One turn scorer

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Kundschafter
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One turn scorer

Post by Kundschafter »

In my skaventeam there is a one-turn-scorer (GR with very long legs, sprint). The problem is, that I have only one re-roll (leader), cause the other ones are gone by this f.....g card, my opposites had twice :pissed: .

Now the question:

Should a one-turn-scorer allways stand in first row, when beeing on offense to possibly score in first turn? Or is it too dangerous? What experiences do you have?

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Post by Grumbledook »

I would leave him safer for a bit, unless you only have one turn to score skaven can score fairly well in 2 or 3 turns.

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Post by Icedman »

Hi,
What you have here is a "safety" net for your team. I'm playing a Skaven team atm; 4 GR's and not a single 1-turner. But I do have a guy with Sprint and Sure Feet, and I'm hoping (praying!) for a MV increase of some kind as his next adv (he's only 2 spps away).

The way I'm hoping to use this guy, should he become a 1-turner, is to set him up on an offense when I feel that I need a fast TD, or for last-turn-of-half/game TDs to win/tie. But when I do set him up, yes, he is pretty much always on the line somewhere.

Anyway, I'm rambling a little; I would set him up on the line somewhere if you want to score with him, but the important thing I've discovered with Skaven (and pretty much every other team, at least that I've played) is that if he doesn't need to be on the field, then don't put him on.

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Post by Heiper »

Tbh i use only one turners when there is serious need for them. The reason i have for that is that they tend to get alot of SPPs when you use them all the time. Use your one turner when you really need it, like when the score is 2-2 and you have 1 turn left. Don't use him on every offensive drive unless you have noone else to use. This way you will probably have more than one good scorer, and he will be harder to take out for the oposition (you opponent will try to take him so that you can't do those one turners at the end of the game)

IF you don't have anyone else to use on the offensive drive i would be carefull about setting him up on the 1st row, i would rather try to get the TD in 2 turns then.

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Post by DoubleSkulls »

Icedman wrote:I do have a guy with Sprint and Sure Feet, and I'm hoping (praying!) for a MV increase of some kind as his next adv (he's only 2 spps away).
IMO this isn't particularly good skill progression. What happens when he gets a normal skill next?

GR's should be developed into 1 turners once they've got +MA or VLL. Then you only need 2 normal skills. Otherwise they can become very effective defensive players - Block, Sidestep, Shadowing is one powerful combo.

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Post by roysorlie »

I agree with IanWilliams.
Don't try to "create" a one turn wonder.
Let it come naturally. If the GR gets a move increase, then start fitting him for a super scorer.

Alternatively, if you roll a double, takevery long legs, get sure feet and the sprint. You have a 1 turner.

Never ever employ him onless you are the recveiving team. These guys gets bounties on their heads.

Don't use him unless you have to, or feel like annoying your opponent.

In a tournament, he is a great backup.

remeber to let you're other GR score as well.

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Post by Grumbledook »

I got a gutter with +ma just got his second skill, i was wondering what were good skills, block seems obvious on a normal roll, but a double??

Now he can easily become a 1 turner, but is it worth doing. What are the other options, that don't require lots of doubles?

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Post by DoubleSkulls »

Grumbledook wrote:I got a gutter with +ma just got his second skill, i was wondering what were good skills, block seems obvious on a normal roll, but a double??

Now he can easily become a 1 turner, but is it worth doing. What are the other options, that don't require lots of doubles?
Well if you want a 1 turner take Sprint or VLL.

If you don't want a 1 turner then Block or Dauntless

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Post by Icedman »

ianwilliams wrote: Icedman wrote:
I do have a guy with Sprint and Sure Feet, and I'm hoping (praying!) for a MV increase of some kind as his next adv (he's only 2 spps away).


IMO this isn't particularly good skill progression. What happens when he gets a normal skill next?

