From b70363b60798386fbf80b38cfb78d695ea1b5f09 Mon Sep 17 00:00:00 2001 From: Lionel Panhaleux Date: Sun, 29 Dec 2024 12:13:29 +0100 Subject: [PATCH] Combat modules: Manit0u feedback --- .../articles/advanced/combat-modules.html | 140 ++++++++++++------ 1 file changed, 98 insertions(+), 42 deletions(-) diff --git a/codex_of_the_damned/templates/strategy/articles/advanced/combat-modules.html b/codex_of_the_damned/templates/strategy/articles/advanced/combat-modules.html index 7772a169..5d94c654 100644 --- a/codex_of_the_damned/templates/strategy/articles/advanced/combat-modules.html +++ b/codex_of_the_damned/templates/strategy/articles/advanced/combat-modules.html @@ -103,7 +103,7 @@

%} Animalism {{ ani }} is a prominent combat discipline. It is mainly due to {{ carrion_crows }}. It is an additional 2 beads every round, at any range. That can amount to a lot if you manage to get some presses. - Being environmental damage, it it undodgeable, and as it is not a strike, high profile prevention cards like + Being environmental damage, it is undodgeable, and as it is not a strike, high profile prevention cards like {{ rolling_with_the_punches }} and {{ rego_motum }} just won't work against it. Add some {{ taste_of_vitae }} to the mix and you can even keep a steady blood reserve floating around. All in all, the card gave birth to a dozen different combat modules. @@ -154,7 +154,7 @@

raven_spy=card("Raven Spy"), nananimalism=link('/archetypes/nananimalism') %} - By itself, the whole module only works at superior {{ ANI }}, but it is already dreadful, as seen in the + By itself, the whole module only works at superior {{ ANI }}, but it is already impressive, as seen in the {{ nananimalism }} archetype. At inferior {{ ani }}, it can still be combined to other disciplines, for the range-setting utilities {{ drawing_out_the_beast }} or {{ terror_frenzy }}, and some {{ raven_spy }} for block support. @@ -162,7 +162,7 @@

{% trans trimmed %} - For even more dreadful modules using Animalism {{ ani }}, see Animalism & Friends. + For combination modules using Animalism {{ ani }}, see Animalism & Friends. {% endtrans %}

@@ -189,11 +189,11 @@

death_seeker=card("Death Seeker"), ig=card("Immortal Grapple", "IG") %} - Potence {{ pot }} is the other main combat discipline. And here, too, it it mostly due to a single card: + Potence {{ pot }} is the other main combat discipline. And here, too, it is mostly due to a single card: {{ immortal_grapple }}. It is the only card in the game that altogether negates defensive effects like dodge and strike: combat ends, but also a lot of nasty surprises like torpor strikes ({{ coma }}, {{ entombment }}) or weapons. All the other anti-defensive tools, be it combat continuance like {{ psyche }} or direct cancellation like - {{ death_seeker }}, only cancel the defense, so it it a battle of numbers. Not so with {{ ig }} (its nickname): if + {{ death_seeker }}, only cancel the defense, so it is a battle of numbers. Not so with {{ ig }} (its nickname): if you get it in, you are guaranteed to land your strike. And for rush decks, it matters a lot. {% endtrans %}

@@ -231,7 +231,7 @@

usually rely on {{ sce }}. The lack of prevention can be issue, so if not coupled with prevention, a {{ glancing_blow }} - or two can prove useful. Lastly, Potence {{ POT }} also offers the dreadful {{ decapitate }}, + or two can prove useful. Lastly, Potence {{ POT }} also offers the terrifying {{ decapitate }}, which can get rid of minions without having to go through a diablerie, even without aggravated damage. {% endtrans %}

@@ -242,13 +242,14 @@

increased_strength=card("Increased Strength"), target_vitals=card("Target Vitals"), fake_out=card("Fake Out"), - backstep=card("Backstep") + backstep=card("Backstep"), + high_ground=card("High Ground") %} Contrarily to Animalism, the Potence {{ pot }} base module is still pretty decent at inferior, so can more easily be combined with other disciplines. And even if its best effects are at close-range, it is also possible to build an efficient long-range module using {{ thrown_gate }} and {{ thrown_sewer_lid }}, often combined with {{ increased_strength }} and {{ target_vitals }} for additional damage, plus some maneuvers, - {{ fake_out }} or {{ backstep }} if another discipline does not provide a better alternative. + {{ fake_out }}, {{ high_ground }} or {{ backstep }} if another discipline does not provide a better alternative. {% endtrans %}

@@ -291,7 +292,7 @@

{% trans trimmed %} All in all, Protean {{ pro }} offers a sturdy package already all by itself. Played alone, - it it usually defensive with a few aggravated surprises. + it is usually defensive with a few aggravated surprises. But Tzimisce {{ tzimisce }} and Gangrels {{ gangrel }} can pair it with Animalism {{ ANI }} in an {{ ANI }}{{ PRO }} module, while other combinations like {{ cel }}{{ pro }} or {{ pro }}{{ for }} @@ -355,13 +356,15 @@

rego_motum=card("Rego Motum"), apportation=card("Apportation"), walk_of_flame=card("Walk of Flame"), + flames_of_the_netherworld=card("Flames of the Netherworld"), roundhouse=card("Roundhouse") %} The ability to steal blood with {{ theft_of_vitae }}, coupled with prevention in {{ rego_motum }} and utility with {{ apportation }}, makes Blood Sorcery {{ THA }} by itself a very solid and lightweight module. {{ theft }} cannot be prevented and offers a 4 beads differential in a single card, which is the highest differential in the game, on par with {{ roundhouse }}. - On top of that, the occasional {{ walk_of_flame }} can be included for a bit of aggravated damage. + On top of that, the occasional {{ walk_of_flame }} or {{ flames_of_the_netherworld }} + can be included for a bit of aggravated damage. {% endtrans %}

@@ -397,7 +400,7 @@

{% trans trimmed %} - Fortitude {{ for }} provides a wide array of prevention devices, here is quick review: + Fortitude {{ for }} by itself provides a wide array of prevention devices, here is quick review: {% endtrans %}