmail dot com > What should combat actually achieve? Combat is intended to remove minions from the ready region. Combat Maxim: When no one else has minions, fewer things are relevant. Who says you have to oust your prey fast even when you can? In fact, a relatively fast oust is a huge problem for "real" combat decks. Disregarding the "Scariness Factor" - Think about the situation where you clear your prey's playspace of vampires early, while there are still 5 players. You get him eventually, only to butt heads with someone who had no pressure all game. They'll have more minions and more pool than you want to see, and getting the 2nd VP is therefore more difficult. Q: When does combat have a comparative advantage over other decks. A: When there are 3 or fewer remaining Methuselahs. The advantage grows if players have partially depleted pool and/or blood resources. Why? First you only have to clear 2 (not 4) playspaces of vampires to have complete free reign over the entire environment. In addition, you create what I call "turn advantage" - it's not just a minion advantage, you get all the extra perks of productive turns that others will not. Second, it is now easier to interact with ALL other playspaces - they occupy predator and prey slots with you. You may get interaction by bleeding and blocking - both cardless functions. Third, there are fewer opportunities, or desire, for crosstable rescue. Such things SCREW combat decks, where so many resources are devoted to putting minions in torpor. Fourth, if you clear the table of vampires with 3 players remaining, it should be easy to control the oust order. Pool totals are mostly irrelevant. Given time, you'll get through your prey and grandprey in order - even if you need to whack a couple more moles on the way (assuming no self-ousts). Fifth, your deck can focus more on combat+combat-based pool loss and less on developing speedy or frequent bleed. Your combat construct can be bulkier. You still need to create some pool damage - but now you focus on card efficiency instead of speed (and yes, they are greatly different). Sixth, with no other vampires left, you can vote and/or diablerize pretty much at will. The edge goes a long way unless both other players are vote decks (and maybe, it is worth getting burned at times). One voter of your own, and it's smooth sailing for sure. Seventh, if you do draw into bleed options, you don't worry about blocks or bounces. The value of action vs. modifier becomes less relevant in your bleed choices, and you can go for card efficiency again. So, your goal is to get to a 3-player game (with, or without a VP at that time). If you can influence the WHOLE table into being resource-depressed (pool and minions), your advantage grows. This is part of why I like the several of the pool-loss cards I chose for this deck [Perpetual Care, Ancilla Empowerment, Tension in the Ranks] - they are global, efficient and difficult to counteract. If possible, you want to feed VPs to players who have decks you have a good chance to handle in the 3-way - even more than you want a VP yourself. But failing that, who cares in the end, as long as you are one of the 3 remaining players. One world-class player I know takes this even farther. He very clearly wants to get heads-up in the end, where he figures to have an advantage due to his deck and play styles. I've even seen disciples of his (from his geopgraphical area) adopting this "I wanna duel" thought process. I certainly learned a lot from watching him. But, back to the 3 player, where 1-2 people have died (depends on table size) - and I don't really care that much who, or where the VPs fell. Frontal Assault to clear your prey of vampires and backrush (if you need, or can based on cardflow) to eliminate threats to your remaining pool, and if you can generate more pool, buy another minion. If you get that done, your combat deck wins. > It is then you can make your move, and you will still have enough > cards to make it through 2 prey, and survive to be last standing... There it is.....but I prefer those 2 preys to be the last 2 other players. If I hamstring my first prey in the process, but don't kill him until the 3-player, that's fine, but I'm likely now facing my original grandprey as a final predator, and he'll may be really strong. That, my friend, is Mergen's Quandry. For the first 2/3s of the game, you become a combat deck that doesn't want to fight, with bleed that you don't want to use, and pool loss cards not directed solely at your prey. Weird huh? But I've seen it time and time again. [CEL] gun decks, driven by patient players, generating surprising results.