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Assamite Clan Newsletter
July 2006 - By Tom Duncan

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Straight up
I have been playing Assamites almost exclusively for a while now, and have extensively explored using the clan-specific cards in combination with Celerity, Obfuscate, and/or Quietus. I have enjoyed this a great deal, and I have come to learn that I don't own quite enough Black Sunrises to keep four Assamite decks built. I'm seriously considering which one of my utilities I could do without to free up a little spending money for a trip to my favorite on-line retailer. If only I could keep my wife from figuring out that the water has been shut off...
Content with my in-clan explorations (though certainly not finished), I decided to spend the month of June trying some out-of-clan disciplines on for size. Obviously I didn't get in enough games to try them all - the act of building and deconstructing that many decks in a month is beyond the scope of my available free time, much less getting in the test games on Tuesdays. I was able, though, to play several tables with this month's featured deck, and have spent some time considering strategies for the other disciplines.
The unique structure of the Assamite clan, with it's three castes, provides our crypts with a good deal of diversity AND synergy. I have explored all of these "in-clan out-of-clans" at some point. The caste disciplines are found relatively frequently, particularly in group two, and make for a good starting point for discussion.

Auspex
Common among Sorcerers and Viziers, there are ten assassins who possess it (four with superior - ADV Tariq and Tegyrius counted as separate choices). Auspex is best known for its reaction selection, providing multiple sources of transient intercept. Best among them for our clan is surely Quicken Sight. Coming up with Celerity as the additional requirement isn't difficult for Assamites, though Tegyrius is the only option for using it at superior without a skill card.
Precognition and Spirit's Touch also provide useful combat helpers at superior. With AUS weenie support, Anima Gathering, Revelations, and Pulse of the Canaille become viable options, and Aura Reading is an excellent combat helper at either level. Telepathic Tracking is also considered a strong play against S:CE, but Psyche! is likely to be a better option for us. The most commonly used Auspex card in the TWDA is probably Telepathic Misdirection, for good reason.
Draught of the Soul and Truth of Blood both require [aus][qui], and are strong plays if you have the crypt for them. See May 2006 newsletter for a closer look at Truth of Blood. Nose of the Hound is a stellar rush action, providing a maneuver and being immediately replaceable, unlike Bum's Rush.

Dominate
Warriors will occasionally have Dominate. If you can't figure out how to win with Dominate and Obfuscate, I can't help you.

Fortitude
Assamite Viziers of significant age might develop Fortitude. Primarily a damage prevention discipline, it fits nicely into our combat packages, usually replacing dodges and, as a result, a few additional strikes. I tend to sprinkle Skin of Steel and Rolling with the Punches. Soak can also be useful, depending on the meta. Mine is combat-heavy, so being able to prevent all damage from a strike is efficient. RwtP inferior is useful for environmental sources of damage, as well. You can also try Restoration, but Succulent Vitae might be just as good. Dawn Operation is a nice way to make combats extra nasty, should they occur. The two most seen Fortitude cards in Assamite builds, though, are probably Forced March and Freak Drive, which provide minion phase untaps for multi-acting. Squeezing a few extras actions out of a fattie (or even Fatty) is an excellent way to reap the rewards of a well-timed Khabar: Glory.

Potence
Also found among the Warriors of the clan, a little Potence can go a long way, even if only at inferior (only Thetmes, Husamettin, and Jalal Sayad have it at all, and at inferior. Web of Knives Recruits, once in play, also have inferior potence). The benefits of Immortal Grapple are profound, limiting opponents to hand strikes and frustrating S:CE, dodges, weapons, Comas, etc. Lazverinus and Enkidu will still laugh at you, though. Pushing the Limit and Undead Strength are excellent melee weapon boosters, though I prefer Torn Signpost and additional strikes (remember that Dagon's Call and Scorpion's Touch are hand strikes). Potence offers a selection of Ranged strikes, as well, though we have that realm nicely covered with Taste of Death and Blood Sweat.

