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+AG on Two Heads-Gutter Runner?

Posted: Thu Jul 21, 2011 9:35 pm
by klauser
One of my Gutter Runners (Block, Two Heads) rolled +AG on his level up. I'd usually take +AG on GRs without hesitating but I felt he is already sufficiently mobile with the Two Heads. Otherwise, I'd probably take Strip Ball.

Here's the roster:
SV - MB, Guard
SV - rookie
Thrower - Block, Accurate
Rat Ogre - Guard, Stand Firm, -AG
GR - +ST, Block, Tackle
GR - Guard, Block, -MV
GR - Block, Two Heads, (rolled 11)
Linerat - Kick
Linerat - Wrestle
Linerat - rookie
Linerat - rookie
Linerat - rookie

Had a GR die last match, luckily 100k in the bank to replace him.

Next matches are against nasty Orcs with 3 Tackle Blitzers, followed by Woodies, Goblins and High Elf.

As I said, I like +AG but on offense I usually handle the ball with my Thrower. Strip Ball would be nice for cage breaking instead. Or am I crazy to even consider not taking AG here? Opinions?

Re: +AG on Two Heads-Gutter Runner?

Posted: Thu Jul 21, 2011 11:07 pm
by Smeborg
I would take it because he becomes even better at dodging (which is what GRs like to do). 2+ to dodge into 2 tackle zones. It also means he can pick the ball up on a 2+ in 1 tackle zone. And if he picks the ball up and dodges away from the scrum, he can pass the ball 6 squares on a 2+. So I suggest he might become a good man to retrieve the spilled ball. You can consider skills such as S-Hands later to further improve this ability. With AG5 he also becomes a potentially better thrower than your Thrower (he is already better in some respects).

Good luck with the team.

Re: +AG on Two Heads-Gutter Runner?

Posted: Fri Jul 22, 2011 5:00 am
by MKL
Take the +AG, imo.

This guy dodge in a cage at 3+, better than a Leap G-Runner (and your team lack a leaper).
Then, if you got another double at 51spp, you can take Big Hand for a great ball retriever!

Re: +AG on Two Heads-Gutter Runner?

Posted: Fri Jul 22, 2011 5:24 am
by mattgslater
Bwahahahaha! Get another GR with Leap-Wrestle-Dauntless, and get this guy Sure Hands or Side Step at 51 SPP (Block next of course). You'll own the ball! Guard on Doubles, or Nerves of Steel if you're Smurfy.

Either that or make him the blitzer, with Wrestle at 31, Dauntless at 51, Strip at 76? I don't like that: you want to build that path straight up so you don't fall behind, and Leap alone isn't that bad. Nah, this guy's a ballsnatcher.

Re: +AG on Two Heads-Gutter Runner?

Posted: Fri Jul 22, 2011 6:05 am
by klauser
Matt, that GR already has Block.

Re: +AG on Two Heads-Gutter Runner?

Posted: Fri Jul 22, 2011 8:10 am
by Smurf
How many games have you played?

Quite a few because the skills taken so far.

Re: +AG on Two Heads-Gutter Runner?

Posted: Fri Jul 22, 2011 8:50 am
by klauser
The team is halfway through their second season in a private league with 12-player-divisions, so I'd say about 15 games in.

Re: +AG on Two Heads-Gutter Runner?

Posted: Fri Jul 22, 2011 8:54 am
by Smurf
How many players have you lost?

Re: +AG on Two Heads-Gutter Runner?

Posted: Fri Jul 22, 2011 8:59 am
by klauser
Smurf wrote:How many players have you lost?
I think I lost 2 GR (including a +ST, Wrestle GR that died last match :cry: ), a Clawed-up SV and about 5-6 Linerats so far.

Re: +AG on Two Heads-Gutter Runner?

Posted: Fri Jul 22, 2011 9:14 am
by Smurf
klauser wrote:
Smurf wrote:How many players have you lost?
I think I lost 2 GR (including a +ST, Wrestle GR that died last match :cry: ), a Clawed-up SV and about 5-6 Linerats so far.
OK...

How many rerolls do you have?
Do you have an apoth?
What's the win record like?

Re: +AG on Two Heads-Gutter Runner?

Posted: Fri Jul 22, 2011 9:41 am
by klauser
Here's the roster:
SV - MB, Guard
SV - rookie
Thrower - Block, Accurate
Rat Ogre - Guard, Stand Firm, -AG
GR - +ST, Block, Tackle
GR - Guard, Block, -MV
GR - Block, Two Heads, (rolled 11)
Linerat - Kick
Linerat - Wrestle
Linerat - rookie
Linerat - rookie
Linerat - rookie

Apo
4 Rerolls
100k in bank

Record is 11-2-4 (W/D/L). I came in 1st in my division last season, now in 2nd place with 5 matches to go.

Re: +AG on Two Heads-Gutter Runner?

Posted: Fri Jul 22, 2011 2:08 pm
by Warpstone
Don't turn down AG on a GR. Agility increases make him deadly playing around midfield. Just the threat of picking up the ball in traffic is enough to force offences to be more conservative. Even with two heads the AG is still useful for getting him through high traffic areas like around a cage or along a heavily marked touchline.

Re: +AG on Two Heads-Gutter Runner?

Posted: Fri Jul 22, 2011 7:19 pm
by Aliboon
Go for the AG. You can use him as your thrower when you have plenty of rerolls on offence, or he can pick up the ball in TZs and offload it on defence. With AG5 and 2 heads he'll dance through TZs too.

I like the skaven throwers, but have lost, or drawn game I should have won because they fluffed the pick up with 2s.

The throwers are well worth having though, for the one-turner attempt (as they have built in rerolls), plus for leader. Yeah, they are just glorified linerats, but with two useful skills and P access for only 20k, so a bargain imo.

Re: +AG on Two Heads-Gutter Runner?

Posted: Fri Jul 22, 2011 8:51 pm
by mattgslater
Skaven Throwers are linos who are easy to skill and have a nice suite. You can use them as retrievers or passers, or not. As Throwers, they're actually pretty good, but Gutter Runners do the job. Like Pro or High Elves.

Thrower #1 and maybe #2: Block, Fend, Leader, (Accurate, Dump-Off or Tackle, Shadowing). Doubles: Dodge, then either Two Heads or Side Step.
Thrower #2, maybe: Accurate, Kickoff Return, Block, Safe Throw, Nerves. Doubles: Extra Arms, then Strong Arm.
+AG Thrower: Block, Accurate, Safe Throw, Fend. Dodge or Big Hand on doubles. Big Hand precipitates Nerves after Block.
+MA Thrower: Block, Fend, Accurate, Tackle. Extra Arms on doubles.
+ST Thrower: Block, Fend, Tackle, Nerves. Guard on doubles before Fend, Sidestep after Fend.