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Strategy and Tactics - Sand in my shorts or Khemri, the other Undead

Grasshopper - Jul 21, 2003 - 04:20 PM
Post subject: Sand in my shorts or Khemri, the other Undead
Hey Guys,

I was just wondering if anyone besides myself plays with a Khemri team? If so can you share a little bit of your strategies with them? My 4 mummies do a pretty good job of Banging folks around, and every now and then my Thro-Ra's find a corpse near the end zone. However, their liche priest seems to haev missed the part in the book of the dead that expalins the concept of running, passing pretty much anything that covers dependable scoring. Help? Confused

Also, anyone heard anything of a model for the RAMTUT III star player fig (if there is going to be one)?

Thanks,
-B Twisted Evil
Doubleskulls - Jul 21, 2003 - 05:39 PM
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Definately a superb Ramtut figure on its way (there were some threads recently about the new minis and I'm sure he featured there).

As for the Khemri they are supposed to be the worst ball handlers in the game. Just thank your lucky stars for 4 piling on mummies.
Grasshopper - Jul 21, 2003 - 06:18 PM
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SEXCELLENT ! ! ! Glad to hear it... I was dabbling with going to work on one of my mummies.

They are lousy for handling... the thro's make up for it a little with a AG of 3 and sure hands, but apart from that it's the most frustrating thing next to having a busted zipper after at a keg party. And forget handing it off to the mummies, rassin frassin AG 1 droppin' the ball everywhere... Evil or Very Mad

Thanks skulls. Twisted Evil
Melifaxis - Jul 21, 2003 - 06:26 PM
Post subject: Re: Sand in my shorts or Khemri, the other Undead
      Grasshopper wrote:
Hey Guys,

I was just wondering if anyone besides myself plays with a Khemri team? If so can you share a little bit of your strategies with them? My 4 mummies do a pretty good job of Banging folks around, and every now and then my Thro-Ra's find a corpse near the end zone. However, their liche priest seems to haev missed the part in the book of the dead that expalins the concept of running, passing pretty much anything that covers dependable scoring. Help? Confused

Also, anyone heard anything of a model for the RAMTUT III star player fig (if there is going to be one)?

Thanks,
-B Twisted Evil


You should probably just retire. You can't beat my Chaos Dwarves Wink
Darkson - Jul 22, 2003 - 12:52 AM
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      Grasshopper wrote:
They are lousy for handling... the thro's make up for it a little with a AG of 3 and sure hands,


You do know that Thro-ra and Blit-ra are AG2 now, didn't you? Twisted Evil
Hangus - Jul 22, 2003 - 02:15 AM
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Grasshopper check out the 2003 annual as the blitz ras and the thro-ras are cheap ra. . . .

when are khemri gonna be offical?
Mordredd - Jul 22, 2003 - 04:30 AM
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I've played several games with my Khemri now, using those cursed AG2 position players. A 1 in 4 chance of failing to pick up the ball with your Thro-Ra is horrible. It could just be my luck, but 4 piling on Mummies has really not been that useful so far.

Your best bet for scoring is to cunningly fool your opponent into kicking the ball off the field for a touchback.

Use your Thro-Ras to run the ball and your Blitz-Ras to protect them.

Use your Mummies to open a hole and, for as long as possible, to protect your Blitz-Ras. This is because, apart from your mummies, your entire team is extremely fragile and easily caught.

Use your remaining Skeletons to get in the way, but expect them to get powdered by anything harder than a Gobbo, or perhaps a WElf.

Never, Never pass, unless you are absolutely desperate.
Tutenkharnage - Jul 22, 2003 - 06:49 AM
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      Mordredd wrote:
I've played several games with my Khemri now, using those cursed AG2 position players. A 1 in 4 chance of failing to pick up the ball with your Thro-Ra is horrible.


Let's put this in perspective. With AG3, you fail a standard pickup roll 4 times out of 36. With AG2, you fail the same roll 9 times out of 36. The difference is 5 out of 36 - in other words, you'll notice a difference about once every 7 pickup tries. In fact, you only notice it on a standard pickup roll if the following conditions hold true:

* You roll a 3 on the first roll and follow it with a 1-3 on the re-roll.
* You roll a 1-2 on the first roll and follow it with a 3 on the re-roll.

That's it; those are the 5 combinations out of 36 that make a difference. Yes, it's aggravating, but it's definitely new, and it certainly keeps Khemri from being a championship-level team.

