Next skill for GR?

Want to know how to beat your opponents, then get advice, or give advice here.

Moderators: Valen, TFF Mods

Post Reply
Severoth

Next skill for GR?

Post by Severoth »

My GR's first skill roll was an incredibly lucky double six, so instead of opting for a physical attribute I went with the str increase. His next roll I gave him block, since I figured a str 3 GR should be a blodge :D

So now he is

MV 9
ST 3
AG 4
AV 7

With Block and Dodge

Im using him as a touch down runner still, though trying to use him as a backup to boost my other gutter runner. Sadly the other gutter runner gets taken down more easily and this guy also seems to be lucky. On defense he is the perfect deep defense player, able to get anywhere on the field and throw a crushing blitz against most players.

I like to prepare for rolls before so what would everyone say i should get depending on the rolls? Choices for a normal skill and also if I get a double. If I was lucky and got another stat increase I would probably take that...ST 4 GR? Dreams can come true I hope :D

Reason: ''
User avatar
gallowin
Veteran
Veteran
Posts: 202
Joined: Sat Aug 17, 2002 5:55 am
Location: Austin TX

Post by gallowin »

What about making him a kick off return specialist?

He'll be deep to receive and with MA 9 can get to the ball easily in 1 turn. On that turn move the GR that you need to skill up into scoring position. Next turn hand off/pass the ball to the GR and score.

Diversify your SPP and you offer many threats instead of one really big one.

Reason: ''
"A twist of the wrist, a slip of the blade, and your posturing is ended"
User avatar
DoubleSkulls
Da Admin
Posts: 8219
Joined: Wed May 08, 2002 12:55 pm
Location: Back in the UK
Contact:

Post by DoubleSkulls »

Strip Ball might be good - you can pretty much get anywhere with MA9 and AG4 so hitting those vulnerable ball carriers is a real option. Then he can pick up the ball too!

Reason: ''
Ian 'Double Skulls' Williams
User avatar
Grumbledook
Boy Band Member
Posts: 10713
Joined: Sat Sep 21, 2002 6:53 pm
Location: London Town

Post by Grumbledook »

horns would be cool if you get another double, tackle or strip ball would be good, remember most throwers have sure hands so its more of use against catchers, especially as you have the speed to keep up with them.

Reason: ''
martynq
Super Star
Super Star
Posts: 1251
Joined: Thu May 02, 2002 11:21 am
Location: Cupar, Fife, Scotland

Post by martynq »

How about Shadowing followed by Side Step afterwards? He'd be extremely difficult to get rid of once he'd got a tackle zone on a thrower.

Cheers,
Martyn

Reason: ''
Marcus
Da Tulip Champ I
Posts: 1664
Joined: Thu Jan 01, 1970 12:00 am
Location: Australian in London
Contact:

Post by Marcus »

Horns or Spikes on a Double. Strip Ball or Sidestep on a normal roll.

Gutter runners are ideal for blitzing the ball carrier (especially in the backfield) once they get things like horns, dauntless or +ST. Strip Ball or Horns work nicely for that.

If you generally use a more passive defence, or want to use him to run the ball, go for spikes or sidestep to frustrate your opponent.

Reason: ''
Marcus - [url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?p=42448#42448]Hall of Famer[/url] - [url=http://www.irwilliams.com/ecbbl/index.php]Edinboro Castle Blood Bowl League[/url]
Severoth

Post by Severoth »

Four games later..

After a solid day of relaxing playing Blood Bowl :D I now have three GRs and have avoided "stacking" any of them with SPs, instead having two new skills on two of them and the newest GR has just gotten block.

Once I get the newest GR his next SP roll I will hopefully be able to buy one more to go with the really solid running play that I have created. Lineman to hold the people down, and two stormvermin to act as runners with my GRs.

My single thrower now has Hail Mary Pass, which compliments my second GR who has Block, Dodge and Diving Catch.

I have on an interesting note decided to avoid the Rat Ogre completely, and I think it has served me well. I havent lost a single game with skaven yet, and think that if I had a RO I definetly would have lost them.

So my three GRs are now skilled like this.

GR 1: Block Dodge, +1 Str (seven points to next roll)
GR 2: Block Dodge, Diving Catch (twelve to next roll)
GR 3: Block Dodge (sixteen to next roll)

I decided to get block on all of my GRs to hopefully make them a little harder to take down when they are deep. So far has worked a treat. Once I get my next GR I will have them both work in pairs, and move the SV into the line of scrimmage to hammer there.

Damn the skaven rock.

Thanks for all your help guys, just need to get my FF up now for some reason its gone down three times and only up twice.

EDIT: I actually used to play a chaos team and decided to run a skaven team for a complete change in the open league im playing in. Because of the chaos experience I am used to letting the enemy run the ball to me, but have found that the best tactic that seems to work for me is to hold up his forward progress with Lineman, and run a two pairs of GR and SV into his backfield, one from each side zone. I then keep a man or two in my backfield for "worst case" scenarios.

I think I will be getting strip ball/horns depending on the next roll for the original gutter runner now as well, but there are so many skills to choose from :o

Reason: ''
sean newboy
Legend
Legend
Posts: 4805
Joined: Thu Jan 01, 1970 12:00 am
Location: West Palm Beach, florida
Contact:

Post by sean newboy »

I would say block on normal and Dauntless on doubles. Dauntless will help u against chaos warriors and Saurus (who have the ball on touchback) and Bull Centaurs.

Reason: ''
Hermit Monk of the RCN
Honourary Member of the NBA!
NAF Member #4329
Vault = putting in a 4 barrel Holley because the spark plugs need gapping.
Post Reply