Khemri Tomb Guardian skills

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Ullis
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Khemri Tomb Guardian skills

Post by Ullis »

Khemri teams have been discussed but I couldn't find anything on Tomb Guardian first skill specifically.

I recently started a Khemri team on Fummbl's new client and the team's been a lot more fun that I expected (a good 3-2-0 record helps somewhat). There's not too many skills on the team yet and none of the TG's have skilled up yet. I've been planning to take Mighty Blow or Block on doubles as the first skill to help with the bashing game and get them spp's.

However, I played against a Khemri team with a norse team last week and the Khemri team had 2 Guarding and one Break Tackle TG. The Guard TG's were a nightmare to play against. I didn't have any Guard myself and had to dodge and do 1-d blocks more than I would've wanted due to that. And it severely limited my Frenzy options as well. The opponent never used Break Tackle but I never had the luxury of a cage myself. The starting kick off on my own offence landed on two TG tackle zones.

So, I'm looking for input as to what skills are best for TG's as their first skill. MB is obviously nice but Guard could be very useful on at least one TG. I don't think Break Tackle is a good option as a first skill.

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mattgslater
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Re: Khemri Tomb Guardian skills

Post by mattgslater »

Format really matters. Perpetual? Open with Mighty Blow to accelerate development. Fixed? Open with Guard or a mix of Guard (1-2) and Stand Firm (3-4).

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What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
Ullis
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Re: Khemri Tomb Guardian skills

Post by Ullis »

I was expecting format to come up fairly quickly. My team is on Fumbbl but I really couldn't care less about long term versus short term development. I'm mostly just looking to maximise my chances of winning the next few matches, although I admit that MB is a longer term option. But when Khemri get ahead in numbers the team really shines as the low AG and the resulting lack of dodging options starts to matter less as keeping skeletons free of TZ's is easier.

But I'd like general insights as well. And experiences obviously too.

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Re: Khemri Tomb Guardian skills

Post by plasmoid »

I'd take 1 guard early, to easier set up 3-dice-blocks on the LOS.
For the others, I'd go mighty blow first, guard second.

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Narrow Tier BB? http://www.plasmoids.dk/bbowl/NTBB.htm
Or just visit http://www.plasmoids.dk instead
Ullis
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Re: Khemri Tomb Guardian skills

Post by Ullis »

This is all highly theoretical. I lost another TG that had gotten lucky and had spp's against a Chaos Pact team. My team is, again, down to 3 TG's only one of which has spp's. I wasn't quite expecting Decay to be such an issue but putting the TG's in harms way cannot be avoided against other strength teams. And knock downs inevitably lead to injuries. Funnily my team has lost only two players during 6 matches but both are TG's with spp's and I'm nowhere close to skilling those who've survived. At least I won the game!

Martin's idea of one Guard early sounds like a good plan. MB really feels important because without it I don't think I have any chance of dominating mid or high AV teams in terms of numbers. So far I've put skeletons on the los but one Guard TG would really help there, either with two skeletons flanking him or with three TG's on the los.

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mattgslater
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Re: Khemri Tomb Guardian skills

Post by mattgslater »

I like Martin's plan. Guard, MB, MB, MB, with the other one to follow, at least for three of them.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
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Re: Khemri Tomb Guardian skills

Post by Carnis »

I think more than anywhere else niggles and decay will matter a huge deal over in fumbbl, where basher teams are very popular and basher builds there almost inevitably come with claw. Av9 and ST5 of the TGs is nice, but easily negated by a chaos minotaur/beastman ramming down with horns, block (double for mino) and MB/claw, guard assists and possibly PO as well.

This makes -AV less of a concern for AV8 elves/beastmen than +niggles. Against flair teams having niggles is ofc better, than having -AV. But flair teams rarely kill your players.

For the skills I'd look at what martin has to say, he knows what he's doing ;).

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