Why would you want Extra Arms? He already picks up and catches on a 2+, so why not go for Nerves of Steel or Big Hand?mattgslater wrote:* Extra Arms, follow with Block.
Rookie Skaven....3 Doubles! Update 13/10
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Extra Arms on this guy is sort of a compromise between the two. Sometimes you want him to catch in 2TZ, sometimes you want him to pick up in 2TZ. You need another skill or a TRR (or a sense of desperation) to do it in 3TZ, but dodging into 3TZ isn't safe either, so it's not a big difference.
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Wow loads of replies and lots to think about!
I'm thinking big hand for one of the Gutter Runners for those loose ball moments.
I'm very tempted by Claw for the Stormvermin and working in conjunction with a Guard gutter runner would help, especially if I can get him mighty blow.
This does put my gutter runner in a position of danger and that's a bit of a concern.
I'm thinking big hand for one of the Gutter Runners for those loose ball moments.
I'm very tempted by Claw for the Stormvermin and working in conjunction with a Guard gutter runner would help, especially if I can get him mighty blow.
This does put my gutter runner in a position of danger and that's a bit of a concern.
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Just as you point out, I also find the whole "don't give a player this skill as people will hate him for it and try to kill him" argument a bit silly.rodders wrote:all runners have targets on them they skill up easily so replacing losses is never too painful. expect to lose them often but maximise their use whilst they still live
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Last season of our local league I had two Stormvermin with MB + Claws (Dodge on one and Guard on the other), and "The Squeekalots" was by far the most feared team to play in the league (and had a very neat CAS record). There was not a whole lot of dodge present, so I got by without having any blitzer with Tackle.
Getting a two player advantage with Skaven helps your game tremendously, both on offence and on defence, so I'd really opt for the Claws approach. If you pick up Guard on a Gutter and a Linerat you can turn your vermin into fighting machines without having a desperate lack of Guard, and another Gutter with Wrestle / Tackle will be sufficient to sack those pesky ball carriers.
Getting a two player advantage with Skaven helps your game tremendously, both on offence and on defence, so I'd really opt for the Claws approach. If you pick up Guard on a Gutter and a Linerat you can turn your vermin into fighting machines without having a desperate lack of Guard, and another Gutter with Wrestle / Tackle will be sufficient to sack those pesky ball carriers.
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After two more games, my Big hand gutter Runner has gained his second skill....another double!
So what do I give the little blighter now? My thoughts are ignore the double and give him Block or Sure Hands or give him Two Heads.
Skills already present are:
Stormvermin: Claw
Gutter Runner: Block
Gutter Runner: Guard
Lineman: Block
Lineman:? Kick or Block?
So what do I give the little blighter now? My thoughts are ignore the double and give him Block or Sure Hands or give him Two Heads.
Skills already present are:
Stormvermin: Claw
Gutter Runner: Block
Gutter Runner: Guard
Lineman: Block
Lineman:? Kick or Block?
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Two Heads would make him quite a specialised player, but I don't know if that's a bad thing. Kinda like a poor man's +AG, but picking up and especially dodging are the main benefits for GR's anyway from +AG. Getting from 16 to 31 shouldn't be too hard either, especially as Two Heads will make him a pretty good scorer on offence too.
Block next for sure. I wouldn't bother with Sure Hands.
Block next for sure. I wouldn't bother with Sure Hands.
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I know that the majority seem to be leaning towards Two Heads, but I find it hard for me to justify that on a player who already makes the majority of his dodge rolls on a 2+. Granted, it can get you into tighter places, but is there not another skill that you will get more use out of?
Guard is defeintely a good choice due to his mobility
Block is a solid choice, it just means that you are not tkaing advnatgae of your doubles
From a coach who is most experienced with Nurgle, Disturbing Presence is an awesome mutation and well worth considering. For one it works even when the player is stunned, second, it works even when the player doesn't make rolls - because they will greatly alter plans to avoid passing or handing off near that player, and last it is a good compliment to the Big Hand as it will increase the chance of a fumble or a missed catch which allows the GR to swoop in and take it away.
Some food for thought.
Guard is defeintely a good choice due to his mobility
Block is a solid choice, it just means that you are not tkaing advnatgae of your doubles
From a coach who is most experienced with Nurgle, Disturbing Presence is an awesome mutation and well worth considering. For one it works even when the player is stunned, second, it works even when the player doesn't make rolls - because they will greatly alter plans to avoid passing or handing off near that player, and last it is a good compliment to the Big Hand as it will increase the chance of a fumble or a missed catch which allows the GR to swoop in and take it away.
Some food for thought.
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yes disturbing presence could work. The GR's mobility makes it even more useful, although disturbing presence doesn't work when he's off the field... which happens quite often unfortunately.
The thing with two head is that it combines well with big hand: picking up in one or more TZ's and dodging away from that very same square.
so many options, so much fun!
The thing with two head is that it combines well with big hand: picking up in one or more TZ's and dodging away from that very same square.
so many options, so much fun!
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Which was kinda the point of me saying "the majority of his dodge rolls". I understand that he can do these things when required.rodders wrote:thats assuming you're dodging away from zones
with 2 heads he can dodgre through a zone pick up and dodge away on 2+
But the one turn option would be SOOOO far down the road for this particular player, it seems a bit pointless to be building him in that direction now. If he already had the movement and Sprint skill, I would endorse your suggestion, but fow now it seems a moot point.rodders wrote:also the one turn option becomes harder to stop as going through a players zone becomes more viable
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He doesn't need the MA or Sprint for a OTS build - the 2 heads makes it easier to set up for pushes, as you won't need to worry so much about where the runner ends up.
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