Presence
You will find Presence among the Viziers of the clan. It facilitates the famous Bewitching Oration/Voter Captivation combo, which turns any Political Action, even if completely ineffectual, into a Blood and Pool-gaining bonanza. Awe and Scalpel Tongue can complement this package. Aziz comes with superior and inherent votes, while Antara's special text provides an opportunity for vote control at any given table. Tegyrius, when merged, is a Justicar. Combine with Alamut for some excellent potential.
Aside from political power, Presence is the second-best bleed discipline. There are something like seven different bleed actions that require just Presence, and Heart of the City provides a permanent boost. The superior versions of the bleed actions add many nice options - not always just more bleed - so there is something for everyone. Deed the Heart's Desire becomes useful when bleeding big, and if piling on tons of stealth isn't enough o keep you out of combat, Majesty or Catatonic Fear will help pick up the slack.

Thaumaturgy
The signature discipline of Sorcerers, you can find six Assamites from group two from which to choose. Only Al-Ashrad and Ur-Shulgi have superior, and will make the best of the THA-required cards.
Rutor's Hand is perhaps the strongest Thaumaturgy has to offer, providing a permanent minion phase untap each turn. The cost is high, but only because it's totally worth it.
Theft of Vitae is a perfect Fortitude-hoser, and combined with Blur in sufficient quantities can empty opponents of blood, Fortitude-be-damned. Keep a Taste of Death or Blood Sweat handy for the coup-de-grace. Rushing and Serenading the Kami with Blood Rages or Furies is an expensive and card-intensive way to do business, but offers plenty of gratitude when brought to bear.
Magic of the Smith is perfect for fetching vital equipment like Kali's Fang or the Bowl of Convergence. Perfect Clarity is a nice play to nerf Deflections and Majesties, though its two blood cost will limit its use.

Steppin' Out
When going out-of-clan and out-of-caste for disciplines, it is important to ask yourself one question: "Why?" Seriously. If you really want to play Obtenebration, why do you want to play it with Assamites? Firstly, there are no Assamites with Obtenebration, so you will have to completely bolt it on. Secondly, if there are more than a few Lasombra in your crypt for support, would you be better off using their clan stuff or Assamite clan stuff? For example, this month I built an Aziz-based deck and wanted to try Form of Corruptions and politics. I ended up running a Free States rant voter that focused on PRE SER with OBF support. The deck had a few Khabar: Glories and Black Sunrises in it, but otherwise should have been all Setites. Upon rebuild, I made it a combat deck that used Skin of the Adder and Mark of Damnation. It didn't perform very well either, though I felt better about myself. You can't really put a price on feeling good, now can you?
When you stretch for an out-of-clan discipline, it is important to remember to use it in an "Assamite" way, that is, in combination with Quietus and Assamite clan cards that create situations that cannot be duplicated by any other means (ideally). To use my above example, Mark of Damnation + Haqim's Law: Judgment is a great way to get several Assamites an opportunity to use Khabar: Honor and hit for six with a press.

Animalism
Amaravati, Olugbenga, and Yazid all have it at inferior, which is just enough to allow for Raven Spies, Raptors (and any other animal retainers you find useful), Army of Rats, and the Frenzy cards to assist in combat. Cat's Guidance is worth a play at inferior, too. Boosting to superior will make Carrion Crows a worthwhile option, and I'm a fan of Scorpion Sting (it's cheaper than Shadow Feint!). Carrion Crows + Scorpion Sting has always been a favorite of mine, and when you add a pre-strike Thin Blood, you leave your opponent at loss for more than just words.

