Horns still works against pieces with strength 2 and does the same thing as Dauntless against Str 3. Moreover, I have found that the fewer dice one needs to roll before getting a decent block, the better. If you wanted to have him knock down trolls, then Dauntless is surely the option, but any linerat can do that; it's a waste of the Gutter Runner's talents.TalonBay wrote:Why horns over dauntless? Am I missing something in the mechanics of how they work?Wanchor wrote:Guard or the mutations if you ask me. I also advocate horns above dauntless, but that's another story.
For a Str 3 player I can absolutely see why horns could be better, but not for str 2.
Does a Gutter Runner need a double for skills?
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Re: Does a Gutter Runner need a double for skills?
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Re: Does a Gutter Runner need a double for skills?
yeah this for horns^
St3 without rolling a 1in6 fail is better than sometimes st3.
Also horns is a choose and dauntless is not. I would assume the dude with horns would get dauntless next. A bit like +1ma will feed into sprint on a one turner. Its just that you pick the skills out of order sometimes.
St3 without rolling a 1in6 fail is better than sometimes st3.
Also horns is a choose and dauntless is not. I would assume the dude with horns would get dauntless next. A bit like +1ma will feed into sprint on a one turner. Its just that you pick the skills out of order sometimes.
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Re: Does a Gutter Runner need a double for skills?
Horns doesn't do the same thing as Dauntless against str3, horns only helps on a blitz. It may be that GRunners only ever blitz and never block (I've not played the team long enough to work out how likely this is) in which case the difference is irrelevant.Wanchor wrote:Horns still works against pieces with strength 2 and does the same thing as Dauntless against Str 3. Moreover, I have found that the fewer dice one needs to roll before getting a decent block, the better. If you wanted to have him knock down trolls, then Dauntless is surely the option, but any linerat can do that; it's a waste of the Gutter Runner's talents.TalonBay wrote:Why horns over dauntless? Am I missing something in the mechanics of how they work?Wanchor wrote:Guard or the mutations if you ask me. I also advocate horns above dauntless, but that's another story.
For a Str 3 player I can absolutely see why horns could be better, but not for str 2.
I assume from the wording that dauntless doesn't help in the opposition turn, that would make it an easy decision.
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Re: Does a Gutter Runner need a double for skills?
Horns is slightly better than Dauntless for what Horns does, which is the primary use of Dauntless. Dauntless is easier to get to than Horns and is broader in utility. If you're planning on taking the improvement anyway, it's probably worth it to take Horns on the double. But only if you were already going to get Dauntless on a ball-stripper, and even then I'd be tempted to take Very Long Legs to improve the odds on a Leap attempt, unless I was playing in a very short league.
So yeah, I could see Horns, but I would only do it in an unusual situation. Ditto Very Long Legs. Score one for Two Heads or Guard. I might take a P skill too, like Nerves or Dump-Off, but I probably wouldn't recommend that pick.
So yeah, I could see Horns, but I would only do it in an unusual situation. Ditto Very Long Legs. Score one for Two Heads or Guard. I might take a P skill too, like Nerves or Dump-Off, but I probably wouldn't recommend that pick.
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Re: Does a Gutter Runner need a double for skills?
Personally a 1d with a gt on the edge of a cage or even better vs a lone thrower is golden. That is why horns is actually better than dauntless for such exposed plays.mattgslater wrote:Horns, but I would only do it in an unusual situation.
MA9 and the ability to take down st3 players should not be ignored. Combo up dauntless vs st3 or 4 for a 2d and its my favorite rat. The only issue is horns is a choose so I would pick it. Maybe I missed something but 4 ma9 players can swarm. Add the ability to hit and that becomes less an option and more like a genuine threat.
I think you need to review kick skill and how that would interact with horns if you cant see this as a good choice. Maybe not the only option but a very good one
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Re: Does a Gutter Runner need a double for skills?
Horns get added to the ST of the blitzing player before rolling for Dauntless so you can't get 2d on anyone but a ST2 player with Horns and Dauntless. You need an assist for that (which is why Guard is a great doubles for GR's).juck101 wrote:Combo up dauntless vs st3 or 4 for a 2d and its my favorite rat. The only issue is horns is a choose so I would pick it. Maybe I missed something but 4 ma9 players can swarm.
Dauntless is a normal skill for GR's, whereas Horns requires doubles. And by picking Horns on doubles you're not picking something else. That's why there's controversy over the Dauntless vs. Horns for gutter runners. Dauntless is worse for blitzing (due to having to make a 2+ roll) but is a normal skill, works on block actions too and is effective against ST4 and ST5 ball carriers too.
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Re: Does a Gutter Runner need a double for skills?
Oh nuts! yeah I forgot the horns rule changed.
In that case dauntless is fine for the risk and 10k less. So I would pick guard. Sorry for any confusion
In that case dauntless is fine for the risk and 10k less. So I would pick guard. Sorry for any confusion
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Re: Does a Gutter Runner need a double for skills?
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Re: Does a Gutter Runner need a double for skills?
Guard on a MA9 AG4 Dodge piece is simply amazing. Gets everything and provides the much-needed assist. You don't want to run him into a scrum of Dwarves, but he will be a life-saver, esp. against Guard-heavy teams and it will increase the number of 2D blocks you get on ball carriers. Once you have Block and Side Step on that GR, it's even better and becomes very hard to handle for your opp, as every block (and subsequent SS move) against him bears the risk of creating a bigger mess for your opp.
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Re: Does a Gutter Runner need a double for skills?
+1klauser wrote:Guard on a MA9 AG4 Dodge piece is simply amazing. Gets everything and provides the much-needed assist. You don't want to run him into a scrum of Dwarves, but he will be a life-saver, esp. against Guard-heavy teams and it will increase the number of 2D blocks you get on ball carriers. Once you have Block and Side Step on that GR, it's even better and becomes very hard to handle for your opp, as every block (and subsequent SS move) against him bears the risk of creating a bigger mess for your opp.
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Re: Does a Gutter Runner need a double for skills?
Yeah agile guard is awesome. Especially paired with blodge and ss. But it should be used different from a dwarf guard.
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Re: Does a Gutter Runner need a double for skills?
Very Long Legs on some of them too. Nice 2+ Leaper.
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Re: Does a Gutter Runner need a double for skills?
I've gone with Guard, you can see the team via the link in my Sig. I think the team as a whole is turning out nicely, plenty of wrestle on the linerats, runners are looking good, storm vermin are lopsided right now as one seems to be getting all the breaks and the passer is approach his first skill.
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Re: Does a Gutter Runner need a double for skills?
How did you level up all those Linerats?
Do you take the risk to hand-off to them mid-pitch? My Kicker rat died last game, now I'm left with five unskilled Linerats, snif. I guess I should be less risk-averse and feed them more TDs.

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Re: Does a Gutter Runner need a double for skills?
You should test drive a khemri team for a few games. You'll have no issue scoring with lineratsafter that experience.klauser wrote:How did you level up all those Linerats?
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