Ok, I have choice to go with the decaying Tomb Guardian Khemri. And since I only play AG teams, well its a drastic change to game plan.
Some questions that has popped into my mind as I have started to get a few skills, very few.
Frist skill I got was double 2s on a TG, chose Block.
Now I had 4 guys skill up, 2 TGs, a Throw-Ra and a Skellie.
Skellie got DP, looked good, its the frist skellie to get a skill.
1 TG got MB the other rolled 6,4 almost gave him +1 AV, but since its his first skill took MB also.
The Throw-Ra got 4,4 so I took a risk, took Diving Catch. I was taking a true stab in the dark. I mean I really don't got a clue how to develop these Throw-Ras at all, and coming from AG team background, was really at a loss.
Now Questions start with Tomb Guardians:
1. 6,4 roll what to take? Do I ever think of the +1 AV?
2. 6,6 do I really want +1 STR if I don't have Block?
3. After MB, what then?
Throw-Ras
1. Skills?
2. Should I even think of a passing game?
Blitz-Ra
1. Should it be MB or Tackle or Guard first?
All advice thats real advice will be pondered. Please don't start another Khemri 5.e hate thread out of this.
Khemri Skill choices with the LRB 5.e version
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Khemri Skill choices with the LRB 5.e version
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If at first one doesn't succeed, and doesn't try again, then he will never succeed.
- DoubleSkulls
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6,4 I'd either take the MA or the normal skill. 4-> 5 is a big jump and helps them keep up with the break away cage.
I'd consider Guard, Break Tackle and Stand Firm all good choices for skills too, although MB on all first up should help them get to that 2nd skill quicker.
6,6 its difficult. Block is probably the better 55-45 or something. S6 is nasty to play against - and maybe develop as a specialist BG stopper.
Throw-Ras normally develop as runners, not passers. Kick Off Return will be good on your Diving Catch guy, but bread & butter is probably block & fend. NoS or Leader are good too. Doubles my preference would be dodge, sure feet, side step or sprint.
Blitzras - depends on the league. Lots of elves I'd head for tackle & mighty blow. Lots of bash take guard first.
Skeles - I'd be suggesting block or wrestle as the universal first skill here. They are quite soft so that helps them toughen up and reduces your dependency on blitzras to do mobile hitting. Then a mix of tackle (on the wrestle ones), fend and speciality skills like DP & kick.
I'd consider Guard, Break Tackle and Stand Firm all good choices for skills too, although MB on all first up should help them get to that 2nd skill quicker.
6,6 its difficult. Block is probably the better 55-45 or something. S6 is nasty to play against - and maybe develop as a specialist BG stopper.
Throw-Ras normally develop as runners, not passers. Kick Off Return will be good on your Diving Catch guy, but bread & butter is probably block & fend. NoS or Leader are good too. Doubles my preference would be dodge, sure feet, side step or sprint.
Blitzras - depends on the league. Lots of elves I'd head for tackle & mighty blow. Lots of bash take guard first.
Skeles - I'd be suggesting block or wrestle as the universal first skill here. They are quite soft so that helps them toughen up and reduces your dependency on blitzras to do mobile hitting. Then a mix of tackle (on the wrestle ones), fend and speciality skills like DP & kick.
Reason: ''
Ian 'Double Skulls' Williams