Lasombra Newsletter
November-December 2006

Lasombra Newsletter December, November 2006

INTRODUCTION

Firstly, Merry Christmas to all of you (or some other suitably pleasant
seasonal greeting if Christmas isn't your thing). Although last month
I suggested that this newsletter would probably be earlier I tried to
delay in until after being able to get a large game of VTES in with my
local group. That unfortunately fell through, hence why this letter is
later then intended.

PLAYING WITH THE LASOMBRA

As promised last issue this month I'll be starting my analysis of the
Lasombra's clan disciplines and what better way to kick things off
then by taking a look at dominate?

Dominate is arguably the most powerful discipline in the game; some
call it overpowered whereas others may be less impressed by it but
rarely is dominate unappreciated on a vampire, unless that vampire in
question is controlled by another Methuselah.  The reason for this is
simple; dominate offers the most powerful way to directly damage your
prey through massive bleeds, it offers increased speed for influencing
out minions, bleed bounce (and that's important; many people feel
uncomfortable playing a clan that lacks that ability), block denial,
minion and location theft abilities, combat defence and some vote
support. To sweeten the deal the cards dominate offers tend not to be
that expensive for their effect (and in some cases you have a number of
options and can therefore choose to use weaker, cheaper cards) and are
typically quite versatile.

Top cards include:

Absorb the Mind
Type: Combat
Requires: Mytherceria/Dominate
[dom] Strike: dodge.
[myt] Strike: ranged. Steal 1 blood.
[MYT] Strike: ranged. Steal 1 blood and steal 1 master: Discipline card
from the opposing vampire (put it on this striking vampire).

Rarity:  BL:C2  LoB:C

Sure, this is actually a mytherceria card and therefore only has an
effect for dominate at basic, but the effect is by no means bad.
Admittedly, a dodge without maneuvers or some other support will never
save you against a dedicated combat deck but it's nice to have some
sort of protection available to your dom weenies. At basic this offers
the same level of protection as celerity's sideslip and co.  That's
impressive given that dominate is not a combat discipline. Finally
although the mytherceria effects aren't that powerful they suit us
Lasombra better then any other clan because we mesh so well with the
Kiasyd.

Bonding
Type: Action Modifier
Requires: Dominate
After playing this card, you cannot play another action modifier to
further increase the bleed for this action. (Only usable during a bleed
action.)
[dom] +1 bleed.
[DOM] +1 stealth and +1 bleed.

We Lasombra already have access to stealth via obtenebration, but the
extra free point from bonding can sometimes make all the difference.
True, it prevents you from using a conditioning, but a bleed for 2 (or
4 if you're using GtU) that gets through is better then a conditioned
one that doesn't.

Conditioning
Type: Action Modifier
Requires: Dominate
Cost: 1 blood
After playing this card, you cannot play another action modifier to
further increase the bleed for this action.
[dom] +2 bleed
[DOM] +3 bleed.

Rarity:  Jyhad:C  VTES:C  SW:PL2  FN:PG3  CE:C/PTr4

What is there to say? This card packs a punch, by itself it allows a
minion with DOM to bleed for 4. In a single card that's scary.

Deflection
Type: Reaction
Requires: Dominate
Cost: 1 blood
[dom] Only usable when you are being bled. Tap this reacting vampire.
Choose another Methuselah other than the controller of the acting
minion. The acting minion is bleeding that Methuselah.
[DOM] As above, but do not tap this vampire.

Rarity:  Jyhad:C  VTES:C  SW:PV2  FN:PG2  CE:C/PTr3  BH:PTr4

The nastiest way to respond to those damn sneak bleeders; have them
expend their efforts towards your own prey, or whoever else needs
cutting down to size at the table. If you try and block and they add
stealth, baring using of a card like Faceless Night at superior
you'll be free to then play Deflection and send a stealthy bleed to
another Methuselah. A single untapped minion with DOM and a handful of
deflections can be a powerful defensive force, and even without the
card in your hand it can be a decent bluff.

Govern the Unaligned
Type: Action
Requires: Dominate
Cost: 1 blood
[dom] (D) Bleed with +2 bleed.
[DOM] +1 stealth action. Move 3 blood from the blood bank to a younger
vampire in your uncontrolled region.

