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Gangrel Newsletter
10 October 2005

http://anarch.co.uk Anarch-Home

I. Intro
II. Deck
III. Cards of the Newsletter
IV. Minions of the Newsletter
V. Strategies, Tactics, and Laments
VI. The Boring Part


I. I'm not really one for long intros.


II. Supertool - Commit Actions to tool up your small cap Gangrel while engaging your foes.

Crypt [12 vampires] Capacity average: 4.25

                  Min draw: 12 
                  Max draw: 22 
------------------------------------------------------------ 
2x Lord Ashton            5  ANI for pro       Gangrel:3 
1x Antonino               6  FOR ani pre pro   Gangrel:3 
1x Sophia Watson          6  ANI FOR obf pro   Gangrel:3 
1x Dr. Allan Woodstoc     5  PRO ani aus for   Gangrel:3 
1x Bobby Lemon            4  ANI pro           Gangrel:3 
1x Gustavo Morales        4  ani cel for       Gangrel:3 
1x Ramona                 4  for pro           Gangrel:2 
1x Ramona             Adv 4  for pro           Gangrel:2 
1x Bothwell               3  ani for           Gangrel:3 
1x Chandler Hungerfor     3  PRO               Gangrel:2 
1x Sarah Raines           2  for               Gangrel:3 
Library [90 cards] ------------------------------------------------------------ Master [21] 2x Animalism 5x Blood Doll 1x Depravity 1x Ecoterrorists 3x Effective Management 3x Fortitude 2x Gangrel Revel 1x Parthenon, The 2x Protean 1x Zoo Hunting Ground
Action [13] 3x Army of Rats 1x Arson 1x Embrace, The 3x Restoration 2x Ritual Challenge 1x Sanguine Instruction 2x Shadow of the Beast
Retainer [3] 3x Raven Spy
Action Modifier [6] 4x Dawn Operation 1x Earth Control 1x Freak Drive
Reaction [16] 6x Cats' Guidance 4x Forced Awakening 2x Guard Dogs 3x Instinctive Reaction 1x Rat's Warning
Combat [31] 1x Bone Spur 1x Canine Horde 5x Earth Meld 1x Form of Mist 1x Hidden Strength 5x Indomitability 2x Pack Alpha 3x Rolling with the Punches 4x Scorpion Sting 3x Skin of Night 2x Skin of Rock 1x Skin of Steel 1x Undead Persistence 1x Unflinching Persistence

This library is rough, but this deck is fun to play.
When I built it, I envisioned a horde of special abilitied midcaps emerging by midgame, but the first outing it had was with a weenie presence predator. Amber, a new player, was playing the deck and brought out a whopping three minions, using all the untap and blood dolls to stay alive, and bringing out the Army of Rats to make sure her prey didn't feel neglected. After successfully building up to 4 minions and 12 pool in between KRC's and presence bleeds, the presence predator played Dramatic Upheaval to go find a softer target.
The deck is master heavy, but if Lord Ashton hits the table, you should find time to search your deck for a master discipline at least once a turn, which will smooth out the flow. He cannot use his own special ability, and I never play masters on him. I just keep untapping him to block, in the ongoing experiment to see if inferior pro/for will keep him alive. Even if he goes to torpor, you can still use his ability.
Sometimes, all this makes him a target, because he is central to the strategy. This is unfortunate, but by the time the strategy is recognized and he gets whacked, the discipline masters are out already. Thanks, Lord Ashton!
For the rest of it, it is a matter of deciding which trick you think will work and building or card cycling to it, while keeping as many Army of Rats in play as possible, and bleeding for one as many times as possible. Let them deflect, the jerks.
I can't imagine any of you just playing it as is, but since it is a build your own style thing, some judicious swaps can be made for your various metagames. Things I plan on trying:
Sawed off Shotguns
Haven Uncovered
Delaying Tactics
Tension in the Ranks
Strained Vitae Supply
>From a Sinking Ship
10 Force of Will (I've heard plus bleed actions are strong.)


