Afroman and the Bone´Eadz (Khemri, 12 game league)
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Afroman and the Bone´Eadz (Khemri, 12 game league)
Hi
6 game down (1/5/0) my khemri looks like this:
Tomb MB, guard
Tomb (2 spp)
Tomb MB (10 spp)
Tomb
Blitz-ra (0)
Blitz-ra (0)
Throw-ra Block, Dodge (27 spp)
Throw-Ra (0)
Skellie Dirty Player
Skellie Kick
Skellie (2 spp)
Skellie (2 spp)
Skellie
3 rr
#1: What are the more reasonable choices for the Blodge throw-ra? Sure feet to mitigate the lack of speed?
(5 of my games ended 1-1 so I really dont see all that much value in kick off return)
#2: What kind of non-wizard inducements brings most value against 1,5-2k teams? league is pretty bashy.
Sinnebad? Chainsaw? Setekh? lots of igors?
6 game down (1/5/0) my khemri looks like this:
Tomb MB, guard
Tomb (2 spp)
Tomb MB (10 spp)
Tomb
Blitz-ra (0)
Blitz-ra (0)
Throw-ra Block, Dodge (27 spp)
Throw-Ra (0)
Skellie Dirty Player
Skellie Kick
Skellie (2 spp)
Skellie (2 spp)
Skellie
3 rr
#1: What are the more reasonable choices for the Blodge throw-ra? Sure feet to mitigate the lack of speed?
(5 of my games ended 1-1 so I really dont see all that much value in kick off return)
#2: What kind of non-wizard inducements brings most value against 1,5-2k teams? league is pretty bashy.
Sinnebad? Chainsaw? Setekh? lots of igors?
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Re: Afroman and the Bone´Eadz (Khemri, 12 game league)
Heya,
I do like Kickoff Return, even when it's only ever used once in the game. It lets you cover so much more ground with the Thro-Ra on your turn 1 (The turn most likely to go horrifically bad for Khemri Offense) and at the very least, guarantees that you'll be able to reach the ball on any square on the field without a Go-For-It.
Other skills I've taken are Fend, Leader, one has Kick, and you'll laugh but for my best Thro-Ra's fifth skill, I took Hail Mary Pass. I don't use it often, it's never plan A and shouldn't even be plan B. But it's a threat which your opponent has to account for, and it's turned one game from a guaranteed loss into a tie, and another time it turned what was probably going to be a 1-0 win into a 2-0 blowout.
For Inducement, Setekh is awesome; Ramtut is great when you can afford him (very rarely), Bribes help you get more mileage out of your Dirty Player. Skeleton mercs are not bad at 70k, and a skilled skeleton Dirty Player is slightly more expensive than a bribe at 120k but probably a better value. (Same price for skeleton merc with Block, or Wrestle, or whatever's appropriate.
If you're going to get a Secret Weapon Star Player, I have gotten infinitely more value out of Hack Enslash than from Sinnedbad. Just foul every turn with a chainsaw, nobody's safe. (Especially not Hack Enslash, he WILL injure himself or get ejected before the end of the half. Possibly on his first turn. But occasionally he'll just cripple one player after another, and that is just incredibly satisfying).
I've never seen much value in hiring an inducement reroll, and I never get an Igor - that just tells your opponent that you're scared. Get a bribe and scare him.
I do like Kickoff Return, even when it's only ever used once in the game. It lets you cover so much more ground with the Thro-Ra on your turn 1 (The turn most likely to go horrifically bad for Khemri Offense) and at the very least, guarantees that you'll be able to reach the ball on any square on the field without a Go-For-It.
Other skills I've taken are Fend, Leader, one has Kick, and you'll laugh but for my best Thro-Ra's fifth skill, I took Hail Mary Pass. I don't use it often, it's never plan A and shouldn't even be plan B. But it's a threat which your opponent has to account for, and it's turned one game from a guaranteed loss into a tie, and another time it turned what was probably going to be a 1-0 win into a 2-0 blowout.
For Inducement, Setekh is awesome; Ramtut is great when you can afford him (very rarely), Bribes help you get more mileage out of your Dirty Player. Skeleton mercs are not bad at 70k, and a skilled skeleton Dirty Player is slightly more expensive than a bribe at 120k but probably a better value. (Same price for skeleton merc with Block, or Wrestle, or whatever's appropriate.
