Khemri Tourney Team

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The Florist
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Post by The Florist »

Xtreme wrote:2 ThrowERS
Good man.

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lawquoter
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Post by lawquoter »

Xtreme wrote:Well if you aren't going to take 16 skellies I guess I would go with this.

4 Mummies
2 ThrowERS
6 Skeleton
3 ReRolls
3 FF

But if you want me to bring some of my skelletons to help you fill out your 16 skellie team I will. :wink:
Thanks for the offer xtreme, but I think I'm going with 4 mummies. I think 16 skellies is possibly a good and different way to start them for a long term league...if you don't mind getting stomped. :lol:

In a short tourney, where we're going to reset (I keep forgetting this bit) I'm going with maximum carnage, even if they can't take block. Plus I've got to use my decently painted mummies. :P

Now to decide 2 blitz-ras or 2 chuckras. I think block is going to be important, since I'm not going to have it if I go with the Throwras. Sure Hands is also critical, since I'd rather not blow my rrs on picking the ball up.

Let the debate begin....

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Post by Kheldar »

@xtreme

Nice setup I think I've seen it before ;-)

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Xtreme
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Post by Xtreme »

Yep you beat me to it, but I fully agree with you. :D

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Post by TuernRedvenom »

Well, I'll make my case for the blitzers. But let's look at the usability of sure hands first. Remember you have a 50% chance of picking up the ball with AG 2. Sure hands adds 25% to the chance of picking it up. That's a 75% chance of sure hands being useless every time you try to pick up the ball. I agree that that 25% does matter sometimes, but not always. Against quite a lot of teams it doesn't really matter that much, against the likes of dwarves and orcs for example if you fail to pick up the ball you'll probably get another chance next turn as they can't put a lot of pressure on your backfield, so you don't have to blow a rr on it just yet.
Sure hands is the only thing the thrower has going for him, access to passing skills and the pass skill are near useless on an undeveloped khemri thrower. Sure hands protects against strip ball but there is no rookie in the whole game that starts with the strip ball skill. Basically you're paying 40k for a reroll you might not even need. 80k if you take two throwers.
Now let's look at the blitzer: all the 3 upgrades (+1 ma, +1 av, block) he has can be very usefull many times over the course of a game, both on offense and on defense. Without blitzers defense will be very hard against all but dwarf teams.

btw you'll spare yourself some rerolls if you let the mummies make 3-die blocks as often as possible.

That's my 2 cts on the subject anyway.

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Post by Kheldar »

So everyone has his own oppinion. I'm very interrestet how he will decide.

Only a little thing on a tourney many players take strip ball at least once, and the blitzer cost another 40.000 more then the throwers. That costs you a skeleton. If I'm wrong and it only costs 2 FF then its worth to think about it.

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Post by TuernRedvenom »

Kheldar wrote:So everyone has his own oppinion. I'm very interrestet how he will decide.

Only a little thing on a tourney many players take strip ball at least once, and the blitzer cost another 40.000 more then the throwers. That costs you a skeleton. If I'm wrong and it only costs 2 FF then its worth to think about it.
First skill should always be sure hands on the blitzer. :) Maybe one of each (blitzer, thrower) is indeed better.

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Post by lawquoter »

I'm kicking around the idea of going with the blitzras, turning one into the ball-handler with sure hands turning the other into the maniac with strip ball, etc. At least that's where I think I am right now.

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Post by Jimmy_pop »

I would take:

4 mumis
1 thro-ra
7 skeletons

3 RR
9 FF

I think thats the best start for a khemri team

/Jimmy

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Post by Kheldar »

Its a tourney team, so not much FF needed. For leage your team sounds reasonable.

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