Dementation
You aren't going to find any Assamites with it, but it has some very 'fun' things to offer us. More than a few Path of Blood denizens voted Dementation their favorite discipline skill cards to include in their Tariq decks in a recent poll. Blessing of Chaos was cited as the primary reason; it disallows the use of cards requiring Dementation, Chimestry, Dominate, and Presence by opposing minions, and thus counters a great many of the cards often used in strategies that frustrate combat in general and Tariq in particular. Lunatic Eruption might be another good option - you can always target your own vampire with it and gain a permanent rusher. Of course, gaining the bleed power of Kindred Spirits is handy when combined with Khabar: Glory of Flurry of Action (or both).

Necromancy
Found solely on Qadir ul-Ghani at inferior, Necromancy has a couple of cards worth looking into. Firstly, Daemonic Possession for stealing minions you burn and putting them into your ready region. Divine Sign can help tie up one of your predator's pesky vampires with a semi-permanent +2 intercept. Most of what Necromancy has to offer can be reasonably duplicated with in-clan or no-discipline requiring cards, though I would reckon a few Shambling Hordes to soften up the target of contract could be helpful...

Obtenebration
Obtenebration is probably not worth the effort, though you could try Black Metamorphosis for combat permanents or Descent into Darkness for bloat tricks. Most of what else Obtenebration has to offer can be duplicated, usually less expensively, with Obfuscate or Celerity. The really cool Obtenebration stuff is just too costly, in my opinion. Shades might be workable, but ask yourself "Why?" one more time, please?

Protean
I have always been a fan of Protean - it might have been my favorite from the original set. For Assamites, you will look to Reza Fatir and find the inferior. This is enough for Flesh of Marble, a fabulous way to minimize the damage you will sustain in a given combat. The aggravated hand damage opportunities are also nice. With Protean as an o-o-c, though, you teeter so close to just playing !Gangrel that you really have to ask the question again.

Serpentis
I've mentioned this a little already, but to expound, I think Serpentis has plenty of neat tricks for Assamites to try. You will really be running Aziz and support, but if you can get him superior and perhaps a few other vampires with inferior to help him out, you get good mileage out of even just a few cards. I've yet to pull off a Dismemberment of Osiris with Aziz, but Night Moves + Enticement is a standby Setite trick that we can mimic. Thin Blood + Ghouls of the Plaza can burn blood to facilitate Forms of Corruption or Temptations, and The Jones at superior can severely limit your opponent's options when you come to collect on a contract.

Vicissitude
The signature Tzimisce discipline, it has only a couple of things that we cannot reasonably duplicate with in-clans. Notably Bauble, which allows Horatio to 'go Megatron' and jump into Starscream's er, Abd-al Rashid's hand as an Assault Rifle. You might also try Immense Size if you are tired of being grappled by Tupdogs already, and use Dagon's Call to take advantage of the press. An Inner Essence/Succulent Vitae combo can help pay for combat cards all game long. Oh yeah - Horrid Form and additional strikes. The damage prevention is each round, so keep pressing. Eek.

Getting there
Obviously, when bolting on disciplines that are completely out of clan and caste, you will want to use Deviki Presanta. If you are NOT using Presence, you will be unable to Summon her, so you will need several copies in your library. I had decent success with three copies and running seven or eight skill cards in addition to the number of Master cards I would normally play. You can work through the tight spots early if you have to, and once DP is up and at 'em, your deck should flow just fine.
You may notice I skipped discussing Bloodlines disciplines completely. I did this on purpose, be cause the methods of gaining those disciplines with Assamites are very limited. Aside from Spontaneous Power, Sanguine Instruction, and Vial of Elder Vitae, your Assamites are unlikely to get the rare discipline at all, much less superior. You will most likely play the bloodline with an Assamite or two for kicks, giggles, or what have you. If you come up with something particularly effective or amusing, by all means let us know.
I also skipped Chimestry because it is the discipline I chose to play test this month.

