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LRB 5.0 Khemri starting roster and development
Posted: Sat Aug 26, 2006 11:33 pm
by cschacal
Hello guys, I need some advice about what players to choose and what tactics to apply in the new enviroment (LRB 5). The fouling tactic is still the best? Is still a competitive team without blocking mumies? What skills are the best option for the mummies and skellies? What FF to start?
Thanks
Posted: Sun Aug 27, 2006 9:44 am
by Joemanji
Many believe that Khemri are the best around in LRB5. Not having Block is a pain in the ass now, but you can get around it by setting up 3D blocks where possible. Guard is obviously number one skill for Mummies now. After that nothing really stand out, although Stand Firm can be great and Break Tackle makes for some variation. Grab is good too. If you don't roll a double to get that Block though, look to be replacing those Mummys with rookies.
Leader is a great skill for Thro-Ras, and you should take that first, even before Block. You need all the re-rolls you can get. Kickoff Return is a great new skill for Khemri. Hail Mary Pass is something I want to try, but haven't got around to yet. Not for scoring particularly, but for getting rid of the ball if you pop it loose on defence late on. Fend is also something to look at, as it negates Piling On (the biggest killer in LRB5).
For Blitz-Ras you are looking at Tackle as a priority, since these are the only guys likely to take it. Maybe Strip Ball after that.
Skeletons just take DP as normal, except maybe one guy with Kick. Kick is great for Khemri, who need to manage the clock more than any other race.
As for tactics, well nothing much has changed!

Just kill 'em.
The best thing for Khemri is the new Inducement rules though. They really benefit from the TV rules, and from the strong stars they have access to. They get more bang for their buck than other races, because as Skeletons are so cheap, almost all of their TV is represented on the pitch, not sitting on the bench.
Posted: Sun Aug 27, 2006 9:55 am
by kithor2002
I started with:
4 Mummies
2 Throw-ras
6 Skeletons
3 RR
3 FF
Try to make 3 dice blocks as much as possible and foul with your skellies
I'd prefer block on a Throw-ra before I consider giving him leader.
And first skills for a mummie should be guard (on a double choose block).
For a skeleton Dirty Player is a non brainer
Blitz-ra(s): Mighty Blow and Tackle if you have a lot of Ag Teams in your league.
Posted: Sun Aug 27, 2006 10:01 am
by TuernRedvenom
Don't forget piling on on mummies, it's a killer with Mighty Blow!
Posted: Sun Aug 27, 2006 10:43 am
by cschacal
Pilling on sounds good but a mummie kissing the ground doesn't appeal to me. TuernRedvenom do you continue with your blitz-ra as the ball carrier from the start or now that their MA has increased you preffer to buy throw-ras?
Thank you all
Posted: Sun Aug 27, 2006 11:18 am
by Joemanji
I am not Tuern, but I will answer that anyway.

Thro-Ras are the obvious ball carrier now. There is no reason not to use them as such now they have MV6.
Posted: Mon Aug 28, 2006 12:44 am
by fen
I rotate my Blitz-Ras and Thro-Ras as Ball Carriers until the Blitz-Ras are skilled up enough to gain SPPs by themselves (through CAS)
I started my newest Khemri side with both Blitz-Ras, skilled the first one up in Game 1, the second in Game 2, got my first Thro-Ra for Game 3, Skilled him up in that Game and then got the second Thro-Ra in time for Game 5 and skilled him up. End result 1 skill roll on each of the four positionals.
I'm not sure if I'm going to now rotate them until they all hit 16SPPs or take a slight risk and use a couple of Skeletons to score with for a while. (Of course I'm going to use the Thro-Ras in the face of Stripball players, but otherwise any of them are just fine for the job.)
Posted: Mon Aug 28, 2006 6:32 am
by TuernRedvenom
Nazgit wrote:I am not Tuern, but I will answer that anyway.

Thro-Ras are the obvious ball carrier now. There is no reason not to use them as such now they have MV6.
Indeed!

Posted: Mon Aug 28, 2006 8:37 am
by Joemanji
fen wrote:I rotate my Blitz-Ras and Thro-Ras as Ball Carriers until the Blitz-Ras are skilled up enough to gain SPPs by themselves (through CAS)
I wish I had the balls to do that. But when it can take 16 attempts to pickup the ball, I just don't have the re-rolls!
Also I have an AG3 Thro-Ra now, and it is hard not to abuse him.

Posted: Mon Aug 28, 2006 9:33 am
by fen

Both my Blitz-Ras have scored 5 TDs each. I have supreme comfidence in AG2. It's much better for picking up the ball than AG3.

Posted: Mon Aug 28, 2006 7:17 pm
by Joemanji
fen wrote:I have supreme comfidence in AG2.
You are a braver man than most.

Posted: Mon Aug 28, 2006 7:22 pm
by Darkson
Nazgit wrote:fen wrote:I have supreme comfidence in AG2.
You are a braver man than most.

I dunno, after the performance of some of the AG2 (and AG1!) players I saw this weekend....

Posted: Mon Sep 04, 2006 5:52 pm
by schnitzelmitpommes
what about that:
4 mummies
1 blitz-ra
1 throw-ra
5 skellies
3 re-rolls
4 FF
Would really like to start with throw and blitz-ra..the question is only 11 players on the Cockerel or FF 1?
With the new regen the chace to have less then 11 players to field is lower but it still exists...how important is the fan-factor? I think by gaining leser gold then in LRB4 it is important for the Fame +10000 gold...
opinions...
Posted: Mon Sep 04, 2006 7:14 pm
by cschacal
You have the same roster as me but I still don't know if it will be better to spend FF4 in another skellie. I don't know the impact of the new FF rules but I will when I start my new local league.
Posted: Mon Sep 04, 2006 7:17 pm
by Xzar
TuernRedvenom wrote:Don't forget piling on on mummies, it's a killer with Mighty Blow!
Yeah but you don't want MV3 ST5 players on the ground....and especially not if Dirty Players are kicking around... I learned that lesson the hard way.
Mummies are so important to the team's tactics (St5 + Guard) you need them standing.