Khemri, doubles

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Cooper
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Khemri, doubles

Post by Cooper »

Hey everyone,

I just played my 3rd match with Khemri (i am not doing too good, i don't see Khemri winning ever...)

But i DO have a throRa with HMP and i am very happy with this choice.
i just got another skill and i have to choose between block or accurate (any other suggestions?) I am leaning towards accurate, let the mummies and blitzras do the blocking and protection.

But a more difficult question: i rolled doubles for the first skill for a skeleton.
My mind yelled guard, as it always does on linemen throwing doubles. But after considering some more i am not too sure anymore...

with movement 5 they are not very useful for moving your guarder to where you like (such as with elves) and with AV7 they are not that great in the middle of the line of fire either. And the strength of the mummies shouldn't need much help.

It's ballhandling and speed that is their problem...
so...can i use that double on a usefull skill that does something for that?

catch comes to mind, for the accurate...but with AG2 on both thrower and catcher....but it is also the best you have...

diving catch comes to mind to complemet the HMP...but you still need a 5 to catch even if it lands right....

pro? helps blocking a bit, AND catching/picking up...

leader could work, i have 3 RR now, but intend to take a surehands on the blitzra's so that i can HMP to their endzone somewhere and then pick it up. 4 surehands guys should be plenty to pick the ball up (if that is going to be my only ballhandling) then the RR are only for blocks (dodging ain't really funny with these guys)

dodge? complement with block later? these guys arent going to develop real fast and dodging ain't good...

sprint? surefeet?

Basically, do you want to improve what they are already good at. (hitting)
or do you think improving one of their weaknesses is better, even if it doesn't improve much...

To be honoust, i think just being able to hit hard (being slow and low-ag in the process) can only win games if the dice are with you. Sure if you can injure 3 players in the first turn (which is possible) does give you chances...but even if you can reduce is numbers to 3? you still probably loose the game, since you need so many turns to bring the ball to TD...

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Post by sean newboy »

Pro, leader, or catch. Im leaning towards catch.

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Post by grotemuis »

I would say pro

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Re: Khemri, doubles

Post by Mirascael »

Cooper wrote:But i DO have a throRa with HMP and i am very happy with this choice.
i just got another skill and i have to choose between block or accurate (any other suggestions?) I am leaning towards accurate, let the mummies and blitzras do the blocking and protection.
Definitely Block for me.
But a more difficult question: i rolled doubles for the first skill for a skeleton.
Guard is a decent choice. However, as Leader saves 140k cash and 7 TR it's worthwhile as well. I've taken it twice and never regretted it. Placed properly, they won't be blocked too often.

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Post by Joemanji »

You seem to have a very good understanding of the team. Winning more than never should be easy!

Personally I would favour Leader or Sure Feet. You can't get enough rerolls with AG 2, and the extra 2 squares SF gives would be very useful indeed, particularly for repostioning cages.

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Post by kithor2002 »

I would say guard or maybe frenzy

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Post by jordellfreshbreeze »

pro i would go with pro :lol: :lol: :lol:

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Post by TuernRedvenom »

I've found the best skill on skeletons to be dirty player, then block/tackle (mix it up a bit depending on the teams in the league). DP on every skeleton that gets a skill, it will scare the sh*t out of your opponent. Not recommended on FUMBBL tough, nobody will want to play you. Another plus is that it makes for some fast games.
Guard only helps if your mummies have guard too so the skellie can't easily be pushed out. That way your mummies can go for 3-die blocks.
But what do I know, I suck with Khemri... :wink:

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Post by Kruppe »

Doubles guard!! If its your first double then there is no question. Like someone said, get guard on a mummy too, so they complement eachother. Later get block and the ultimate addition would be Stand Firm.

On normal rolls for skellies:
1 kick
lot of block, makes it much better to "attach" a skellie to a lone opponent to tie them up. Block makes all the difference in the world.
2 -4 Dirty players.

I see no reason to get leader.
Khemri usually have too much money anyway, so buying expensive rerolls is the best way to keep TR down. And there is no big guy that benefits from leader.

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Post by Cooper »

Nazgit wrote:You seem to have a very good understanding of the team. Winning more than never should be easy!.
Well...that is how i feel, but i just lost my 4th game as well (well there was one draw in the first 4)

It appears to me that either my style of play doesn't suit the Khemri very much, or that Khemri suck.
At the moment it is the last option i am leaning to.