If you're going to get a Secret Weapon Star Player, I have gotten infinitely more value out of Hack Enslash than from Sinnedbad. Just foul every turn with a chainsaw, nobody's safe. (Especially not Hack Enslash, he WILL injure himself or get ejected before the end of the half. Possibly on his first turn. But occasionally he'll just cripple one player after another, and that is just incredibly satisfying).
I've never seen much value in hiring an inducement reroll, and I never get an Igor - that just tells your opponent that you're scared. Get a bribe and scare him.
Reason: ''
"It's 2+ and I have a reroll. Chill out. I've got this!"
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Re: Afroman and the Bone´Eadz (Khemri, 12 game league)
Hmm forgot all about hail mary pass!
Could help with those 3 turns to go scenarios were I just wind up trying to make a completed pass
Im facing a welldeveloped chaos dwarf team tomorrow no mino though (died last game).
Got 280 in inducements.
His dwarfs are full of guard and claws.
Problem is that i just recieved sinnebad and chainsaw from willy miniatures.
Really feel like trying them out. Maybe with Horatio (the new mage) and just hope for the best -.-
Could help with those 3 turns to go scenarios were I just wind up trying to make a completed pass
Im facing a welldeveloped chaos dwarf team tomorrow no mino though (died last game).
Got 280 in inducements.
His dwarfs are full of guard and claws.
Problem is that i just recieved sinnebad and chainsaw from willy miniatures.
Really feel like trying them out. Maybe with Horatio (the new mage) and just hope for the best -.-
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Re: Afroman and the Bone´Eadz (Khemri, 12 game league)
Try to isolate his Claws and give them a skeleton to play with. They hate that.
Especially don't forget Thick Skull! Every time he rolls an 8 (or 7+MB), just sip your beer and grin at him. This really pisses off any coach who relies on Claw and gives you a psychological edge!
Mercenary loner skeletons are perfect for this.
Especially don't forget Thick Skull! Every time he rolls an 8 (or 7+MB), just sip your beer and grin at him. This really pisses off any coach who relies on Claw and gives you a psychological edge!
Mercenary loner skeletons are perfect for this.
Reason: ''
"It's 2+ and I have a reroll. Chill out. I've got this!"
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Re: Afroman and the Bone´Eadz (Khemri, 12 game league)
Haha right. I better bring beer just for that
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Re: Afroman and the Bone´Eadz (Khemri, 12 game league)
Lol I ended up winning 1-0 1-1 on cas.
I choose Horatio, Sinnebad and the chainsaw as inducements. Sinnebad didnt really do anything.
His blodge guard dwarf took a chainsaw to the face i turn one after being tipped over on the LOS.
He only had 11 players in total and the mino had recently died, so he lacked some strength.
I got the normal skill up on the Blodge Throw-ra as expected.
Thought about tackle. My blitz-ras are both still on 0 spp.
Undead, chaos dwarfs, wood elfs, chaos pact, humans in my division.
I choose Horatio, Sinnebad and the chainsaw as inducements. Sinnebad didnt really do anything.
His blodge guard dwarf took a chainsaw to the face i turn one after being tipped over on the LOS.
He only had 11 players in total and the mino had recently died, so he lacked some strength.
I got the normal skill up on the Blodge Throw-ra as expected.
Thought about tackle. My blitz-ras are both still on 0 spp.
Undead, chaos dwarfs, wood elfs, chaos pact, humans in my division.
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Re: Afroman and the Bone´Eadz (Khemri, 12 game league)
Short update:
9 games down (3/6/0) my khemri looks like this:
Tomb MB, guard
Tomb (2 spp)
Tomb MB, Guard
Tomb
Blitz-ra +1S
Blitz-ra (0)
Throw-ra Block, Dodge, Kick-Off Return
Throw-Ra (0)
Skellie Dirty Player
Skellie Kick
Skellie Guard
Skellie (2 spp)
Skellie
3 rr
9 games down (3/6/0) my khemri looks like this:
Tomb MB, guard
Tomb (2 spp)
Tomb MB, Guard
Tomb
Blitz-ra +1S
Blitz-ra (0)
Throw-ra Block, Dodge, Kick-Off Return
Throw-Ra (0)
Skellie Dirty Player
Skellie Kick
Skellie Guard
Skellie (2 spp)
Skellie
3 rr
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Re: Afroman and the Bone´Eadz (Khemri, 12 game league)
Building a Khemri team myself af the moment I am curious, what was your starting lineup? Your team looks like something I'd like to end up with.
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Re: Afroman and the Bone´Eadz (Khemri, 12 game league)
at 1k I think I´d go
4 tombs
2 blitzers
2 throwers
3 skellies
2 rerolls
I allways start with as many positionals as possible.
