Khemri Verdict?

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ljm
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Post by ljm »

Our league has two new Khemri teams and after a couple of games their mummies (with piling on) are frightening... but then: what is the overpowering factor, the roster or the new piling on :P

The other team has lost two games (vs. experienced norse and rookie chaos) and won one (rookie norse). The other won two games (vs. halflings and goblins) and lost two (rookie dwarf and rookie norse).

ljm

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Haar
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Post by Haar »

I would be a lot happier if the blitz-ra players either didn't have strength skill access or had ag 2. Either way, the team would be interesting. As it stands, it seems a little much, but who knows?

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Mestari
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Post by Mestari »

And it just doesn't seem right if a skeleton has Pass to start with... the Ra's are more like humans - they don't feel like skeletons.

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Haar
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Post by Haar »

Mestari wrote:World domination has encountered a temporary setback. Talk amongst yourselves.
I've got a toad right here for ya!

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Mestari
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Post by Mestari »

Ah, by harnessing the power of one live frog... :wink:

If somebody doesn't get this discussion, then I advice him to go to:
http://www.unitedmedia.com/comics/getfu ... 20902.html

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Post by Snew »

mmm...frog :lol:

Thanks for the link.

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Post by manusate »

Thanks for the link. I really enjoyed it. :lol:

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Marcus
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Post by Marcus »

The weaknesses with the new Khemri and Necro rosters are their resillience.

Khemri lack decent ball handlers (they only have 4 and they're pretty much norse lineman standard) so they need to be able to play a running game. With AV 7 this is extremely risky as they are maximising their exposure on the pitch. Regen only works after someone's scored so it seems to be the best tactic is to slow them down and pound on their players so you have enough room to tie them up and force errors.

As for the Necros, they've always had a low overall armour value and now it's just got lower with the addition of the werewolf. Their main blockers have lost both Regen and Mighty Blow which were key skills in ensuring they maintained numerical superiority on the pitch.

What's they've been given in exchange is a new, mobile catcher and maneouverable blockers. This means that Necros will have to play a much more fast and open game in order to avoid getting pummelled. This could be a risky proposition.

To my mind both teams are weaker than the original Undead roster, but I think they're both more interesting.

Marcus

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Mestari
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Post by Mestari »

I've now played two games against the Khemri (against two different teams) with my dwarves.

The mummies are scary. With piling on there's no use having an AV of 9 - add in MB...
Actually against AV9, a mummy with Piling on and MB has
23% chance of causing an injury, and only 17% chance of not breaking AV (assuming he always uses PO to break Armour instead of MB)!

However, when you get your own offense rolling and manage to outplay the mummies (they tend to remain in the vicinity of the area they started in), the Khemri isn't too strong. Especially facing dwarves, their low AV and lack of Block is a real handicap.

But anyhow:
I'd still remove Pass from the Skeletal Throwers, and preferably drop AG to 2 and drop the AG and MA of the Skeletal Blitzers by one point each.

Yes, I know it makes them less good, but it's a skeleton team! If everyone had AG2, they'd have more ball-carriers as they wouldn't concentrate on using the AG3 players. We don't have an max(ag)=2 team around yet, and this'd be quite a good possibility to introduce one.

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ljm
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Post by ljm »

Mestari wrote:I've now played two games against the Khemri (against two different teams) with my dwarves.

The mummies are scary. With piling on there's no use having an AV of 9 - add in MB...
Did you notice that the other team got MA-1 for a mummy with Piling On? Has to roll to get up after each PO... :)

ljm

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One false move, wizard, and your familiar gets it!
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