It is IMO not going to work trying to build a team that wins solely by killing the opponents. And that is what the Khemri should do. And if you want to pay some attention to the ball as well, probably Orcs are better suited for that kind of play.

With your low speed and low av and lack of starting block you will NEVER be able to stop a well-playing-average-rolling-coach.

Nazgit wrote: Personally I would favour Leader or Sure Feet. You can't get enough rerolls with AG 2, and the extra 2 squares SF gives would be very useful indeed, particularly for repostioning cages.
I was to late changing it so it is Guard now. it has done me some good (giving the occasional 3rd die) but i think i would have gone for pro in retrospect. It improves their hitting slightly, but it also improves their ballhandling and goforitting.


Anyway, perhaps my gameplan is flawed. The way i play it now is get the ball on the HMPasser and run back , start hitting through the middle and form a loose-wide cagelike structure in their half, with either a thro- or Bltzra in the middle. Then when your ballcarrier comes in range of their hitters, pass it to the cage. I have been a bit unlcuky with my passes lately, which might be the reason for the losses (partly) every HMPass i tried (say 5?) ended up outside of my cage, 4 squares away from the original goal. Backup plan is to just run a cage down the field, but that is very difficult, since your cage is VERY slow and your carriers are slow. Your cage should have to start way back in your half, and there is quite a chance that you won't make their endzone.

I do quite some injuries (average almost 4 per game) but that just isn't enough to stop their game.
(and no way near the "you have only 3 guys left" line)

So....

why do i loose?

a) does Khemri suck?
b) does my style suck with Khemri?
c) Am i just unlucky?
d) do i use a wrong gameplan?
e) should i hit/foul more to get to only 3 opponents?
f) are the coaches i play against too good to lose from Khemri?

(i don't think i am a bad coach, i won last years bubble league with DarkElves and was eliminated in the semi's with my other team (that other team also lost the CupFinal) It is a league with regulars from here and around 15(?) coaches and all races/teams present.)

any help is appreciated,

W

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Post by Cooper »

Nazgit wrote:You seem to have a very good understanding of the team. Winning more than never should be easy!.
Well...that is how i feel, but i just lost my 4th game as well (well there was one draw in the first 4)

It appears to me that either my style of play doesn't suit the Khemri very much, or that Khemri suck.
At the moment it is the last option i am leaning towards.

It is IMO not going to work trying to build a team that wins solely by killing the opponents. And that is what the Khemri should do. And if you want to pay some attention to the ball as well, probably Orcs are better suited for that kind of play.

With your low speed and low av and lack of starting block you will NEVER be able to stop a well-playing-average-rolling-coach.

Nazgit wrote: Personally I would favour Leader or Sure Feet. You can't get enough rerolls with AG 2, and the extra 2 squares SF gives would be very useful indeed, particularly for repostioning cages.
I was to late changing it so it is Guard now. it has done me some good (giving the occasional 3rd die) but i think i would have gone for pro in retrospect. It improves their hitting slightly, but it also improves their ballhandling and goforitting.


Anyway, perhaps my gameplan is flawed. The way i play it now is get the ball on the HMPasser and run back , start hitting through the middle and form a loose-wide cagelike structure in their half, with either a thro- or Bltzra in the middle. Then when your ballcarrier comes in range of their hitters, pass it to the cage. I have been a bit unlcuky with my passes lately, which might be the reason for the losses (partly) every HMPass i tried (say 5?) ended up outside of my cage, 4 squares away from the original goal. Backup plan is to just run a cage down the field, but that is very difficult, since your cage is VERY slow and your carriers are slow. Your cage should have to start way back in your half, and there is quite a chance that you won't make their endzone.

I do quite some injuries (average almost 4 per game) but that just isn't enough to stop their game.
(and no way near the "you have only 3 guys left" line)

So....

why do i loose?

a) does Khemri suck?
b) does my style suck with Khemri?
c) Am i just unlucky?
d) do i use a wrong gameplan?
e) should i hit/foul more to get to only 3 opponents?
f) are the coaches i play against too good to lose from Khemri?

