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Interesting Gutter Runner developement
Posted: Tue Feb 08, 2005 12:39 am
by palorin
Well, the Mork's Boyz (my orc team) have been ripping my current league to ribbons with a combination of breaking heads and one flying Goblin (I love ya Blurb Git!)
So, with my orcs firmly leading in our main league, I thought I'd work on my Skaven strategies. My only concern is my Gutter Runners. Im starting with only 2, and no Rat Ogre. Seeings as my opponents LOVE their Big Guys (every other team is starting with one, bloody Minotaur...), Im a wee bit concerned about using my Gutter Runners S2 against those S5+ monsters. Understandable right?
Well, I was thinking, that if I could keep my GR's alive long enough to take 2 skill advances (shouldn't be hard, right? *gulp*), I think I've settled on a pretty nice combination. Block (General Skill) and Side Step (Agility Skill). Combined with the Dodge I begin with, this combo will negate all but one result on the Block Die, and I could even turn 2 of the sides to my own advantage (Side Stepping around my opponent, deeper into their half). On a double, I'll always go for Regeneration (Physical Trait) as soon as possible, and from there on developing a mix of offensive and defensive GRs.
Any thoughts on this?
Posted: Tue Feb 08, 2005 12:49 am
by Gus
1) blodge sidestep is a well-known combo
2) by the official rules, regeneration is not a physical trait but a racial characteristic, which you cannot take as a skill/trait.
Posted: Tue Feb 08, 2005 12:57 am
by Bonehead
That´s a good combination of skills. There´s one blodging, sidestepping GR in our league (we just started) and he is hard to stop. He also has AG 5 and he will surely get leap soon. It´s all up to my Norse to stop him in the next match

and I have 4 players with tackle.

Posted: Tue Feb 08, 2005 1:41 am
by DoubleSkulls
The best choice on doubles for a GR is Dauntless... if you get another doubles then horns.
Alternatively you can be very dull and go down the Very Long Legs route to a one turn scorer.
Posted: Tue Feb 08, 2005 3:29 am
by gken1
I've recently played with a two headed gutter runner...it's pretty fun...like he has stunty almost.
Posted: Wed Feb 09, 2005 10:30 am
by debarpierre
Well I have a GR with two heads, side step and now block.
I can not wait next match to try all this together.
Pierre
Posted: Wed Feb 09, 2005 10:32 am
by debarpierre
Well I have a GR with two heads, side step and now block.
I can not wait next match to try all this together.
And if he lives long enough to have an other skill I think I will try to give him shadowing to use it in defense. Let's say a lone blitzer goes through my defence and i put my gr next to him/her. If my GR is blitzed and still standing I can choose the pushed back square and keep the blitzer in my tackle zone. If the blitzer move I can shadow hilm/her forcing for dodge rolls. What do you think?
Pierre
Posted: Wed Feb 09, 2005 10:43 pm
by DoubleSkulls
The Block, Sidestep + Diving Tackle or Shadowing is a good GR development path - if you haven't got doubles yet. Take Pass Block next ...
Posted: Thu Feb 10, 2005 1:46 am
by The Florist
I love my two blodge, sidestep GRs. They do only leave two slots open for the three other important GR development paths.
Being of course OTS (boring, but a must for the 8th turn TD), strip ball+block+please some doubles and VLL, pass block, catch.
Posted: Thu Feb 10, 2005 1:59 am
by Gus
since we're at advice for GRs:
- i never develop a OTS. MA9 is enough to score in one-turn most of the time, especially against unsuspecting opponents. MA10 requires only one chain-push. a second MA increase and voilà , no problem left. why "waste" sure feet and sprint (even if sure feet is ok-ish, and the combo of the two can be useful, there are so many useful choices on GRs that it's a waste).
- i'm not too much into one uber pass-blocker, because he will be useless against running teams and against most safe-throwers. plus i think one of the kind is not enough (such as FA, it really increases in potential geometrically)
for me, GRs all need Block, obviously, and sidestep if they roll only normal skills for the first two advancements. if they still roll normal for the third, Shadowing or Diving Tackle (up to you, a mix is a good idea), and then Tackle.
now, as for doubles, i have only two paths, really:
- dauntless then horns, then strip ball or tackle, or claw and spikes.
- big hand, then leap.
i honestly think that these two combos are WAY more useful than any "true" OTS or VLL pass blocker will ever be. if you REALLY want to go the pass-blocking route, though, just remember that CATCH and NoS are probably more useful than VLL (that is not figuring the MA of course, just the interception potential).
Posted: Fri Feb 11, 2005 3:38 pm
by amadoris
i like very much a gr with pass block, catch, very long legs, diving catch
Posted: Fri Feb 11, 2005 3:47 pm
by Gus
diving catch ? errr....
Posted: Fri Feb 11, 2005 5:01 pm
by amadoris
diving catch cause my gr must work in defence but also in attack. so i've to choose a skill useful for a good catcher. diving catch is good, but is interesting choose nerves of steel (on a double) or another attacking skill. if you want a very defensive player i think to shadowing
Posted: Fri Feb 11, 2005 5:03 pm
by Gus
diving catch is a very bad skill, in any situation.
Posted: Sat Feb 12, 2005 3:20 pm
by kithor2002
Would prefer pass block for a gr instead of diving catch