Gutter Runner with 5 AG rolls doubles... now what?

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

Moderators: Valen, TFF Mods

User avatar
Coachbalrog
Rookie
Rookie
Posts: 52
Joined: Sun Dec 19, 2010 1:28 pm
Location: Montreal, QC

Gutter Runner with 5 AG rolls doubles... now what?

Post by Coachbalrog »

So my Skaven team in NAWBB is having a fine deason at 4-2-0. One of the stars of the team is my Block/Dodge Gutter Runner with AG 5. He has just rolled a double for a skill up and now I am stumped. I was going to take Leap on a normal roll, but what should I do with a double? Guard? Big Hand? Any other suggestions?

Reason: ''
Wanchor
Emerging Star
Emerging Star
Posts: 343
Joined: Thu Jul 09, 2009 4:51 pm

Re: Gutter Runner with 5 AG rolls doubles... now what?

Post by Wanchor »

I like Big Hand. If you were planning to make him a leaper, though, maybe Very Long Legs? Of marginal use aside from the leaping bit, of course.

Reason: ''
Urb
Super Star
Super Star
Posts: 863
Joined: Sat Nov 06, 2004 3:06 am
Location: The Great White North

Re: Gutter Runner with 5 AG rolls doubles... now what?

Post by Urb »

Horns?

Reason: ''
Young Caine: Old man, how is it that you hear these things?
Master Po: Young man, how is it that you do not?
User avatar
Coachbalrog
Rookie
Rookie
Posts: 52
Joined: Sun Dec 19, 2010 1:28 pm
Location: Montreal, QC

Re: Gutter Runner with 5 AG rolls doubles... now what?

Post by Coachbalrog »

Urb wrote:Horns?
Not a big fan of Horns when you can get Dauntless on a normal roll and it's a better skill in my opinion.

Reason: ''
Urb
Super Star
Super Star
Posts: 863
Joined: Sat Nov 06, 2004 3:06 am
Location: The Great White North

Re: Gutter Runner with 5 AG rolls doubles... now what?

Post by Urb »

Coachbalrog wrote:
Urb wrote:Horns?
Not a big fan of Horns when you can get Dauntless on a normal roll and it's a better skill in my opinion.
That's the whole idea. Dauntless + Horns.

Reason: ''
Young Caine: Old man, how is it that you hear these things?
Master Po: Young man, how is it that you do not?
User avatar
Jimmy Fantastic
Super Star
Super Star
Posts: 780
Joined: Fri Jan 01, 2010 3:38 pm

Re: Gutter Runner with 5 AG rolls doubles... now what?

Post by Jimmy Fantastic »

Dauntless + Horns does not combo like it used to so it's a waste now.
Horns is maybe the right choice though with strip ball next.

Reason: ''
Urb
Super Star
Super Star
Posts: 863
Joined: Sat Nov 06, 2004 3:06 am
Location: The Great White North

Re: Gutter Runner with 5 AG rolls doubles... now what?

Post by Urb »

Jimmy Fantastic wrote:Dauntless + Horns does not combo like it used to so it's a waste now.
Horns is maybe the right choice though with strip ball next.
What what??? No horns dauntless combo? My appologies for being out of touch. :(

Reason: ''
Young Caine: Old man, how is it that you hear these things?
Master Po: Young man, how is it that you do not?
User avatar
mattgslater
King of Comedy
Posts: 7758
Joined: Thu Dec 15, 2005 5:18 pm
Location: Far to the west, across the great desert, in the fabled Land of Comedy

Re: Gutter Runner with 5 AG rolls doubles... now what?

Post by mattgslater »

AG5? Hmmm... Ignore it.

Lots of P skills are tempting on a 9/2/5/7 Dodge profile; that guy could be a superior handler with just one or two skills. I'm not huge on Dump-Off, but since a GR can be blitzed 2d by one guy, and he has Block, it's not so bad. I still wouldn't take it. Ditto Safe Throw, though again it's fun to consider.

You don't need Big Hand with AG5; if you can't figure out how to get the ball into just one TZ, you're not playing hard enough. And if you can get it into two TZs, you'd have been better off (marginally) with Extra Arms, which helps on bouncing balls. Sure Hands would be better; plays like that often involve GFIs and such, and not needing the TRR on the pickup really helps.

Horns is better than Dauntless on ST3, but not on ST2. I can't think of any other Mutations I'd consider. Extra Arms? Nah. There was an AG5/Extra Arms guy in our league, and that coach really regretted the pick. To be fair, the regret was partly because the next skill was boxcars and he was kicking himself for not taking Horns, but partly also because he never got good use from Extra Arms.