Rarity:  Jyhad:C  VTES:C  SW:PL2/PV  FN:PG2  CE:C/PV4  Anarchs:PAG
KMW:PAl3  Third:PTr5

Some people consider this card the benchmark by which most other cards
can be judged. I don't know how valid that is, but this is one of the
most powerful versatile cards in the game, hands down. It allows
impressive bleeding power and and gives you a way to save pool while
speeding up the rate at which you can bring minions in to play (that
innate +1 stealth at superior is a blessing). Later on in the game you
can even use it to bloat, placing the blood on a minion in your
uncontrolled region and then transferring it back to your pool during
your influence phase. All that for the low cost of 1 blood (and if you
don't want to pay that, use scouting mission). This is one card
you'll rarely jam on.

Graverobbing
Type: Action
Requires: Dominate
[dom] (D) Steal a vampire in torpor controlled by another Methuselah.
[DOM] As above, and this acting vampire may burn 2 blood to move the
stolen vampire to your ready region.

Rarity:  Jyhad:U  VTES:U  CE:U/PTr  KMW:PAl  Third:PTr

Minion theft can hurt and the Lasombra are clan well suiting to making
use of this card, thanks to their not insubstantial abilities in combat
or their (penchant for purging Baltimore...). Even if you're not
playing a combat strategy there's a decent possibility that someone
else at the table will be, and a good chance that someone will be going
to torpor at some point, so including the odd copy of Graverobbing can
certainly pay off.

Mind Rape
Type: Action
Requires: Dominate
Cost: 2 blood
[dom] (D) Bleed with +2 bleed.
[DOM] (D) Put this card on a younger vampire, and tap that vampire. The
vampire with this card does not untap as normal during his or her
controller's untap phase. During the acting vampire's controller's next
minion phase, he or she must burn this card to untap the vampire and
take control of the vampire until the end of his or her turn.

Rarity:  Sabbat:R  SW:R

At basic this card isn't worth it, use GtU. The superior effect
however can be devastating to superstar decks, it's certainly
satisfying to take control of Beast when he's annoying you and then
having him diablerise some other thorn in your side which, baring a
bloodhunt not going your way, will dispose of two birds with one stone
(card). If you're playing with old vampires who have access to
stealth (note, the card has no innate stealth) Mind Rape may well have
its place. It's demoralising to be told that someone plans to rape
your mind after all.

Obedience
Type: Reaction
Requires: Dominate
Only usable when this reacting vampire is about to enter combat with an
acting younger vampire.
[dom] Untap the acting vampire, do not tap this reacting vampire, and
end the current action (and combat). The acting vampire cannot attempt
the same action this turn.
[DOM] As above, but do not untap the acting vampire.

Rarity:  Jyhad:U  VTES:U  Sabbat:U  SW:PV  CE:U  Third:U

If you're playing with older vampires this card can make an excellent
defence, either against rush decks (watch out for Enkidu though...) or
as a way of avoiding nasty combats if you're running some sort of
intercept angle. The only problem is making sure that your vampires are
untapped (so that they can actually play the card), so it may well be
worth packing some wakes of one sort or another (though, it usually is
anyway).

Seduction
Type: Action Modifier
Requires: Dominate
Only usable when the acting vampire's action is announced.
[dom] Choose a younger vampire. He or she cannot block this acting
vampire.
[DOM] As above, but the affected vampire can be the same age or older.

Rarity:  Jyhad:C  VTES:C  SW:PV  CE:C/PV2  BH:PTr2

This card may have to be played when the action is announced, but block
denial is a powerful weapon and is that much more useful to the
Lasombra given that our obtenebration stealth tends to cost us blood. I
like to round out my stealth packages with a couple of these just in
case somebody is packing some raven spies or is zooming around on a
sports bike.

Thoughts Betrayed
Type: Combat
Requires: Dominate
Cost: 2 blood
Only usable before range is determined on the first round.
[dom] Opposing minion takes 1 additional damage in the first round of
combat during normal strike resolution.
[DOM] Opposing minion cannot play any strike cards for the duration of
this combat.

