Page 1 of 2

A different way to deal with the Khemri Team

Posted: Wed Dec 04, 2002 9:03 pm
by plasmoid
Hi all,
so - Jervis decided to deal with the anachronistic Undead team by creating the Necromantic, Vampire and Khemri team. Fine teams all - at least with a little work. However, one problem remains: Removing the old undead team has upset some of the teams die-hard fans.

In my own league we actually dealt with the anachronism 2-3 years ago, and we too removed the old Undead team and replaced it with a Khemri team. But, our Khemri team was designed to be almost 100% identical to the undead team - a cosmetic makeover if you will.
This ensured that the team's fans could continue to play the team that they knew and loved.

In a nutshell we removed the zombies, and renamed a few positions. The only position that needed a real change was the ghoul. It needed to have regeneration to be a "skeleton" - so we dropped it's AV to an appalling 6 to compensate.

So, applied to the BB2K Undead team, we get:

0-2 mummies 110K 3519 Regen, MB - G,ST
0-4 skeleton catcher 70K 7336 Regen, Dodge - G,AG
0-4 skeleton blitzer 90K 6338 Regen, Block - G
0-12 skeletons 30K 5327 Regen - G
Rerolls 70K, No wizard, No apothecary

Presto!
No balance issues and no grieving fans :)
Martin

Posted: Wed Dec 04, 2002 9:10 pm
by Ithilkir
Removing the old undead team has upset some of the teams die-hard fans.
keep in mind that the original undead team had Skeletons, zombies, ghouls and Mummys :)

Posted: Wed Dec 04, 2002 10:57 pm
by Dave
Currently testing the Necromancer team

Kinda low on regen / apothecary depending on the way ya look

Posted: Thu Dec 05, 2002 12:40 pm
by Trambi
for Khemri team, I will see :
0-2 Standard Mummies
0-4 skeleton catcher 50K 6336 Regen, Dodge - G,AG
0-12 Standard skeletons
0-4 Standard Wight (TombGuardians)
Rerolls 70K, No wizard, No apothecary

Posted: Thu Dec 05, 2002 5:50 pm
by Snew
As an answer to this topic's title, arent' they plastic? Accidentally drop a Big Guy on them? :lol:

Seriously, I like your idea, Plasmoid, better than the way It's been dealt with so far. I had a few experimantal rosters lying around that were along the same lines (dry/wet). Your list is fine for "drying" up the generic Undead list IMO. I like what oou did to the Ghouls BTW.

As far as minis are concerned, when the Khemri were mentioned in mag1, I went and bought another set of Undead to give me 4 mummies, 4 wights(tomb guardians), 4 Ghouls... to cover all bases. It worked for a while anyway :roll:

I happen to like the old undead...

Posted: Fri Dec 06, 2002 5:26 am
by JackDragna
..not just out of sentimentality, but because they're a balanced side. I don't want Blood Bowl to be too much affected by Warhammer outside of the base races. One 'Undead' team is enough..the Necromantic team makes no sense at all (Yay, Break Tackle players? Werewolves?) and the Khemri team is going to be sick after the coaches do the strategically sound thing and give them all Piling On. I understand the game takes place in the 'Warhammer' world, but to what extremes do we take this? Will there be Brettonians and Tileans for humans? Clan teams for skaven? Ugh. This game needs to reach a level where the makers stop tinkering with it constantly and it needs to happen very, very soon.

Vampire counts?

Posted: Fri Dec 06, 2002 4:44 pm
by Gorblitz!!
I think they should make some Vampire count teams. Blood Dragons can all have block. Lahmia can have Foul Appearence(read as: Super hot Appearence) Player 1: Would youlook at the size of those?? I cant hit her! And maybe Necharch could give you a raise the dead spell and Regular FA. Von Carstein could be just vanilla vamps. And Strigori could be something like +1 MA and -1 AV??

Maybe allow some zombies and ghouls on the team but no skellies,whights or Mummers. Give it the goth feel with all the different count flavors. I know the last thing we need is 5 different Undead teams.(6 counting Khemerii) but I thought this would be neat

I know this has probably been covered aeons ago and Ill probably get a bunch of :zzz: :zzz: :zzz: from all the "old schoolers" but I thought that maybe some one would think this was cool.

Posted: Fri Dec 06, 2002 6:20 pm
by Dave
maybe mummers are needed on a Lahmian team but ... .. .. . . .

