Clan Assamite Newsletter
August 2008

Clan Assamite Newsletter, August 2008

Written by Jaakko Liemola



Greetings. It's time for another newsletter for the Assamites.
As promised, I'll go into anarchism, and what it can offer to us in
the continuous war against other clans.

This issue, I'll concentrate on the cards, instead of offering a
concept, that will be done in the upcoming issues, as I feel this is
worth for more than one newsletter, given that there are several thing
Assamites can do as a clan.

Let's start the issue with the cards from Twilight Rebellion, and what
can they offer to us. The set as a whole offers a great deal of good
cards for anarchism, but not all of those interests us. Note, that I'm
not going to go into all the cards I feel offer us something, I'll
concentrate for those that are more of a general goodness, and can be
added to any deck that runs anarchs. With one exception. You know what
it is when you get there Smile


Anarch Convert
Capacity: 1
Independent. Anarch: When the convert enters play, you may remove him
from the game to make a non-titled vampire you control anarch and
either gain 1 pool or draw a card from your crypt.

First, he's only the second vampire printed in the game, who is anarch
out of the box. Allowing the play of several cards that require
anarch. But what's more interesting, is his special. If you influence
AC out, you can make any non-titled vampire an anarch. What's not to
like about that? And, it doesn't matter if someone is using Anarch
Convert as a vampire, as you get to use his ability to turn a vampire
anarch, before it would contest the other Anarch Convert. On top of
making your vampires anarch, he has two abilities connected to
converting vampires, which makes him more than useful. You get to
choose if
you gain one pool, or draw a crypt card. So you basically used one
transfer to convert a vampire to anarch, and either gained pool or got
a new vampire to your uncontrolled region. With the capacity of 1,
he's a no-brainer to add into any deck that plans on making anarchs.
And his good sides still won't stop there. He's also the only vampire
in game, who can go into ANY deck, as he's not a part of any groups,
so you can put him in anywhere you like. A fine addition, but a
necessity so it wouldn't favor the newer groups on anarchism.

Steely Tenacity
Action/Combat
Cost: 1 blood
Requires an anarch. Do not replace until the end of this action. When
you would replace this card, you may take this card from your ash heap
instead.
ani: Strike: Handstrike or use a melee weapon strike. This strike is
at +1 damage, with an optional press.
dom: Bleed at +1 bleed.
qui: +1 Stealth action. Enter combat with a ready minion.

This card is good. Of those abilities, dominate is the one that least
interests us. With access to Loss, we can just forget about the
dominate. Animalism can be of use to few of the clan members. +1
damage with a press isn't too bad. Though with Assamites, I see this
more of an defensive card, than offensive. But where the card truly
shines, is at qui. It's rush. It's at stealth. And it comes back to
your hand after you've mangled the opposing minion. Yes, it's a minion
you get to rush to. Only thing is, you need an anarch. But that
shouldn't be a problem if you want to run these.

Club Illusion
Cost: 1 pool
Master: unique location.
When any anarch vampire declares a bleed action, he or she can burn 1
blood to get +1 bleed on that action (only usable once each action).

Also another great card from TR, Club Illusion offers increased
amounts of bleed. What's not to like about a card that can offer +1
bleed for 1 blood? Yes, there actually is a downside on playing Club
Illusion. It says: "Any Anarch". Your crosstable allies anarchs can
use it. But what's worse, is that your predator can use it. But it
still offers a way to increase bleeds for over 3 easily. Depending if
you want to bleed for more than 3. With the cost of 1 pool, it still
is a useful card to the tools of the trade. But prepare to use some
card slots for blood management, as if you start using it wildly, it
will get on to your vampires. Sooner, rather later.

Monkey Wrench
Cost: x
Action Modifier
Requires an anarch.
+X bleed. X must be 1, 2 or 3. You cannot play another action modifier
to increase this bleed amount.

