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While I have disagreed with Hairy Coo in the past, he is right that basically every team excluding the Stunties should be a pretty good counter to Khemri, because Khemri's gimmick of 4 big guys doesn't really make up for the teams deficiencies in other areas. Still, if you want the best counter picks possible, I can provide them for you.
Elves: Any Elf team will work well here honestly. Since Khemri have a standard AG of 2 and they only have 4 players with an average MA, if you play the ball well Khemri will struggle immensely to get the ball back. Leverage your high AG to make opportunistic hand-off and passing plays and move the ball outside of the Khemri movement range.
Lizardmen: Skinks have Dodge, Stunty, and a high MA. Sauri have ST4 and AV9. They're pretty much the exact opposite of Khemri, and that's a huge advantage for the Lizardmen. If you can get the ball there's a near 0% chance they can get it back, they're too slow to catch up with a Skink and will need to rely on any players in the backfield to stop your advance. Their ST4 also makes them extremely dangerous to most of the Khemri players, excluding the Tomb Guardians.
Skaven: They have access to ClawPOMB'ers and can hire 4 of the fastest players in the game. They may be a little squishy, but when you have double the MA of most of the opposition players, high AG Gutter Runners, and those same Gutter Runners have Dodge, your squishiness isn't really a weakness, especially if you have even a small bench of reserves.
Dwarves: For once the slowness of Dwarves isn't a weakness, because it's a weakness that the Khemri also share, and unlike Khemri, Dwarves are really good at bashing. With ST access on every player providing access to Guard and Mighty Blow, a decently high AV overall, and Dauntless on the Troll Slayers allowing them to stand toe-to-toe with the Tomb Guardians with only one assist and still win, Dwarves are a nightmare matchup for even a developed Khemri coach.
True, I just felt that I should mention Decay anyways for completeness's sake since I was covering the strengths and weaknesses of the team.
Yeah, Khemri perform poorly against elves or heavy bash teams and Ogres are pretty much elves with heavy bash. Best counter ever.
don't be fooled by ogres man against khemri its whoever can remove key pieces, to be honest chaos and khemri i have had more success against those teams with ogres than any other team in saythat it can also to balls up with ogres so it just comes down to reroll management and as long as the dice stay average
Reroll management with Ogres? =)
Their Blitzers start with both Block and Dauntless, which allows you to surgically strike Tomb Guardians, thus removing the key advantage of Khemri.
At this point all they have left are their Blitzers, and your Blockers can Wrestle anything (including Block + Dodge combo), because even a semi-bad result is a good result for them.
Just be sure to not give them too many chances to hit your players back and you should be fine-ish.
Hey fellas.
It's official, any team is a counter for Khemri!
teach dauntless/blocks to your werewolves, maybe even mightyblow if lucky, and the tomb guardians will fall apart, at high level.
I really enjoy playing Khemri, but they aren't exactly doing anything innovative. As they are a "counter" team (similar to nurgle, imo) themselves, it seems a little odd to ask how to counter them.
I play Khemri, but I don't often get to play against them, so I'm coming from that perspective of "what do I worry about when I'm playing as this team". Also, while I consider myself to be very good with the basics of the game, I just can't figure out "serfing" and consistent one turn touch downs are pretty much beyond me. With that said, if you still care to see my thoughts, here they are:
Khemri is a fine team.. not great, but perfectly worth playing against (almost?) any other team. The main "counters" to Khemri are not specific abilities or players (those can help, but you really don't need them).. It's all about how you play. As a Khemri player, I have 4 "Big Guys" and that's pretty much all anyone ever talks about when it comes to Khemri. Honestly though, they're tough for me to use. The TG's a relatively slow and are vital part of both offensive and defensive strategy for the Khemri player. This means that simple decisions can become complex because you really need them everywhere, all the time. If you over-extend though, you risk losing your only advantage against most teams. A Khemri team that has lost a TG or two is pretty much just like any other team, but slower and less agile. Still, I wouldn't suggest assaulting the TG's early on.. avoid them. make them work to get into a fight while you pick off their support. Also, don't worry too much about Khemri scoring early on.. thin out the skeletons. 4 TG's alone don't make much of a defense.
I think the bigger threat to most teams is really the blitz-ras. They aren't much better than anyone else's blitzers (which is to say, no better in individual matches), but people worrying so much about the TG's might allow for the Blitz-ras to make some better pick-offs if the opponent isn't careful. They're also pretty fast for a team that we're constantly told isn't fast. Honestly these are probably the guys you want to remove from the game early (and often). If nothing else, Blitz-ras are fast enough to alternate supporting TG's and then blitzing into the action.
Finally, if your opponent is like me, and actually enjoys pretending that they might want to score a point or two, the most reliable way for them to do that is the Thro-ra. So stopping your opponents most reliable method of scoring is probably the most reliable defensive strategy. The Thro-ra will probably not be as easily isolated as a Blitz-ra might be, but early on at least, they will be easier to remove if you can get to them, and a Khemri team without sure-hands probably isn't picking up the ball.