Khemri Skeletons Overview:
Skeletons are the equivalent of Linemen from other Blood Bowl teams. While they aren’t as cheap as they previously were they are still very cheap players. Their movement is slightly below average, they have average strength and low agility and armour. The increase in cost was offset a bit with the introduction of Thick Skull to go along with Regeneration.
The main strength of Skeletons is that they are both cheap and with Thick Skull and Regeneration they add to the teams impression of having a never ending supply of players. While their armour is low, having Thick Skull helps them to stay on the pitch and even if they go get injured half the time they are available on the next drive anyway. This gives Khemri teams an ability to usually start a drive at the full compliment of eleven players. With their low speed and agility, not being outnumbered is crucial to their success.
Usual roles for Khemri Skeletons are of more of a supporting role than perhaps most Linemen. They will be often used to screen team mates and lend assists to the Tomb Guardians to get them three dice blocks. With their low armour they won’t tend to be doing as much marking as the Tomb Guardians are well suited instead to be in player contact and hit opposition. There are occasions though where marking is still needed as you won’t always want the Tomb Guardians tied up. There may also be call for a couple to be developed as safeties as the rest of the team is likely to get Block, Skeletons are the best candidates to get Wrestle on the team.
Perhaps the main role that they are considered for and one they are effective at doing is that of fouling. Being cheap is a great advantage here as you can often trade them for a much more valuable opposing player if you get a good gang foul. Combined with the blocking of their team mates, fouling with Skeletons will help you get a numerical advantage. That will not only make doing more blocks and fouls easier, but also make progressing the ball inside a cage easier as well. Beyond that there isn’t much more to be expected of a Skeleton, though perhaps the odd occasion where they may be needed to handle the ball.
Kicker Khemri Skeleton:
While Khemri teams don’t have the speed or agility to usually take advantage of a good kick, having a kicker on the team can help dictate the early turns of the other teams offensive drives. While on a lot of teams I recommend getting a kicker on the first Lineman to get a skill increase, I don’t think it is necessary for Khemri teams and you could wait until you have more of the core skills on the roster first. The first skill though would naturally be Kick which is followed up by Block. There is nothing wrong though with taking Block first on some Skeletons and then getting Kick as a secondary skill later. I doubt they will get much further than two skills but Fend is probably next best, both for protection and to help avoid having to do dodges. Past that Tackle or Pro are perhaps the best options but I would be really shocked to see many advance this far.
For doubles I would get Dodge unless facing lots of Tackle, otherwise Side Step is always a very useful skill to have. Guard is also something you can never have enough of, though a kicker is usually your last choice to put in tackle zones. A strength increase is great for making your defence even harder to get through and also gives more protection. An agility increase gives you a better ball handling option and if you get it as the first increase then don’t follow this build. Movement is a big weakness on Khemri teams so it would edge out an armour increase for me.
Fouling Khemri Skeleton:
It probably isn’t unusual to have a couple of foulers on a Khemri team to ensure you have at least one each half. Dirty Player first up as it is your best chance of getting an injury assuming proper gang fouling strategy to ensure a higher chance of armour break without it. Ideally they would stop development at this point, but if they do get some more skills then Block can keep them upright more and give you some better blocking options with them. Alternatively Fend can help keep them out of tackle zones so they can get to their target, I would think Block the better choice though.
Sneaky Git would be the obvious double so you can happily foul away during turns you can’t get a suitable number of fouling assists in. Stat increases aren’t overly great and you could skip them, but I think it would be very hard to pass up on either a strength or agility increase. Both are very useful especially they latter on such a low agility team, either would perhaps dictate a change of development direction which could make having Dirty Player on them less than optimal but sometimes that is how things go.
More on Page 2…