What do you give a Gutter Runner who has everything?
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What do you give a Gutter Runner who has everything?
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?
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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- The Voice of Reason
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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.
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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Re: What do you give a Gutter Runner who has everything?
I'd just retire him.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?
Reason: ''
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- Thadrin
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- TiMuN
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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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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...
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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I'd give him a lightning... 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
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.
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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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.
I recently lost a game in the last turn to a 1 turn TD... no not bitter.
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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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