I have a khemri team in a league playing vault 1.9. Just played my 4th game ... here's how it looks so far.
1- mummy 2 spps
2- mummy 4 spps
3- mummy 8 spps - block
4 mummy 9 spps - block
5- blitzra 16 spps - sure hands
6- blitzra 1 spps
7- skeleton
8- skeleton - 5 spps
9- skeleton
10- skeleton
11- skeleton
12- skeleton 10 spps - +str (so so good)
13- skeleton
3 rr's 3 ff.
My question is... should I go with kick off return for the blitzra on his second skill or should I give him something like gaurd or frenzy? Should I try and develop the second blitzra using up rr's to pick up the ball?
Early khemri team development
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Early khemri team development
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I'm playing vault 1.9. They removed the trait part of skills so anyone who has gen access can get frenzy. Blitzra's already get str access so gaurd is a skill I just take without doubles.OverDose wrote:Hmm. I dunno maybe it's just me but I like to use thro-ras as ballcarriers. You should definitely take tackle or guard/frenzy on doubles for the blitz-ra. But then again, I've only got a 10+ matches experience with khemris.
ianwilliam, So you would buy a throwra even though a blitzra has surehands already? I have to say that the surehands part has paid off big on the blitzra expecially cause he has block and moves 6. Saying this I want to develop the other blitzra and getting td's is the easiest way to get this done seeing I'll never hang a blitzra out to dry and he's not likely to blitz. That's what mummies are for. With 2 mummies with block rr's won't be used for as many mummy blocks now.
Hmmmm tough tough choices here... I'm leaning on kick off return or frenzy on the blitzra...
Reason: ''
Young Caine: Old man, how is it that you hear these things?
Master Po: Young man, how is it that you do not?
Master Po: Young man, how is it that you do not?