21 coaches online • Server time: 07:36
* * * Did you know? The number of matches played is 2984453.
Log in
Recent Forum Topics goto Post FUMBBL HAIKU'Sgoto Post New Gnones vs Old Gn...goto Post Custom Icon, Portrai...
Azeroth84
Last seen 4 years ago
Overall
Rookie
Overall
Record
0/0/0
Win Percentage
n/a
Archive

2016

2016-08-23 00:50:39
rating 5.9
2016-08-15 14:52:08
rating 6
2016-08-13 17:09:09
rating 5.9
2016-08-17 00:19:57
3 votes, rating 6
Khemri: defence phase - Annex about fast TD and shots on BC
Hi everybody,

in order to complete the post about Khemri defence, I'd like to talk about 2 concept: the "forced opponent TD" and possible shots on ballcarrier.

Forced opponent TD

It is common thought believing that is possible "forcing" the opponent touch down with extragood positioning of the team.
I think that this assumption is simply wrong, cause the defending player hasn't got the ball, so he cannot decide when the opponent can score.
Sometimes the opponent just "overpush" his team into defence half so much that the only way to go is getting the TD asap. But if the opponent starts with his mind towards an 8th turn TD, then is more likely to get it at this turn or lose the ball.
When defending with Khemri, this must be know. I won't tell the tale about how great is forcing the opponent TD with your big TG, cause this simply is unrealistic.
So, to get a fast opponent TD he must overcommitt his team pushing forward and rushing the ball ahead. To get a fast TD, Khemri player need to break opponent cohesion, being sure to split in 2 the opponent team. Then, is needed to cut off the chance to turn back for te ballcarrier, so that it is forced only to go ahead.
If the opponent team is correctly split up, then there will be no way for him to use half of his team to support the cage and it will crumble fast. At this point the opponent wants to score asap.
I think that this is the only way when a fast TD can be achieved.
I don't believe in concepts like "beat the opponent player", "faul opponent player" etc, cause these tactics heavily rely on dice rolls, meaning that if you're not lucky enough you're going to play a terrible half getting an 8 turn TD.
To conclude I'd like to warn about something I had experimented when playing both Khemri and a fast/agility team (HE in the example): the more the TD is delayed, the more it will be riskier getting it for the opponent.
I think that this is related to some of these aspects:
- Attention: going up in the half weaken the focus, so an error ir more likely to occurr in the end of the half instead of the beginning
- RR exaustion: more turns mean more rolls and maybe rerolls
- Loss of player: hope this happens for the good of Khemri teams
- Strange positioning: during the half some players can be out of position for several unpredictable events (face down on a previous block, failed dodge/go for it, etc). These player that in the beginning could have been used freely are now limited and this could represent a risk factor for the attacking team.

To conclude, if the opportunity arise, a chance of getting a fast TD is doable, but I think that most of the times it is a suboptimal tactic vs blocking at all opponent scoring. I think that the real benefit from getting a fast TD is vs agility teams (Skaven, HE, DE, WE, Elves) just because vs those team is really hard stopping the TD at all.


Possible shots on ballcarrier

I'll say something that could sound like blasphemy to someone, but let me cover the whole point: it isn't always recommended try to blitz the ballcarrier with Khemri.
I'll try to explain with an example from real life bb occurred to me last week, so fresher in my mind.
I was playing against a bretonnia team (4 M7 blitzer, 1 was the ballcarrier) and found myself able to 1d blitz the bc with a blitz rah. I quite completely stopped his team in a corner with my mummies and skellies, while the bc was exposed in the other side of midfield.
I've to admit that I thought a bit about getting the shot on bc, cause I'd have been able to use this blitz to free some player and build a line in front of the BC preventing him from advancing, but I was greedy. What did happen?
I blitzed, got a push, didn't rr and found my team blocked (cause I didn't want to dodge any player at 4+). So next turn the opponent blitzed my Blitz rah, got a flash, pursued and moved down towards my end zone. Lucky enough I got with a chainpush a couple of free players that were able to pursue and block the bc.
But my error remained and it was made by 3 different wrong ideas:
- Being able to get down the bc with a 1d block: with Khemri this is madness. In no way it should be risked something like that when the opponent is not going to score in the very next turn.
- Wrong consideration of my impaired mobility: I didn't consider that if I had failed, there were no players around to cover
- Wrong time control: with my movement I did't even force something (except the 1d blitz) to my opponent. Being able to put down my Blitz Rah opened a potential of 2 turns stall that would have killed my game.

So, in the end, unlike other teams, with Khemry the main goal is keeping safe. They're not like elves that want the ball on the ground to steal it and counterscore. No, Khemri want to control opponent players, not really the ball.
Adding more, sometimes it is even not convenient picking up the ball, but just covering it, if the failed pick up could end in a dangerous scatter.
So, before shoting on opponent BC always count to ten and think what would happen if you get only push... maybe it should work better if you think about getting a double skull, but it would be too much punishing and extraconservative I suppose :-)

Thanks for reading.
Rate this entry
Comments
Posted by ArrestedDevelopment on 2016-08-17 00:35:03
I think actually considering skulls (and both downs) is a good position to take, especially for Khemri - because you also need to be thinking "will I reroll this? Can I reroll this? What happens if it's still a fail" for almost every non-free move you make with such a team. We really should do this with *every* team, but then it's simply not possible sometimes.

Making the wrong choice, or being forced into rerolls needlessly (tomb guardians are good at this!) is an excellent way to turn an opponent's desperate breakaway into a full-blooded stall.