(i don't think i am a bad coach, i won last years bubble league with DarkElves and was eliminated in the semi's with my other team (that other team also lost the CupFinal) It is a league with regulars from here and around 15(?) coaches and all races/teams present.)

any help is appreciated,

(don't get me wrong, i started this team not for their winning-potential, but for fun, and i am having fun so that part works :lol: , but i like winning as well ,and since i am playing them anyway....)

W

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Post by Joemanji »

Don't HMP. Ever. Seriously.

Khemri have to play slow. Just be patient. You should be aiming to score with a 6-8 turn drive. You know the old 2-1 tactic for slow, bashy teams, right? You should be using that.

To protect your AV 7 skeletons, keep them close to your mummies. Make sure that if your opponent wants to pick on your skellys, you get to pick on him with your mummies.

Khemri are all about hurting the opposition. Unlike other bashy teams, they will struggle to win by controlling territory and ball. I personally find this distasteful. If you do too, maybe Khemri are not your team.

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Post by Khaine »

I won alot with Khemri and I am probably THE single worst coach in existance :). The secret is that the oponent can't stop your cage if half his team is broken into a smooth goo in his dugout. I find the teams I have problem with aren't elves or skaven but orcs and dwarves. Too much block on dwarves at first and too many BO on orcs and the high AV makes it a pain to knock players out. Run out the clock <no matter how many think it's beardy> and make sure to keep your cage formed well.. Against elves and other low av teams keep one mummy out and about for "blitzes" and always try to get 1 player out each turn. And if that doesn work <Joke> Buy a set of nice loaded dice and learn a bit of slight of hand to swap em out when you need to like I do </Joke>. Stcik with Khemri though. They are slow developing but right nasty when they get developed well.. BTW catch is my last choice ever on an ag 2 team with below avg movement for 2 simple reasons. 1> clock managemnt is your friend. Cage is one of the best ways to do this. If you leave no time for the other team to score then it's a good thing and if your developing a "passing" game you will use less turns or be less protected downfield. It's much easier and profitible to just blast with your mummies and "roll" your cage aroun to reform for those people who will stand 1-2 spaces away. Make em dodge because no matter how lucky they will eventually fluff a dodge roll and end up being bashes by your cage players which also will allow you a greater chance of knocking out some of their players. 2> With ag 2 at beast a "pass" is a desperate tactic designed to fail from the get go :). You don't see many receivers or QB's who stumble onto the field. Good luck though. Khemri are a bashing players team. Leave the prancing to the elves :).

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Post by Cooper »

Well, you both say about the same thing; lose the HMP-tactic.

I will have to try it out, but this is what i think before trying it.

The trouble with a Khemri-cage tactic is obvious. It is slow.

If you want a strong cage, part of it needs to be build up of Mummies. They move 3. With that speed and a well kicked ball in your backfield you will NOT make the endzone of the opponent. So the mummies cannot be a reliable part of your cage. then you want to build a cage out of skeletons? They are still slow, but could make it with their 5 movement. But they break. easily. no block, no fast skills and only av7. not cage material. and you have only 2 blitzra's.

That is why i thought this tactic might be the best, Hit your way through thier players and build a large cage in their backfield. Hope (or perhaps pray is more appropriate for HailMaryPass) that you HMP stays in that cage where your opponent cannot pick it up. Pick it up yourself and score after hitting some more...

Until now the HMP seemed to be too unreliable or my cage was not wide enough (take your pick). Could be badluck...i haven't checked the odds, but my gut says that it should have a good chance of staying close (1/2 squraes) to the target.

Perhaps i should try this tactic against other hitters and simply run down a cage against Agility? (the problem remains though...a well placed kick is a pain for Khemri-cage tactic)

W

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Post by Princelucianus »

Well. Keep your mummies in the middle break open the mid-midfield. Get your throw-ra with the ball in the middle. Use blitz-ra with mummy & skellie help to open up the left or right field. Use your free non-mummies to run out and make a new cage near the endzone.
The good part is that in order to threaten your cage, he has to put T-zones on the mummies. If he doesn't, then the cage can slowly move forward.
The initial mummy cage can go left or right of the mid-midfield, but make sure the mummies on the other side try to get their to help out.

Lucy

PS, so take Stand Firm

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