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bigGuy
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2015-11-22 21:52:43
13 votes, rating 5.7
Khemries blog: TG skills (revisited)
Few years ago, I wrote a blog post about TG skills choices. 1k games later, time to look at this topic again.

Let's start from the easy stuff.

1st +STR roll is the best possible skill roll, a gift from Nuffle. Always take it.
1st Doubles should always be Block.
Best normal skills are Mighty Blow and Guard. It is always a good choice.
If you have to choose between Grab and Stand Firm, good rule of thumb is to take Grab, if the TG has Block, and SF if he doesn't. If you do not have Block, opponents will often try to push you away with -2D. SF prevents that.

Now let's move to the more complicated stuff. Did you read my blog post about the rule of five? The main idea is this: you can't have 4 developed TGs, at least not in the BlackBox environment, where you will meet a lots of Claws at the high TV. You should aim to have 2 developed "offensive" TGs. The other 2 TGs should be "defensive" ones, act as a "meat shield" and protect more important players.

Defensive TGs

Main goal: protect more important players.
Key skills: Guard.

1st skill: Guard (because it helps to protect other players)
2nd skill: Mighty Blow (because MB and Guard are best normal skills for TG)
3rd skill: Stand Firm (because it helps to protect other players)
4th skill: who are we kidding, meat shield do not live so long in THE BOX.

After Doubles or +STR or +MA the TG may change the role and become "offensive".

Offensive TGs

Main goal: wait for opportunity to blitz the ball carrier (dodge with Break Tackle into the cage), or at least threat to do it, and force opponent to score. Tie and/or beat the crap out of the opponents players in the mean time.
Key skills: Break Tackle.

Good offensive TG should have +STR, Block and Break Tackle. This combination allows 3+ dodge into the standard cage followed by 2D block, without any help from other players. + low risk team reroll if you did not get POW. Scary stuff.

Poor man's offensive TG (if all skills are normal rolls):
1st skill: Mighty Blow (you want to lvl up as fast as possible)
2nd skill: Guard (because MB and Guard are best normal skills for TG)
3rd skill: Break Tackle (now the TG becomes real cage breaker)

If you got Block or +STR as 1st or 2nd skill:
Skip MB and/Or Guard for now, take Break Tackle on next normal skill roll.

2nd Doubles:
Most ppl take Dodge. I tried it, and did not liked it. High TV opponents have a lot of Tackle, most Clawpombers have Tackle. Wasted skill.
I think Tackle is a much better choice. Most ball carries have Dodge, so blitz into the cage will become even more effective. Also, Tackle will help vs high STR blodgers in other teams. And it will make Amazons cry.

3rd Doubles:
Maybe Dodge as the 6th skill. Maybe skip it and take Normal skill (2x doubles + MB, Guard, BT, SF). Maybe take DT if you already have SF...

2nd +STR:
I dont think 7STR is worth it. Unless you have +STR and 2x doubles already.

+MA:
It is great as 4th+ skill, or if you have BT already. You can get it early, if you want, but it will a TV bloat, and it will make team harder to develop.

5+5 skill roll:
If you do not have a Block, get Block. If you do, get +MA.
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Comments
Posted by Mateuszzzzzz on 2015-11-22 23:13:30
I very much like bt. Much more then sf. Agreed that -2d are annoying, but like added mobility more.
Posted by bigGuy on 2015-11-23 00:26:18
BT is a great skill, but IMHO its like a leap on WD. The threat of BT forces opponent to play differently, but you should use BT only once or twice a game. Or none at all.
1x TG with BT is not enough, because TG has only 4MA, opponent can easy switch sides and get away. 2x TG with BT is optimal IMHO, if your positioning is good.
Posted by Balle2000 on 2015-11-23 01:12:42
Enough with the rule of five already. Its not a thing. It's not a rule. High TV Box is not so bad either. I've kept these humans at above 2000k TW for 60 games now. And they have 8 highly valuable players (used to have more), including positive CAS and WIN records: https://fumbbl.com/p/team?team_id=652931

Go ahead, develop everything! Just make sure you have many skellies.

Otherwise, good blog! :)
Posted by harvestmouse on 2015-11-23 01:26:18
I did like SS on the old mummys as doubles. Of course lots of things have changed since then. They're now MA 4, they don't have G access and CRP makes taking utility skills damaging......still I think it'd be a nice double still.
Posted by MattDakka on 2015-11-23 02:37:40
Khemri, unlike Humans, have no fast Catchers, no passing game, they can't dodge. Once they lose 1-2 Guardians they struggle to advance, vs Clawpomb is not so unlikely.
Humans are not Elves, of course, but AG 3 can make an emergency play.
Posted by bigGuy on 2015-11-23 09:16:48
@Balle2000 When I say developed, I mean 4+ skills (51+ spp).
Posted by mekutata on 2015-11-23 11:14:50
then call it different than rule of 5. it is not like he does not try to build up the meat shield TGs.

thanks for your blog (and the old ones).

anyone btw knows who is the coach that made these setups? https://fumbbl.com/help:KhemriStrategy
cant find prasomchai's page here.
when i started i would of course always field the LOS with the ST5. nowadays i don't.
Posted by NickNutria on 2015-11-24 09:51:29
I must admit I never played Khemri in the black box, only in league. I almost alwayes blitz with the blitz-ras never with Tomb Guardians.
I love to build my Guardians as defensive Guardians, still 1st skill is always mighty blow, 2nd is guard, 3rd standfirm then grab as 4th eventually break tackle as last skill.
Unskilled Guardians have a hard time getting skills, so I would never take guard as first skill, you might never get a second skill. Even +Str isn't that great without mb, block is a no brainer as 1st double skill afterwards i still would take dodge as 2nd double or even wrestle instead of tackle, my guardians are rarely in range of dodging gutter runners or catchers so it might be better.
What I never took, but what also would be a good 2nd skill is piling on after mb.