VAULT: Double on a Gutter Runner.
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VAULT: Double on a Gutter Runner.
My skaven team (Team Pestilence) has played it's 3rd match yesterday and one of my gutter runners got a double for his first rolls. This is what my team looks like now:
6x Linerat (unskilled)
2x Storm vermin (unskilled)
2x Thrower (unskilled)
2x Gutter Runner (Block)
1x Gutter Runner (Double)
Now even tough we play PBBL rules we changed the rules so skaven need doubles for mutations so I was considdering:
'Very long legs' or 'Extra arms' to make an intercepter.
'Big hand' or 'NOS' to make him able to get the ball within tackle zones.
'Guard' to make a very mobile guard that afterwards might be able to leap into cages to give assists on the ball carrier.
What would you guys pick, the other teams in our league are:
-Goblins
-Wood Elves
-Lizardmen
-Pro Elves
-Undead
-Vampire
[Edit - I've added Vault to the title, as the suggestions you'd be given are different depending on wheter you play LRB or PBBL - Darkson]
6x Linerat (unskilled)
2x Storm vermin (unskilled)
2x Thrower (unskilled)
2x Gutter Runner (Block)
1x Gutter Runner (Double)
Now even tough we play PBBL rules we changed the rules so skaven need doubles for mutations so I was considdering:
'Very long legs' or 'Extra arms' to make an intercepter.
'Big hand' or 'NOS' to make him able to get the ball within tackle zones.
'Guard' to make a very mobile guard that afterwards might be able to leap into cages to give assists on the ball carrier.
What would you guys pick, the other teams in our league are:
-Goblins
-Wood Elves
-Lizardmen
-Pro Elves
-Undead
-Vampire
[Edit - I've added Vault to the title, as the suggestions you'd be given are different depending on wheter you play LRB or PBBL - Darkson]
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Do a search, doubles on Gutter Runners have been discussed here so incredibly often you should be able to find something.
"tot in den treure" is a good term to describe how often this has been discussed.
"tot in den treure" is a good term to describe how often this has been discussed.
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Ik wou dat ik twee blondjes was,
Dan kon ik samen spelen.
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Dan kon ik samen spelen.
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Hi Nazgit,
well... not on skaven, but on wood elfs.
I've found that a very mobile assist (MA9, dodge - possible leap later) is key to not getting overrun. Making that assist apply to several blocks at once is awesome.
Also, once you've got a mobile guard assist, build up another gutter runner with dauntless and suchlike, and you can start doing some serious cagebreaking. (On a wood elf team, your wardancer would be the second half of that duo - straight out of the box).
Cheers
Martin
well... not on skaven, but on wood elfs.
I've found that a very mobile assist (MA9, dodge - possible leap later) is key to not getting overrun. Making that assist apply to several blocks at once is awesome.
Also, once you've got a mobile guard assist, build up another gutter runner with dauntless and suchlike, and you can start doing some serious cagebreaking. (On a wood elf team, your wardancer would be the second half of that duo - straight out of the box).
Cheers
Martin

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Yes but most of these topics are from the old living rulebook so they advise to give dauntless or jump up ect, which in the pbbl the gutter runner can take on normal rolls.Redfang wrote:Do a search, doubles on Gutter Runners have been discussed here so incredibly often you should be able to find something.
"tot in den treure" is a good term to describe how often this has been discussed.
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Re: VAULT: Double on a Gutter Runner.
I was under the impression that Skaven needed Doubles for mutations in the current PBBL rules?Eagleflight Paladins wrote:Now even tough we play PBBL rules we changed the rules so skaven need doubles for mutations
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Re: VAULT: Double on a Gutter Runner.
You are quite correct, after some concern from the testers Skaven were set to have Mutations on doubles only (again.)Darkson wrote:I was under the impression that Skaven needed Doubles for mutations in the current PBBL rules?Eagleflight Paladins wrote:Now even tough we play PBBL rules we changed the rules so skaven need doubles for mutations
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True, but he is saying that he can now take Dauntless or Jump Up on normal skill rolls.
In that case ... you are looking at Guard or a Mutation. IIRC Horns no longer dovetails with Dauntless, so it is no longer a first choice pick. I'd say the following skills are worth a doubles for a GR:
Nerves of Steel
Disturbing Presence
Foul Appearance
Big Hand
Two Heads
(probably in that order too IMO).

In that case ... you are looking at Guard or a Mutation. IIRC Horns no longer dovetails with Dauntless, so it is no longer a first choice pick. I'd say the following skills are worth a doubles for a GR:
Nerves of Steel
Disturbing Presence
Foul Appearance
Big Hand
Two Heads
(probably in that order too IMO).
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Horns/Dauntless doesn't allow for the 2db in PBBL that it does in LRB..however, the combo still has value.
Dauntless is (your Str+1d6) > (opponent Str) to be counted as the same strength.
so a Str 2 GR doesn't have a great chance of beating Str 5..but with horns, the GR's str would be 3, and this improves the chances of beating str 4 an 5 a bit better.
No, it's not the great combo it is in LRB, but I think it is still one to consider.
That being said, I think I'd take VLL and then passblock on the next skill
Dauntless is (your Str+1d6) > (opponent Str) to be counted as the same strength.
so a Str 2 GR doesn't have a great chance of beating Str 5..but with horns, the GR's str would be 3, and this improves the chances of beating str 4 an 5 a bit better.
No, it's not the great combo it is in LRB, but I think it is still one to consider.
That being said, I think I'd take VLL and then passblock on the next skill

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Extra Arms isn't an obvious "above all else" pick IMO.
It gives +1 to all pickup and catch rolls, so it is flexible granted. But with NoS or Big Hand you could ignore either catching & throwing or pickup modifiers altogether.
If you run a NoS Skaven Runner into your opponent's half, he has to deal with him. Otherwise your player has a 2+ catch and then some dodges to make for the TD. If you try the same thing with an Extra Arms runner, then your opponent can pop 3 TZs on him (not too difficult) and your catch roll is suddenly 4+.
Also, Two Heads gives you +1 to every Dodge roll you make in a turn. That means if you throw out a Blitz action to removed one TD, you should only ever need to make 2+ dodges, at worst 3+. That is not something to be sniffed at.
It is tough one ... so many good skills!

If you run a NoS Skaven Runner into your opponent's half, he has to deal with him. Otherwise your player has a 2+ catch and then some dodges to make for the TD. If you try the same thing with an Extra Arms runner, then your opponent can pop 3 TZs on him (not too difficult) and your catch roll is suddenly 4+.
Also, Two Heads gives you +1 to every Dodge roll you make in a turn. That means if you throw out a Blitz action to removed one TD, you should only ever need to make 2+ dodges, at worst 3+. That is not something to be sniffed at.

It is tough one ... so many good skills!
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Or he could just pop 3 TZ on the NoS runner to make for some very difficult dodges. All the same, he sticks 3 TZ on one of my runners I play someone else. Agility team he probably won't hit hard enough to outnumber me, strength team he won't be fast enough to actually get 3 TZs on me.Nazgit wrote: If you run a NoS Skaven Runner into your opponent's half, he has to deal with him. Otherwise your player has a 2+ catch and then some dodges to make for the TD. If you try the same thing with an Extra Arms runner, then your opponent can pop 3 TZs on him (not too difficult) and your catch roll is suddenly 4+.
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