Gutter runner mutated...again!

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Ixnatifual
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Gutter runner mutated...again!

Post by Ixnatifual »

I have a gutter runner who rolled a double and took Very Long Legs as his first skill rolling. Was planning on taking Sprint as his second skill, but he rolled doubles again. What should I chose? I'm putting off Sprint, since he can get that later. I'm thinking of either Foul Appearance or Two Heads. Two Heads will give him 2+ dodge rolls almost anywhere, but Foul Appearance will once in a while help him to not get blocked, plus will be hell of annoying for opposing ballhandlers.

Any advice?

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Post by Linke_Wipeout »

Spikes ?

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Post by Grumbledook »

well seeing as you are turning him into a 1 turner he isn't that likely to get blocked and the extra +1 for dodging will be more useful for him. Or with vll you can make him into a great bass blocker. Taking nerves of steel or foul appearence will help with this, then you can get pass block and catch on normal rolls. Though i am not 100% that nerves of steel works for interception catches as well. So its up to you which you want to groom him into really.

Personally i would have gone along the dauntless then horns route with the fella, far more useful than a one turner is.

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Ixnatifual
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Post by Ixnatifual »

Thanks for the advice, he's about to grow another head.

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Post by Snew »

NOS does work for interceptions.

If he were mine, though, He'd get FA in a second and take Pass Block on his next roll. VLL, FA, Pass Block is my favorite combo on Gutter Runners.

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Post by Grumbledook »

heh you want to get him catch as well for a reroll attempt

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Post by Darkson »

Now that FA "officially" works when prone I'd take it like a shot.

3-4 of these babies(?) on a skaven team is gonna ruin anyone's passing game.

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Post by Snew »

Yeah Grumble, Catch would be next but I never get that many skill rolls on one guy.

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Post by Korhil »

Foul Appearance is VERY powerful skill.
Id take that. You need to have 3-4+ Foul Appearance Players.
Also, It will help him live longer

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Post by Thadrin »

HORNS HORNS HORNS HORNS HORNS.

You can now blitz with your stupidly fast GR. You don't need help dodging because you already get 2+ dodges a fair bit of the time AND you have dodge.

Take Block or Shadowing as his "first" skill or - God forbid - Dauntless on a double. You just got yourself a brilliant Safety.

Dauntless+Horns+MA10? suits you sir....

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Post by Grumbledook »

you want to take dauntless before horns tbh then you can get 1 dice on most players rather than just on st3 players, ok it may fail sometimes but thats not often

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Post by sean newboy »

I agree with Grumbledook, dauntless then horns, imo.

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Post by kaboom »

foul aparence could be a verry good choice!

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Go for 1 turn

Post by Dinsdale »

I would go for the 1 turn scorer no matter that you have rolled doubles (assuming you haven´t got one allready). If you can wait a bit take stunty - it will come in handy later. Otherwise just take sprint.

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Re: Go for 1 turn

Post by GalakStarscraper »

Dinsdale wrote:I would go for the 1 turn scorer no matter that you have rolled doubles (assuming you haven´t got one allready). If you can wait a bit take stunty - it will come in handy later. Otherwise just take sprint.
Stunty can no longer be taken on doubles by anyone. You have to be born with Stunty to have it as a skill.

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