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

Mestari
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How are the Khemri doing?

Post by Mestari »

I'm interested of how people have experienced Khemri so far?

What's their place in the BB food chain? One of the top teams? Middle-cast? On par with the 'flings?

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Post by franck_le_grand »

I voted too weak, because I think that two people to score is not enough. Take out the blitz-ra and the khemri team is not going to win against you. When the blitz-ra is down the only ones to score is the throw-ra's...

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Post by christer »

None of the Above.

From a scoring point of view, Khemri are balanced or maybe slightly underpowered.

Looking at the amount of damage they can shell out from start, they are way overpowered. 4 Mummies (ok, three from start with #4 after a game or two) they get insane.. Then add the two Blitz-Ras with access to MB and you have 6 players with it after more or less two or three games.

FUMBBL changed them to 3 mummies and 4 blitz-ras, but my khemri is still difficult to find matches with at TR 170:

Brittle Bones

The normal game usually ends with 4-5 opponents on the pitch. And people who has played against me know that I usually play fairly non-bashy and go for the TD instead of the kill. Nonetheless, Brittle Bones are averaging around 3 casualties per game.

I joined up to the World of Pain league with a new khemri team. WoP follows bbmag #3 to the letter, so we'll see how that team manages. I'm not counting on taking the league #1 position but this team will become a dangerous opponent.

Just for reference, here's how I start the khemri:

3 mummies, 2 blitz-ra, 1 thro-ra, 6 skeletons, 2 RR and 9 FF.

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Post by Darkson »

Have to vote none of the above as I havent got bbMag #3 and can't get it :pissed: :pissed: :pissed:

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Post by Dangerous Dave »

Well I aim to prove that the Khemri team is overpowered. At least I'm going to try to in the MBBL. 4 Mummies with Piling On will be so cool (only got 2 so far) :( And if your opponent fouls you, what better for a fouling war than cheap skeletons. As for ball carriers - I firmly believe Khemri teams should all be 2 AG max - so I'm not too fussed. Since I scored 6 TDs and 5 cas in the pouring rain in the last game they ain't too bad.


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Post by Colin »

I have to second DDs opinion as I played a test match against his Khemri team (TR100 version) and my vamps got clobbered. I was trying to get used to the PBeM tool, so I didn't expect to win anyway, but still he scored 3 tds and I can't remember how many cas. Khemri overpowered, can cause major cas as well as score. :evil:

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Post by vorner23 »

It is going to be interesting to see what happens. Those mummies when they get 4 on the line of scrimmage are going to be a force to be reckoned with... thats for certain.

But people are forgetting their low movement. After the inital turns bashing, there is little reason why they can't be avoided and taken on under your own terms.... still that the theory....

We'll see. On paper they are a slow team with little ball handling skill. Wins might not be theirs too much... but it remains to be seen whether they'll damage other teams an unreasonable amount. Personally i think it will depend on the coach of both.

Try and trade blow for blow and on paper at least you'll lose every time!

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Post by Mestari »

Well, surprisingly I belong to the "they're overpowered"-faction. Also, I still support the idea of all-AG2-team. If you remove the blitzers and the throwers, maybe replace them by AG2 SHands runners, then the teams awesome hitting power would be offset by their inability to handle the ball.

Four AG3 players is simply too much for this team, as it effectively offsets their main disadvantage.

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Khemri

Post by Babs »

I think the Khemri are a good starting team, but they will suffer in the long run.

I think that, like the Norse, the AV7 of their player will be their undoing over the long run.

Seriously, who wants to play an Av7 team with no apothecary???

I've played against the Khemri - I got pummelled, but they aren't too hard to contain because their mummies are dead slow (avoid them if you can) and the reast of their players go down and die another day given half a chance.

So I think they're balanced. But I'd love to see some teams that have been running for a while.

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Post by GalakStarscraper »

I'm in agreement with Mestari on this.

Reduce the AG of the Blitz-Ras and Thro-Ras to 2.

If you have to ... give the Thro-Ras Sure Hands, I could live with that ... and YES, I know AG 2 with Sure Hands will pick up the ball better than AG 3 without it. ... but AG 2 will also slice into the effectiveness of the Thro-Ras passing ability and his ability to Dodge which is more what I am after.

If there was ever a team that should be an all AG 2 and 1 team ... this is it. Look at Christer's Khemri team in the FUMBBL league ... its cleaning house.

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Post by Grumbledook »

Yes and he reduced the max mummies to 2.

I can see the khemri as a nice addition, but i still hope to god they don't replace the undead.

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Post by plasmoid »

I haven't voted, because I have no personal experience with the team.
But - a friend of mine has played 4 test matches, and he believes that the team is overpowered. The mummies can simple dish out too much damage. Sure, they have a hard time scoring - but once the opposition is reduced to 5 players or less, scoring gets a lot easier.

I don't know whether it is the Khemri or piling on skill that is broken - but 4 mummies with PiOn is downright insane.

I too think that AG2 on the throwers might be a good fix - perhaps on the blitzers too.
However - this won't prevent the mummies from destroying everything in their path once they have acquired piling on.

(BTW - if the Khemri are broken, I wonder how the Chaos Pact with 3 big guys are doing).

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Post by Mestari »

I just thought of something:

There are two problems in this team:

Prob1: The ball-handlers
Solu1: Drop their AG to 2

Prob2: The mummies - four mummies with MB and soon Piling on is too good. They're in essence big guys who can use team rerolls.

Solution:
Take MB away from them! That would seriously drop the amount of damage that they can cause in the short and in the long run. As two mummies might be too little, this could be the right solution.
Without MB they won't get POn so fast, and even with POn their ability to deal damage is seriously deteriorated.

With these two changes, the team should perhaps be ok, or what do other people think.

And Babs: this situation to me seems like the excessive-fouling problem of the early 3rd edition: every BBRC member should get one player in his league who plays Khemri and tries to maximise the damage caused. You will soon notice that the current team is a bit too good. The AV7 doesn't matter as the skellies are cheap.

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Post by Furelli »

The chaos pact dont have the same impact as the 3 big guys have neg traits, and 1 of them is a WA.

I now agree that the Khemri are overpowered. (After only 1 game against a Skaven team they seemed balanced.) now after 4 games they are pummeling everything, the mummies are just too hard and the AG3 have the backup to score.
Reduce the Blitz and Thro -ras to AG 2, maybe drop both and add a 0-4 run-ra slot instead with Sure Hands but something has to be done to this team.

Furelli.

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Post by Mestari »

One more thing:

I'd really like to hear the exact reasons that those people had that voted for "weak".

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