Deck Name : Assamite Swirly
Author : Tom Duncan
Description : In this build, Amaravati and Mata Hari team up to throw opponents face-first into the toilet and flush 'em. It takes a lot of actions, using casual stealth to get them through. In my local game, bounce isn't all that prevalent and +2 stealth will usually get you where you want to go, though earn you some serious ire. This deck is a little bit of a bleeder, using Comp Hacks and stealth or Fata Morgana. It tools up a bit, and uses Edged Illusion to thwart Ally hording or for late game hijinks. I use Black Sunrises more for untapping than for block attempts - the intercept/stealth reduction is not present in enough quantities to be consistent, for sure. However, once you show a couple of reaction cards, your predator will always be wondering, and might out-think himself. Happens all the time. The combat is designed to deliver maximum yield, as my regulars have no qualms about rushing Assamites. If I need to get into a fight, all I have to do is bleed at stealth and one will usually come my way. You may need to mod a bit for your local scene.
Selective Silence + Mayaparisatya is the primary combat combo, and I try to hold onto it when it cycles in. The anti-fortitude tech is needed in my area of late, making it a little better than Taste of Death. Fata Amrias are for squashing Psyche! superior and reigning in the POT CEL combat chains I am known to see. There's enough tooling to do, and if I can keep blood on the vampires, I do alright. Fatuus Mastery is key. So far, two has been enough - one each for Amaravati and Mata Hari. I've typically been playing a three vampire game with this one. Note that I was tempted to add a Deflection or two and a Govern or three, but resisted to keep on theme. At the very least, a single Conditioning could be devious. I have added two WoKRs, the Market Square and Sport Bike, and two Drabas since the last play test.
Alamut and two Political Actions seems prayerish, but I've managed a Hunting Ground steal that might have been the difference when the Edged Illusions cycled in a bit later. I think they're a good idea.

Crypt [12 vampires] Capacity min: 1 max: 8 average: 6
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4x Amaravati            8  DOM OBF QUI ani chi          Assamite:4 
3x Mata Hari            7  CHI OBF aus for qui  2 votes Ravnos:4 
1x Vardar Vardarian     6  OBF QUI cel pre              Assamite:4 
1x Janni                5  cel for obf qui              Assamite:4 
1x Kamau Jafari         4  QUI obf                      Assamite:4 
1x Ali Kar              3  obf qui                      Assamite:3 
1x Basir                1  qui                          Assamite:4 

Library [90 cards] 
------------------------------------------------------------ 
Action [20] 
  3x Ambush 
  1x Aranthebes, The Immortal 
  6x Computer Hacking 
  4x Edged Illusion 
  2x Fatuus Mastery 
  2x Khabar: Glory 
  2x Web of Knives Recruit 

Action Modifier [18] 
  2x Cloak the Gathering 
  3x Deed the Heart's Desire 
  3x Elder Impersonation 
  1x Faceless Night 
  3x Fata Morgana 
  1x Lost in Crowds 
  1x Mask of a Thousand Faces 
  4x Spying Mission 

Action Modifier/Combat [4] 
  4x Swallowed by the Night 

Action/Reaction [2] 
  2x Draba 

Combat [14] 
  1x Coagulate Blood 
  2x Gemini's Mirror 
  5x Mayaparisatya 
  5x Selective Silence 
  1x Taste of Death 

Combat/Reaction [2] 
  2x Fata Amria 

Equipment [3] 
  1x Ivory Bow 
  1x Kali's Fang 
  1x Sport Bike 

Master [14] 
  1x Alamut 
  4x Blood Doll 
  3x Chimerstry 
  2x Life in the City 
  1x Market Square 
  1x Perfectionist 
  1x Underworld Hunting Ground 
  1x Yoruba Shrine 

Political Action [2] 
  1x Disputed Territory 
  1x Kindred Segregation 

Reaction [10] 
  6x Black Sunrise 
  2x Confusion of the Eye 
  1x Foul Blood 
  1x Veiled Sight 

Retainer [1] 
  1x Robert Carter 

Find everything you need to know about playing Assamites at www.thepathofblood.com! Comments, Suggestions, and Submissions should be sent to: veknpont...@yahoo.com