Experimental Khemri skill rolls

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falconeyed
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Experimental Khemri skill rolls

Post by falconeyed »

Rolled 5+5 on a Tomb Guardian's first skill roll and a 1+1 on a skeleton's first skill roll.

Tomb Guardian - Someone talk me out of Block.

Skeleton - Someone talk me out of Mighty Blow.

Go!

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Tante Kaethe
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Post by Tante Kaethe »

I ain't gonna talk you out of Block for the Tomb Guardian it's just way too good :D .

With regard to the Skeleton MB is a good call but Diving Tackle is nice too:

Code: Select all

_O_
TST
Keep the Skellie next to one or two TGs and it keeps your opponents running away from them :smoking: .

Cheers

Tante Käthe

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Re: Experimental Khemri skill rolls

Post by DoubleSkulls »

I won't bother with the tomb guardian. Block is too good to pass up.
falconeyed wrote:Skeleton - Someone talk me out of Mighty Blow.
Skeletons you don't really want in the mixer and probably are blitzing with mummies or blitz ras most of the time anyway.

I'd strongly recommend Guard - just because you mummies will probably take MB first too, and you can never have too much guard.

Leader might be worth taking since its early on in team development and the rerolls are expensive.

Final option, sneaky git. That means he can foul without assists without too much risk, and if he gets a 2nd skill then Dirty Player :evil:

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Post by juggler434 »

I'd throw guard on the skellie, he'll get you easier three die blocks
I'll repeat what others have said and say you should take block on the tomb gaurdian

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Post by Darkson »

Never anything wrong with guard on teams where the majority of players don't have S access.

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Post by Joemanji »

Block all the way on the Mummy.

Guard is the safe option on the skelly. DT is very sneaky and cool, but not so great on a new team.

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Post by Hjelmen »

*echo echo echo*

I agree with everyone else:
Block on the TG, and Guard on the Skeleton.

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Post by stashman »

BLOCK on Tomb Guardian (becuse its to good to not take!)

SURE FEET on the skeleton (get yourself a MA7 player and hope for AG boost!)

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Post by fen »

Block and Guard. The team is weakened now it's not worth choosing anything other than the power options.

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Post by zephard »

Block on the TG

I would be tempted on the Sneaky Git on the Skellie.
If not Sneaky Git, then Guard.

*Disclaimer* I have yet to take Sneaky Git and play almost exclusively Agile Teams who have free access to it. I am just not a fouler I guess.

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Post by PubBowler »

Block on the TG

Guard is safe but you already have more ST5 players than most so DT might be a nice one to try.

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Post by falconeyed »

Thanks, all. Went Block and Guard.

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Re: Experimental Khemri skill rolls

Post by Jural »

The only way I would talk you out of block was if I was your league and playing you next. You know the answer to this one!

For the skeleton, I'd not go Mighty Blow. I'd go guard, Sneaky Git, or Diving Tackle. Sneaky Git will eventually make him a great fouler (but it will be awhile. Guard will allow those Block Mighty Blow blitzers more 2 die hits, and allow some 3 die hits more often with the TG's. Diving Tackle probably is only useful against some teams, but it basically will stop teams from dodging through your line.

For the skellie, I'd go guard and use future doubles rolls on Sneaky git and Diving Tackle. The only drawback of guard is the skeleton may be left in a tackle zone, but used correctly, your Tomb guardians can back him up, or the defense will be on it's heels.
falconeyed wrote:Rolled 5+5 on a Tomb Guardian's first skill roll and a 1+1 on a skeleton's first skill roll.

Tomb Guardian - Someone talk me out of Block.

Skeleton - Someone talk me out of Mighty Blow.

Go!

Reason: ''
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