:wink:

Posted: Sun Dec 08, 2002 5:06 am
by Colin
Getting back to the original topic. I think that the problem with the Khemri stems from the fact that mummies are treated like regular players when they have stats like big guys. Mummies should be considered BGs (they're kinda like a really slow troll without all the neg traits and RCs). IF mummies were considered BGs then the max that could be given would be 2 (like trolls for gobbos and treemen for 'flings). Whether or not they need negative traits is another question, not sure whether needed or which ones would be appropriate. There is preciedence on having mummies as BGs, in 2ed they took up multiple roster spaces just like large monsters (they were the 'large monster' ie BG for the Undead).

Posted: Sun Dec 08, 2002 3:47 pm
by Snew
If you do though, where do you stop? Bull Centaurs will be next. There's a precedent there too. I don't think Mummies need to be Big Buys. They're strong and slow, a threat for sure, but they're fine the way they are. 4 on a team with Blitzers and Throwers is the broken part but I don't even have a problem with that. If I think it's too strong of a team, I'll play them for a while and see. I'm not going to look at one person's possible advancement choices and draw all my conclusions from that.

BTW, one Big Guy is the max a team can have unless it's Halflings or Gobbos (joke teams). The Snotlings had 4 in BBMag1 and, according to Galak, they still will when they become official again. I hardly think the Khemri are a joke team so they'd only be allowed to take one and a Mummy sure would be a poor Big Guy to take. Yes, I'm also aware that, the Undead have no Big Guys so this would be the only one they could take.

Posted: Sun Dec 08, 2002 4:06 pm
by GalakStarscraper
The best redone version I've seen to the Khemri to date was:

0-4 Mummy 110k 3/5/1/9 Regen, Foul Appearance G/S
0-2 Thro-Ra 70k 5/3/2/7 Regen, Sure Hands, Pass G/P
0-2 Blitz-Ra 80k 6/3/2/8 Regen, Block G/S
0-12 Skeleton 30k 5/3/2/7 Regen G

Galak

Posted: Sun Dec 08, 2002 4:47 pm
by Mestari
GalakStarscraper wrote:The best redone version I've seen to the Khemri to date was:

0-4 Mummy 110k 3/5/1/9 Regen, Foul Appearance G/S
0-2 Thro-Ra 70k 5/3/2/7 Regen, Sure Hands, Pass G/P
0-2 Blitz-Ra 80k 6/3/2/8 Regen, Block G/S
0-12 Skeleton 30k 5/3/2/7 Regen G
This is definitely the way to go. This would produce a very interesting team, I just hope the bbrc guys around here have noticed and support this team...

Posted: Sun Dec 08, 2002 5:04 pm
by GalakStarscraper
Mestari wrote:
GalakStarscraper wrote:The best redone version I've seen to the Khemri to date was:

0-4 Mummy 110k 3/5/1/9 Regen, Foul Appearance G/S
0-2 Thro-Ra 70k 5/3/2/7 Regen, Sure Hands, Pass G/P
0-2 Blitz-Ra 80k 6/3/2/8 Regen, Block G/S
0-12 Skeleton 30k 5/3/2/7 Regen G
This is definitely the way to go. This would produce a very interesting team, I just hope the bbrc guys around here have noticed and support this team...
This roster was suggested by a BBRC member to the MBBL after agreeing that playtesting seems to be indicating that the Experimental team in BB Mag #3 might be a little too good. So they are listening.

I like it for several reasons. One losing MB from the Mummy lesses the casualty machine and makes Piling On not so good for the Mummies first skill. It also means that the Rerolls might be spent more on ball handling than on rerolling Mummy blocks (yes the Thro-Ra have Sure Hands still but thats one two players ... we all know that the team cannot win if they try to leave all the scoring to two MA 5 players ... so that means using Rerolls for the other AG 2 players to try to score). Also the FA on the Mummies is very fluff based as both the 1st and 2nd edition. So replacing MB with FA makes the Mummies not so deadly, but still makes them a value cornerstone of the team.

Galak

Galak

Posted: Sun Dec 08, 2002 5:17 pm
by Colin
That's good to know that the BBRC folks are paying attention. I like the suggested Khemri roster, I was wondering what the BBRC members think of the COFAB for the vamps and do any think the Necro team needs changing (new ww and regen for fg).

Posted: Sun Dec 08, 2002 6:12 pm
by GalakStarscraper
Torg wrote:That's good to know that the BBRC folks are paying attention. I like the suggested Khemri roster, I was wondering what the BBRC members think of the COFAB for the vamps and do any think the Necro team needs changing (new ww and regen for fg).
From the grapevine ... both COFAB and Necro have mixed review with the members. However, the BB Mag #3 and #4 teams will have a full year until next October Review (2003) before anything comes up for official.

So test, test, test, and give them feedback.

Galak