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Advice on a skill for a gutter runner

Posted: Tue Apr 15, 2003 6:33 am
by Jubilateur
One of my gutters just got a new skill an i'm not sure about what i should give him. He is 9 2 5 7 and has Dodge, block, jump-up, and leap. I already have a one turn scorer and a really good defensive gutter (DG, BLK, DAUNT, STRIP BALL) I just really don't know what skill to give him.

Thanks for your advices

Posted: Tue Apr 15, 2003 8:13 am
by Thadrin
On a fifth skill its gonna be a while to the next upgrade. I'd look at a guy to use against the pass seeing as you already have a scorer and a guy to disrupt the run. Not sure I would have taken leap on this guy in that case. Catch, Tackle, Shadowing, Pass block are all useful there.

You could use him as a ball retriever - sure hands would be a help there (remember you'll be picking up the ball in TZs so having AG5 is not a sure fire thing on the pick up)...leap into the scrum that your other GR just got the ball out of and dodge away with the ball.

Posted: Tue Apr 15, 2003 9:51 am
by Fronko
Exactly, sure hands would be my choice.

Leap into any mess and still get the ball out... Combined with your two other GRs it will be hell to play against you!

Then make your 4th gutter runner into that pass threat. Pass block, catch, shadowing, tackle, as Thadrin suggested. Defense will be your field!

Posted: Tue Apr 15, 2003 9:53 am
by los_locos
Pass block would be nice, but when you have only one pass blocker it's not going to help you much, I think shadowing or sure hands will be better one this GR!!!!

__________________
LOCO

Posted: Tue Apr 15, 2003 10:15 am
by Grumbledook
i always take block if i roll normal first on a gutter runner, it keeps them alive much longer

Posted: Tue Apr 15, 2003 11:53 am
by sean newboy
Sure Hands or block.

Posted: Tue Apr 15, 2003 2:28 pm
by martynq
Guys, he's already got Block!

I wouldn't turn him into a Shadower - the AG increase, Jump Up and Leap skills don't really fit with that.

I do like the idea of him being a ball retriever - give him Sure Hands and possibly Big Hand on a double. Then he can leap into 3TZs on a 2+, pick up the ball on a 2+, dodge out (hopefully only into 1TZ, so it's a 2+), and then dodge out completely on a 2+.

Alternatively, he'd make a pretty good intercepter, Pass Block and Catch would do nicely here.

Martyn

Posted: Tue Apr 15, 2003 4:02 pm
by Grumbledook
misread his post then ;]

Posted: Tue Apr 15, 2003 7:08 pm
by Marcus
I generally find my AG5 GRs on ball retrieval duty so Sure Hands would be useful.

Strip Ball would also be an idea. With leap and AG5 he can get into tight spots to get even a 1/2 die block to strip the ball loose. True, you already have a Strip Ball player but redundancy is a Skaven watchword. 2 GRs with Strip is a nightmare and you'll likely force your opponent to always keep the ball with his Sure Hands player which limits his options with the ball.

Posted: Tue Apr 15, 2003 8:33 pm
by wesleytj
My default skill for gr's when I'm stuck and don't know what to give them next is sure feet. Their big schtick is MA, may as well get the most from it.

Posted: Tue Apr 15, 2003 8:52 pm
by Skummy
I'd go with Sure Hands, and Dauntless on doubles.

Posted: Tue Apr 15, 2003 9:48 pm
by Balrog
Sure Hands or Strip Ball is what I'd do. If you find your GR with Strip Ball is already plenty then take Sure Hands so you can go and pick up any ball he knocks loose.

-Balrog