A few thoughts on Khemri
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Re: A few thoughts on Khemri
Chance - although this seems like quite an even match-up, I see a potential advantage for you in the 2 ST5/Frenzy BoBs. In normal play, there is always the potential for your opponent to lose control of his Frenzied players (i.e. they end up where he doesn't want them to be). They also have short range, so can be forced to GFI. But most importantly, at critical times you can choose to distract the megaBoBs of death for advantage (either by throwing them a chew-toy Skelly, or even a TG, forcing your opponent to waste an action on an assist, followed by a potential second block at 1-die or even 2-dice uphill). Look for this at the critical point in each drive, and towards the end of the halves.
3 niggles calls for judicious fouling with D-P, as you have spotted. A Bribe or two might be disproportionately handy.
Based on how you plan to play, and what you describe of previous encounters, passing plays by your opponent look very likely to me. Thus you need to be ready when kicking to switch from trench-line to layered defense (accurate positioning of the MA6 players being the main element here). Do not over-commit to a single trench-line, stay king of your own backfield before your opponent seizes the initiative there.
Hope that helps.
3 niggles calls for judicious fouling with D-P, as you have spotted. A Bribe or two might be disproportionately handy.
Based on how you plan to play, and what you describe of previous encounters, passing plays by your opponent look very likely to me. Thus you need to be ready when kicking to switch from trench-line to layered defense (accurate positioning of the MA6 players being the main element here). Do not over-commit to a single trench-line, stay king of your own backfield before your opponent seizes the initiative there.
Hope that helps.
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Smeborg the Fleshless
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Re: A few thoughts on Khemri
Oops, missed this. By default, I'm tempted to pick Guard on Thro-Ras, but if they have something that makes them the obvious primary ball-carrier, then they get Dodge instead. Dodge is a bit less tempting in the sense that I wouldn't pick it on other players on the team, but you should be able to contain most Tacklers - pitch control is, after all, the Khemri thing.Smeborg wrote:What doubles do you take on them?
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Re: A few thoughts on Khemri
Smeborg! Thanks for the help! You are right that I need to be ready for that throw if he can't get through. I'm hoping to get a "break through the line, sack the Thrower" sort of moment but, if not, I need to have that second line ready.Smeborg wrote:Chance - although this seems like quite an even match-up, I see a potential advantage for you in the 2 ST5/Frenzy BoBs. In normal play, there is always the potential for your opponent to lose control of his Frenzied players (i.e. they end up where he doesn't want them to be). They also have short range, so can be forced to GFI. But most importantly, at critical times you can choose to distract the megaBoBs of death for advantage (either by throwing them a chew-toy Skelly, or even a TG, forcing your opponent to waste an action on an assist, followed by a potential second block at 1-die or even 2-dice uphill). Look for this at the critical point in each drive, and towards the end of the halves.
3 niggles calls for judicious fouling with D-P, as you have spotted. A Bribe or two might be disproportionately handy.
Based on how you plan to play, and what you describe of previous encounters, passing plays by your opponent look very likely to me. Thus you need to be ready when kicking to switch from trench-line to layered defense (accurate positioning of the MA6 players being the main element here). Do not over-commit to a single trench-line, stay king of your own backfield before your opponent seizes the initiative there.
Hope that helps.
Also, he has FOUR niggling injuries - two BoBs (one of the 5-ST guys), one Blitzer and the Thrower. I think (but am not sure) he is missing his Guard Blitzer for this game which puts him at TWO Guard, a BoB and the Troll.
I'm definitely going to write up a list of offenseive and defensive goals and have them at the game to check every turn.
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Re: A few thoughts on Khemri
In that case, lay the smack. You can actually outbash him since he has so little Guard. Try to line PO up on niggle, ofc.
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Re: A few thoughts on Khemri
Thanks Matt! My thoughts exactly!
Here is my opponent's Orc team now that his last match has been processed.
2.17 million team value (giving me 90K in inducements)
#2 LineOrc - Block
#3 Goblin - Sneaky Git, Diving Tackle
#4 LineOrc
#5 LineOrc
#7 Blitzer - +ST, Diving Tackle, Tackle, Stand Firm
#9 Blitzer - Tackle, Mighty Blow, Pro, Diving Tackle (NIGGLE)
#10 Blitzer - Mighty Blow, Jump Up, Pile On
#11 Black Orc - Block, Mighty Blow
#12 Black Orc - +ST, Block, Mighty Blow, Frenzy
#13 Black Orc - +ST, Block, Mighty Blow, Frenzy (NIGGLE)
#14 Black Orc - Block, GUARD, Mighty Blow (NIGGLE)
#15 Thrower - Accurate, Kick-Off Return, Block, Dump-Off (NIGGLE)
#16 Troll - Stand Firm, GUARD, Grab, Break Tackle
The #8 Blitzer with Guard is missing the game.
So it is comfirmed he has 4 niggles and only 2 Guard. I hope to exploit this as well as outright buy a Wizard with Petty Cash, giving my opponent only 60K to mess with. My opponent is known for buying a Wizard as the overdog, so, if he does, then I'll get a free Wizard and probably a Merc Skelly. 90K won't get me a merc Skel with DP, I don't think, and of course it is just shy of getting me a bribe, my first choice after the Wizard. It is also possibly my opponent goes crazy with the petty cash and spends his 570K trying to win this game. In that case, my inducement priorities are -
Wizard
Bribe(s)
merc Dirty Player Skel
Babes
Igor or cards, not sure
Any other ideas?
Here is my opponent's Orc team now that his last match has been processed.
2.17 million team value (giving me 90K in inducements)
#2 LineOrc - Block
#3 Goblin - Sneaky Git, Diving Tackle
#4 LineOrc
#5 LineOrc
#7 Blitzer - +ST, Diving Tackle, Tackle, Stand Firm
#9 Blitzer - Tackle, Mighty Blow, Pro, Diving Tackle (NIGGLE)
#10 Blitzer - Mighty Blow, Jump Up, Pile On
#11 Black Orc - Block, Mighty Blow
#12 Black Orc - +ST, Block, Mighty Blow, Frenzy
#13 Black Orc - +ST, Block, Mighty Blow, Frenzy (NIGGLE)
#14 Black Orc - Block, GUARD, Mighty Blow (NIGGLE)
#15 Thrower - Accurate, Kick-Off Return, Block, Dump-Off (NIGGLE)
#16 Troll - Stand Firm, GUARD, Grab, Break Tackle
The #8 Blitzer with Guard is missing the game.

