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Khemri League Team Without Tomb Guardians

Posted: Mon Nov 24, 2008 12:29 am
by Nestyr
Hi all,

Looking at the new, new Khemri roster (the one with Decay), a Khemri team with no Tomb Guardians now looks like a viable option. This is not as bad as it first appears...

With this build:
  • 2 x Blitz-Ras;
    2 x Throw-Ras;
    9 x Skeletons.

    4 x Re-rolls;
    2 x Fan Factor;
    1 x Assistant Coach;
    1 x Cheerleader.
You get 4 x MA 6 players, 2 reserves, a ton of re-rolls (which you WILL use), and +1 on most kick-off table results.

You have average Strength, access to General skills an all players, Strength skills for the Blitz-Ras, and Passing skills for the Throw-Ras (Nerves of Steel/Leader).

Unless you are lucky enough to get AG increases, your Throw-Ras become your ball carriers, supported by your Mighty Blow/Strip Ball Blitz-Ras, who are in turn supported by Block and/or Dirty Player and/or Dauntless (heh!) Skeletons, one or two of whom also have Kick.

With the changes to Safe Throw, you almost have a passable passing game (especially if he also has Accurate - Short passes on a 3+, Quick passes on a 2+...), as there is a greatly reduced risk of fumbling the ball.

If you are lucky enough to get AG increases on any of your players, they are now your receivers!

Unless this happens, your primary method of scoring will be the running game, though.

Why bother? Because, unlike other teams of this ilk (I'm talking about Goblin teams, Chaos Dwarf with only hobgoblins (;-)), maybe even Dwarfs!), this team has one significant advantage... Regeneration!

Your team is more durable than a team without it, which will allow you to keep your skilled players for longer, with less chance of (permanent) death, and Niggling injuries.

What do people think? Is it worth a look, or am I just plain crazy?

I think I'll have to try this out against a Dwarven team, and see how it fares by comparison - the two teams have similar stat lines, apart from AV on the Dwarves and Regen on the Khemri, so it will be interesting to see how this pans out.

Cheers,


Nestyr

Posted: Mon Nov 24, 2008 1:19 am
by Storch
I think your comparison teams should give you an idea of where this idea fall on the scale from fun to competitive.

Goblins are a fun team that can inflict some pain and maybe even win a little.

If you are playing chaos dwarves with just hobgoblins you have woefully missed the point as you are ignoring the only things that make the anything other than an overcosted human minus the skills.

As such, I think it could be a fun build. Any ground you gain will definitely feel like an accomplishment. However, I think it is going to be an uphill struggle for a very long time.

The comparison to dwarves is a good one. They have low AG but the armor to keep them around long enough to skill up. Whether or nor Regen keeps you around enough is an interesting question. However, even if it does, you also have to consider that the dwarves also start out with a lot of skills which you will not so you will be behind the curve right from the start. That said, if you are up to the challenge, I would say go for it.

Posted: Mon Nov 24, 2008 1:26 am
by Master Wang
I think you are bordering on crazy, but not quite there. The team will definitely struggle, but I think it'd be workable. And as Storch said, you'll feel good when you do win.

As an aside, it's interesting that with the new new tomb guardians people are now considering builds for khemri that don't involve them. I know it's early days, but that might turn out to be a pretty good indication of what people think of them.

Posted: Mon Nov 24, 2008 3:43 am
by SillySod
If its purely for fun then good luck. However from a competitive angle I have to ask you, why not take undead? With undead you'll get wights and ghouls instead of blitz-ras and throw-ras.
Storch wrote:If you are playing chaos dwarves with just hobgoblins you have woefully missed the point as you are ignoring the only things that make the anything other than an overcosted human minus the skills.
Hobgoblin teams can be pretty neat in tournaments. Losing a point of armour for 10k is actually a suprisingly good deal.

Posted: Mon Nov 24, 2008 9:06 am
by duttydave
Why wouldn't you want the Tomb Guardians?

I really don't think the 'nerf' is as big as some would have us believe. It has been discussed ad infinitum on other threads and I don't want to hijack yours by continuing it here.

I agree Decay could be a problem but AV9 is a tough nut to crack (unless you are up against a Mighty Blow Werewolf) and a succesful Regeneration Roll heals both results. If Regen fails and you end up with a lame duck then fire him to keep TR down.

I think a Khemri team without Tomb Guardians will really struggle to be competitive. Many would say Khemri are hardly a competitive team in any case.

You have nothing to lose by giving it a go. Good luck and let us know how you get on.

Posted: Tue Nov 25, 2008 4:06 am
by nerdkingdan
I'm currently in a league playing all skeletons. I made mine undead so I could get zombies for taunting purposes. I have no wights, just 2 zombies both from killing other players, and 13 skeletons.

What I've learned is that the team should be 13 players 2 of which should have been wights. Still should be in my case as I'm still sticking to just skeletons. Lower numbers of players is a must because you will need the mvps to land on top of each other for skills. I second the recomandation to do this team as Undead. Wights could get strong arm for passing, and a double could get you safe throw. Waiting for a double on a wight seems better than waiting for a +Ag on a throw-ra. Its not so much the passing as picking up the ball.

If you don't have the 3AG Block skill wights you will not have the tools to win any games. 3 agility skeletons of which I have 2 still take a lot of time to get second skill.

Yes you have Regen, but 7av and no real chance to dodge means you will have just as many real casualties as a normal team. I'm only a few injuries short of leading the league in injuries. And I mean my injuries not what I've done to others.

So far I've not got the skills on skeletons to win. I do not have 6th rules yet. We are stilling doing 5th. Thick skull would help a lot, 3 ag skeletons, or diving catch skeletons as catchers combined with safe throw is a sound strategy but really your still going to be a sub par ball handling team with no strength.

With that said, I'm loving the concept of my team. At the rate I'm going I figure I'll have a solid team some place around 25 games from now. A team I Could have at any moment if I bought other players, I have 680,000 in the bank, and 15 players on the roster. 7 Rerolls.