My advice, purely hypothetical as I've never played them for any length of time:

* Develop a pair of Skeletons into backup runners. Give them Sure Hands, followed by Block. This allows you to cover your entire backfield easily.
* Use your Blitz-Ras as support players for your Skeletons. Give them Guard first, Tackle second. If you are feeling frisky, try Break Tackle.
* Let Skeletons make Blocks. You have to field at least 3 of them. Might as well be unafraid to use them.

Obviously your Mummies will have to do a lot of work, tie up a lot of opponents, etc. I suggest Frenzy ASAP on them. You need to bring that MB to bear each and every time you can. Block is essential, of course; no secret there.

-Chet
Indigo - Jul 22, 2003 - 08:06 AM
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heh I remember a quote from someone (I think it was you chet)

"You can never have too much ST5 Frenzy"

Cool
Mordredd - Jul 22, 2003 - 08:27 AM
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You will fail a standard pick up roll twice as often as any other team with your Thro-Ras. I'm not saying this is wrong, just that you have to be acutely aware of their incompetence in your tactical planning. Put a tackle zone on the ball before picking it up, do all your Mummies blocking first etc.

The hypothetical advice, from my experience so far, seems pretty accurate. I would suggest developing the Blitz-Ras into your backup runners, as this only takes the addition of one skill. From the way I've been playing they also tend to be in the right place at the right time to be useful as well. IMO they are not tough enough to be front line guard players, your opponent will go "Hmm, that's an annoying player with guard" and squish them.

Give the Mummies Guard. They do want to maintain contact, and will be much harder to get rid of. IMO the first 3 skills should be block, guard, stand firm. This will keep your blocking reliable, make it harder for your opponent to get 1 die blocks on you, and keep you in contact with the opposition. (Double push backs, you choose, can get very annoying.) Consider Frenzy if you get a double, maybe tackle if there is allot of dodge in your league. Even multiple block if you're feeling lucky, or have lots of guard players. I would not go for piling on unless faced with lots of high armour teams, like Orcs and Dwarves.
Grasshopper - Jul 22, 2003 - 09:03 AM
Post subject:
      Darkson wrote:
      Grasshopper wrote:
They are lousy for handling... the thro's make up for it a little with a AG of 3 and sure hands,


You do know that Thro-ra and Blit-ra are AG2 now, didn't you? Twisted Evil


What? Shocked You gotta be kidding me... who was the genius behind that? Ramtut I is rolling over in his grave. Evil or Very Mad
jmccubbin - Jul 22, 2003 - 09:23 AM
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I am playing my second game with them in MBBL.

My plan is to use skeletons as recievers and Blit-ra as running backs. I will also use the thro-ra as runners until I get my first skill of accurate. After that point I can use them as passers.
Doubleskulls - Jul 22, 2003 - 09:55 AM
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      jmccubbin wrote:
My plan is to use skeletons as recievers and Blit-ra as running backs. I will also use the thro-ra as runners until I get my first skill of accurate. After that point I can use them as passers.


I'd forget the passing game with your low speed and terrible AG its just going to fail far too often.

Just develop a solid running game - so a couple of players who can get the ball and hold onto it (Block, Sure Hands, Dodge) combined with a very nasty blocking capability (4 Piling On Mummies plus the Blitz-Ras).

In general I'd always choose to kick and hope I can wear my opponent down for an easy second half.
Darkson - Jul 22, 2003 - 10:56 AM
Post subject:
      Grasshopper wrote:
      Darkson wrote:
      Grasshopper wrote:
They are lousy for handling... the thro's make up for it a little with a AG of 3 and sure hands,


You do know that Thro-ra and Blit-ra are AG2 now, didn't you? Twisted Evil


What? Shocked You gotta be kidding me... who was the genius behind that? Ramtut I is rolling over in his grave. Evil or Very Mad



Heh heh heh! Guess you didn't, eh! Twisted Evil Twisted Evil Twisted Evil

http://www.blood-bowl.net/GWTeams/GWRosters.html
Melifaxis - Jul 22, 2003 - 11:53 AM
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      Grasshopper wrote:

What? Shocked You gotta be kidding me... who was the genius behind that? Ramtut I is rolling over in his grave. Evil or Very Mad


Don't worry his commissioner knows, but like the Undead squad in the league he is grandfathered. Cool

OD I had nothing to do with the change...this was not an attempt to powergame you into oblivion Twisted Evil
jmccubbin - Jul 22, 2003 - 02:21 PM
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      Doubleskulls wrote:
I'd forget the passing game with your low speed and terrible AG its just going to fail far too often


I am thinking of dump pass, accurate as my first two skills. This way I can run down the field and accuratly dump the ball off if my ball carrier gets hit. That's my passing game.