So it is comfirmed he has 4 niggles and only 2 Guard. I hope to exploit this as well as outright buy a Wizard with Petty Cash, giving my opponent only 60K to mess with. My opponent is known for buying a Wizard as the overdog, so, if he does, then I'll get a free Wizard and probably a Merc Skelly. 90K won't get me a merc Skel with DP, I don't think, and of course it is just shy of getting me a bribe, my first choice after the Wizard. It is also possibly my opponent goes crazy with the petty cash and spends his 570K trying to win this game. In that case, my inducement priorities are -
Wizard
Bribe(s)
merc Dirty Player Skel
Babes
Igor or cards, not sure
Any other ideas?
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Re: A few thoughts on Khemri
Chance, I agree you should defend very aggressively and get right in his face, Orcs don't like that, especially because they're not used to it. But it is the very nature of this aggressive defense that will encourage your opponent to make that passing play.SunDevil wrote:You are right that I need to be ready for that throw if he can't get through. I'm hoping to get a "break through the line, sack the Thrower" sort of moment but, if not, I need to have that second line ready.
All the best.
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Smeborg the Fleshless
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Re: A few thoughts on Khemri
Have skimmed over this thread - my own experience of Khemri is limited to a couple of games on FUMBBL. I haven't played them since I misclicked +MA (6+4) on a skill roll, which I thought was my thro-ra but turned out to be a TG
. But I'm always interested in picking up nuggets of info.
Some stand-out bits I wanted clarification on:
If you were playing against orcs/undead, and the TGs are being fed linefodder each turn while the rest of your opponent's team cages up, how does your defence work? I assume your TGs simply bash and be grateful... but how do you stop/hold up the cage?



