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What do you give the Gutter Runner who has everything?

Posted: Thu Oct 27, 2011 11:23 pm
by TalonBay
Ok, maybe he doesn't have everything yet but he's had a pretty charmed life so far.

Dodge, +MA, +ST, Block, Horns and now a new normal skill.

Side-Step would be great for protection.

He blitzes at ST4 so Frenzy might be an option.

Tackle is a possibility for those pesky Blodge ball-carriers.

Leap gives him some interesting options.

I don't really like Shadowing or Diving Tackle on this player as I tend not to leave him beside opponents, or he gets hit!

Any obvious choices I'm missing?

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

Posted: Thu Oct 27, 2011 11:33 pm
by neverworking
strip ball, depending on your opponents

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

Posted: Fri Oct 28, 2011 1:03 am
by pekkar
The best way to actually protect him is Fend. If your main desire is to reach Legend or just keeping him around as super ball carrier, pick this to significantly reduce KO/CAS chances from Mighty Blow + Piling On blitzes.

The most versatile choice after blodge is Tackle. You can now decently sack those pesky dodging ball carriers, remove key tackle zones even if they're blodged up and man mark evasive opponents if you have to do it with this valuable player. It does nothing when they don't have dodge but guarantees a certain base level of performance.

Strip Ball would be the specialist choice for ball sacking but can be fully countered with Sure Hands and is perhaps better left to players that are also specialized with Wrestle or just less fortunate at getting doubles/stats on skill rolls. But maybe the team needs this guy to handle the job. Lack of Guard or numerous high ST opponents (that actually carry the ball) could influence this.

Leap is awesome but must be used with great care with 3+ and only team rerolls to back it up. +AG or Two Heads could be more desireable which is why you should maybe plan the overall build to work with Leap but leave it last. Though you might regret not taking Leap if you manage to roll +AG, hehe.

It's too late to try and turn him into a killer or specialized man marker I think. You could enhance his one turn TD capabilities but that wouldn't make good use of +ST or Horns. Also being 1 push away from potentially reaching end zone is pretty good already.

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

Posted: Fri Oct 28, 2011 6:28 am
by Ullis
Leap for cage busting goodness. Wardancers have Leap and that's what tips them from merely frustrating to super annoyance land.

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

Posted: Fri Oct 28, 2011 8:13 am
by dines
I would go with leap or tackle. Both are solid and aggressive choices. If you are more looking for some protection, ss is the thing.

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

Posted: Fri Oct 28, 2011 8:39 am
by Ulthuan_Express
Ooooh Leap with an ST4 blitz. I love it.

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

Posted: Fri Oct 28, 2011 10:08 am
by TalonBay
What would be the ideal combo of skills for his next two? Assume a single and a double skill.

Leap and Very Long Legs combine well but the legs mutation is only really useful in those cases where he's leaping. Still left needing a POW when hitting the ball carrier even if getting to him him is much easier.

Tackle and Claws/Claw is a good pairing, turns him into more of a hitter.

Any other combo's out there that work with his existing skills?

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

Posted: Fri Oct 28, 2011 10:52 am
by pekkar
Mighty Blow beats Claw at removing AV8 and is awesome against AV7 so straight up Claw alone isn't usually very useful. It really is too late to turn him into a Killer without 2+ doubles so I would stick to knocking opponents down where it matters and being happy. Storm Vermin are much easier to build for the blitzes with maximized chance of removing opponent from pitch and you just have to move an assist or a guard in position for the 2d.

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

Posted: Fri Oct 28, 2011 11:13 am
by TalonBay
Good point about MB vs Claw, so change that to a Tackle + MB combo. Easy to get carried away with those mutations :)

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

Posted: Fri Oct 28, 2011 11:15 am
by TalonBay
It's not really about trying to turn him into anything specific, he's constantly evolved as each new skill was rolled so it's more a case of saying he's got a strong set of skills but what would round him off?

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

Posted: Fri Oct 28, 2011 11:39 am
by Ullis
This guy's job is to blitz the opposing ball carrier with a ST4 hit. Usually that means two dice. His job isn't marking players or doing one turn TD's.

Leap will let him reach places he couldn't get to normally.

Tackle will make him better at knocking ball carriers down.

If you face a lot of ball carriers with Dodge, take Tackle. If not, take Leap.

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

Posted: Fri Oct 28, 2011 11:57 am
by Chris
Pro :)

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

Posted: Fri Oct 28, 2011 12:28 pm
by burgun824
The ball.

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

Posted: Fri Oct 28, 2011 2:05 pm
by TalonBay
burgun824 wrote:The ball.
Lol, he sees plenty of that :)

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

Posted: Fri Oct 28, 2011 2:18 pm
by klauser
Tackle for me. Increases your chance of a knock down aganist Blodgers by 50%.

Leap would be nice too, but this GR is too valuable to risk his life jumping around. He should be able to get places quite well anyway with MV10 and Dodge.