Gutter Runner doubles on a skaven team
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Re: Gutter Runner doubles on a skaven team
2 headed GRs rock!
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Re: Gutter Runner doubles on a skaven team
One of mine just got +AG for his 2nd skill. 2+ dodges into 2 TZ 

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Ian 'Double Skulls' Williams
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Re: Gutter Runner doubles on a skaven team
My skaven had two 5 agility gutter runners, but I had to finally let one go due to several injuries. The other is still rocking though. He has leap and I just got him dauntless for cage-hopping. I'd love to get him big hand for those tricky ball extractions. I also have two gutter runners with 10 movement. One was made into a one-turner. The other rolled doubles after the ten so I gave him two heads. If I'm not mistaken, very long legs used to give +1 to movement, too which sure would've been nice! I've also got a blitzer with 4 agility and I had a 4 strength thrower (I was really wishing those rolls had been reversed!) but the thrower got killed.DoubleSkulls wrote:One of mine just got +AG for his 2nd skill. 2+ dodges into 2 TZ
I tell ya, that old dice roller that we used to use in the stunty leeg really liked me. My chaos dwarfs are ridiculous, too.
I do miss it, so.
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Re: Gutter Runner doubles on a skaven team
In other words ... Two Heads is a wasted skill for this player most of the time ...DoubleSkulls wrote:One of mine just got +AG for his 2nd skill. 2+ dodges into 2 TZ
On an early skill pick i I'd take Big Hand. Follow with leap then VLL on another double if you are not lucky to get AG+. An MA9, AG4, big hand/leap player is the terror for the opponent. There's no space on the pitch where the ball is safe, no matter how many tackle zones you put around it. My skaven team on cyanide (single player though) has two leap/bighand players (one of them AG5) and they are absolutely unstoppable. A ball on the ground is usually an instant touchdown for me. Leap in on a 2+, pick on a 2+, dodge one square out on a 2+ or 3+ (one or two TZ), then depending on the situation another 2+ dodge followed by a longer pass or a 2+ quick pass from within an opponents TZ, 2+ to catch. touchdown.
I'm not saying two heads is a bad skill, neither is Extra Arms, but both are devalued if you roll AG+ after, so i'd rather pick them on a late double than on one on the first skill roll.
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Re: Gutter Runner doubles on a skaven team
The two coaches I've just played with the combo might disagree. He's a bit like having a MA9 AG4 stunty. No one can stop him going where he likes without a solid wall of bodies. I just hope he lives long and prospers. Its worse of course for my opponents since he's got a nearly as mobile buddy, and two regular GRs to assist.Tim wrote:In other words ... Two Heads is a wasted skill for this player most of the time ...DoubleSkulls wrote:One of mine just got +AG for his 2nd skill. 2+ dodges into 2 TZ
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Re: Gutter Runner doubles on a skaven team
I've got to agree with Doubleskulls here. You can't get enough dodginess on a player type like Gutter Runners.
All he needs now is another +AG, for a 2+ dodge into a standard cage... (which is as good as it can get).
All he needs now is another +AG, for a 2+ dodge into a standard cage... (which is as good as it can get).
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Re: Gutter Runner doubles on a skaven team
Well the other +AG would mean pick ups in 2 TZ on a 2 too
So just as good as Big Hand for only 10k more.

