Skills for 3 gutter runners

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fen
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Post by fen »

Maybe that would be a consideration, but there is an AG5 Gutter Runner in the mix as well. So Extra Arms/Two Heads are both kind of redundant, not to mention that both those skills don't help on AG4 unless there is an additional modifier on your player already. So I'd never take EA or 2H on a Gutter Runner, that's a waste of doubles (exception - on a Catch, Pass Block, VLL Player I would take Extra Arms.)

I'd say the mutation options are Big Hand, Claw (not worth it unless you have might blow first) and Very Long Legs (which is also not so hot when you have an AG5 player, but it still has some use.)

The AG5 Gutter Runner is going to be doing 90% of the neat ball recovery tricks by himself, this leaves room for the doubles Gutter Runner to develop in a different manner.

The very best (non-stat increased) LRB5 gutter runners I've seen are:

Block, VLL, Big Hand, Leap
Block, Strip Ball, VLL, Leap
Block, Mighty Blow, Tackle, Dauntless, Claw (That's the exact order he gained the skills in)
Catch, VLL, Pass Block

The first two worked in tandem on the same team to set up turnovers of ball possesion - and pretty much forced Sure Hands onto every team in the league. The third one ended up second place in total casualties for the league (behind my Block, Claw, MB, Piling On Nurgle Warrior.) His owner always said if he got to that final skill he would take Piling On if he got a third doubles. :lol: That thing was brutal.

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Cramy
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Post by Cramy »

fen wrote:Maybe that would be a consideration, but there is an AG5 Gutter Runner in the mix as well. So Extra Arms/Two Heads are both kind of redundant, not to mention that both those skills don't help on AG4 unless there is an additional modifier on your player already. So I'd never take EA or 2H on a Gutter Runner, that's a waste of doubles (exception - on a Catch, Pass Block, VLL Player I would take Extra Arms.)

I'd say the mutation options are Big Hand, Claw (not worth it unless you have might blow first) and Very Long Legs (which is also not so hot when you have an AG5 player, but it still has some use.)

The AG5 Gutter Runner is going to be doing 90% of the neat ball recovery tricks by himself, this leaves room for the doubles Gutter Runner to develop in a different manner.

The very best (non-stat increased) LRB5 gutter runners I've seen are:

Block, VLL, Big Hand, Leap
Block, Strip Ball, VLL, Leap
Block, Mighty Blow, Tackle, Dauntless, Claw (That's the exact order he gained the skills in)
Catch, VLL, Pass Block

The first two worked in tandem on the same team to set up turnovers of ball possesion - and pretty much forced Sure Hands onto every team in the league. The third one ended up second place in total casualties for the league (behind my Block, Claw, MB, Piling On Nurgle Warrior.) His owner always said if he got to that final skill he would take Piling On if he got a third doubles. :lol: That thing was brutal.
Nasty. I haven't rolled that many doubles, so never achieved the above. I typically develop a couple of ball extracting specialists, a blitzer specialist, and the fourth GR, it depends on the skills rolls. Not sure I'd go for Catch, VLL and Pass Block, but that depends on the league that you play in.

Big Hand, VLL and Leap means that any ball that is on the ground is fairly easy to get at and pick-up. I just love that combo, even without VLL. My first doubles on a GR would be Big Hand in LRB5.

As for Horns vs. Dauntless, I'm not sure which one I would take. Horns required no dice rolls, but is only used on a blitz. As I rarely do Block actions with the GRs, this is fine. But it requires a doubles roll to get the skill. Dauntless can be used on Blitz and Block actions, but you have to roll dice for it to work. So if you only do Blitz actions, Horns is better. But dauntless is available on a normal roll. So IMO it depends on how you play your GRs, and how you roll your skills rolls.

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Cramy
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