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Gutter Runner Dilema

Posted: Fri Apr 08, 2011 7:51 pm
by TalonBay
I was lucky enough to roll a 10 for a Gutter Runner's first skill and (obviously) took the movement increase, his 3 fellow GRs already blodging or wrestling up. His future looked rosy along the Sprint, Sure Feet, Block... path.

Now the same player has gone and rolled a 12! A str3 mv10 piece is just wonderful but it immediately started to impact the future skill choices.

He's now a big target (already has a bounty on his head :roll: ) so Block would be good to get soon, this will also help make use of that str3 as he's less vulnerable when making blocks.

Sprint and then Sure Feet are still good skills for him to give that OTS threat that people hate the skaven for, but do they use up too many skills (and take too long to get)?

Side-Step and Shadowing are nice skills for him, SS defensively and shadowing as he's going to stick to most receivers and be a pain to shift (so do I add Diving Tackle to that list?).

Horns becomes awesome, delivering a str4 hit with a range of 10+GFI is great.

He's gone from a very clear skill progression (into an efective but quite dull player) to a wide open skill set range but with many possibilities. I actually think it would be pretty easy to get greedy with him and try for too much, I think he needs block next but what happens if that's a double and I've got the chance of horns? But if block/horns are the next one or two skills then it's a long time until he sees Sprint/Sure-Feet, am I missing the whole point of the move boosted GR by not taking Sprint as soon as humanly possible?

What I want to know is why it wasn't one of the other GR who got the str boost? That would have been so much easier.

Re: Gutter Runner Dilema

Posted: Fri Apr 08, 2011 7:54 pm
by mattgslater
Block, then Side Step. Keep him alive. Also, if he has SS, or if you have a full-ish squad, you only need one push to get him across the LOS for a 1TTD.

Re: Gutter Runner Dilema

Posted: Fri Apr 08, 2011 7:58 pm
by Jimmy Fantastic
Yep easy choice, Block then SS.
SS is good anyway but with ma10 makes the one turn very easy.
Horns on a further double is also an awesome choice.

Re: Gutter Runner Dilema

Posted: Fri Apr 08, 2011 11:50 pm
by B SIDE
I have to agree. A player like that is going to draw too much heat to even consider the wrestle option.

Re: Gutter Runner Dilema

Posted: Sat Apr 09, 2011 9:12 am
by Thadrin
Block...then, just to deviate from everyone else's sidestep, Strip Ball. He's a faster Wardancer without Leap.

Re: Gutter Runner Dilema

Posted: Sat Apr 09, 2011 9:56 am
by nazgob
With movement 10, sprint is completely wasted. As someone else pointed out, he can simply be pushed one squre.

Block is essential, I agree, but i'm not sure i'd go sidestep immediately. How about frenzy? Ma10 means youu can put him in the centre of the pitch, surf a player on either side and still move away to safety afterwards.

Re: Gutter Runner Dilema

Posted: Sat Apr 09, 2011 4:44 pm
by mattgslater
Frenzy or Strip Ball would be reasonable, if he makes it to 51 SPP. I like SS because it improves his survival odds and has lots and lots of uses, but I see the temptation to build this guy into a pure blitzer.

Re: Gutter Runner Dilema

Posted: Sat Apr 09, 2011 7:33 pm
by Smurf
???

It's a gutter runner.

MA10 is cool.
Sprint and sure feet
31pts and 70k to his cost
Sidestep 51pts 90k to his cost.

Bring him out to score 1TTDs when you have to and let the rest of the team develope.

Now you're going to get a MA10 ST3 with Block adds 100K it's cost.

Watch out for wizards and foulers now.

Good can be too good???

Hope you have fun with him, whilst the rest of the League plots his downfall!

Re: Gutter Runner Dilema

Posted: Sun Apr 10, 2011 8:18 am
by Carnis
Smurf wrote:???

It's a gutter runner.

MA10 is cool.
Sprint and sure feet
31pts and 70k to his cost
Sidestep 51pts 90k to his cost.

Bring him out to score 1TTDs when you have to and let the rest of the team develope.

Now you're going to get a MA10 ST3 with Block adds 100K it's cost.

Watch out for wizards and foulers now.

Good can be too good???

Hope you have fun with him, whilst the rest of the League plots his downfall!
So your advice is "skip the +ST and take sprint" ;). Another contender for worst advice in a thread, as earlier introduced by joemanji ;-).

Go Block, SS, Fend.

Re: Gutter Runner Dilema

Posted: Sun Apr 10, 2011 10:11 am
by Smurf
Carnis wrote:
Smurf wrote:???

It's a gutter runner.

MA10 is cool.
Sprint and sure feet
31pts and 70k to his cost
Sidestep 51pts 90k to his cost.

Bring him out to score 1TTDs when you have to and let the rest of the team develope.

Now you're going to get a MA10 ST3 with Block adds 100K it's cost.

Watch out for wizards and foulers now.

Good can be too good???

Hope you have fun with him, whilst the rest of the League plots his downfall!
So your advice is "skip the +ST and take sprint" ;). Another contender for worst advice in a thread, as earlier introduced by joemanji ;-).

Go Block, SS, Fend.
Is there a thread yet?

Re: Gutter Runner Dilema

Posted: Sun Apr 10, 2011 12:40 pm
by TalonBay
Thanks for the input, it does seem like survival skills are next in line, though the choices open up somewhat after block @ 32spp

Re: Gutter Runner Dilema

Posted: Sun Apr 10, 2011 12:41 pm
by juck101
ma and st is a great blitzer. Im with thadrin on the block then stripball. So actually lets revise the idea and make that wrestle with Stripball because of course getting the ball is your primary objective.

Wrestle is totally fine for 1d blocks and probably ideal for -2d ones also it that is the role of this player. Wrestle kinda half satisfies the need for tackle and block so its well worth a shot

Re: Gutter Runner Dilema

Posted: Sun Apr 10, 2011 10:46 pm
by TalonBay
Thadrin wrote:Block...then, just to deviate from everyone else's sidestep, Strip Ball. He's a faster Wardancer without Leap.
It's odd how this guy stands out as such a shocker but the wardancer starts so much better and gets to this stat line more easily (and is cheaper when he gets there I think).