Doubles on Khemri Thro-ra

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Quadrasonic
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Doubles on Khemri Thro-ra

Post by Quadrasonic »

This is the LRB 6 Khemri we are talking about here. The team now consists of:

3 Tomb Guardians (one with Block)
2 Blitz-ras
6 Skeletons (one with Kick)
2 Thro-ras (one with ?)

The standard Strong Arm would not seem to apply for Khemri, because who ya going to throw it to anyway? Block is available on a regular roll, and Dirty Player is more for skeletons than Thro-ras.

So despit his AG 2, I am thinking Dodge.

Any other ideas.

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Post by Tarp »

surehands, dodge, block, and you have about as solid a ballcarrier/holder as you can get, besides having one with ST4 and those skills...
so yes dodge would be a good choise I think

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Post by PubBowler »

I'm far from an experienced Khemri coach (8 games and counting) but I find myself dodging often with Blitz-Ras and Throw-Ras.

So I have no problem with Dodge being first pick.

My only concern is that it won't be too hard to target with Tackle players as he will likely be the only one with Dodge.

Thus I look to other agility skills which are less easily removed.

Sure Feet (GFIs help counter low maneuverability)
Side Step (To avoid being pushed away from the end-zone or into blocks)

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Post by Warpstone »

Don't feel bad, take the Dodge. AG2 Dodging is a very nifty trick that Troll Slayers and Khemri use to spring surprises and last ditch escapes.

Principal Thro-Ra Skills:
Normal: Block, Kick off Return, Fend, Leader
Doubles: Dodge, Sprint

Your secondary Thro-Ra is probably best used as a safety and backup ball handler so he's similar to above, but with Tackle as his second normal skill.

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Post by whitetiger »

I agree with dodge, but for another reason. Any player on his back isn't picking up the ball anyway. Take the dodge to keep him standing.

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Post by falconeyed »

Another vote for Dodge.

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Post by tenwit »

Yea, Dodge. Side Step would be better on a Mummy or Blitz-Ra. The only other doubles skills I'd consider on Thro-Ras would be the speed ones, Sure Feet or Sprint, for when your cage can't get you quite far enougn...

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Post by bouf »

Dodge or Jump Up.

It depends how good your defence is and how good you defend the thrower

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Post by Joemanji »

Don't dismiss Guard (often as good for getting your ThroRa out of trouble), or Sure Feet (make it into the endzone).

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Post by fen »

Joemanji wrote:Don't dismiss Guard (often as good for getting your ThroRa out of trouble), or Sure Feet (make it into the endzone).
Those are the two I'd take.

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fire olli
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Post by fire olli »

Sure hands would have to be first for me. With AG2 i have seen enough Kemri coaches waste 2/3 turns trying to pick up the ball.

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Post by Darkson »

fire olli wrote:Sure hands would have to be first for me. With AG2 i have seen enough Kemri coaches waste 2/3 turns trying to pick up the ball.
Interesting - waste a doubles roll on a skill they start with! :lol:

Guard or Sure Feet for me - Dodge would be the 3rd choice. I personally wouldn't touch Sprint, but that's because I have enough problems with 2 GFIs, without the temptation of a 3rd...

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fire olli
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Post by fire olli »

That just shows i never have played with a Kermi team. Oh well. Give it again then he can have lots of goes at picking up the ball :D

Dirty player :D

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Post by coma »

My votes on guard...

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Post by whitetiger »

I still think dodge would be best on him.

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