Recommendation for a Tomb Guardian's second skill

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Alamar
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Recommendation for a Tomb Guardian's second skill

Post by Alamar »

I'm running a very cookie cutter Khemri team in a league. Everyone except for one skeleton and 2 Thro-Ras has Guard already.

I finally got a TG to get a 2nd skill [Guard was 1st], rolled a 6+2, and I was wondering what people would recommend as the skill choice.

NOTE: I saw a thread for LRB6 that recommended Break Tackle on a non-doubles roll.

I can see how BT would be helpful but I don't know if that's the best skill. I tend to cage a lot [duh] so I would often have the modified STR to make MultiBlock work. Mighty Blow also seems like a good skill to look at ...

Any advice??

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Joemanji
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Post by Joemanji »

Mighty Blow. Khemri work by hurting the opposition, so you need plenty of MB...

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Post by Jural »

The key to me is the word "finally." Get Mighty Blow.

I recommend 2 Mighty Blow and 2 Guard Khmeri with the first skill ups, followed by Break Tackle (doubles=block.) Piling On doesn't do it for me, you have Dirty Player skeletons to take care of that once they are down!

By the way, how did you get guard on the whole team except for one skeleton? You must have rolled a ton of doubles.

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Post by Decker_cky »

Jural wrote:By the way, how did you get guard on the whole team except for one skeleton? You must have rolled a ton of doubles.
He's running a short bench maybe?

4 guardians, 2 blitz-ras, 2 throw-ras and his 1 skeleton give him the entire lineup. :D

But yea....that sounds like some amazing rolling (though if I rolled a pile of doubles on khemri, I'd take some diving tackle to get more blocks in).

But yea....mighty blow is the best choice by far. You need to cause damage, and you'll skill up faster.

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Post by DoubleSkulls »

Stand Firm is also good. S5, Guard, SF is nasty...

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Post by mrbrownesquire »

Break Tackle, Ag 5 cage breaker!

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Post by duttydave »

With 'Decay' I never knew they lived long enough to get a second skill :lol:

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Post by SierraKiloBravo »

Mighty Blow.

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Post by Alamar »

Jural wrote:The key to me is the word "finally." Get Mighty Blow.

I recommend 2 Mighty Blow and 2 Guard Khmeri with the first skill ups, followed by Break Tackle (doubles=block.) Piling On doesn't do it for me, you have Dirty Player skeletons to take care of that once they are down!

By the way, how did you get guard on the whole team except for one skeleton? You must have rolled a ton of doubles.
I think that I'll take your advice and load up on some MB [at least where it makes sense] ....

FYI: I have Guard on everyone but 1 skelly and 2 Thro-Ras. My entire team rolled boring things except for a TG with an 11 [took a normal instead of +AG] and 2 skellys rolled doubles. Everything else was boring rolls [no doubles, no stat increases, etc.]

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Post by Decker_cky »

If you wanted to have a little fun, you could even take +AG on a guardian. With +AG and break tackle on a S5, MV4 player, they're not really any worse of a ball carrier than anyone else on the team. Then of course you'll get lucky and have another +AG to give you an AG3 guardian :D.

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Jural
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Post by Jural »

Here is my (COMPLETELY UNTESTED) plan of Advance for my 4 TG's. This assumes no doubles rolled, and the order is the order they advance:

1) Mighty Blow, then Break Tackle
2) Guard, then Mighty Blow
3) Mighty Blow, then Break Tackle
4) Guard, then Stand Firm

It's completely untested though, so don't hold me to it :)

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Post by Tripleskull »

I wouldnt think of giving anything but mighty blow, block or stat on first skill. You need take out and spp. But what do I know about playing kemri. I gave up on them, cause I newer got any skills and had bad dice and my TG died...

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Post by kingmabus666 »

It just has to be Mighty Blow as they will never skill up fast enough otherwise imo

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Post by Warpstone »

Another recommendation for Mighty Blow. Get MB on each TG as soon as possible and then you'll start to enjoy an ole' fashion bashfest.

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Post by prisma »

And if another skelli rolls a dbl... go for diving tackle. It works wonders.

Finally your opponents will stay where you want them to (place the divtackler between your tombguards....)

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