Gutter Runner Sweeper?
- Amon242
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Gutter Runner Sweeper?
I'm considering some different development paths for my gutter runners. I'm developing two offensive guys (catch, sprt, sure feet), and two defensive guys. On the defensive side I have a cage breaker in the works (dauntless, blk, leap, strp ball).
The one I was thinking of making the guy who goes in and picks up the ball off the ground (blk, sure hands/big hand, leap?) after the cage breaker knocks it lose. Has anyone had any experience either way with this type of Gutter Runner? Are they useful and should I develop him that way? Should I go another way with him? (He has 8ma do to an encounter with an ogre)
Thanks for the input
The one I was thinking of making the guy who goes in and picks up the ball off the ground (blk, sure hands/big hand, leap?) after the cage breaker knocks it lose. Has anyone had any experience either way with this type of Gutter Runner? Are they useful and should I develop him that way? Should I go another way with him? (He has 8ma do to an encounter with an ogre)
Thanks for the input
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I used to have two 5 AG leaping GR's with block, and they were great for getting into tight places and picking up the ball. I would save the big hand for a player that does not have a 4 AG, and get the Gutter Runner Dauntless or Horns on doubles. This will make them a feared player out of the backfield.
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- Agentrock
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Prior to the current rules, I had stunty on two of my GRs with dauntless...they pretty much got into any cage they entered to break the ball loose.
Getting a couple with Strip Ball and/or Tackle, Dauntless (if lucky enough)and Block would be a good thing.
There is nothing better than taking the ball away from your opponent and scoring on his kickoff reception drive.
Getting a couple with Strip Ball and/or Tackle, Dauntless (if lucky enough)and Block would be a good thing.
There is nothing better than taking the ball away from your opponent and scoring on his kickoff reception drive.
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- Grumbledook
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what would be really nice but requires a lot of doubles is a gutter runner with leap bighand and nerves of steel
you can then leap into the cage pick up on 2s and then throw it away ignoring the tackle zones ;]
of course you want to score from this or the next turn he is going to get thumped
you can then leap into the cage pick up on 2s and then throw it away ignoring the tackle zones ;]
of course you want to score from this or the next turn he is going to get thumped
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Don't want to burst your ball Grumbledook, bugt NoS works only for throwing/catching. No pick-up !Grumbledook wrote:what would be really nice but requires a lot of doubles is a gutter runner with leap bighand and nerves of steel
you can then leap into the cage pick up on 2s and then throw it away ignoring the tackle zones ;]
of course you want to score from this or the next turn he is going to get thumped
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- Grumbledook
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- wesleytj
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it now takes 2 doubles rolls instead of 1, but the ultimate defensive gr has always been with horns and dauntless (and block of course).
back in the old days i had one built up to horns, dauntless, block, frenzy, and sidestep. He was a true terror. Nowadays that guy would take 3 doubles rolls and still be a lot less scary (because frenzy is lame now), back then he was only 1.
back in the old days i had one built up to horns, dauntless, block, frenzy, and sidestep. He was a true terror. Nowadays that guy would take 3 doubles rolls and still be a lot less scary (because frenzy is lame now), back then he was only 1.
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- HotsalZa
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The experience i made so far is that specialising a player can come in handy but therefore if you loose such a player the recovery time for youre team replacing his spot is a lot higher as well.
I usually try to keep it even , my players(of same type) mostly differ in just one skill/trait at all .
With a lot of "beatemup" teams in youre league i would not risk it.
I usually try to keep it even , my players(of same type) mostly differ in just one skill/trait at all .
With a lot of "beatemup" teams in youre league i would not risk it.
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- Munkey
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On the other hand if your players are mostly generic and all gain similar skills for their position you're limiting the tactical choices available.
By having specialists you have more tactical options on the pitch but introduce a strategic weakness into the team if that player is taken out.
It's yet another choice you have to make when developing a team, both are valid options.
By having specialists you have more tactical options on the pitch but introduce a strategic weakness into the team if that player is taken out.
It's yet another choice you have to make when developing a team, both are valid options.
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- Amon242
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Well-said Munkey.
In general I feel it's better to specialize and create players who do a few things very well. Redundancy is important to this strategy of course, as it's not very smart to have only one ball handler, one scorer, or one defensive guy. Not hedging against disaster is the easiest way to invite it (no apoth=dead rising star). That's why I like to build 2 of each. I try and develop players with 3-skill combos that get a maximum effect for a particular task. Each one is slightly different from the others in their development to allow for diversity in the skill set available on the pitch. Your normal player can be expected to get at least 3 skills in a relative short time (skaven), so if one dies, the other is worked up while the remaining one shoulders the load. After a combo is established, then the players can branch out and take some complimentary skills that might allow them a little more flexibility in their use. One big drawback is that if you are not careful you can get your players out of position, and create a mismatch in your opponents favor. What is everyone else's view on this topic? I'm interested to hear for the Generalist side, as well as those who may like to specialize, but do so in different ways.
Thanks
Amon242
In general I feel it's better to specialize and create players who do a few things very well. Redundancy is important to this strategy of course, as it's not very smart to have only one ball handler, one scorer, or one defensive guy. Not hedging against disaster is the easiest way to invite it (no apoth=dead rising star). That's why I like to build 2 of each. I try and develop players with 3-skill combos that get a maximum effect for a particular task. Each one is slightly different from the others in their development to allow for diversity in the skill set available on the pitch. Your normal player can be expected to get at least 3 skills in a relative short time (skaven), so if one dies, the other is worked up while the remaining one shoulders the load. After a combo is established, then the players can branch out and take some complimentary skills that might allow them a little more flexibility in their use. One big drawback is that if you are not careful you can get your players out of position, and create a mismatch in your opponents favor. What is everyone else's view on this topic? I'm interested to hear for the Generalist side, as well as those who may like to specialize, but do so in different ways.
Thanks
Amon242
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- everyman
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I let the dice decide for me. For all positions I have a planned development path. Depending upon when I roll doubles or a stat upgrade, I consider the player as beginning upon the path to specialization. A doubles roll on a GR with Blodge and sidestep (I'd go dauntless) is different than on the first skill (I'd go VLL). I think it's important not to adhere to a strict advancement dogma, as to allow you to take advantage as they roll your way.
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I do it similarly. For position players I have a certain plan in mind and adjust, as unexpected rolls (stats, doubles) come up.
For my lineelves, I develop roles, that they shall fit into. So I have someone to get kick, some other people will
be deployed on the line, so it's blcok, dodge, then maybe sidestep (if they survive). Then I have players to keep the flank, they'll get
sidestep first, then block, dodge (if needed, they can be interchanged with LOS guys).
Or, talking about dwarfs, some longbeards are dedicated defensive players, where guard is first choice, while offensive longbeards will get MB first.
Second skill is the one they didn't get on first level-up. It's quite limited with longbeards...
So, I try to develop them role-specific, but I always try to have someone similar nearby, if the worst should happen. Exception to that is kick,
which I only take on a single player...
For my lineelves, I develop roles, that they shall fit into. So I have someone to get kick, some other people will
be deployed on the line, so it's blcok, dodge, then maybe sidestep (if they survive). Then I have players to keep the flank, they'll get
sidestep first, then block, dodge (if needed, they can be interchanged with LOS guys).
Or, talking about dwarfs, some longbeards are dedicated defensive players, where guard is first choice, while offensive longbeards will get MB first.
Second skill is the one they didn't get on first level-up. It's quite limited with longbeards...

So, I try to develop them role-specific, but I always try to have someone similar nearby, if the worst should happen. Exception to that is kick,
which I only take on a single player...
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