Guard? AG5/MA9 is almost like Guard anyway, but every once in awhile, you'd be able to create all sorts of silly mischief. Giving him Guard would shorten his lifespan.

You're best off ignoring the double, but if Guard or Dump Off really screams at you, go for it. Ditto Extra Arms. None of those are more than slightly suboptimal. There are all sorts of tracks for him that don't need doubles. Side Step, Dauntless, Leap, those are as good as any P, S or M skill for this player. Side Step/AG5/Blodge is really hard to game around. Then again, Guard combos nicely with that, huh? Of course, Diving Tackle does too and doesn't take a double, so can be taken at 51.

Reason: ''
What is Nuffle's view? Through a window, two-by-three. He peers through snake eyes.
What is Nuffle's lawn? Inches, squares, and tackle zones: Reddened blades of grass.
What is Nuffle's tree? Risk its trunk, space the branches. Touchdowns are its fruit.
Wanchor
Emerging Star
Emerging Star
Posts: 343
Joined: Thu Jul 09, 2009 4:51 pm

Re: Gutter Runner with 5 AG rolls doubles... now what?

Post by Wanchor »

Coachbalrog wrote:AG 5.
Derrrrp. Won't be needing Very Long Legs.

Reason: ''
nick_nameless
Emerging Star
Emerging Star
Posts: 364
Joined: Wed Nov 17, 2010 3:41 pm

Re: Gutter Runner with 5 AG rolls doubles... now what?

Post by nick_nameless »

You could go with Foul Appearance to help keep him alive.

You could go with disturbing presence to add some skill to his ability as a safety. Prehensile Tail could help there as well.

I'm a believer in versatility, and I have a tough time ignoring a gift from Nuffle. Prehensile Tail will go nicely with Diving Tackle later.

Then again, I don't mind side step or diving tackle, or even Jump Up

Reason: ''
Smurf
mattgslater's court jester
Posts: 1487
Joined: Wed Nov 25, 2009 6:39 pm
Location: Bristol

Re: Gutter Runner with 5 AG rolls doubles... now what?

Post by Smurf »

I'd go with VLL.

or Thickskull.

Reason: ''
The Scrumpers (Wood Elf)
Gitmo (Chaos Dwarves)
Sheik Ya Bouti (Khemri)
Fast and Furry (Skaven)
The Disposables (Halflings)
Young Mutants Chaos Association (Chaos)
User avatar
Thadrin
Moaning Git
Posts: 8079
Joined: Mon Jul 30, 2001 12:00 am
Location: Norsca
Contact:

Re: Gutter Runner with 5 AG rolls doubles... now what?

Post by Thadrin »

big hand. then leap.

Reason: ''
I know a bear that you don't know. * ICEPELT IS MY HERO.
Master bleater. * Not in the clique.
Member of the "3 digit" club.
Rutger
Rookie
Rookie
Posts: 6
Joined: Sat Oct 02, 2010 10:56 am

Re: Gutter Runner with 5 AG rolls doubles... now what?

Post by Rutger »

Leap makes him very good at both the offensive and defensive, it also maximizes his movement since he then most likely can take the straight route. Leap also makes it easier to avoid players with tackle, diving tackle etc.

Sure hands is good when retreiving the ball and also protects against strip ball.

Guard is also good but it will increase the chance of him getting killed.

Horns or dauntless would be nice if he had wrestle. Although he would be fauled to death pretty fast.


I would give him leap first and then sure hands.

Reason: ''
Ullis
Ex-Mega Star, now just a Super Star
Ex-Mega Star, now just a Super Star
Posts: 1630
Joined: Wed Dec 05, 2007 11:31 am
Location: Finland

Re: Gutter Runner with 5 AG rolls doubles... now what?

Post by Ullis »

Two Heads for the ultimate dodger or Guard to get an assist into hard to reach spots. Or then just skip it and take Side step, Sure Hands or Dauntless.

Reason: ''
User avatar
Tourach
Veteran
Veteran
Posts: 230
Joined: Mon Apr 06, 2009 10:57 am
Location: Copenhagen, Denmark

Re: Gutter Runner with 5 AG rolls doubles... now what?

Post by Tourach »

vll seams like the biggest waste ever!

Reason: ''
I DO want some cheese with my whine.
A.k.a MissSweden
Post Reply