III. Indomitability and the Fortitude skill card.
I am not the first one to notice this card; See the Christmas 2003 indomitability resurgence in Scott Gomes' "Fortitude Weenies of the World Unite" (Sire's Index Finger: Boston, Massachusetts. December 2003, on the TWD archive), and "Win", Jeff Small's Wynn wins monster on the Vtesinla.org site, from 12.14.2003.
Indomitability is a great card. Coupled with the array of ways to build up the hand damage of Gangrel, it is incredibly useful for controlling combat. Enough copies of Indomitability start to make Growing Fury look attractive. It is the card that will enable you to use Bone Spur to burn minions, rather than sending them to torpor.
If your opponent was going to S:CE, they would have done it on the first round. If you weren't sure about this, you can go ahead and check with an Owl Companion or Aura Reading, but most of the time, they'll just S:CE and be done with it. Since they don't have S:CE, you can hit them for one and press until they are out of blood, and then use Bone spur with a bonus strength card. I like Lucky Blow instead of Scorpion Sting, since Ramona and Ricki Van Demsi may use it.
Indomitability is more useful than hidden strength, because it can be tossed as a press even when your opponent dealt no damage.
The fortitude master is the necessary companion of Indomitability, owing to the paucity of superior Fortitude minions below 5 cap, and the necessity of using small cap Gangrel if one is forging ahead without the aid of Auspex or Dominate. Maybe the design team has a reason in mind for not creating a minion with superior Fortitude at capacity three or four, but we'll see after the new expansion. Either way, it is worth the Master Phase Actions and the card slots to put in three Fortitude skill cards, or more, if you are going to get mileage out of Indomitability.


IV. Minions of the Newsletter
Bothwell - 3 capacity Gangrel, for/ani, Group 3, decent art Quinton McDonnell - 8 capacity Gangrel, Primogen, FOR/pro/ani/cel, +1 strength, Group 1, sketchy art (What's with the hot tub?)
Bothwell is so utilitarian it is silly. His synergy with other small for/ani minions is extensive, and I am a big fan of Animalism even at inferior. Bring him and his pals Leon and Sennuwy out, and pile on the Army of Rats. Fortitude and Indomitability ensure that getting blocked or rushed isn't a concern, small size ensures some left over pool, and several minions ensure several actions even without Freak Drive. Forced Awakening / Cat's Guidance is particularly useful, but you may need varying amounts of permanent intercept to pull it off, depending on where you play.
Quinton is from the much maligned Group 1. Arguably overcosted, he has one superior discipline, but it is the right one. The vote is always helpful, especially in a swing situation between two political decks that hate each other, or with the edge and a pitched vote in your own deck for diablerie. Obviously, he excels at using Indomitability and burning minions with a well-timed Bone Spur. He can still play the almighty Army of Rats, and Pack Alpha down Raven Spies, or, if you are brave, The Dog Pack. He groups well with Giuliano "Superior Shirtitude" Vincenzi, Ricki Van Demsi, and Zack North, who will be soaking up your Fortitude masters to form mini Quintons, and who are all immune to PTO, if that matters to you.
I haven't made much use of his celerity, but Blur, Fast Hands, and Forced March are solid choices if you are using a few Quintons in a Group one Fortitude deck. Mostly I stare at it and wish it were potence, but if wishes and buts were candies and nuts, we'd all have a merry Christmas.


