Yes but your war dancers already have leap and just 1 MA less, spread them out a bit and they can cover the whole field, no need to take leap on a catcher.Snew wrote:You completely missed what he said. Leap works even when you're not using it BECAUSE that guy has the potential to get almose ANYWHERE on the pitch and out of almost anything the opponent can get him into. If 1 player on your team makes your opponent place 3 or 4 players where he might not otherwise, you're going to be in a much better position that you were before.Jeremiah Kool wrote:Since Leap is a 3+ roll and you have to use a RR if you fail is it that useful? I´d rather Dodge with a Catcher. I understand that an opponent has to be careful about Leap, especially with a Wardancer. But a Catcher?wesleytj wrote: The Leap on the catcher is another one of those things that is great once you know how to work it. It can REALLY cause fits for your opponent and make him dedicate inordinate resources to stopping your catcher, which frees up the rest of your team. When I play Skaven at tourneys, I always get a GR with leap, and it's amazing how often during the game my opponents asks "Which one has leap again?" They know that this player can get him/her self out of any bind that most players would be stuck in, so it gives them problems. Anything that gives your opponent problems is good for you.
For a skaven team, sure that GR has leap but what good is it anyway? I think it's only usefull when you're heavily outnumbered but by then the game should be won (and probably the leaper will also be out by then. In leagues I've never seen opponents adapt their play to it. It's good when combined with other skills but for a tourney I'd never take it on a GR. Other skills are more usefull IMO.
Block and especially Strip Ball and Side Step seem more worthwhile choices for Gutter Runners.