Interesting Gutter Runner developement
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Interesting Gutter Runner developement
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?
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?
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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. 


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I've recently played with a two headed gutter runner...it's pretty fun...like he has stunty almost.
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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
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
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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).
- 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).
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