Gutter Runner with 5 AG rolls doubles... now what?
- Coachbalrog
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Gutter Runner with 5 AG rolls doubles... now what?
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?
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Re: Gutter Runner with 5 AG rolls doubles... now what?
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.
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Re: Gutter Runner with 5 AG rolls doubles... now what?
Horns?
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- Coachbalrog
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Re: Gutter Runner with 5 AG rolls doubles... now what?
Not a big fan of Horns when you can get Dauntless on a normal roll and it's a better skill in my opinion.Urb wrote:Horns?
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Re: Gutter Runner with 5 AG rolls doubles... now what?
That's the whole idea. Dauntless + Horns.Coachbalrog wrote:Not a big fan of Horns when you can get Dauntless on a normal roll and it's a better skill in my opinion.Urb wrote:Horns?
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- Jimmy Fantastic
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Re: Gutter Runner with 5 AG rolls doubles... now what?
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.
Horns is maybe the right choice though with strip ball next.
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Re: Gutter Runner with 5 AG rolls doubles... now what?
What what??? No horns dauntless combo? My appologies for being out of touch.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.

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- mattgslater
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Re: Gutter Runner with 5 AG rolls doubles... now what?
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.
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.
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Re: Gutter Runner with 5 AG rolls doubles... now what?
Derrrrp. Won't be needing Very Long Legs.Coachbalrog wrote:AG 5.
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Re: Gutter Runner with 5 AG rolls doubles... now what?
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
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
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Re: Gutter Runner with 5 AG rolls doubles... now what?
I'd go with VLL.
or Thickskull.
or Thickskull.
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Re: Gutter Runner with 5 AG rolls doubles... now what?
big hand. then leap.
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Re: Gutter Runner with 5 AG rolls doubles... now what?
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.
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.
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Re: Gutter Runner with 5 AG rolls doubles... now what?
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.
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Re: Gutter Runner with 5 AG rolls doubles... now what?
vll seams like the biggest waste ever!
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