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Khemri Tomb Guardians

Blocking / Killer Tomb Guardian:

It is also possible with only strength skill access to build an all out killer. Again start with Mighty Blow for the same reasons. Then next take Piling On, this does require some consideration and it will put them prone. This can leave your defences open as you have a lot less strength standing. They are also somewhat slow so can get out positioned fairly easily and it can also leave them open for a foul which can be dangerous when they have Decay. If you do take it then you may be best advices to only use it after you have broken armour and apply it to the injury roll.

Following on Stand Firm can get them more blocks as they remain in base contact more often. Guard helps get three dice and also assists team mates. Juggernaut can also be a good consideration, it helps negate the lack of Block as well as cancelling Fend, Wrestle and Stand Firm. You do have to blitz to use it though so only take it if you find yourself blitzing with the player more often than blocking. Break Tackle is also helpful to keep them in the play and avoid getting marked out the game.

For doubles again take Block, it is by far the most sensible option, if you get another then Frenzy could be a great choice, it also combos really well with Juggernaut, which in turn keeps Piling On in play. Stat increases follow the same logic as for the previous build.

Blitzing / Mobile Tomb Guardian:

With their great strength a Tomb Guardian can be very good at blitzing, assuming the opponent is in close range. As usual for the same reasons start with Mighty Blow. Next up take Break Tackle, this will keep them mobile and hard for opponents to deal with, as well as letting you get to a target. There is also the option to attempt a 4+ dodge into an opposing cage, though I wouldn’t recommend this personally. As you are likely blitzing with them more often than a blocker build, I would get Juggernaut. It counters the lack of Block mainly but also cancels out some opposing skills. With your high armour if you do blitz a Wrestle player, then if taking a both down result doesn’t leave you in trouble, it might be worth it to get the armour roll on them. After that Guard and Stand Firm based on the same logic as before.

Doubles again look for Block and then Frenzy, the later is very handy on a blitzing build, though be careful about being forced to do go for its as you have low movement. Stat increases also follow the same logic outlined above.

Tomb Guardian Summary:

The main keys to using Tomb Guardians is to keep them in the action. The rest of the team can get into trouble if they get isolated, being average strength and low armour. Don’t let them get tied down and marked out the game. They offer great protection to the rest of the team if you can keep them between the opposition and their team mates.

Due to their slow development you also need to weigh up the need to take riskier blocks with them, compared to a more reliable block team mate. There may be a higher chance of turnover but they become much better players as they get a few skills.

I think the biggest skill that you really have to weigh up is Piling On, it can help heap up the casualties and SPP aiding the development, but you need to weigh up the risks and disadvantages of being prone. Perhaps the killer build is more suitable for a Blitz-Ra who also has strength skill access. They have movement so getting up from being prone is less of a problem. Piling On for them offers the same benefits for either player regardless of their strength. Suffering an injury is less of an issue as they don’t have Decay and also putting a ST3 player prone compared to a ST5 player, weakens the defensive / offensive line a lot less.

Khemri are a tricky team to play and they really need to work well as a team. If you have the full eight turns to score in a drive and you get a touchback on the kick off, then you can also consider giving the ball to one of the Tomb Guardians. If you can cage well enough to get the touchdown with them, those extra SPP could be a god send.

11 Responses to Khemri Tomb Guardians

  1. Juriel October 21, 2010 at 1:28 am #

    Giving them MB as first skill seems smart yet boring, as it doesn’t allow you to do anything new. I’m more tempted to rather jump directly to Guard+Break Tackle, for mobility and keeping the rest of the team covered. I’d rather make my Blitz-Ras into the killers, as you do say – it’s important for the Tomb Guardians to stay standing.

  2. Murkglow October 21, 2010 at 4:25 am #

    It might be “boring” but it’s still very effective.  Since you’re only getting SPP for kills, taking Mighty Blow gets you them faster, which leads to quicker access to more skills (including Guard and Break Tackle).

  3. Acipenser October 21, 2010 at 10:27 am #

    You say that they are the only ST5 player with no negative traits (not counting Decay) in the game?
    “The main advantage that Tomb Guardians have is that they are the strongest players in the game that have no negative traits. Unlike other players who are as strong or stronger than them, they don’t have Loner or suffer from losing their action or tackle zone.”
    How about them Undead mummies then? Only one less MA, no Decay and Mighty Blow as a staring skill. You do get four TG’s and they cost less, though.

    • Coach October 21, 2010 at 10:33 am #

      I see them comparable to Mummies, they used to be exactly the same players, so you are right they aren’t the only one, but it doesn’t make much difference.

  4. McGuirk October 21, 2010 at 10:52 am #

    Any thoughts on the reasoning behind the LRB6 changes made to the Khemri’s Tomb Guardians, née Mummies? As you say, they make perfect roadblock/hitters, so the addition of extra move feels a little superfluous and mighty blow is a tough loss. I can see your reasoning for the addition of decay, but it strikes me that a lot of teams can attain a squad of near-unstoppable players over a long enough league (Sauri, Chaos Warriors or Black Orcs to name a few).

  5. McGuirk October 21, 2010 at 10:54 am #

    Ah, it’s been largely discussed already. Welp.

  6. Coach October 21, 2010 at 11:05 am #

    Khemri’s casualty rate as a starting team was by far much higher than any other race. So Mighty Blow was removed and they got extra movement to compensate. There was also a more popular alternative with Break Tackle to start with as well, though this was the version that was approved.

    I personally don’t think the Khermi should have been added at all anyway, if people wanted an variant of the old Skeleton team, then they could have done that with the Undead roster. That is a separate issue though, if you want to discuss that please go to the forum as this is about Tomb Guardians!

  7. TheHappyAnarchist January 9, 2011 at 3:33 pm #

    One thing that is positive about the change is how much easier it is to start with 4 Mummies. Getting 20k cheaper means you save 80k over the course of buying all 4. Between that and not needing fan factor it gives you an extra reroll.

    My main idea with them is to try and keep them on their feet as much as possible. Leave riskier plays like PO to the Blitzra – play them safe and immensely difficult to be in the way. Going from two assists for a two die block to needing 3 assists means it is very difficult to get them out of the way. Especially once you pick up Stand Firm. Just watch out for Mighty Blow/Pile On Dauntless Blitzers, like Trollslayers or some Norse Runners!

  8. Txapo November 15, 2012 at 8:00 pm #

    I think that having two with break takle as first skill is much more useful than four mighty, so I normally skill them up one break takle, one mighty blow, one break takle, one mighty, then the break takle ones get guard …(so I can move them along where they suport is needed). If one gets block of course he gets mighty next if he had it not already

  9. Jevil March 15, 2016 at 1:55 pm #

    I take guard first on each and every guardian (when not rolling doubles). Mighty Blow comes second. Guard is vital to get the skellies useful. In my opinion Khemri should be played by having 4 pairs (1guardian + a skellie) roam the field. By getting the guardians guard, your team outstrengths every other team. Since strength is your ONLY advantage, you have to make sure you stay strongest (I even gave 2 skeletons guard on doubles too. I now have 6 guards, and feel like I need them)

  10. Lockmund May 27, 2019 at 10:34 pm #

    I might well go for +AV on a developed TG. You reduce the risk of a standard roll breaking armor by 50% and that is important when you have Decay and can’t use an apo. It takes a long time to level a TG back up again.

    In general I find it odd that so many keep their -1MV players, but kick the -1AV guys, whilst at the same time picking +1 MV all of the time on a 10.

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