Some stand-out bits I wanted clarification on:
Jimmy, going on your FUMBBL record you're a good coach, so I want to know ... generally the best way (I find) to play against khemri is to hold up the TGs and try to slow them down/isolate them. Which means for bashier teams, give them a zombie/lineman to play with, for agile teams to dodge away 1 step each turn.Jimmy Fantastic wrote:...Early BT for other players is a waste of time, especially for slow st5 guys who should be hitting and guarding.
If you were playing against orcs/undead, and the TGs are being fed linefodder each turn while the rest of your opponent's team cages up, how does your defence work? I assume your TGs simply bash and be grateful... but how do you stop/hold up the cage?
I think if you get yourself a DP/Wrestle skeleton, you may find otherwise...SunDevil wrote:Skellies - ... And his foul targets (high priority opponents) are not wasting time hitting a Wrestle Skelly.![]()

I'm very intrigued by this... I'm really hoping you mean you occasionally bring out a chainsaw into a rugby gameSmeborg wrote:... there are quite strong similarities in the way I play BB and the way I play team sports.

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Re: A few thoughts on Khemri
No Wizard... A chainsaw.
Just need a 7+ to break the armour and nice for those nigglers.
Just need a 7+ to break the armour and nice for those nigglers.
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The Scrumpers (Wood Elf)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
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Re: A few thoughts on Khemri
lol I was thinking mainly of social cricket, where I was a very slow bowler, used to tempting batsmen into ultra-aggression, getting them out quickly. Not short of entertainment for all involved - I've had team-mates of the hapless batsman rolling on the ground laughing.Sandwich wrote:I'm very intrigued by this... I'm really hoping you mean you occasionally bring out a chainsaw into a rugby gameSmeborg wrote:... there are quite strong similarities in the way I play BB and the way I play team sports.
[Edit: I do remember a wee BB tourney in Auckland where the host felt "insulted" by a fellow coach. He ran into his garage, came back with a chainsaw and started chasing the offending coach around the room. But the chainsaw wasn't running, so I guess that doesn't count.]
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Smeborg the Fleshless
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Re: A few thoughts on Khemri
I'm not so sure. He also kicks back on himself every so often and can fail the 7+ easily, then get smashed on the return.Smurf wrote:No Wizard... A chainsaw.
Just need a 7+ to break the armour and nice for those nigglers.
I also like the "When will he use it?" mystery timing of the Wizard. But thanks for the suggestion!
We play next Tuesday!
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Re: A few thoughts on Khemri
Hmmmm, the Wiz might whiz too.... Meanwhile the 'Saw is another body on the field, might channel the flow of the opponent, and has sidestep....SunDevil wrote:I'm not so sure. He also kicks back on himself every so often and can fail the 7+ easily, then get smashed on the return.Smurf wrote:No Wizard... A chainsaw.
Just need a 7+ to break the armour and nice for those nigglers.
I also like the "When will he use it?" mystery timing of the Wizard. But thanks for the suggestion!
We play next Tuesday!
What about Humerus Carpal? Actually has Ag 3 and could put the throw ra's to a rarely seen use of actually passing....

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Re: A few thoughts on Khemri
I forgot to mention that our league does not allow star players.
Sorry about that - otherwise I would absolutely consider Hack.