GR's should be developed into 1 turners once they've got +MA or VLL. Then you only need 2 normal skills. Otherwise they can become very effective defensive players - Block, Sidestep, Shadowing is one powerful combo.
Believe me ian, I've found this out; 4 GRs on the team but not a single 1-turner. When this guy got his first couple advances I wasn't necessarily trying to make him a 1-turner, I just wanted a guy who could sprint his guts out to annoy my opponents (this is the first time I've played a speed team, and I must admit I was a little ..... enamoured with the amount the team could move). However, I'm not sure I actually want or need a 1-turner on my team; they seem to be able to score in 2 turns anyway, pretty much independant of what the opposition does.

Oh, and I am developing a Block, Sidestep, Shadowing, Tackle GR from another of my original 3 who's looking for the rest ie: already has Block, Sidestep (I'm quite glad I decided to do this too; he was going to be the first of my originals to be sacked coz he "wasn't" pulling his weight).

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Post by Grumbledook »

I just got got a double on my blodge sidestepper, gave him dauntless, seeing as my last dauntless one got killed.

Just wish my -mv lino didn't roll +mv :/

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Post by Heiper »

Grumbledook wrote: Just wish my -mv lino didn't roll +mv :/
roflmao (sorry)

That is one unlucky roll

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Post by Skummy »

My one turn scorer picked up his sixth skill in the last game he played. He had a +1 mov and VLL, but aged and lost a point of movement. I wanted to give him sidestep, but had to settle for sprint. The net effect is that the league scoring leader lost a point of movemen, but can still score in 1 turn. The rest of my leauge are still shaking their collective heads...

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Post by roysorlie »

quote="Icedman"]

However, I'm not sure I actually want or need a 1-turner on my team; they seem to be able to score in 2 turns anyway, pretty much independant of what the opposition does.

quote]


Let me get this straight.. You don't want a 1 turn wonder??
The only reason for this must be that the other players in your league think they are so cheesey??!!

As for need..

No don't suppose you actually need one. But boy oh boy can he be a life saver. Having a 1 turn scorer almost always ensures you a TD when you receive the ball. If you want to win a tournament, having one is great.

I would just make sure he never plays when my opponent receives. I'd keep him in my reserves. And I would make sure not to use him unless I had to, cuz your other scorers need SSP aswell.

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Post by DoubleSkulls »

roysorlie wrote:Let me get this straight.. You don't want a 1 turn wonder??
The only reason for this must be that the other players in your league think they are so cheesey??!!

As for need..

No don't suppose you actually need one. But boy oh boy can he be a life saver. Having a 1 turn scorer almost always ensures you a TD when you receive the ball. If you want to win a tournament, having one is great.

I would just make sure he never plays when my opponent receives. I'd keep him in my reserves. And I would make sure not to use him unless I had to, cuz your other scorers need SSP aswell.
Personally I'm not that fond of 1 turners that I'll go out of my way to develop one. If I get +MA on a GR or Woodie catcher great, I'll do it, but not otherwise. Basically a 2/3 skill GR is going to be good for most things. Your 1 turner is very 1 dimensional - and as you said yourself you have to protect him and can't really field him when playing defence. This is a major handicap on an Av 7 team.

At the end of the day defence wins games. Making GR's into blitzer types is, IMHO, a better use of the player. Block & Strip Ball will scare people nearly as much as a 1 turner - Block, Dauntless & Horns will scare them a lot more.

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Post by Marcus »

I can vouch for Ian's comment here. He goes purple and shakes visibly when I field my Block/Dodge/Horns/Dauntless Gutter Runner :D

Build 1TTD players only when you roll +MA for an early skill roll. My favourite Double/Skill/Skill combo for a GR is Dauntless/Block/Strip Ball.

At the end of the day, despite the obvious advantages, a 1TTD player isn't really taking the game to the opponent. It's a high risk play and really only useful when there's 1 turn left in the half. That's an awful lot of time not to be using a player. The other point is you're only really using them when you're kicked to. That's once per game or every time they score. Frankly, I'd rather never let my opponent score and keep turning them over instead.

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