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Khem-cheese 10s
Posted: Sun Apr 03, 2011 1:16 am
by Digger Goreman
Scored a couple of skill-ups and rolled 5+5 for the skellie and 6+4 for the Throw-Ra.... Any suggestions that would be better than armoring their weak bones?
The Sand Storm
S1 Regen, Thick Skull
S3 Regen, Thick Skull, 5+5
S4 Regen, Thick Skull
S5 Regen, Thick Skull, Sneaky Git
S6 Regen, Thick Skull
S7 Regen, Thick Skull, (Niggling), Kick
Throw Ra: Regen, Pass, SH, +Ag, 6+4
Guardian: Regen, Decay
Guardian: Regen, Decay
Guardian: Regen, Decay, MiB
Guardian: Regen, Decay, Block
Blitz Ra: Regen, Block
Blitz Ra: Regen, Block, MiB
Re: Khem-cheese 10s
Posted: Sun Apr 03, 2011 1:30 am
by mattgslater
Guard for the Skel, +MA or a skill for the Thro-Ra. Probably Block, keep that AG3 alive. But +MA is very tempting.
No player on Khemri merits +AV except a TG with 50k in buffs (3 skills or Block+MB). Then you should do it immediately. AV10 is a big buff @ 20% of the player's value.
Re: Khem-cheese 10s
Posted: Sun Apr 03, 2011 2:00 am
by Digger Goreman
mattgslater wrote:Guard for the Skel, +MA or a skill for the Thro-Ra. Probably Block, keep that AG3 alive....
I was hoping you'd chime in, Matt.... Some good thoughts....
Re: Khem-cheese 10s
Posted: Sun Apr 03, 2011 2:27 am
by Lunchab1es
I might think that the AV boost would be well placed on a Throw-ra with an AG boost to keep that valuable piece alive and well. Block would follow. But then I don't have that much experience with Khemri, sooo...
Re: Khem-cheese 10s
Posted: Sun Apr 03, 2011 8:17 am
by Waldorf28
The +AV *is* a good idea for the Thro-Ra, once you have a +AG it would make sense to make every skill pick contribute to his survivability. (Mine just went Block, +AG, Fend).
However for me it would depend on how you play and what your modus operandi is on TDs. If the +AG Thro-Ra always runs it in, then +MA will increase his run rate and score rate, bringing you that next skill all the more quickly.
My personal preference on doubles for skellies is Sneaky Git - but that's because I only do three things with skellies:
1) a kicker
2) a couple of Dirty Players (Sneaky Git improves these)
3) the rest just plain old Fend
...for me skellies are designed to take the hits of and pin down the opponent's dangerous players. They need to stay mobile in order to do this and protect your more valuable pieces. Fend keeps them out of TZs and means they can maximise their usefulness on tagging the opponent.
Re: Khem-cheese 10s
Posted: Sun Apr 03, 2011 9:16 am
by Jimmy Fantastic
+MA over +AV for a Thro-Ra every single time with no exceptions.
Could take block instead, but Khemri are so slow +MA seems like the right choice.
No Guard on your team yet !?! makes the skeleton taking Guard even more of a no brainer than it already was.
Re: Khem-cheese 10s
Posted: Sun Apr 03, 2011 1:18 pm
by nick_nameless
Guard on the skellie was my first thought.
I like armor on the thro-ra
Re: Khem-cheese 10s
Posted: Sun Apr 03, 2011 2:01 pm
by Urb
I'm following the general consensus. Gaurd and MV.
Re: Khem-cheese 10s
Posted: Sun Apr 03, 2011 2:18 pm
by mattgslater
@Waldor: He has a Sneaky Git already; does that change anything?
Re: Khem-cheese 10s
Posted: Sun Apr 03, 2011 2:55 pm
by Digger Goreman
Still chewing on the +MV.... Right now I don't have a reliable two turn scorer....
Bah!, I'm going with the +Av and getting block next....
All good points, gentlemen, and I do appreciate your help... it was a hard choice....
Team Summary:
3x stock Skellies
1x guard Skellie
1x sneaky git Skellie (only 5spp away from DP!)
1x kick Skellie w/niggling
1x T-Ra w added Ag and added Av
2x stock Guardians
1x Guardian w/MiB
1x Guardian w/block
1x stock Blitzer
1x Blitzer w/MiB
Re: Khem-cheese 10s
Posted: Sun Apr 03, 2011 3:17 pm
by mattgslater
Digger Goreman wrote:Still chewing on the +MV.... Right now I don't have a reliable two turn scorer....
You wouldn't anyway. I still think it would be a good pick, but not because of 2TTD potential. You don't have support for a quick-score cage, and in any competitive game, you're unlikely to have motivation. To win with Khemri, you need two offensive plays: an 8-turn grind for when you receive in a competitive game, and a hustly version of the same play aimed at getting into scoring range within 3-4 turns, for when you receive on a short clock, or when you get a whole bunch of Cas early in the drive (or in the previous half). The +MA helps with ball retrieval and delivery into the cage, especially vs. Kick. It also helps when building your cage, once you've given him Block, as he can always play forward when he isn't the carrier.
+AV isn't bad. You really need to get him Block ASAP. Good thing he's an SPP hog, huh?
Get a Kickoff Return guy. The other Thro-Ra is a great choice, but a Skel will do; you just want to know you have a TZ on the ball.
Good call on Guard. Guard Skellies let you protect your cage more effectively; lock out one side, then square this guy up in a stack or wall with the Thro-Ra on the other side, and the Thro-Ra is effectively ST4. You can do it with a Blitz-Ra too, and maybe you should; but now, you can make both of them into hunters if you like, letting you have up to 6x MB and giving you a great target for Frenzy, Tackle, Piling On....
Re: Khem-cheese 10s
Posted: Sun Apr 03, 2011 3:37 pm
by Waldorf28
mattgslater wrote:@Waldor: He has a Sneaky Git already; does that change anything?
For me it wouldn't - the optimum number of Dirty Players is two, and the optimum DP has Sneaky Git as well. But I appreciate that the way I skill my teams is a little, er, rigid!
Re: Khem-cheese 10s
Posted: Sun Apr 03, 2011 8:04 pm
by Smeborg
I would take +1MA on the Thro-Ra without hesitation.
For the Skellie, I incline towards +1AV (for LoS duty).
Hope that helps.
Re: Khem-cheese 10s
Posted: Sun Apr 03, 2011 9:01 pm
by Smurf
I'd go with skeleton with guard and MA for the Thro Ra.
MA gives you not just a better scorer but better ability for position.
Re: Khem-cheese 10s
Posted: Mon Apr 04, 2011 9:21 am
by Ullis
+MA is great on a thro-ra, especially since you have the coveted +AG on it. It allows him to reach a cage faster and allows you to score from farther. All excellent qualities for a khemri offence. +AV is a marginal and costly skill that'll slow his development into a great ball carrier.
Guard on the skeletons is great because you should aim to get 3-d blocks for the TD's. Guard helps a lot there. Besides the obvious other benefits of Guard.
On Sneaky Git on skeletons as first skill will give you a drag on the team, it almost doubles the skeleton's cost, for a long while until the skeleton happens to get his second skill. Pick Sneaky Git if you get a Dirty Player skeleton to second skill and it rolls doubles.