Glad to see this thread has not slowed down at all!
In answer to why I see KoR as so important to Khemri, its because of how vulnerable they are against Ag based, or fast teams verses the kick skill. Having KoR at least guarantees you can place 2-3 TZ's on the ball even if u fail the pick up roll, not having that can and will often lead to conceding on your receive making the rest of the game very much an uphill struggle, on the other hand verses bash teams a deep kick near your end zone will pull two or three players out of the game for 2/3 turns meaning your out numbered and at increased risk of losing players for the drive. KoR is our best way of counteracting or at least minimising the effects. Even with a nice centrally placed kick KoR can bring a throw-ra next to the player the ball will land under providing him addition protect and positioning before the first turn. For me receiving the ball is our most vulnerable time for conceding TD's and any additional help I can use to mitigate this is worth its weight in gold!
Doubles and statistic increases:
Tomb Guardians: Block over anything, frenzy (for punch though the lines!), Tackle (Makes Ag 3 players think twice about running from him), dodge (not that great at higher tv's as most blockers have tackle) Side step with guard could be fun. +str only if has block, +av maybe as 5/6th and on 6+4 roll.
Throw-Ra's: +Ag always!! +Ma nearly always, +str yes but I would alter build to suit a sweeper/ball sacker roll. Doubles Dodge, helps with survivability and gives a 75% chance to escape a tz if your desperate. Guard (not hugely useful when in possession but could be vital in defence) Sidestep (makes sidelines safer) Stand firm (Same as side step, depends how u use him) things I would consider sure feet, diving catch (with Kick off return could be helpful, and something im considering partnered with NoS and Dump off Throw Ra) Mighty Blow (On plus strength ball sacker) and Diving tackle. (on a ball sacker)
Blitz Ra's: +str always, + ag only if very early but will totally change his advancement, +Ma as a late skill or 95% of the time if he has +ag. Doubles Jump up (any time after Mighty blow on a killer yeah it will fail you maybe once a game but its so worth while for extra movement or free dodges and opponents will avoid following up against him) Dodge (4th on a MB, Guard, SF Blitz Ra or 5th on a killer) other skills such as Side step, sprint, sure feet are worth considering with +Ag (side step with +str and guard or on a frenzy crowd surfer)
Skeletons: Stat +str only all others are bloat, but if had + str all would be worth it, I would take Av before Ma to help him verses hits but increasing his move would be good, a str 4 ag 3 would be cool as well!
Doubles Depends on builds:-
Block Skeletons: Guard, Side Step, Dodge in that order.
Skeleton with Wrestle: Diving Tackle, Jump Up
Dirty Player: Sneaky git, Dodge, Jump up
+Str Skeleton: Mighty Blow, Guard, Dodge, Side Step or Stand Firm.
Regarding deployment of throw ra's for me it depends on who i am facing, I will always field at least one, if I am receiving then both will nearly always come into play, when kicking if I have a comfortable numerical advantage then both will come out but if i am facing bash it can often be better to keep one on the bench so I have a player who can pick up the ball when i receive. But I would never treat them as an additional lineman in this team they are far far to important to the team in the mentioned example of human throwers its not so much of an issue as all your players bar the ogre have a 66% chance of picking up the ball, this is something Khemri cannot rely on. My Throw-Ra's if fielded when kicking will hang behind players, if i am pressing an area of the pitch then they will place them selves directly behind another unmarked player forming columns or if fielding one who is skilled for taking down ball carriers, then he will be at my centre and be my furthest player back, making only short moves in the direction that the play is heading so is he able to cut off any players that can break through. He will not commit unless I have no other option and will be nowhere near the bulk of the opposing side, if I manage to free the ball from my opposition then I will establish a loose cage around the area before bringing him in to collect. When used in receiving the ball I make sure the 2 throw-ra's are always covering each other initially while I bring the ball the the safety of my team, once there the non ball carrier will drop off slightly keeping just behind or sometimes ahead of the main drive to provide me a back up if something goes wrong.
So what set up do you all use when kicking/ vs bash/Ag/balanced??? I have 1 defensive set up I really like which has slight variations depending on who its against but when on offence i tend to make it up as I go along?
What are your basic tactics on offence and defence, are they specific plays you will always attempt?
So we have discussed our positional players in detail, but how many players do you like in your team overall and in what league/competition format? Also do you design specific skeletons or even positionals for your bench, eg a fouling specialist, a pass blocking tackle, diving tackle marker for Ag teams, or maybe a KoR, Tackle, Guard, SF skeleton for protecting the ball??
Thanks Crimsonsun