The bad thing about this card is, that it costs blood. And a lot of
it. But combined with Loss and Club Illusion, it offers a way for
Assamites to bleed for 7. Amounts known only to dominate before this.
The downside of such bleeds is, that you'll do only one such bleed,
and you need to regain the blood before doing it again. So as tempting
as it seems, I would advise against running it in high numbers. 3,
maybe 4 at maximum. You'll want to spare those for the
time when you are close to ousting and need to bleed that few extra
pool.

CrimethInc.
Action Modifier
Requires an anarch. Play after resolving a successful action that
requires an anarch or makes this vampire an anarch.
pro: Untap this anarch.
qui: Untap another ready anarch.
tha: Put this card in play. During your minion phase, you may burn a
pool to untap a ready anarch you control.

This is the card that makes it worth going anarch in my eyes. The
Assamites, not exactly known for access to multiacting, can act
several times per turn with this card. You just need to make an action
that requires anarch, or makes the vampire anarch. Which has a nice
synergy with Loss/Steely Tenacity. Rush, rush, untap, bleed, and that
takes just 2 minions, and 3 cards. Talk about effective using of
cards. Or, if you're playing tha-assamites, put the card in play, and
you have yourself unrestricted access to multiactioning, as long as
you have a controlled anarch. As with tha-level of CrimethInc, the
anarch doesn't even need to be ready.

Twilight Camp
Master.
Put this card in play with 4 counters. When you put a non-titled, non-
anarch vampire in play from your uncontrolled region, you may burn a
counter from this card to make that vampire anarch (and independent).
You may burn a counter from this card to add a blood to an anarch as a
master phase action. Burn this card when it has no counters.

Yet another card to help us on going anarch. Combined with Anarch
Convert, you shouldn't find problems on making your vampires anarchs.
And it works for WoKR's coming out of training. Also, if you find
yourself low on masters to play, you can use one of the counters to
add a blood to an anarch. Never a bad thing.

Power of All
Reaction
Cost: 2 blood
Requires a ready anarch.
Tap this anarch and one other untapped ready anarch you control to
cancel a library card as it is played. Usable even if there is no
action. Not usable during your own turn.

This one has a funky effect. Good, but yet still somewhat funky. With
the cost of tapping 2 anarchs, and paying 2 bloods from the other
anarch, you get to cancel any card that's being played, with the
exclusion of combat cards (You cannot play reaction cards during
combat.) Events, masters, oot-masters. You name it, it's going to get
cancelled as it's played. But is the cost too high compared to what it
does? I'm not sure. It's one of the cards you don't want to run in
high numbers, atleast in the way I see it.
Propably 3 cards per deck at most.

Garibaldi-Meucci Museum
Master: unique location.
Tap and burn 1 pool during your untap phase to exchange a card in your
ash heap that requires an anarch for a card from your hand. Tap before
range is determined to end combat between an anarch you control and
another anarch.

If you're running several cards that require anarch, Garibaldi-Meucci
is a mandatory addition to your deck. Someone keeps burning your
constant revolutions? Just tap and burn a pool during your untap, and
it's back in your hand, ready to be played. Not to mention other
cards, Revolutionary Council being one of them.
The second function is good also, with the increased amounts of
anarchs I see played.

Constant Revolution
+1 stealth action. Requires an anarch. Unique.
Put this card in play with 1 counter. During your untap phase, put a
counter on this card. During each other Methuselah's untap phase, he
or she must burn X pool and/or cards at random from his or her hand,
where X is the number of counters on this card. Any vampire may burn
this card as a (D) action that costs 1 pool.

I'm wondering, if this sort of a card was needed for the walldecks. It
encourages more walling up, and less time spent going to your left and
trying to oust your prey. One way to avoid that problem, is playing
with the 2 Magajis we have access to, and as a support, if you want to
play yet another Magaji, is Ubende. That would still most likely give
you enough of walling up to defend Constant Rev/Smiling Jack, and
maintain some pressure forwards. Just use weenies as your anarchs to
make Constant Rev. The good side of the card is, that it either eats
the cards randomly, which can't be that bad, or it eats up the pool
directly. With that, it basically leaves other metuselah's vampires in
good condition, free to act up, and put some pressure onwards. But,
what's interesting, the cost can be paid with any combinations of
either discarding randomly and paying some pool. One of the downsides,
depending on who you ask, is that it allows one to cycle their hand,
if they are suffering from a handjam.

