Lasombra Newsletter
February 2007

Lasombra Newsletter February 2007

INTRODUCTION

Well, not a huge amount has happened since the last newsletter. Sword
of Caine has been delayed and is now expected in March I believe and
so this month I shall take a look at Potence as I promised last month.

PLAYING WITH THE LASOMBRA

Potence. The discipline that lets you beat other Methuselah's minions
into torpor more efficiently then any other. Potence is obviously an
extremely focused discipline; of 41 cards that require Potence in one
form or another, 31 of them are combat cards and the majority of those
that aren't are either bloodline discipline cards or combo discipline
cards. In fact, the only thing you'll commonly see Potence doing
outside of combat is location destruction. The upside of all of this?
Well, if you want to send someone to torpor you'll find that Potence
gives you plenty of options.

Top cards include:

Disarm
Type: Combat
Requires: Potence
[pot] Only usable at the end of a round of combat in which this
vampire successfully inflicted more damage at close range than the
opposing vampire. Not usable by a vampire being burned or going into
torpor. Put this card on the opposing vampire and send that vampire
into torpor. The vampire with this card has -1 strength. He or she may
burn this card by burning 3 blood. A vampire can have only one Disarm.
[POT] As above, but the vampire with this card has -2 strength.

Rarity:  Sabbat:R  SW:R  CE:PB  BH:PN  KMW:PAl  Third:R

The use of Disarm is obvious enough; it increases the ease with which
your minions can torpor other vampires. On top of this, the combat
efficiency of said vampire will be limited by a reduction in strength.
Although this reduction is easy enough to escape, the cost of three
blood may well cause them to risk another trip to torpor.

In my experience Disarm is not a card that should just be tossed into
any combat deck; if you're able to torpor a vampire directly then
there's no need for disarm (which has the disadvantage of not beating
the blood off of your victim). Disarm finds its place in decks that
are either unable to torpor minions in a single combat, or in decks
that can naturally expect to deal more damage then the opposing
minion, due to something like a natural +1 strength or a Flak Jacket.

Fists of Death
Type: Combat
Requires: Potence
Cost: 1 blood
Only usable before range is chosen.
[pot] This vampire gets +1 strength for the remainder of the combat.
[POT] As above, but with +2 strength.

Rarity:  Jyhad:R  VTES:R  CE:R

Alongside the cool name the merits of this card are obvious; your
vampire gets stronger and thus hits harder. As it lasts for the
remainder of the combat it's best used alongside presses or additional
strikes for increased efficiency; though the Lasombra as a whole are
somewhat lacking when it comes to the latter. The only real
disadvantages to using Fists of Death are that it has to be played
before range is determined, so it's possible the opposing minion will
escape to range (though Shadow Strike helps there) or, worse, make use
of S:CE. The second (real life) disadvantage is that Fists of Death is
a rare card and is therefore hard to collect enough of to make it a
card usable as a core strategy. In the end the free (and more readily
available) Torn Signpost is probably a better option...Unless you play
with both.

Hourglass of the Mind
Type: Action
Requires: Temporis/Potence
+1 stealth action.
[pot] Draw three cards. Discard afterward.
[tem] Draw four cards then put four cards from your hand on top of
your library in any order and untap this vampire.
[TEM] Put this card on this acting vampire. During your untap phase,
this vampire may burn 2 blood to add a counter to this card. While
this vampire is ready, you get +X hand size, where X is the number of
counters on this card.

Rarity:  LoB:R

Yes, I know, it's not *really* a Potence card. Who cares? Hourglass of
the Mind is interesting because it offers Potence hand-cycling
options, which can seriously help if you've jammed up on masters or
just have a terrible hand. This provides interesting options to the
Lasombra and a valuable action for some of their pot weenies to take.

Immortal Grapple
Type: Combat
Requires: Potence
Only usable at close range before strikes are chosen. Grapple.
[pot] Strikes that are not hand strikes may not be used this round (by
either combatant). A vampire may play only one Immortal Grapple each
round.
[POT] As above, with an optional press. If another round of combat
occurs, that round is at close range; skip the determine range step
for that round.

