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Khemri and Skeletons
Posted: Mon Apr 26, 2004 7:34 pm
by Mirascael
This text is based on the assumption that khemri are too strong. If they are not, consider it irrelevant.
If Khemri are indeed broken, as many players suggest, then perhaps this has to do with the fact that their linemen are somewhat underpriced. From my experience with 2 khemri-teams I'd say that Skellies in a khemri-team are far better than halflings. Since regeneration means that khemri don't suffer from much attrition anyhow and often get much superfluous cash, 40k might be the proper price for them. This might also reduce the tremendous power of the khemri starting line-up.
As an alternative to fixing their price their agility could be decreased to 1, forcing the khemri to rely completely on Throw-Ras and Blitz-Ras as far as their passing game is concerned.
Posted: Tue Apr 27, 2004 3:25 am
by Agentrock
I played the Khemri last season (a 12 game season) and by season mid-point I had all of the players I could use and plenty of rerolls.
I agree, the skeletons are a "cost sink" in that it allows you to buy the cooler positions in a higher starting quantity compared to other teams or can get those cool positions quicker. And I see the same problem with the Undead...zombies and skeletons are quite cheap which allows more positional player types.
Making the skeleton AG a 1 would change the teams tactics somewhat but would also make the skeletons cheaper (if you go by the old Jervis player cost formula). You'd have to counter balance the lowered AG with an increase in something else...but what? MV perhaps? Or AV?
Posted: Tue Apr 27, 2004 3:43 am
by Skummy
If you want to fix Khermi, change the Mummies from Mighty Blow and Regenerate to Foul Appearance and Regenerate. Takes away most of their outrageous casualty causing at the beginning, and gives them some interesting development options for the future. Not to mention a way to win games that isn't exclusively done by beating the heck out of the opposition.
Posted: Tue Apr 27, 2004 3:57 am
by Pardus
Skummy wrote:If you want to fix Khermi, change the Mummies from Mighty Blow and Regenerate to Foul Appearance and Regenerate. Takes away most of their outrageous casualty causing at the beginning, and gives them some interesting development options for the future. Not to mention a way to win games that isn't exclusively done by beating the heck out of the opposition.
you mean a pass blocking, break tackle, foul appearance mummy
might be interesting
tho the reason they have mighty blow is because they have str>4, but it might stop the idiots screaming "str 5 and mighty blow is only for big guys"
Posted: Tue Apr 27, 2004 10:30 pm
by Munkey
Skummy wrote:If you want to fix Khermi, change the Mummies from Mighty Blow and Regenerate to Foul Appearance and Regenerate. Takes away most of their outrageous casualty causing at the beginning, and gives them some interesting development options for the future. Not to mention a way to win games that isn't exclusively done by beating the heck out of the opposition.
A good fix all round IMO, certainly takes them back to the 2nd edition style of mummies. Would give them a bit of a boost against passing teams, yet allow their opponents to breath a sigh of relief.
I've never really understood why ST5 has to be linked to MB (on mummies or big guys), surely ST5 is enough of an advantage to leave MB as a future development option?
Posted: Tue Apr 27, 2004 11:40 pm
by Blammaham
I totaly agree let the big guys develop mighty blow and if the BBRC rips general skill access then it would be good to have another choice in the ST catagory, same goes for mummies IMO however I think mummies should retain their access to general skills.S.
Posted: Wed Apr 28, 2004 1:17 am
by leblanc13
Why are mummies ST5 to begin with? Most players of comparible quality on other teams have a ST4. I say reduce the strength to 4, let them keep mighty blow and lower the cost a little.
They'll still be tough, but they are not unstoppable.
Posted: Wed Apr 28, 2004 10:07 am
by Uber
It might be true that they should have never had st5 in the first place, but they'd would seriously suck at st4. Who would play a team with four ma3, st4 guys and ag2 all around? They'd be like a lousy orc team.