Rarity:  DS:C2  SW:PV  FN:PG  CE:PTr2  Third:C

Thoughts Betrayed may be rather useless at basic and too expensive at
superior to use consistently but the effect can be deadly; an opponent
who can't strike can't make use of S:CE or their own heavy hitting
attacks and this card alone can seriously level the playing field in
the Lasombra's favour. If you can find a way to pay the hefty cost of
TB (perhaps tasting the vitae back) it can make all the difference.
Watch out for weapons and innate strikes though...

Dominate gives the Lasombra many options, and with obtenebration they
can try and sneak the more powerful actions through. The ability to
deliver large bleeds under a cover of darkness is deadly, as is the
ability to bounce incoming bleeds to somewhere else. Govern the
Unaligned is a wonderful card to have up your sleeve, given the higher
capacity of many Lasombra, it lets you bring out more minions quickly
and gives you a (limited) bloating option, which is an area that the
Sabbat tend to suffer in compared to the Camarilla. Stealing another
Methuselah's minions and resources can be a useful tactic and is
*very* appropriate for the Lasombra thematically. The voting options
provided by dominate help the clan on that level, but primarily it's
the bleed and bouce capabilities provided by dominate that are the
foundations of the options it grants us.

MINION FOCUS

Legacies of Blood took us on a journey into Africa where we came across
two new Lasombra (...sorry, Xi Dundu) to add to our clan. Let's take
a look.

Onaedo
Clan: Lasombra (group 4)
Capacity: 6
Disciplines: DOM OBT aus pot
Laibon: If Otieno is ready, Onaedo gets +1 stealth when attempting a
diablerie action.

Rarity:  LoB:U

Onaedo reminds of Talley, though in reality they don't have that much
in common. It must be the inferior auspex. Anyway, Onaedo offers some
interesting possibilities to the clan, being Laibon gives her (and us)
access to some interesting cards, such as Powerbase: Tshwane and her
discipline spred is nice; she makes a good support bleeder. Her sect
may work against her in more Sabbat dominated decks but she rounds out
the clan nicely. Her special ability isn't much use, but it can't
hurt I suppose. Well, unless she gets torn apart in a bloodhunt...

Otieno
Clan: Lasombra (group 4)
Capacity: 6
Disciplines: OBT POT ani dom
Laibon: Otieno gets +1 bleed when bleeding a Methuselah who controls a
ready Guruhi.

Rarity:  LoB:U

It's no secret that I like to see superior dominate on my vampires,
but we have Onaedo for that. Otieno is better suited to combat, and his
ani helps him out on that front, as does his superior obtenebration and
potence (obviously). His special ability isn't much use, but may come
in handy if somebody local has a love affair going on with Eze.

CARD FOCUS

Zaire River Ferry
Type: Equipment
Requires: Lasombra
Cost: 2 blood
This equipment card represents a unique location and does not count as
equipment while in play. Haven.
You may tap this location when a (D) action directed at this Lasombra
is announced to cause that action to fail. The Lasombra with this
location may tap it to get +1 stealth for the current action. A vampire
may have only one haven.

Rarity:  LoB:R

The Zaire River Ferry was the only new clan card we got in Legacies of
Blood, but that's ok because some clans got nothing. I'm quite fond
of the ferry really, although the action to equip it can't always be
spared it's not that expensive and it offers some nice versatility.
Permanent stealth is a wonderful thing and the protection from directed
actions, though not as reliable as a Secure Haven, can be very useful.
In my experience some players may not even bother trying to rush you,
knowing that you can just tap the Ferry and render their attempt a
failure. This is great because the card remains untapped to dissuade
any other Methuselah who may be planning nasty things for your minion.
If you want to feel sure that your minion is safe you'd probably be
better using a secure haven (though it's more likely to be contested
and may cause problems if you want to make use of masters) and if you
want permanent stealth you might be better off using the Elysian
Fields. Having said that I've found a place for the Ferry in a number
of decks (mostly quite toolboxy ones) and I'd recommend considering
it when constructing deck construction.

SIGN OFF

Once again have a Merry Christmas and I shall see you all again next
year when we'll take a look at the Lasombra's clan discipline of
Obtenebration alongside another of the cards available to our clan
exclusively (ignoring Mata Hari...). By then hopefully I'll have been
able to finally get a game in and while be in a better mind state to
try and present a deck of some sort.

The Insane Prophet.