That's it for this issue of the newsletter. Next one comes out when
I've finished it. It will cover more anarchism, in the form of combat,
and what can be done about it.

I'll still offer a deck of the month. It's a deck from my playgroup.
It's not the original decklist, I've tinkered with it somewhat, to fit
more for my taste and style of play I enjoy more.

Basically, it's Kabede + anarch support, playing Constant Revolution
and Smiling Jack.

Crypt [12 vampires] Capacity min: 1 max: 9 average: 5.75
------------------------------------------------------------
4x Kabede Maru 9 AUS CEL OBF QUI abo pot magaji Assamite:5
3x Anarch Convert 1 Caitiff:0
2x Olugbenga 7 OBF QUI ani cel magaji Assamite:4
1x Hafsa, The Watcher 6 OBF QUI aus cel Assamite:5
1x Vardar Vardarian 6 OBF QUI cel pre Assamite:4
1x Kamau Jafari 4 QUI obf Assamite:4


/* I added 2 Olugbengas to the support crew, just on the offchance on
getting a second magaji. However, the crypt might be too big, and
could prove to be a problem with all the poolcosting equipment and
locations included. One choice for optional crypt is, to include
weenie cel/obf support, and dropping the losses, and adding more
combat. */

Library [90 cards]
------------------------------------------------------------
Action [13]
3x Constant Revolution
5x Loss
5x No Secrets From the Magaji

/* The ousting package. */

Action Modifier [8]
4x Faceless Night
4x Lost in Crowds

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

/* Not much stealth, but hopefully enough to get those losses through,
and oust your prey */

Combat [28]
2x Blur
4x Disguised Weapon
2x Fast Hands
3x Flash
2x Preternatural Evasion
3x Psyche!
4x Pursuit
1x Side Strike
4x Sideslip
3x Taste of Vitae

Equipment [6]
2x .44 Magnum
1x Flak Jacket
1x Bowl of Convergence
1x Sniper Rifle
1x Sport Bike

/* Combat is plenty, and it's variable, so you should find yourself
being comfortable on pretty much any range. */

Master [19]
3x Anarch Revolt
2x Direct Intervention
1x Garibaldi-Meucci Museum
1x Guardian Angel
1x Market Square
1x Perfectionist
1x Powerbase: Tshwane
3x Twilight Camp
1x Underworld Hunting Ground
4x Vessel
1x WMRH Talk Radio

/* Most likely a basic master package for this sort of a deck.
Twilight Camps are useful for their dual purpose of either giving
blood, or turning a vampire into anarch. However, you propably don't
find too many masterphases where you actually could add the blood to a
vampire. One could always drop the Perfectionist and add a second
Powerbase:Tshwane here. */

Reaction [10]
5x Eagle's Sight
2x Forced Awakening
3x On the Qui Vive

Retainer [2]
1x Mr. Winthrop
1x Shaman

/* Some more intercept, and crosstable blocking to prevent wrong
ousts. With Bowl of Convergence, you should find yourself comfortable
enough to equip the other part of intercept to another minion, so you
can live a bit longer if someone gives you the much loved blockfails,
or plays a Pentex Subversion on your blocker. */

Sadly, I can't really offer any playtips for this deck, as I haven't
played it myself. But, it should be quite obvious on
how it works Smile



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Next Issue, more anarchism!
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Liked it, hated it, or want to comment otherwise?
Contact me on: akantes_a_hotmail.com
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Remember to visit The Path of Blood, a site dedicated to Clan
Assamite. www.thepathofblood.com