Blitz-ras are important has they have block, Tombs needs spp, and with two throw-ras your able to cover alot of your board with sure hands for that quick pick up and go.
Khemri has sure hands, you´ll be fine with 2 rerolls
We played 1.1k start, so had everything (12 guys, 3 rerolls). At the moment I have something like 230k banked because only an unskilled blitz-ra and a dodge throw-ra has died during all 11 games.
Im 4/7/0 at the moment, 1 game from playoffs.
Really like the team but think I´ve had enough khemri for now after this season.
My team looks like this:
Tomb mb guard
Tomb mb
Tomb mb guard
Tomb 0 spp
Blitz-ra s4
Blitz-ra 0 spp
Throw-ra blodge kick off return
Throw-ra 0 spp
6 skellies 1 kick, 1 dirty player, 1 guard
3 rr
Ive gone for the s4 star blitzer and one time ramtut when i could.
The strength of the team is alle the strenght with no negatraiths.
I dont dodge at all. Save the rerolls for block dice turn overs og ball carrier blitzes.
Dirty player has done very little for me so far, and was the first skellie skill up i took.
Kick has been so awesome.
giving me longer time to respond is key.
Kick off return has been just as good. having a move 9 9 ballcarrier in the first turn really helps on getting a good start.
Eventhough is start blocking with the blitz-ras they´ve just not been doing anything so far.
The S4 blitz-ra got a cas a td and a completion in one game and then rolled a 12 on skill up. So funny
On defence i usually place my guys like this:
----------SSS------------
---------------------------
----T----T----T----T------
----B----Th--KS---B------
S= skellie, KS = kick skellie, T= tomb, B= blitz-ra
Kind regards Afroman the wise and undefeated
4 tombs
2 blitzers
2 throwers
3 skellies
2 rerolls
I allways start with as many positionals as possible.
Blitz-ras are important has they have block, Tombs needs spp, and with two throw-ras your able to cover alot of your board with sure hands for that quick pick up and go.
Khemri has sure hands, you´ll be fine with 2 rerolls
We played 1.1k start, so had everything (12 guys, 3 rerolls). At the moment I have something like 230k banked because only an unskilled blitz-ra and a dodge throw-ra has died during all 11 games.
Im 4/7/0 at the moment, 1 game from playoffs.
Really like the team but think I´ve had enough khemri for now after this season.
My team looks like this:
Tomb mb guard
Tomb mb
Tomb mb guard
Tomb 0 spp
Blitz-ra s4
Blitz-ra 0 spp
Throw-ra blodge kick off return
Throw-ra 0 spp
6 skellies 1 kick, 1 dirty player, 1 guard
3 rr
Ive gone for the s4 star blitzer and one time ramtut when i could.
The strength of the team is alle the strenght with no negatraiths.
I dont dodge at all. Save the rerolls for block dice turn overs og ball carrier blitzes.
Dirty player has done very little for me so far, and was the first skellie skill up i took.
Kick has been so awesome.
giving me longer time to respond is key.
Kick off return has been just as good. having a move 9 9 ballcarrier in the first turn really helps on getting a good start.
Eventhough is start blocking with the blitz-ras they´ve just not been doing anything so far.
The S4 blitz-ra got a cas a td and a completion in one game and then rolled a 12 on skill up. So funny
On defence i usually place my guys like this:
----------SSS------------
---------------------------
----T----T----T----T------
----B----Th--KS---B------
S= skellie, KS = kick skellie, T= tomb, B= blitz-ra
Kind regards Afroman the wise and undefeated
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Re: Afroman and the Bone´Eadz (Khemri, 12 game league)
Thank you, this is very helpful! Now all I need to do is strip and restart painting my Khemri, because boy did I screw up on their paintjobs. Thick, chalky bone colour and uneven reds, I have no idea what I was thinking.
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Re: Afroman and the Bone´Eadz (Khemri, 12 game league)
Right,
do 1-2 test models before you settle on a paint theme
do 1-2 test models before you settle on a paint theme
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Re: Afroman and the Bone´Eadz (Khemri, 12 game league)
Yes, I really enjoy coaching these bunch of bone eaters. It gives me something to do while waiting to play with my Flings......
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Re: Afroman and the Bone´Eadz (Khemri, 12 game league)
Recently won the 12. game (first game of the palyoffs against humans) 2-0 5-1 i cas
Still undefeated
Still undefeated
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