Khemri and LRB 6

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mattgslater
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Re: Khemri and LRB 6

Post by mattgslater »

Hey, a question. Has anybody tried forgoing the ST3 positionals? 8 skels, 4 TGs, 4 TRRs? Or 6 Skels and just the Thro-Ra? I mean, if you're only getting 3x ST3 positionals, why not build into them and instead get the double value on TRRs? Am I correct in guessing that TGs start taking damage faster over time as they become bigger threats and damage/blocking skills become more common? It's not like you don't need the 8x Skel; since they're AV7 and can't dodge, somebody will die before you earn 250k, and you want to get your early improvements. It's also nice to have a reserve and enough TRRs, with all your signature bonus intact. It sucks to start without Block, though, but having all the Skels would mean you'd get more Block more quickly, as the MA6 positionals seem like they'd be a bit hoggy on the SPP.

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Re: Khemri and LRB 6

Post by GalakStarscraper »

Thanks Matt ... think I understand the comments now.

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Re: Khemri and LRB 6

Post by plasmoid »

Hi Matt,
I go with just one of the throwers in the long term.

But short term, I think the lack of block and sure hands will cost you more rerolls than you'd earned. And long term the access to S-skills on the blitzras can not be ignored.

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Re: Khemri and LRB 6

Post by plasmoid »

Ulfast asked:
Another question, what is the thing we most need to look up for in other teams, is i the faster teams, the stronger teams or some speciall skills that hurt us the most?
In my experience, fast teams aren't bad to play against. Their speed is of little use against your classic 2-1 grind tactic. Except if they can OTS. Elfy teams are great opponents, because of their low AV and high TV. By trimming my own team I can pick on elf teams with 11-12 players, and those are not so hard to crack. The notable exception for me has been fast teams inducing the hypnogaze elf.

In fact: Wizards, gaze and claw are the major problems.

Against high AV bash teams, I find myself a lot more in trouble. My TGs can't really dominate and my skellies get smacked around.

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Re: Khemri and LRB 6

Post by Smurf »

I consider myself a Bloodbowl 'specialist' at my club. Knowing how the game works in it's totality.

Khemri has been given a new lease of life in 6th IMO but it looks like the toughest team on the roster. One of our coaches, Kev, has taken up the challenge. All though I coach to, I would offer him my suggestions to improve the Khemri.

The lack of AG defualts it to a bashy team.
6 players need MB first skill and 4 can pick up block next.
Skeletons could get tackle to make movement difficult. Doubles should get diving catch, simply to increase chances of free attempts to gain control, also it gives +1 to catch an on target ball (ie 3+ roll!)

Overall the team needs to fill out the roster quickly. Then build up the rerolls. The developement is going to be slow and the coach will need to be familiar with inducements, all facets of inducing, taking cards over rerolls, igors and wizards etc etc.

But the skill improvement is going to be difficult and on stats I would argue:

10 = move over armour
11 = AG a must
12 = ST is not a great help, take the double to pick up the Agility skills.

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Re: Khemri and LRB 6

Post by Carnis »

Smurf wrote:I consider myself a Bloodbowl 'specialist' at my club. Knowing how the game works in it's totality.
Cool statement, I wish I could come up with something constructive to add.
Smurf wrote: Khemri has been given a new lease of life in 6th IMO but it looks like the toughest team on the roster.
So it's tougher to win with khemri than say halflings, ogres, goblins? I strongly disagree.
Smurf wrote: 6 players need MB first skill and 4 can pick up block next.
Hmm? The Blitz-ras already start with block, so your 4 must mean the TGs who have S only access.. So where does this stem from? Also Guard is an ok pick on both Blitz-ras and TGs situationally.
Smurf wrote: Skeletons could get tackle to make movement difficult. Doubles should get diving catch, simply to increase chances of free attempts to gain control, also it gives +1 to catch an on target ball (ie 3+ roll!)
Tackle, I can get this somewhat. Although personally I would pick Block to mitigate MA5 and AV7 & expensive rerolls. But Diving Catch?? Really? You'd have to PASS successfully (a 4+ roll at best without +AG) or fail a pass and get lucky scatter + lucky catch to get any use out of DC.
Smurf wrote: Overall the team needs to fill out the roster quickly. Then build up the rerolls. The developement is going to be slow and the coach will need to be familiar with inducements, all facets of inducing, taking cards over rerolls, igors and wizards etc etc.
I have to disagree here as well, starting with 1 Blitz-ra, 1 Thro-ra, 4 TGs and 3 RRs is viable and you rarely need much more than 3, especially when they come with a 70k pricetag. Also, why would you take random cards over reliable wizards, bribes, babes?

Also, you only need >11-12 players when you start getting DPs in, before that your universal regen provides the "bench".
Smurf wrote: But the skill improvement is going to be difficult and on stats I would argue:

12 = ST is not a great help, take the double to pick up the Agility skills.
1) How is it any harder than the skill improvement of other bash teams (a generic mix of MB/Guard/SF/Tackle/Block/PIon)?
2) Would you really take diving catch over +str and still call yourself a coach who knows the game in it's totality?

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Re: Khemri and LRB 6

Post by Joemanji »

Smurf wrote:I consider myself a Bloodbowl 'specialist' at my club. Knowing how the game works in it's totality.
:lol: :roll:

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Re: Khemri and LRB 6

Post by voyagers_uk »

that quote belongs in a sig!

