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3rd Skill for DE Runner

Posted: Thu Sep 10, 2009 1:51 am
by Rabid_Bogscum
Ok Playing in a LRB 5.0 +2008 Exp rules league

I have a 7 3 5 7 Dumpoff, +AG, Pass Runner

Been playing her using a running game. The dumpoff has been really reliable lately (thanks to pass) I ummed and ahhed over Nerves and Pass at the time, and assumed I would take Nerves now but with AG5 im not entirely sure now.

So my initial thoughts were Nerves (obvious reasons) Safe throw (helps with a long passing, safer dump offs, only fumble by rolling 2 x 1s), Accurate (combined with AG5 is practically Nerves for my dump off plays and also helps for longer passing game)

I am now also considering some manueverability skills. E.g. Dodge or Leap

The team is about to play the leagues Dungeon Bowl final (played under the old rules) and will continue into next seasons Chaos Cup.

Any thoughts?

Posted: Thu Sep 10, 2009 1:55 am
by mattgslater
Dodge, if you like your man-marking skills. Keep the player alive! Then at 51, get Safe Throw. This is one of the few players who can rely on both aspects of the skill. Or Leap, I guess... or Sure Hands.

Posted: Thu Sep 10, 2009 6:02 am
by Jural
AG 5 always cries out for leap on a Dark Elf team. As I see it, when a piece gets AG 5, he has leap at his next advance by default, unless I can talk myself out of it :)

In this case, I could talk myself into Dodge, if only for the surviveability. Accurate I wouldn't worry so much about, and only you know how useful Safe Throw would be (for me, I can't remember getting a Dump Off intercepted, so I wouldn't choose it.)

I'd tend towards Leap or Dodge, but I would also consider Wrestle, it's a good runner skill. Nerves of Steel isn't a bad choice either, but with Pass already in place, I'd not worry about it too much.

Posted: Thu Sep 10, 2009 6:27 am
by mepmuff
Leap, dodge or wrestle. If you get a future skill, leap and wrestle will have added value.

Posted: Thu Sep 10, 2009 8:00 am
by Carnis
Depends does she play on offence only, or both. If offence only, then take offence skills (safe throw first, then accurate for 3+ longbombs, that only fumble on 1's and you don't ever have to throw inaccurate passes - just don't use accurate if you roll 2 and keep the ball in hand). This way she will survive a looong time, as long as you don't ever field her on defence. She might become a TR-hindrance used this way, though.

If you play her on both sides, then I'd go Dodge+Surehands+Block. She'll be able to grab the ball from pretty awful places with her rerollable AG5 dodge and AG5 pickup. She will be shortlived though, may even get to be on a wanted list.

Posted: Thu Sep 10, 2009 11:43 am
by purdindas
+ Ag you lucky thing!

I'd go for dodge next. Makes him more mobile and also harder to kill.

Posted: Thu Sep 10, 2009 12:14 pm
by stormmaster1
another vote for dodge. i think with dump off, pass and +AG you've got enough skills for ball handling. safe throw sounds good, but how much mileage will you get out of it? possibly lots, possibly not. i'd start looking at skills for a runner, dodge, side step, leap. more passing skills would imo be better for a team going all out on a passing offence, not great for dark elves imo.

Posted: Thu Sep 10, 2009 12:29 pm
by Carnis
stormmaster1 wrote:more passing skills would imo be better for a team going all out on a passing offence, not great for dark elves imo.
Are you implying dark elves with an +AG/pass runner are not a great team to go all out passing offence with? Only thing they lose vs regular elves is catch on their catchers (blitzers/witches), which is more than compensated by having dodge or block instead..

I see the two options as nearly a cointoss, I'd probably make the offence specialist, but only because I already played a DE thrower (in fumbbl) with +AG/surehands/dodge, whose career ended in a -AG aging roll.

Posted: Thu Sep 10, 2009 12:38 pm
by stormmaster1
but dodge will help with the offence too. keep him alive more. allow him to move more. imo better to be able to go with different options on offence than to be stuck on all out passing. even with that passer if dark elves start a 2-turn tD Race with most other elves or skaven then whilst fun i don't think you'd consistantly have the edge. personally i'd like a great runner who is a brilliant thrower, not just and all-out thrower.

Posted: Thu Sep 10, 2009 12:58 pm
by Rabid_Bogscum
Ive only got the one runner so she is it. Offence and Defence. I play a bash running game with them primarily, have alot of Mighty Blow on the Blitzers. Tend to sit her in a pocket, she occasionally gets hit, and is often called on to use Dump off. Used to fail all the time until I got Pass (as I said it was a toss up between nerves and pass at the time). Im not overly worried about survivability, I'd just like her to fit in as best she can. I thought Safe throw would help the dump off running game, while also helping me a bit for a long throwing game if the situation required it.

Im getting seriously tempted by Leap tbh

Posted: Thu Sep 10, 2009 1:21 pm
by stormmaster1
how many times have you had your oppontent intercept passes? I DON't know how many times your team gets in situations where safe throw is useful. it is a very situational skill. dodge will be used most games. leap will give you some crazy options too. I just think the player could be capable of more than just passing.

Posted: Thu Sep 10, 2009 2:26 pm
by mattgslater
@stormmaster: interceptions are rare because people scheme to avoid int rolls. If you didn't have to scheme to avoid int rolls, it would be much harder to cover the passing game.

If you use AG5/Dump-off frequently, the new Safe Throw really helps in 2TZs. You can pitch the ball overhead, so the opponent can't stop you from dumping off to a player behind them. Moreover, if you fail on a 2, you have a chance to avoid fumbling by getting pushed (not a big deal). Essentially, it becomes a (contextually on AG5/Dump-Off) superior form of Nerves when you dump off. Then, on offense, it allows you to drop back deep to pass: with AG5/Pass, you can make short passes on 35/36, and with Safe Throw you don't have to move around Int attempts, so a lot of what would have been long passes are short instead (1225/1296, no less, assuming a 6+ int attempt and 2+ safe throw).

Not pushing Safe Throw over Dodge or Leap: just noting that this player seems made for it.

Posted: Thu Sep 10, 2009 4:04 pm
by Da_Great_MC
Dodge - Wrestle - Sure Hands

Very Nice Runner 8)

Posted: Thu Sep 10, 2009 4:29 pm
by Jural
Carnis wrote:Are you implying dark elves with an +AG/pass runner are not a great team to go all out passing offence with? Only thing they lose vs regular elves is catch on their catchers (blitzers/witches)
They lose -1MA or -2 MA on their catchers, which is really the big deal IMHO.

Posted: Thu Sep 10, 2009 5:21 pm
by mattgslater
I've been running Catcher-less High Elves with great success over 3 games. Started 8 Line, 2 Blitzer, 1 Thrower, 3RR. The plan was to hire Catchers, but my Gate and Winnings rolls have been really bad. No matter: they average 4 scores a game, haven't been scored on in 3 games, and no one player has more than 2 TDs in that span (everyone is skilled).