Rarity:  Jyhad:R2  VTES:R  Sabbat:U  SW:U/PB  FN:PG  CE:U/PB2  Third:U

The card that makes Potence based combat not only possible, but also
the most dominant form of combat available. So long as you can ensure
that combat is at close range, Immortal Grapple ensures that the
opposing minion will be unable to dodge your strike or (more commonly)
make use of S:CE. Immortal Grapple also eliminates the possibility of
any weapon based strikes or nasty attacks such as Coma. Build your
deck so that these self-limitations aren't a problem and Immortal
Grapple will help ensure that your prey's minions go down; even if you
can't torpor them in the first round, the press at superior will help
you finish them off.

Increased Strength
Type: Combat
Requires: Potence
Only usable before range is determined.
[pot] For the remainder of combat, all damaging strikes that require
Potence made by this vampire inflict +1 damage.
[POT] As above, but those strikes inflict +2 damage.

Rarity:  AH:C2  FN:PG2  CE:C/PN3  BH:PN2  LoB:PO2  Third:PB2

I generally prefer Torn Signpost to Increased Strength, as it doesn't
require you to have a Potence-based strike in your hand, but Increased
Strength is a better option if you're making use of ranged strikes or
a combination of both long and close range strikes. Finally it should
be noted that you can make use of multiple copies of Increased
Strength in a single combat (which is not true of Torn Signpost)
allowing the setting up of truly terrifyingly powerful strikes.

Rampage
Type: Action
Requires: Potence
[pot] (D) Burn any location. If you control the location, this is a +1
stealth action.

Rarity:  Jyhad:U2  VTES:U  CE:U/PB

Rampage is the only card I can think of that completely lacks any
ability at superior. Rampage allows you to get rid of any pesky
locations that are annoying you, and often functions as a rush if you
get blocked. Locations are common, so it unlikely that you won't find
a use for Rampage, which is strictly superior to Arson if you're
running Potence. In a deck making use of smaller Potence vampires I
like to include one or two copies.

Tangle Atropos' Hand
Type: Action Modifier
Requires: Temporis/Potence
Cost: 1 blood
Only usable when a minion is attempting to block.
[pot] Cancel the action and untap the acting minion. (The blocking
minion is not tapped.)
[tem] As [pot] above, and take the action card, if any, back into your
hand (discard afterward).
[TEM] As [tem] above, and this vampire gets +1 stealth on his or her
next action this turn.

Rarity:  LoB:R

Another Temporis card? Tangle Atropos' Hand offers an ability that's
utterly unlike anything else available to Potence users; though its
applications are probably better suited to decks that aren't combat
based it's very useful to the Lasombra, allowing you to cancel an
action that's gone wrong at the low, low cost of one blood. This makes
an interesting option for responsible bleeding. Note that since the
action is cancelled the NRA rule does not apply as far as I'm aware.
This is the only real difference between Tangle Atropos' Hand and
Change of Target, but is probably worth the one blood as you aren't
"trapped" unable to perform the action you want.


Thrown Gate
Type: Combat
Requires: Potence
[pot] Strike: 1R damage, with an optional maneuver.
[POT] Strike: 2R damage, with an optional maneuver.

Rarity:  Jyhad:C  VTES:C  Sabbat:C  SW:PL4  FN:PG2  CE:C/PB4  BH:PN3
KMW:PAn4  LoB:PO4

Thrown Gate is a staple of Potence ranged combat; it provides a
maneuver to reach long range and decent damage output, especially when
combined with Increased Strength. I like to see Thrown Gate as a
defensive card; though not as efficient as S:CE the maneuver may
actually keep your minion safe while giving the opposing minion a
bruise for their troubles. This works particularly nicely against
Shambling Hordes or Escaped Mental Patients.

Torn Signpost
Type: Combat
Requires: Potence
Only usable before range is determined.
[pot] This vampire has a strength of 2 for the remainder of combat.
[POT] This vampire has a strength of 3 for the remainder of combat.

