How are the Khemri doing?

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The Khemri are

Balanced
8
22%
Too weak
3
8%
Overpowered
21
57%
None of the above (?) - explain below
5
14%
 
Total votes: 37

Conduit
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Post by Conduit »

I will let you all know how the Khemri do in my league. We just started and the coach is new to the game (he didn't take any mummies to start). In the first match against another rookie coach he squeaked by with a 1-0 win and a 2-1 Cas.

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plasmoid
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Post by plasmoid »

Hi all,
last time I was able to log on I wrote that I liked the 'drop to AG2' solution. What I didn't write was that, IMO, the problem is with the mummies, not the few AG3 players.
So, naturally, when I saw Mestari's post (No MB for mummies), it struck a chord with me.

Removing mighty blow would help a lot, and I kind of like it, but it does seem a bit strange to have big monsters like that without it. Kind of like ogres or trolls without mighty blow....

And that's how I got this idea:
It seems to me that mummies are actually a lot like big guys - ST5+ players with mighty blow seems to be the defining feature of all big guys. So how about turning them into big guys? That should help keep their destructive potential down!

Becoming big guys would/could entail 2 things: no team RRs and a negatrait.

No team RRs would definately be harsh, but it would also adress a lot of the problems with the mummies. Some of them probably have to pick block skill before piling on, and no rerolls on GFIs would make them easier to avoid.
Whether they are allowed to use rerolls or not should definately affect how bad the chosen negatrait should be.

A few suggestions:

1) the balanced one: Bonehead (see LRB for details).

2) the mild one: mummies are slow and shambling - they are not allowed to go for it.
[This will make it a lot easier to avoid them].

3) the harsh one: The player attempts to suck the life out of his victims. Whenever the player makes an injury roll that doesn't end up in a "stunned result" the opposing coach is allowed to make an IGMEOY roll and move the IGMEOY counter, as though the player had committed a foul.
[Will make piling on less attractive, and will probably prevent the team from fouling]

4) the "swallow your soul" one: roll a d6 after declaring an action with this player, if he is within 3 squares of the sideline or "endline". On a roll of 1 the player is overcome with an urge to feed on a fresh lifeform - and staggers off to the reserves box.

5) The silly one: roll a d6 after declaring an action with this player. On a roll of 1, his bandages have gotten stuck in something and he trips over. Place him prone and check for injury as normal - this does not cause a turn over.
[OR allow the mummies to use RRs, but then this _does_ cause a turn over]

I prefer 2 or 5 myself - rerolls optional.
What do you all think?

Martin :)

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gallowin
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Post by gallowin »

Something about Mummies being Big Guys doesn't sit well. Maybe it's the four Big Guys on one team. :-?

While the loss of Mighty Blow could balance the Mummies on the team, why not just whack the Skeletons down to Strength 2 while we're at it? Seriously, they really are just speed bumps used for assits and filler on the line. :lol:

To be honest I haven't had the chance to play test the Khemri because we were waiting for the BBRC to post the results of their meeting (HINT HINT). I'm hoping that a December 4th start date isn't too early. (NUDGE, WINK WINK) :D Truthfully, I'll be happy whenever they are able to post things.

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"A twist of the wrist, a slip of the blade, and your posturing is ended"
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