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Re: Khemri and LRB 6

Post by necrosis »

plasmoid wrote:Hi Matt,
I go with just one of the throwers in the long term.
This is maybe easy to do with a 3 ag blitz-ra but i think you need 2 throw-ras purely for the sure hands. Even then picking up the ball is still tricky. If you have the one he is an obvious target and if he goes out you might be in serious 2ag ball handling trouble. Your re-rolls will be needed to protect your non-block tomb guardians so you don't want to be burning them to be picking up the ball.

The blitz-ras i want to be building into blocking/killing machines as opposed to taking sure hands on them.

Skeletons are too puny to last and skill up much at least the 2 throw-ras will both be gaining some SPP and some decent skills.

As i said it took me 15 games to skill up a skeleton, thanks to a lot bad luck with regens,spp spread and deaths. Then i got 2 at once. Both took block... in the next game. by end of the first half with more horrific regen luck, 1 was dead and the other -1 av. It might be symptom of me always putting skeletons on the line in defense because i think you need to keep your options open in the back field and i would rather let the bashy teams have a go at the skeletons rather than free digs on the tomb guardians on the line and who if placed there are tied up defensively.

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Re: Khemri and LRB 6

Post by lucasluckydelux »

mattgslater wrote:Hey, a question. Has anybody tried forgoing the ST3 positionals?
I wanted to ask the exact opposite... has anyobody tried forgoing the st5?

10 skeletons 400
2 thro-ras 140
2 blitz-ras 180
4 rr 280 (or 3 rr and 7 ff)
total 1000

For sure is not going to be a great team... but is it worth trying?

I play in a league where MVP is chosen by team owner so it would be easier to skill up skelies

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Re: Khemri and LRB 6

Post by Joemanji »

I always take both Thro-Ras, if only for the MA6. Khemri definitely need the extra pace they can get.

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Re: Khemri and LRB 6

Post by necrosis »

lucasluckydelux wrote:
mattgslater wrote:Hey, a question. Has anybody tried forgoing the ST3 positionals?
I wanted to ask the exact opposite... has anyobody tried forgoing the st5?

10 skeletons 400
2 thro-ras 140
2 blitz-ras 180
4 rr 280 (or 3 rr and 7 ff)
total 1000

For sure is not going to be a great team... but is it worth trying?

I play in a league where MVP is chosen by team owner so it would be easier to skill up skelies
funnyfingers has a team like this over at stuntyleeg. He is doing quite well with them but i think he isnt trying to take on too many top tier teams. Personally (without having viewed one of the replays), I think he enjoys the fouling opportunities of having the extra players at low team value ;)

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Re: Khemri and LRB 6

Post by Smurf »

I've got about a dozen coaches playing. All with different ideas and when it comes to rules question, they always turn to me.

My mate (Rich) said, "well you are organising it and have organised it for the last 3 years".

He's a good coach and so is Steve who has been playing a year and loves the game.

We've played for the S trophy (supposed to be Sunday because that's when the club is open but it became the Smurf Trophy - complete with a modified smurf), we are just finishing off the Broken Bat (still painting it) and begin the 3rd League with next year's prize of the Thrudd Sponsorship deal. I may let the not so good teams play in the Tribaal Leeg.

Just double checked those TGs

With only S skills it would be best to seperate 2 styles of play. First they all get MB, gives the chance of grinding.

2 should have Grab just to upset player set ups and to pin players and get them off the pitch.
2 with Standfirm just to be a pain of not giving up ground.

If they get good then the grab guys can pick up break tackle
And the standfirm guys can pick up guard.

The Throwers will be quite simple:

Accurate and Kick off Return
Hail Mary Pass and Kick

Blitzers
Mighty Blow, Tackle and Thick Skull

Line:
I would have 3 with wrestle and 3 with Block
1 Pass blocker for the inconvience
1 Dirty player

Any doubles: Choices include Block, diving catch, Jump up, sneaky git

BTW Ogre, Goblin and Halflings have an advantage, many of their players can actually pick up the ball. All have throw team mate and all of them can have Agility skills including sprint and surefeet. 6 Ogres will be a problem for Khemri, 2 Treeman won't be much of a problem and halfings move sucks anyway and Gobbos have 2 Trolls and lots of sneaky stuff.

Grinding a team isn't that easy unless it is halfling or snotlings but ball handling is important otherwise the grind was pointless.

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Re: Khemri and LRB 6

Post by Smurf »

lucasluckydelux wrote:
mattgslater wrote:Hey, a question. Has anybody tried forgoing the ST3 positionals?
I wanted to ask the exact opposite... has anyobody tried forgoing the st5?

10 skeletons 400
2 thro-ras 140
2 blitz-ras 180
4 rr 280 (or 3 rr and 7 ff)
total 1000

For sure is not going to be a great team... but is it worth trying?

I play in a league where MVP is chosen by team owner so it would be easier to skill up skelies
I wouldn't bother with ff. Just earn it. As for MVP we put forward a selection of 'outstanding players' and the opposing coach gives mvp to who he think was the best.

The random mvp makes levelling up too easy.

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Re: Khemri and LRB 6

Post by necrosis »

Smurf wrote:
lucasluckydelux wrote:
mattgslater wrote:Hey, a question. Has anybody tried forgoing the ST3 positionals?
I wanted to ask the exact opposite... has anyobody tried forgoing the st5?

10 skeletons 400
2 thro-ras 140
2 blitz-ras 180
4 rr 280 (or 3 rr and 7 ff)
total 1000

For sure is not going to be a great team... but is it worth trying?

I play in a league where MVP is chosen by team owner so it would be easier to skill up skelies
I wouldn't bother with ff. Just earn it. As for MVP we put forward a selection of 'outstanding players' and the opposing coach gives mvp to who he think was the best.

The random mvp makes levelling up too easy.
Especially when those journey men and dead guys get it :wink:

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