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Doubles on Khemri Thro-ra
Posted: Thu Apr 10, 2008 3:37 pm
by Quadrasonic
This is the LRB 6 Khemri we are talking about here. The team now consists of:
3 Tomb Guardians (one with Block)
2 Blitz-ras
6 Skeletons (one with Kick)
2 Thro-ras (one with ?)
The standard Strong Arm would not seem to apply for Khemri, because who ya going to throw it to anyway? Block is available on a regular roll, and Dirty Player is more for skeletons than Thro-ras.
So despit his AG 2, I am thinking Dodge.
Any other ideas.
Posted: Thu Apr 10, 2008 3:47 pm
by Tarp
surehands, dodge, block, and you have about as solid a ballcarrier/holder as you can get, besides having one with ST4 and those skills...
so yes dodge would be a good choise I think
Posted: Thu Apr 10, 2008 4:28 pm
by PubBowler
I'm far from an experienced Khemri coach (8 games and counting) but I find myself dodging often with Blitz-Ras and Throw-Ras.
So I have no problem with Dodge being first pick.
My only concern is that it won't be too hard to target with Tackle players as he will likely be the only one with Dodge.
Thus I look to other agility skills which are less easily removed.
Sure Feet (GFIs help counter low maneuverability)
Side Step (To avoid being pushed away from the end-zone or into blocks)
Posted: Thu Apr 10, 2008 5:55 pm
by Warpstone
Don't feel bad, take the Dodge. AG2 Dodging is a very nifty trick that Troll Slayers and Khemri use to spring surprises and last ditch escapes.
Principal Thro-Ra Skills:
Normal: Block, Kick off Return, Fend, Leader
Doubles: Dodge, Sprint
Your secondary Thro-Ra is probably best used as a safety and backup ball handler so he's similar to above, but with Tackle as his second normal skill.
Posted: Thu Apr 10, 2008 6:28 pm
by whitetiger
I agree with dodge, but for another reason. Any player on his back isn't picking up the ball anyway. Take the dodge to keep him standing.
Posted: Thu Apr 10, 2008 9:36 pm
by falconeyed
Another vote for Dodge.
Posted: Thu Apr 10, 2008 10:21 pm
by tenwit
Yea, Dodge. Side Step would be better on a Mummy or Blitz-Ra. The only other doubles skills I'd consider on Thro-Ras would be the speed ones, Sure Feet or Sprint, for when your cage can't get you quite far enougn...
Posted: Thu Apr 10, 2008 10:26 pm
by bouf
Dodge or Jump Up.
It depends how good your defence is and how good you defend the thrower
Posted: Fri Apr 11, 2008 10:56 pm
by Joemanji
Don't dismiss Guard (often as good for getting your ThroRa out of trouble), or Sure Feet (make it into the endzone).
Posted: Sat Apr 12, 2008 9:53 am
by fen
Joemanji wrote:Don't dismiss Guard (often as good for getting your ThroRa out of trouble), or Sure Feet (make it into the endzone).
Those are the two I'd take.
Posted: Sat Apr 12, 2008 11:51 am
by fire olli
Sure hands would have to be first for me. With AG2 i have seen enough Kemri coaches waste 2/3 turns trying to pick up the ball.
Posted: Sat Apr 12, 2008 2:17 pm
by Darkson
fire olli wrote:Sure hands would have to be first for me. With AG2 i have seen enough Kemri coaches waste 2/3 turns trying to pick up the ball.
Interesting - waste a doubles roll on a skill they start with!
Guard or Sure Feet for me - Dodge would be the 3rd choice. I personally wouldn't touch Sprint, but that's because I have enough problems with 2 GFIs, without the temptation of a 3rd...
Posted: Sat Apr 12, 2008 2:36 pm
by fire olli
That just shows i never have played with a Kermi team. Oh well. Give it again then he can have lots of goes at picking up the ball
Dirty player

Posted: Sat Apr 12, 2008 3:51 pm
by coma
My votes on guard...
Posted: Sun Apr 13, 2008 1:56 pm
by whitetiger
I still think dodge would be best on him.