Rarity:  Jyhad:U  VTES:U  SW:PB  CE:U  Anarchs:PAG  KMW:PAl2
Third:PB2

A staple close range combat card and quite a simple one, Torn Signpost
allows your minions to hit that much harder. Combine with additional
strikes and/or presses for maximum effect (as well as Immortal Grapple
of course).

Undead Strength
Type: Combat
Requires: Potence
[pot] Strike: make a hand or melee weapon strike at +1 damage.
[POT] Strike: make a hand or melee weapon strike at +2 damage.

Rarity:  Jyhad:C  VTES:C  Sabbat:C  SW:C/PB4  FN:PG4  CE:C/PN5
Anarchs:PAG3  KMW:PAl4  Third:C/PB5

The traditional close range Potence strike of choice. Given that the
Lasombra tend to lack additional strikes they need to make each strike
count. Undead Strength combines nicely with Torn Signpost to do just
that. Although Undead Strength can be combined with melee weapons this
tends to be unreliable as melee weapons cannot be used under Immortal
Grapple, making it much harder to prevent the opposing minion from
dodging or using S:CE.

Obviously, Potence offers the Lasombra significant combat abilities;
most importantly a solid and reliable way to counter S:CE and back it
up with damaging hand strikes. The primary disadvantage of Potence as
a discipline is that it cannot allow you to directly damage your
prey's pool and you must therefore have a plan to oust your prey.
Traditionally this is achieved through the use of cards such as
Dragonbound, Fame and Tension in the Ranks. The Lasombra of course
have Dominate as an in-clan discipline and can therefore lay down
significant bleeds once potential blockers have been removed. An
alternate approach would be to include a number of cards such as
Conditioning and simply announce a bleed of one, forcing your prey to
decide whether or not to block risking either a potentially dangerous
combat, or a pumped up bleed.

The second most obvious disadvantage of Potence is that it typically
needs to be paired with another discipline to be truly effective. This
secondary discipline can provide maneuvers, damage prevention, or
additional strikes.  Herein lies the chief difficulty of Lasombra-
based combat; though Obtenebration provides a number of combat options
they are not typically that destructive and perhaps most importantly
the Lasombra have no real access to damage prevention meaning that hit
back is a serious concern. Taste of Vitae may replenish your blood
supply but it is no use if your vampire is sent to torpor.

To my mind combat decks can be broadly divided into "weenie" decks
that take advantage of a combat based discipline spread to field a
large number of smaller capacity dangerous combatants (such as the
Brujah) wherein damage prevention becomes less important (as minions
cost less) and those decks that tend to take advantage of a particular
vampires natural affinity for combat. I find the Lasombra are better
suited to the latter type, as the combination of Obtenebration and
Potence is not really that dominant (though a bruise bleed strategy is
possible). Certain individual Lasombra however have interesting
discipline spreads that make combat more feasible. On that note:

MINION FOCUS

This month I thought I'd take a more in-depth look at two of the new
vampires from 3RD Edition who strike me as either being particularly
suited for combat or being able to offer some interesting combat
options.

Lord Vauxhall
Clan: Lasombra (group 4)
Capacity: 7
Disciplines: DOM OBT POT THA
Sabbat.

Rarity:  Third:V

Obviously the focus here is Vauxhall's Thaumaturgy. In and of itself,
Thaumaturgy is not a particularly effective combat discipline,
primarily because its most powerful cards only function on the second
round of combat and Thaumaturgy lacks a way of ensuring that there
*is* a second round of combat. Potence however does provide this
option. Admittedly, Vauxhall still lacks access to some form of damage
prevention but I find the combo of Blood Fury, Torn Signpost and
Immortal Grapple very attractive, as it prevents most forms of escape.
Thaumaturgy also offers maneuvers in the form of Apportation and of
course Walk of Flame, which though unreliable can be nasty. If
Vauxhall uses Rutor's Hand he'll be able to combine the best of both
bruise and bleed, both bleeding and rushing on the same turn. Unless
cheaper cards such as Threats and Blood Rage are used Vauxhall will
probably risk running low on blood; so Taste of Vitae is a must and
can perhaps be supported through use of Theft of Vitae.