James
Doubleskulls - Jul 22, 2003 - 02:42 PM
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      jmccubbin wrote:
I am thinking of dump pass, accurate as my first two skills. This way I can run down the field and accuratly dump the ball off if my ball carrier gets hit. That's my passing game.


So you are throwing a +1, meaning you need a 4, with pass RR, to be accurate. Then you need a 4 to catch (or maybe a 5). That's 37.5% of making the play.

Its not that its a bad idea, its just the sort of thing that is quite nice to have up your sleeve, but don't build a game plan around it.

I'd give the the Throw-Ras Block first so they've got some chance of surviving the hit. Then they can help out on defence too.
jmccubbin - Jul 23, 2003 - 08:09 AM
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One thing for sure. I am getting sure hands on several players. I am on turn 3 used 3 re-rolls and still have not picked up the ball. stinking goblin came through picked up the ball on his first try while standing next to my blitz-ra. He aint standing no more. Of course I still don't have the ball.
aerofool - Oct 17, 2003 - 09:05 AM
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Thanks for the tips and advice guys! I'm about to start a Tomb Kings team myself when my league picks back up next month. I got my Models in yesterday and I will prolly have my first game with them sometime before the weekends over. I just need to put together my 12 skellies and base my 4 mummies! I have a few questions that still linger about getting started with these guys.

1-What starting roster would work better in extended league play?

3 Mummies, 2 Blitz, 2 Thro, 5 Skelletons, 2 RR, 8 FF
or
2 Mummies, 2 Blitz, 2 Thro, 6 Skeletons, 3 RR, 9 FF
or
Something else?

2-How do you guys place numbers on your team's models? I've noticed no really good places to put a #, and I'm not a fan of numbering the bases.
drowgamer - Oct 20, 2003 - 09:18 AM
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well i had the same issues when i was making my gobbo team. A real easy way is to buy a box of wfb skeleton warriors. i then take the heads only, a drill a small hole in the bottom of the head and place a small piece of paper clip in the hole. I then drill a small hole in the base of the mini. So that the pin can slide into easy. I then put a small dab of blu tac to the bottom of the base to make it secure. Doing this also adds a bit of weight to the mini as well Smile. Using this tec. you don have to keep the same numbers for players just remove the head and replace with another.

I paint the head like normal but i then take a contrasting color ( micro pens work great for this) and put the number on the skull/ helmet.

With the kemri box set you will have more than enought for the team, and bits left over for markers, coaching staff, bases.

just my 2 cents.

Pushback/Pow
aerofool - Oct 20, 2003 - 10:11 AM
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I assembled the team by using 4 TK-BB expansion pack blisters. GW's online store (US) has them for $7 each.. so I got a 16 man team (4 Mummies and 12 Skellies) for $28! Since I already have a sizeable TK WHFB army... I had plenty of plastic bits for a few minor conversions. The head switch was the exact same technique I used for my Mordheim Headless One conversion.
As for putting the numbers on the backs of the skulls, that's not really what I had in mind. I'm looking for a round, flat bit that would work for gluing to their backs in order to paint their numbers on. I'm not great with green stuff and had a time making simple straps for elbow and knee pads.
Agentrock - Oct 26, 2003 - 09:33 PM
Post subject:
      jmccubbin wrote:
My plan is to use skeletons as recievers and Blit-ra as running backs. I will also use the thro-ra as runners until I get my first skill of accurate. After that point I can use them as passers.


I'm playing the Khemri for the first time in our current season...I'm about 8 games into a 12 game season and my record is 5-3. This team is all about the running game really...once a player grabs the ball I tend to hold onto it regardless. I've completed a few passes...but I don't see the team as being one that should depend on it at all. My normal strategy is to grab the ball, once there form a box formation to march down the field. Losing the ball due to a bad pass or lone runner will cost you since most opponent's players can out run almost all of your Khemri team.

And giving a few skeletons or Blitz-ras Sure Hands helps out alot...once your opponents figure out that you cannot pick up the ball without using the freebie rerolls that Sure Hands gives you from time to time, they will start targetting your Thro-ras to get them out of the game (which isn't hard to do with their AV). Sure Hands also defends against Strip Ball...which is a plus. And giving Dodge to your ball handlers is a very good idea to help with survivability.
Agentrock - Oct 26, 2003 - 09:37 PM
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      Doubleskulls wrote:
I'd give the the Throw-Ras Block first so they've got some chance of surviving the hit. Then they can help out on defence too.


Both of my Thro-Ras have been given Block as their first skill and then one has Dodge now. I've found them to be the main ones to score TDs (and to gain SPPs) due to my game strategy with the team.
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