What do you give a Gutter Runner who has everything?

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What should my Gutter Runner's next skill be?

Poll ended at Tue Jun 04, 2002 1:59 pm

Sure Feet
10
63%
Leap
1
6%
Other (please explain below)
5
31%
 
Total votes: 16

Devil's Advocate
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What do you give a Gutter Runner who has everything?

Post by Devil's Advocate »

Guys,

My Gutter Runner with Dodge, Very Long Legs, and Sprint just got another skill. I didn't roll doubles.

There are two skills that I am considering in order to cement his role as the One Turn Score king:
Sure Feet or Leap.

Sure Feet is an obvious choice, but if I can retain my team rerolls, it is unnecessary.

Leap will remove the need for my Storm Vemin clearing a hole.

Any thoughts?

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Post by Deathwing »

Sure Feet, no question. A TRR will only save you on 1 gfi, Sure feet allows you to roll 2 ones (on separate gfis) and still score, assuming you've got the TRR in hand.
Apart from that you may just need the TRR on the catch or hand off, which leaves you struggling. We had a one turner GR die by failing his second gfi, using a TRR to pass it and then failing the third.

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Post by SBG »

I surely don't want to face that Gutter Runner!

A Skaven team is entering our league for the next season, I won't be talking to him about this thread... :wink:

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Re: What do you give a Gutter Runner who has everything?

Post by neoliminal »

Devil's Advocate wrote:Guys,

My Gutter Runner with Dodge, Very Long Legs, and Sprint just got another skill. I didn't roll doubles.

There are two skills that I am considering in order to cement his role as the One Turn Score king:
Sure Feet or Leap.

Sure Feet is an obvious choice, but if I can retain my team rerolls, it is unnecessary.

Leap will remove the need for my Storm Vemin clearing a hole.

Any thoughts?
I'd just retire him.

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Post by sean newboy »

Im on the bandwagon with sure feet. However i also think block, catch and sure hands are good for general reasons.

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Post by Thadrin »

I'd raise my voice for Sidestep, which makes him a pain in the butt on offence and defence, but of the two choices its DEFINITELY sure feet.

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Post by Devil's Advocate »

Ideally, he is in the Reserves Box for defense. Too many people are gunning for him!! (right neo? ;) )

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Post by Martin »

If you want him as a one turn scorer I would go with sure feet. Otherwise block comes to mind (its a bit boring but does help). Make him harder to take down.

Martin

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Post by TiMuN »

May I suggest giving him ... Retirement!? or at least, some vacations .. it seems it has earned them for some long now .. don't you think?

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Post by Longshot »

I voted for an other skill (of course sure feet is good!).
Just because i put my gunter on defensive position (to sack the ball carier) i would give him sure hand:
A ball alone is a TD for that kind of player and it is always embarassing to have it on the pitch close to opponent player after having miss to pick up the ball...

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Post by Ancalagon »

I'd give him a lightning... :lol: :pissed: I'll keep the wizard just to burn him, doesn't matter the rest of the team nor match result. If the lightning is not enough I'll foul him too :lol:

I think I'd choose block if possible, if not sure feet is ok. I think block gives this kind of players another way of playing with them and also helps to keep them alive.

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Post by Zy-Nox »

Go with sure feet if you want him to be a 1 turner, but block could be useful,then have him on defence,if the ball goes loose get it to him and run :wink:

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Post by Acerak »

Give him Pass Block and start playing him as an ace in the hole on defense. He'll pick up a fourth skill soon enough; he's ALREADY a one-turn monster.

-Chet

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Post by Anthony_TBBF »

A one turn scorer with Pass Block is gonna be a zero turn scorer if he is set up on defense if you catch my drift. ;)

I recently lost a game in the last turn to a 1 turn TD... no not bitter.

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Post by Acerak »

Look, we're talking about Skaven. AV7, all that stuff. Eventually, this player is going to play defense. It's a certainty. So you may as well make him valuable when he does. He can already score in one turn, so I see little benefit to adding Sure Feet. Just my "think outside the box" approach :)

-Chet

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