Such a combat build is unlikely to survive in a combat-heavy metagame
due to the lack of damage prevention, but in less prepared
environments it could likely do quite well, especially given
Vauxhall's impressive bleeding capacity (but then again, everything is
made better through the addition of dominate...).

Luca Italicus
Clan: Lasombra (group 4)
Capacity: 10
Disciplines: DOM FOR NEC OBT POT tha
Sabbat Archbishop of Philadelphia: Once each round after the first,
Luca can strike for 2R damage.

Rarity:  Third:V

The most obvious trait Luca has that makes him an obvious enough
combatant is his superior fortitude; Luca is able to engage in combat
without fear of being badly hurt himself. Similarly Luca has access to
another form of defence; S:CE from Spiritual Intervention which can
protect him if he gets into a combat he can't handle. Necromancy
actually offers Luca a whole host of options. He can work happily with
most Giovanni, possessing all of their clan disciplines at superior as
well as fortitude which is found on a number of G4 Giovanni. Combat-
wise perhaps the most interesting option is Dead Hand, which combined
with Torn Signpost allows Luca to counter fortitude. Luca can be used
in a multi-rush deck taking advantage of his superior Fortitude
allowing him to make use of Freak Drive (and possibly Rutor's Hand
thanks to his tha) or an intercept-based deck taking advantage of
Eternal Vigilance, Spectral Divination and the Obtenebration intercept
options, perhaps striking with Mercy for Seth. Luca's ability to
strike for 2R damage in rounds of combat following the first may be
useful if you're unable to kill the opponent in one go, as Immortal
Grapple will provide a press to continue at superior.

It would also be criminal to ignore the possibilities offered by
Daemonic Possession. Although Luca is perhaps not the most effective
vampire to use if you wish to burn minions he can achieve it through
the use of the combo of Disarm and Amaranth or mass aggravated damage
thanks to Dawn Operation.

LIBRARY CARDS FOCUS

Political Struggle
Type: Action
Requires: Lasombra
+1 stealth action.
(D) Put this card on a ready vampire controlled by another Methuselah.
The acting vampire may enter combat with the vampire with this card as
a +1 stealth (D) action. If the vampire with this card is burned or
sent into torpor, this card is burned and the acting vampire gains X
votes, where X is the number of non-contested votes the vampire with
this card has.

Rarity:  Sabbat:R  SW:R/PL  Third:R

Political Struggle is the only Lasombra library card that has an
obvious focus on combat though it actually does little to improve the
combat abilities of the Lasombra themselves. The primary advantage of
this card is that it provides a permanent +1 stealth rush for the
acting vampire against the vampire the card is placed on. Since the
card does not have a burn clause it is relatively durable. The card's
real strength becomes apparent when it is placed on a vampire with
votes, as it allows the acting vampire a way to increase the votes he/
she possesses. The nature of the card suggests that it would be most
useful in a deck that made use of both combat and politics. The most
obvious disadvantages of the card are that it requires an action and
that for it to have much use there must be other titled vampires at
the table (though this is probably a fair assumption). Personally I'd
rather include separate rush and vote cards, as they're far more
reliable, but in a multi-acting deck Political Struggle might be worth
considering, especially if the deck's plan for passing votes involves
removing any other voters at the table. It should be noted that the
vampire does not need to enter torpor due to combat; and as a result
multiple minions can play Political Struggle on a single vampire;
increasing the effectiveness of the card.

SIGN OFF

In the space between now and next month I shall see if I can throw
together a Lasombra combat deck to feature next month alongside my
look at how the Lasombra can make use of politics in the eternal
struggle. As usual I'd like to thank my proof reader DeoqV2 for trying
to iron out any of my mistakes. Til next time!

The Insane Prophet.