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Re: A few thoughts on Khemri
Wiz it iz. Fireball the cage at the start of your turn. Make sure you have a DP in range of multiple likely victims, unless it's do-or-die time. On defense, it's fine to use the Wiz early. On offense, it must be your only hope.
I'd actually go for the saw were it an option. Deny him the Babe you're hoping he'll need. You could do the same with a Bribe, but Wiz vs Babe > Bribe vs nothing.
1) PO the snot out of that Guard/Niggle guy with your #5.
2) Line TGs up on the Frenzy guys and on his ST4 Blitzer.
3) That niggling ST3 Blitzer and the JUPOMBer? Sic Wrestle on one of them.
4) Send #6 after the Goblin or one of the two guys in 3) above. If you send him after the JUPOMBer, you should PO AV failures just so you don't get hit back.
5) Foul a lot. Foul niggles preferentially.
6) Matchups will win this game.
7) So will not getting Nuffled. He's got too much TV tied up in Diving Tackle (and not enough in Guard) to seriously threaten you. If Diving Tackle annoys you once this match, he should feel he got the best he could reasonably expect out of it. If it threatens you three times or hoses you once and annoys you once, or hoses you decisively, he should feel he got his money's worth out of that large investment in a marginal doubles skill. See disconnect?
I guess it would be kind of fun vs. elves. You're not elves.
I'd actually go for the saw were it an option. Deny him the Babe you're hoping he'll need. You could do the same with a Bribe, but Wiz vs Babe > Bribe vs nothing.
1) PO the snot out of that Guard/Niggle guy with your #5.
2) Line TGs up on the Frenzy guys and on his ST4 Blitzer.
3) That niggling ST3 Blitzer and the JUPOMBer? Sic Wrestle on one of them.
4) Send #6 after the Goblin or one of the two guys in 3) above. If you send him after the JUPOMBer, you should PO AV failures just so you don't get hit back.
5) Foul a lot. Foul niggles preferentially.
6) Matchups will win this game.
7) So will not getting Nuffled. He's got too much TV tied up in Diving Tackle (and not enough in Guard) to seriously threaten you. If Diving Tackle annoys you once this match, he should feel he got the best he could reasonably expect out of it. If it threatens you three times or hoses you once and annoys you once, or hoses you decisively, he should feel he got his money's worth out of that large investment in a marginal doubles skill. See disconnect?
I guess it would be kind of fun vs. elves. You're not elves.
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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.
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: A few thoughts on Khemri
Matt! Thanks for the advice, all excellent points and you are 100% right - it is ALL about the match-ups! I hope to outmuscle him early, deny him many 2-die blocks and overwhelm his 9-AV with a monkey-ton of 2-die blocks in my favor, MiB, and his own niggles.
I even memorized the player #s with nuggles and their positions/importance of removal - #13 is number one because he's 5ST, #14 is second because he is a Guard BoB and half the Guard the Orcs have, #15 is third because the Thrower makes his offense go and his AV is 8, #9 is last, if I get a shot on that Blitzer, terrific, if not, I'll manage. All from memory.
PO only natural AV breaks, when I can't be return fouled, or to prevent the JuPO return strikes.
As for his Goblin, I look forward to seeing how he sets up on D if I receive (please Nuffle please let me receive!). He will play his Troll, 4 BoBs, 3 Blitzers but then...? 2 Linos and the Thrower? Then he has no fouler and I get to hit his Troll with PO/MiB. Drop the Thrower, bring in the Gobbo? He has little chance to score on me if he turns me over (or my Bony Sure Hands fails) and it weakens his overall ST.
Anyway, game is tonight in 9 hours - wish me luck! I will post the results - for better or for worse!
I even memorized the player #s with nuggles and their positions/importance of removal - #13 is number one because he's 5ST, #14 is second because he is a Guard BoB and half the Guard the Orcs have, #15 is third because the Thrower makes his offense go and his AV is 8, #9 is last, if I get a shot on that Blitzer, terrific, if not, I'll manage. All from memory.

PO only natural AV breaks, when I can't be return fouled, or to prevent the JuPO return strikes.
As for his Goblin, I look forward to seeing how he sets up on D if I receive (please Nuffle please let me receive!). He will play his Troll, 4 BoBs, 3 Blitzers but then...? 2 Linos and the Thrower? Then he has no fouler and I get to hit his Troll with PO/MiB. Drop the Thrower, bring in the Gobbo? He has little chance to score on me if he turns me over (or my Bony Sure Hands fails) and it weakens his overall ST.
Anyway, game is tonight in 9 hours - wish me luck! I will post the results - for better or for worse!
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Re: A few thoughts on Khemri
I think you've just Nuffled yourself there, and my bet is that you will kickSunDevil wrote:(please Nuffle please let me receive!)

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