V. Strategies, Tactics, and Laments
Ben Peal told me that the Gangrel have a lot of delivery mechanisms but no payload, and I have to agree. No bounce, no inherent bleed boost, no good answer to S:CE, and a newfound vulnerability to PTO compound this problem. I had wanted to write a newsletter where I could talk about a truly competitive deck using only in-clan disciplines and tactics, and post it in time for the Storyline. To that end, I headed out to Boston to try five different decks, all with extensive amounts of Indomitability, to see if it could be done.
It could not be done by me in these last two weeks, although Indomitability performed as advertised. Special thanks to Ben Swainbank and John Eno for putting up with this for 5 straight games ("Gangrel again?") and congratulations to John for his recent win, even if it was with the Setites. As an aside, I am in full support of Ethan Burrow's coordinated effort to win the Storyline with a given clan, even if it is the filthy Setites. I think that kind of thing is fun, and good for the game.
I ran into several problems. I think that the more turns a game has, the better off the Gangrel will be, because of permanents like Ritual Challenge and Eco Terrorists. I also think that the more cross table dealing there is, the better off the Gangrel will be, owing to their ability to act without fear of being blocked, and to occasionally generate stealth or blow through with protean. If you have time, the constant assault of the Green Machine will pay off in the end, and there is the option of attempting to stabilize the table by cross-table rescues, Arsoning Parthenons, or calling Votes that are easier to pass (Finding the Path, Disputed Territory, Con Boon for some other clan). You can pitch these cards during another vote, including diablerie, so I don't view one or two as wasted slots.
My experience in Boston was that there were no "extra" turns, and there was limited dealing and not much stabilization. Many of the decks I saw had the potential to lunge, so the idea of a long build up and battle in an endgame never came to fruition. Certain cards, notably Fame and Force of Will, can help deal pool damage to your own prey, but the real problem was dealing with predators. If they can't be bargained with, and you can't bounce their bleeds, rushing key minions often seems like the best option. Animalism can generate some intercept, but not like Auspex. If you cripple your predator in error, or because you are forced to, you are rewarded with a new predator. All this fighting can be card intensive, as others have pointed out over the years.
Meanwhile, offense with stock Gangrel tends to be slow and steady, allowing the lunger to pick the right turn to make a run for glory. A metagame change to more turns, more combat, or more dealing will help the Gangrel, but to force such a change means winning tournaments with them, and it is an uphill skate with their discipline spread. You can check the TWD archive for evidence of how often people bolt on Dominate to make the payload happen.
There are still upsides, though. I still think a winner is out there in the ether, with the in clan stuff. The clan bloats reliably, with Eco Terrorists, Restoration, and an excellent small capacity minions, with Ramona being the stand out. They fight very well, so combat is never a problem. When someone is outfighting you, there is Earth Meld, and I think Earth Meld deserves a place even in Rush decks, so you can save your "real" combat cards for the right opponent.
The areas I am going to try are bolting on superior Auspex to the Group 3 minions who have auspex already (and Omaya), continuing to mine for/ani (although it isn't storyline legal, and I'll try to keep newsletter decks storyline legal for the most part), and caving in and using power cards like Sudden Reversal and Delaying Tactics with Group 1/2 rush. I tried to do it without them, but it didn't work well in Boston.


VI.
Green Hate - Deck Core

Crypt [12 vampires] Capacity average: 4.42 
                  Min draw: 8 
                  Max draw: 25 
------------------------------------------------------------ 
2x Quinton McDonnell      8  FOR ani cel pro  primogen Gangrel:1 
1x Badger                 6  FOR PRO ani pot           Gangrel:1 
1x Zack North             6  ani for pot pro           Gangrel:1 
1x Camille Devereux,      5  FOR PRO ani               Gangrel:1 
1x Ramona                 4  for pro                   Gangrel:2 
1x Ramona             Adv 4  for pro                   Gangrel:2 
1x Roman Alexander        4  ani for pro               Gangrel:1 
1x Ricki Van Demsi        3  for pro                   Gangrel:1 
1x Giuliano Vincenzi      2  for                       Gangrel:1 
1x Rufina Soledad         2  for                       Ventrue:1 
1x March Halcyon          1  for                       Pander:2 
Library [62 cards] ------------------------------------------------------------ Master [14] 3x Blood Doll 1x Ecoterrorists 1x Fame 3x Fortitude 4x Haven Uncovered 1x Life in the City 1x Zoo Hunting Ground
Action [9] 2x Arson 1x Big Game 1x Bum's Rush 2x Harass 1x Rapid Healing 1x Restoration 1x Ritual Challenge
Reaction [1] 1x Forced Awakening
Combat [38] 1x Amaranth 2x Bone Spur 1x Gleam of Red Eyes 1x Growing Fury 17x Indomitability 1x Lucky Blow 1x Skin of Rock 2x Skin of Steel 3x Trap 5x Undead Persistence 4x Unflinching Persistence

After reading about Ethan Burrow's module idea, I thought about building deck cores that could be added to depending on the metagame, without changing the basic frame. This is my group 1/2 rush template.
Thanks for reading. Please post any opinions/ insults/ rants, or anything else you think of regarding the newsletter. I'll try to get out one a month until January, and see from there. Thanks to the Boston, Worcester, and Seattle playgroups, and all the fine folks who spoke with or emailed me regarding the underdogs.

Dave Clooney
dcquickb...@yahoo.com