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how to minimalize casualties against khermi?

Posted: Mon Mar 03, 2008 12:25 pm
by lxls
I am going to play with my wood elves
(team link)
http://www.infowijs.nl/one/bba/team.php?i=10030

against a khermi team
(team link)
http://www.infowijs.nl/one/bba/team.php?i=10057


its not that i fear loosing, but i am scared of being stomped.
Especially since after this game i have to play against another wood elf team of equal tv for the spike throphy.

so does anyone have some suggestions for:
- starting setups
- long term game plans (the more i score the more he gets to beat on my los elves)
- general tips
- should i put my block linemen on the line or my non-skilled fodder

Re: how to minimalize casualties against khermi?

Posted: Mon Mar 03, 2008 1:03 pm
by PubBowler
lxls wrote: - long term game plans (the more i score the more he gets to beat on my los elves)
- should i put my block linemen on the line or my non-skilled fodder
On the above two points I'd say this:

More kick offs mean more chance to bring KO'd players back as well.

His mummies aren't likely to be using block to get you down in any case. You could try and make any turnovers slightly less damaging to you but I'd use the Block guys to target Blitz/thro ras.

Posted: Mon Mar 03, 2008 5:20 pm
by Aliboon
I'll say what I think, but I'm sure you know most of it already:

Only put 3 on the LOS, whether they are your block guys is a matter of judgement really, because it is likely that he will reroll any bothdowns to avoid a turnover and that is the only way that block will help your linos-maybe put them on the LOS later in the half when he has run out of rerolls.

Don't end up in contact with him at the end of the turn, dodge away from his cage a square at a time so he can't move quickly and can only blitz for the block in a turn.

Be patient when you go in for your leaping wardancer strike on the ball carrier, you don't need to do it every turn, wait until you are in a good position to do it. You have the speed to be able to get into a good position, then strike, hopefully freeing the ball and getting it to a catcher (who is only 9 sqs from the endzone) to score (or if important players aren't in contact with his players, hold off for a turn or so near his endzone to stop him getting another LOS bash).

Use kick to kick deep and hope that he fails a pick up or two and then put his throw-ra under pressure (away from the supporting mummies) and hopefully score.

You want there to be as many scores as possible so that you get those KO recovery rolls. The exception to this is if you are able to reasonably safely hold off a few turns, do so so that he then has to speed up his drive, hopefully overstretch himself and allow you steal the ball and score again.

Khemri will rarely score more than 2 touchdowns, so if you get ahead enough you can just spend the rest of the game running away and not worrying about the ball-he can score quickly if he wants to, but then you have the ball again to either hold off, or get another TD depending on how many players you have (and you get 2 KO recover rolls into the bargin).

You want to avoid the 2-1 grind. You scoring a turnover TD will disrupt his plans and "should" make him concentrate more on scoring than bashing.

Posted: Mon Mar 03, 2008 6:29 pm
by dwarfrunner
I would totally play off and pick your chances to strike. Avoid leaving anyone alone, since he will likely use an expendable skeleton to foul a guy off the pitch if he can't smash you. But as said before, the big key is getting a defensive TD. That will screw his plans to win a 2-1 smashfest.

If not, just slow him down from his death-march. If you play it right, he should waste enough turns just getting down the field, that he may be forced to do a more difficult play to score (which will hopefully fail).

Good luck either way. I played two Khemri teams in a tournament recently, and they were painful to say the least. I managed two ties, but only because I got TD's quickly and then spent the rest of the game trying to keep guys alive.

Posted: Mon Mar 03, 2008 8:46 pm
by razorclaws
Let him kick to you in the first half, draw him into your zone so he'll take the quick TD.

The you wind down the first half clock with a score, then try and stay alive in the second and get the TD late enough he can't score.

Also ignore the tomb kings, as they're almost too hard a nut to crack, try picking off random skellies!

Posted: Tue Mar 04, 2008 9:38 am
by Aliboon
Let him kick to you in the first half, draw him into your zone so he'll take the quick TD.
Whoa, that's a high risk (but potentially high reward strategy). Not one I think would work with woodies (they can't afford to hold off an entire half without scoring, at least with much of their team intact), but with necros, norse, humans or 'zons I can see it working. They can score fast enough to score in the rest of the half that is given and are bashy enough to hold off. But that presumes everything goes as planned and the opo actually scores quickly, otherwise he could just hold off all half, then grind away in the 2nd to get an easy 2-0...

Posted: Tue Mar 04, 2008 10:00 am
by pelle
Use the Block players to go after the Thro-Ras. I would put Dodge players next to the Mummies. the can run away easily, and your opponent will need a clear pow to knock your players down (which gives you a higher chance of survival).
Once the drive has started, try to make sure your opponent has only one chance to hit you each turn, or try to spread his team out as much as you can. Try to make sure he cannot use all of his mummies to form the cage, so it has at least one weaker corner. When this happens, put pressure on the cage. This will force you opponent to move forward and form a looser cage. at this point, jump in with the wardancer, take the ball, and score...

Posted: Tue Mar 04, 2008 10:49 am
by Aliboon
Mmm, actually putting your catchers (your only dodge players who aren't wardancers, who are too valuable) next to the mummies might be an option. He will get 3ds, but I think the chances of a POW knockdown are smaller than a 2d and needing a POW or POW!

Posted: Tue Mar 04, 2008 10:52 am
by pelle
By the way @ lxls:
Why do you give Block to your linemen? Dodge is much more valuable...

Posted: Tue Mar 04, 2008 2:18 pm
by lxls
thanks for all the replies, while some of it is old news the other bits (as putting dodge players on the line) is quite valuable.

@pelle
the reason why i have so many block players is mostly due to my inexperience as an elf player.
Block just feels right, tho I have to agree that a balanced mix between dodge and block wouldve been better.
I changed one of my linemen (who got his skill roll last match) from block to dodge.
That still leaves only 1 dodge player to put on the line as im not going to put my catchers there, they are simply to valuable and they serve another purpose (with a deep kick they should form a screen between the ball and his los players)
That and the fact that they seem to break faster :roll: