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Khemri LRB 5 Help
Posted: Sat Aug 01, 2009 1:49 am
by someone2040
Hi guys,
Just started a Khemri team in my league. For the sake of Khemri (So the house rules don't really affect them) we're running pure LRB 5.
Now, I've got a bit of a dilemna on my Thro-Ra. I picked him up for the 2nd game, and he got 2 touchdowns. The trouble comes from his skill up, i rolled a 12! Now if it was anything else, I wouldn't hesitate to take the strength... but on a Thro-Ra, I'm not so sure.
Is it better to take the strength or the agility in this case? A strength 4 Thro-Ra is very flexible in that he can blitz, he's harder to take down when carrying the ball, eventually he can get break tackle as well for dodging. However, the agi of course means he's more reliable picking up the ball, can dodge easier for now, and of course in the last ditch attempt that I need to throw the ball, he's a little better as well.
I'm thinking the strength may be more flexible at this stage, but I'd like some oppinions.
My other skill up is on a regular Skeleton stealing the MVP for the 2nd time in a row. He managed to roll double 4's, so I'm thinking what is a good double skill for him. I don't want to take Sneaky Git... as I generally don't like fouling unless I need to. So there's little point in making a player specifically for that. I guess my candidates for the skill are Guard, Diving Tackle, maybe Sidestep. Nothing else seems to stand out.
Anyway, throw me some ideas
As for the actual team, it looks like this.
4 Mummies (2 on 4 spp, 1 on 2 spp).
2 Blitz-Ras (1 on 3 spp, 1 on 1spp)
Thro-Ra (6 spp double 6's)
5 Skeletons (1 with 3 spp, 1 with 10 spp double 4's)
Posted: Sat Aug 01, 2009 2:11 am
by Cramy
If you rolled a 12, then you cannot take AG. I would take the strength up for sure on this player. Next skill-up is Block. One of the key things with Khemri is to not lose the ball once you have it. ST4 with Block will do that. Then hope for doubles to get Dodge, and you're laughing.
For the Skeleton, get Guard. The Mummies cause lots of turnovers, so you want as much guard as possible around them so that you can get 3-dice blocks as much as possible. Blitz-Ra first skill-up, Guard. Skeleton doubles, Guard. Mummies, Guard, unless they roll doubles then they get the obvious Block.
Once you have enough Guard, then future Skelly doubles could be Diving Tackle. I hadn't though of that, but I think that could work well.
Posted: Sat Aug 01, 2009 2:36 am
by someone2040
Huh, I was under the impression you could get anything on the table below what you rolled. But upon reading, I guess you can't do that. So that settles that debate fairly fast.
Posted: Sat Aug 01, 2009 2:45 am
by mattgslater
If only. That would be awesome. +AG would be way better on that piece if you could take it. But +ST is dramatically better than an S or A skill on a ball-handler (welcome as Dodge or Guard would be... of course, if he gets Block at 16, a doubles at 31 means Break Tackle). Get him Block next, and build the other Thro-Ra as a returner/reserve.
I have a real dilemma similar to the one you bring up. Played my last preseason game with Orcs, and I have to pick a pair of improvements on Blitzers before I submit. Wonder of horrors, I rolled an 11 on one and a 12 on the other. I'm not playing Orcs in the regular season, so I can protect one of them, and the other one I have to give an ordinary skill to, so I don't have to face him in the regular season (there will be two Orc teams in the regular season, so a +AG or +ST Blitzer will be gone in a flash).
So one guy goes to the waiver wire with a normal skill (probably Stand Firm so he might fly under the radar but still have use to me in a future season), and the other one gets +ST or +AG. I'm leaning toward protecting the +ST guy, but I'm really not sure.
Posted: Sat Aug 01, 2009 5:13 am
by Smeborg
+1ST is very good, to be followed (I suggest) by Kick-Off Return, Block, Fend.
The main advantage that ST4 gives you on a Thro-Ra is that he is much better defended when you are holding the ball (he does not need Guard assists in a cage, and can cage more loosely against some opponents).
A second advantage is that he can Blitz his way through defensive lines all by himself, without requiring an assist, meaning that you have an extra man for the next cage (a big advantage).
A third advantage is that he becomes an extra Blitzer on defense. Not to be sniffed at.
Hope this helps.
Posted: Sat Aug 01, 2009 7:07 am
by Carnis
mattgslater wrote:
So one guy goes to the waiver wire with a normal skill (probably Stand Firm so he might fly under the radar but still have use to me in a future season), and the other one gets +ST or +AG. I'm leaning toward protecting the +ST guy, but I'm really not sure.
You need to cycle through 18 blitzers to get a firstskill +AG, you need to do that with 36 players to get a firstskill +ST. Orc blitzer is the best player to get +ST with too, fast, starts with block, has ST access. I don't see the dilemma. More ST in the field is less options for your oppo to block you (coupled with cookiecutter block/guard [mb/tackle] and one blitzing mb/po).
For the record, I consider a +AG orc lineman better than a +AG blitzer, as that actually gives you a new "runner" positional (with block, surehands next), without you having to give up a blitzer for it. I'd *almost* rate it higher than a thrower with +AG, due to having AV9, and enabling an all AV9 lineup.
As for the throw-ra it's obvious he should get +ST/block. Later on he'll double as S4 ballcarry and defensive blocker. Wouldn't even take a 2nd thro-ra if it didnt have AV7 meaning he'll be leaving the pitch first half almost every game you play

.
Posted: Sun Aug 23, 2009 5:59 am
by someone2040
Well, after a few more wins on my belt, I've got a variety of people WAITING to skill up, they just don't want to get the casualties. Mummies last game didn't do any better than a knock out (In fact, the 2 casualties I got were due to High Elves tripping on their own feet).
So basically my team looks like this now
Mummy on 2 spp, 4spp, 5spp
Mummy with guard and 11spp
Blitz-Ra with 3 spp
Blitz-Ra with 8 spp (Regular Skil)
Thro-Ra with +Strength and ???, 18spp
4 Skeletons on 0 spp, 1 on 3 spp
1 Skeleton with 13 spp and Guard
So I'm wondering what I should get for my new skills. Blitz-Ra is only a normal skill, and I'm thinking Tackle. It's about half way through the season now, and I've still got Chaos, Orcs, 2x Dark Elves, Wood Elves and 1 Team unsure of to go (Cross-League exhibition game. Our league is split up into 2 parts with odd number of players, so every week the bye players play each other).
So that's 3 elf teams that will surely have dodge and probably block by now as well. My other thought is Mighty Blow to help out the Mummies in getting guys off the pitch. I do try to block a lot with my Blitz-Ra's of course, but it doesn't help me out if the Elf teams are running blodgers by now.
The Thro-Ra has got... something. I forgot to roll his skill up while at the game. He got +1 strength last time as mentioned, so a regular skill is obviously block at this stage. Just wondering what peoples thoughts are on if I roll something else.
Doubles I'm thining Sidestep or Dodge. Dodge could be useful, as it makes him that much harder to take down if they don't have tackle. Guard I think would be interesting if I had another decent Thro-Ra to run with, but I don't think it's that useful at this stage.
As for stat increases, what would you take? I think I would pass on another +Strength. There aren't many strength 4 players that can manage to bust into a cage, so I feel strength 4 is sufficient as a ball carrier (especially once I get more guarders). AG of course makes it easier to pick up the ball, but makes Mummies start looking like cheap players. MA helps him move, but generally it's the other players in the cage holding him back. It does however help on defense when I need to be mobile. AV well... I don't intend for him to be on the floor, so it feels like I'm taking an upgrade that I don't intend to use.
Odds are, this is all irrelevant and I'll roll a regular skill anyway! But I would like to know other people's thoughts.
Posted: Sun Aug 23, 2009 6:45 am
by Wanchor
Dodge would be the doubles choice for me. I have a blodging Thro-ra and he's a pretty satisfying piece, aside from the occasional difficulty retrieving dead balls. Nowhere near as satisfying as he would be with 4 Strength, though.
Either Tackle or Mighty Blow for the Blitz-Ra is fine. I have one with Mighty Blow and Tackle is my next choice, barring a stat increase.
Posted: Mon Aug 24, 2009 8:55 am
by Baduk
you'd pass on another +st? that would be your 5th st5 player... I think you should take it if you can get it (but you probably didn't since you'd remember rolling that!).
4 mummies and a st5 thro-ra, your opponents will weep.
Posted: Mon Aug 24, 2009 9:13 am
by TuernRedvenom
For the throra I'd consider try making him into a blitzer. He's pretty fast and STR 4 obviously makes him a great hitter.
So block next. Then frenzy or tackle. Doubles I'd take Break Tackle or even Mighty Blow. Another +STR would be great. Khemri is a team that becomes truely sick if you get some +STR advances. Mix in some guard and you can shut down every team, if they can't get 2 dice anywhere they're not going to get through!