Gutter runner skill dilemma

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Fejwe
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Gutter runner skill dilemma

Post by Fejwe »

Hi all,

One of my gutter runners got his third roll tonight and I rolled a double 1. He currently has block and sidestep in addition to the standard dodge. I also have one with just block, one with wrestle, strip ball and one with wrestle, tackle. I tend to use the wrestle pieces to get the ball out and the block pieces to move it, but in the end they all tend to do a bit of everything.


Anyway, I'm torn. I love the idea of block dodge sidestep guard--it'd be vicious next to a cage. But I'd like that combo better on somebody with armor or strength. Horns could be good but it'd be so much better on my wrestle pieces. Big hand seems like it'd be good to clean up after the ball stripper. And nerves of steel would let him catch in man coverage as well as punt out after grabbing a ball in traffic.

Anyway, let me know what you think, I'd love some opinions. This is my first Skaven team and I'm getting used to them but I've absolutely got a lot to learn.

Thanks
Tom
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Pedda
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Re: Gutter runner skill dilemma

Post by Pedda »

What about two heads or extra arms?

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babass
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Re: Gutter runner skill dilemma

Post by babass »

GUARD: on a block/SideStep gutter will be great

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Strider84
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Re: Gutter runner skill dilemma

Post by Strider84 »

yep guard.

Only other viable option would be 2 heads from my point of view to make the oneturner a bit easier.

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Elyoukey
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Re: Gutter runner skill dilemma

Post by Elyoukey »

you may look at the disrupting mutations: prehensile tail could be good on a blodge sidestep player. this would open the way for tackle, diving tackle or shadowing.

Also disturbing presence could be good to make the ball harder to move away without dodging.

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JaM
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Re: Gutter runner skill dilemma

Post by JaM »

Guard or 2 heads. Perhaps nerves of steel, but I'd personally take guard.

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Aliboon
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Re: Gutter runner skill dilemma

Post by Aliboon »

Mobile guards are always good.

Two-heads to help with the one-turners.

Possibly big hand to help with pick ups in difficult places.

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Re: Gutter runner skill dilemma

Post by Ullis »

Two Heads or Guard. Anything else would be too infrequently used.

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burgun824
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Re: Gutter runner skill dilemma

Post by burgun824 »

JaM wrote:Guard or 2 heads. Perhaps nerves of steel, but I'd personally take guard.
I was going to say pretty much the exact same thing, JaM beat me to it.

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Re: Gutter runner skill dilemma

Post by mattgslater »

Guard or Two Heads for me too, but I lean to two Heads. Two Heads + Big Hand on a second double is really really annoying.

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Re: Gutter runner skill dilemma

Post by Chris »

Guard, the two heads plus big hand is better for GR's who can start piicking them up on their 2nd not 3rd skill...

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MKL
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Re: Gutter runner skill dilemma

Post by MKL »

What is the situation of the rest of the team?
How many games do you expect to play? And league (if any) composition?

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Joemanji
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Re: Gutter runner skill dilemma

Post by Joemanji »

Blodge + SS + Guard = Combo.

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Fejwe
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Re: Gutter runner skill dilemma

Post by Fejwe »

Here's my team (not entirely up to date but close enough) ...

http://motorcitybloodbowl.org/index.php ... 2&obj_id=8

It's not developing terribly well in my opinion--it's a very competitive league and I haven't had an opportunity to direct a lot of points toward the stormvermin and linemen so the gutter runners really are the only pieces developing.

The rest of the teams in the league are on the site--overall it's a pretty even mix between bash and dash, leaning slightly toward bash. We've got at least 5-6 more games before the playoffs start, and I may or may not carry over to next season depending on how the last part of the season goes. I had a strong start but it didn't last, so I expect the next few games to be tough.

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schief
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Re: Gutter runner skill dilemma

Post by schief »

Shadowing
(No DoublesSkill required. But in my opinion a great combo with BlockDodgeSidestep. Espeacially when you face AgilityTeams. No one escapes this lad)

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