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Need help with Gutter Runner double

Posted: Thu Apr 22, 2004 3:35 pm
by tomazsus
Hi everyone,
I'm new here... but I'm an enthusiastic BB player (used to play in the past, left for some years, came back with a style :D - currently winning our league).
I have 3 GR's, and all three got movement 10 (didn't really plan this one out - got double on the first one, chose VLL to get a one-turn-scorer; then got a double on the second one, chose VLL again because I thought either will be killed soon; on the third one, I got a M increase and couldn't really turn it down...).
Now one of these also got sprint. 8) I planned to give him Sure Feet as the next skill, but I rolled a double! The trouble is: shall I still give him Sure feet and turn him into a proper OTS or else give him something rarer instead: Nerves of Steel, Jump Up, (someone suggested me Big Hand to pick up dropped balls easily) or even Dauntless? Or shall I ignore the double and get Block, Leap or Side step?
Gosh, that's a lot of choice, isn't it? To be frank, I'd settle for Sure Feet, but it bothers me a bit to waste the double...
Thanks in advance for your help.

Tomaz

Posted: Thu Apr 22, 2004 3:41 pm
by Scipio_Publius
You got some interesting possibilities. Something to concider

if the doubles is on a VLL guy get him foul appearance and then get him pass block and he will be a nightmare for opponents with passing game.

Another possibilty is Big Hand then Leap so you can get the ball no matter the amount of TZ's he puts on it.

And Dauntless, Block, Stripball combo is great too.

Posted: Thu Apr 22, 2004 3:46 pm
by tomazsus
He's one of the VLL ones indeed.
I think that block/dauntless/strip ball building at this point (this is his third advance) is a bit late, I'm going to buy a 4th GR and build him this way :D
Thanks for the advice!

Tom

Posted: Thu Apr 22, 2004 3:46 pm
by Asperon Thorn
Dauntless.

Or even guard, having an AG 4 Dodge player that has MA 13, means you can get that special important assist just about anywhere.

Or lastly (and I know most will laugh) you could get Spikes, and give your one turner AV 8 for more survivability.

Asperon Thorn

Posted: Thu Apr 22, 2004 3:50 pm
by Scipio_Publius
Asperon Thorn wrote:Dauntless.

Or lastly (and I know most will laugh) you could get Spikes, and give your one turner AV 8 for more survivability.

Asperon Thorn
Nah, I seriously cooncider Spikes depending on what his build is and at what point in advancement. If its his 3rd-4th skill and he is a 1T TD and I am playing in a bashy enviroment then the difference between 7 and 8 armor is enough to go with spikes.

Posted: Thu Apr 22, 2004 3:58 pm
by ScottyBoneman
Asperon Thorn - going to contradict you just after totally agreeing but I hate Guard on a player with Str2 and that kind of move because they will get poached too much.

I like the Foul Ap idea but I would also be tempted by the Jump up. On the Skaven, I like the idea of one blown ball roll at all times being a very real risk of a short pass to a player that just will not get caught before the endzone if not actually score.

Posted: Thu Apr 22, 2004 4:04 pm
by DoubleSkulls
Dauntless. Try it. If you don't like it I'll give you a full refund. :D

Posted: Thu Apr 22, 2004 4:09 pm
by Asperon Thorn
ScottyBoneman wrote:Asperon Thorn - going to contradict you just after totally agreeing but I hate Guard on a player with Str2 and that kind of move because they will get poached too much.
Well the idea behind it is that you can get an assist anywhere, anytime. But not without its risk. Unfortunately Skaven don't get a lot of opportunities to get guard so every double I roll, with a skaven team, guard is always seriously considered. Same with Elves.

As for using him, this would be the guy you stick at a rear of a cage, in order to help, and maybe cancel out someone else that has guard. The idea also being that anwhere you would put him would be somewhere that his teamates can use his assists to knock players away from him. As guard goes, it would be used a lot less then when you put it on. . say a longbeard. It would be for much more surgical actions. The following skill would definately be Block.

Also Horns would be a good choice. More dependable then Dauntless for that STR 3 blitz. On the typical opponent one assist would make it a two die blitz, and with that movement the possibility of knocking over a guy snatching the ball, and getting way the hell away from the action, all in one turn.

Asperon Thorn

Posted: Fri Apr 23, 2004 4:13 am
by Mirascael
ianwilliams wrote:Dauntless. Try it. If you don't like it I'll give you a full refund. :D
I second that.

btw: I doubt that it's clever to waste two skills to get a one-turner anyhow unless you've rolled 2 straight MA-upgrades (which make them excellent players for defence).

Posted: Fri Apr 23, 2004 4:31 am
by Alesdair
I'd go for jump up...
means that if something goes wrong and he falls over, he can stand up next turn and then move 13... it's like having move 16 on him...

Posted: Thu May 06, 2004 3:50 pm
by Daniel
I would actually suggest to go with "Nerves of Steel". Even with Surefeet Your GR would have to: Pick up the ball(or catch it), probably dodge once, and sprint 3 times in order to mae that TD. And that is only if you can get that ball to him before your opponent puts more stuff in the way. But as soon as you manage to get two GRs with high move and nerves of steel you can almost put them in your opponents half so that only one can be blitzed and the otherone definitely score because he will probably catch any accurate pass that comes his way. The other alternative is to really go on and give him Big Hand: That is going to be a nightmare for any Bashing Team that doesn't manage to pick up the ball in their first round, or fumbles a handover, and great for you if you ever get knocked over during your own offensive push.

Posted: Thu May 06, 2004 9:01 pm
by Skummy
Skaven struggle most agianst bashy teams, and Dauntless lets you pick your matchups.

Posted: Sun May 09, 2004 6:21 pm
by kithor2002
I would also choose Dauntless 8)