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Re: Gutter Runner doubles on a skaven team
Thanks for all the replies so far.
I have a skaven team with two AG5 GR's and their ability to dodge in one TZ on 2+ is the biggest advantage they have. Picking up and passing better is nice, but the dodging's the main asset.
My only worry is that since this is only the third skill on the team Two Heads might not be too great. I could be wrong and it could be the best thing at precisely this level. I was a bit surprised how effective Guard one of it's strengths lies in the fact that the opposing teams don't have any at starter levels.
I don't want to take another Guard as that means I have (or get to) commit those GR's at the turns start and that just feels weird although there could be actual synergies in having two Guard GR's, especially as I'll be facing other starting teams. I think Two Heads looks best but I won't get to play for another week at least since I'm at the in-laws for Christmas.
I have a skaven team with two AG5 GR's and their ability to dodge in one TZ on 2+ is the biggest advantage they have. Picking up and passing better is nice, but the dodging's the main asset.
My only worry is that since this is only the third skill on the team Two Heads might not be too great. I could be wrong and it could be the best thing at precisely this level. I was a bit surprised how effective Guard one of it's strengths lies in the fact that the opposing teams don't have any at starter levels.
I don't want to take another Guard as that means I have (or get to) commit those GR's at the turns start and that just feels weird although there could be actual synergies in having two Guard GR's, especially as I'll be facing other starting teams. I think Two Heads looks best but I won't get to play for another week at least since I'm at the in-laws for Christmas.
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Re: Gutter Runner doubles on a skaven team
After very little deliberation after going through this thread again, I'll be taking Guard on the second GR as well. Just to see whether I can get any synergies from two Guard GR's at an early stage. My hope is that they will help a lot with positioning, both my own and my opponents. Now I just need a Wrestle GR to hit ball carrier's with. The problem with them is that they're ST2, so they're easy to block off first (which brings us to AV7), but I'm salivating over getting them Block and Side Step.
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Re: Gutter Runner doubles on a skaven team
I got to play once yesterday and faced an equal Chaos team (TV 1120 vs 1140). The game ended 4-1 and the two Guard GR's were great! It was so easy to get 2d blocks even with another GR on ST3 players and punching through a los of Chaos warriors has never been easier. An odd thing was that the linerats were really just an afterthough to everything else, even more than usual on a rat team and the blitzers didn't play any special role either.
Despite the numerous SPP's the only player to skill up was a blitzer who'll be getting Mighty Blow now. A third Guard on the team feels tempting but since this is only the fourth skill I think I need the blitzers hitting stuff for now.
Despite the numerous SPP's the only player to skill up was a blitzer who'll be getting Mighty Blow now. A third Guard on the team feels tempting but since this is only the fourth skill I think I need the blitzers hitting stuff for now.
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Re: Gutter Runner doubles on a skaven team
The PC game loves Gutter Runners - my first two both got +1ST as their first skills, the other two both got +1 AG. 

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Re: Gutter Runner doubles on a skaven team
linerats.. they just stand there holding off opponents and try not to get killed (in that order of importance).
But make sure your blitzers and linerats do develop (MB helps) because those GR's will get knocked out and maybe even all at the same time...
@Darkson: I was hoping for stuff like that too on my DS but with all four GR's on 51+ spps only one got +AG (early) and I think one just got +ST (can you imagine I'm not even sure?!?!?!)
But make sure your blitzers and linerats do develop (MB helps) because those GR's will get knocked out and maybe even all at the same time...
@Darkson: I was hoping for stuff like that too on my DS but with all four GR's on 51+ spps only one got +AG (early) and I think one just got +ST (can you imagine I'm not even sure?!?!?!)
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Re: Gutter Runner doubles on a skaven team
Just to finish with this thread, the two GR's with Guard are much better than I expected and I wouldn't hesitate to recommend taking Guard on GR's to everyone.
One advantage I hadn't thought of is helping on the los against ST teams. The Guard GR's can be placed on the los on offence, meaning that I need less sacrificial linerats there. Their Guard helps create space through assisting on blocks that I might not normally be able to pull off on the opposing los players (due to higher ST, numbers or opposing Guard) and then they can dodge out. Usually the los linerats have to stay on the los.
One advantage I hadn't thought of is helping on the los against ST teams. The Guard GR's can be placed on the los on offence, meaning that I need less sacrificial linerats there. Their Guard helps create space through assisting on blocks that I might not normally be able to pull off on the opposing los players (due to higher ST, numbers or opposing Guard) and then they can dodge out. Usually the los linerats have to stay on the los.
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Re: Gutter Runner doubles on a skaven team
Stunty? It's no longer a mutation, not sure if they got rid of it during LRB4, but it's not in LRB5 or 6.DoubleSkulls wrote:The two coaches I've just played with the combo might disagree. He's a bit like having a MA9 AG4 stunty. No one can stop him going where he likes without a solid wall of bodies. I just hope he lives long and prospers. Its worse of course for my opponents since he's got a nearly as mobile buddy, and two regular GRs to assist.Tim wrote:In other words ... Two Heads is a wasted skill for this player most of the time ...DoubleSkulls wrote:One of mine just got +AG for his 2nd skill. 2+ dodges into 2 TZ
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Re: Gutter Runner doubles on a skaven team
I was comparing an AG5 Two Heads gutter runner to what it would be like if one was stunty (which you could do in 3rd ed).Smurf wrote:Stunty? It's no longer a mutation, not sure if they got rid of it during LRB4, but it's not in LRB5 or 6.
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