Does a Gutter Runner need a double for skills?
- TalonBay
- Star Player
- Posts: 580
- Joined: Thu May 27, 2004 10:00 am
Does a Gutter Runner need a double for skills?
Rolled a double for a Gutter Runner's first skill playing online and then found myself browsing the list of skills not really that impressed with the extra options the double brings.
Horns would have been a no-brainer but Dauntless is available as a regular skill and horns is only better when you both blitz and roll a 1 for your dauntless roll.
So the list of skills I see applying to the runners down the line are:
Block/Wrestle are both good depending on which way your building the player.
Dauntless.
Side-step is great.
Leap is very useful.
Tackle and/or strip ball can be added for ball hunter duties.
Any stat increases.
So after all that I can start to see where long-legs, big-hand or multiple arms would be useful. Does anyone actually use the doubles results?
Horns would have been a no-brainer but Dauntless is available as a regular skill and horns is only better when you both blitz and roll a 1 for your dauntless roll.
So the list of skills I see applying to the runners down the line are:
Block/Wrestle are both good depending on which way your building the player.
Dauntless.
Side-step is great.
Leap is very useful.
Tackle and/or strip ball can be added for ball hunter duties.
Any stat increases.
So after all that I can start to see where long-legs, big-hand or multiple arms would be useful. Does anyone actually use the doubles results?
Reason: ''
The Daventry League: Pitchblack Stealers http://www.level10.org/BloodBowl/index.php?section=main
Proud Owner of the TFF Minisorca Vikings Legacy 2011 viewtopic.php?f=25&t=36011
- inkpwn
- Raspberry Mage
- Posts: 3534
- Joined: Tue Jul 20, 2010 11:26 am
- Location: Bristol
Re: Does a Gutter Runner need a double for skills?
Big hand, two heads, very long legs (if you like leap, and you should its awesome). Grunners love doubles.
Having less bash than a regular team being able to dodge into a ton of tackle zones and pick the ball on a 2+ like that BOB isn't even there is a god send, well three horned rat send.
Big hand first then 2 heads. I allways take the doubles on Grunners, 2+dodging, 2+ pick up anywhere runners are awesome beyond compare.
Having less bash than a regular team being able to dodge into a ton of tackle zones and pick the ball on a 2+ like that BOB isn't even there is a god send, well three horned rat send.
Big hand first then 2 heads. I allways take the doubles on Grunners, 2+dodging, 2+ pick up anywhere runners are awesome beyond compare.
Reason: ''
- JaM
- Legend
- Posts: 2580
- Joined: Sun Oct 31, 2004 7:38 pm
- Location: The Netherlands.
Re: Does a Gutter Runner need a double for skills?
They dont NEED them, but if you get one at the right time, they're awesome.
Reason: ''
- juck101
- Ex-Mega Star, now just a Super Star
- Posts: 1578
- Joined: Thu Sep 18, 2003 4:52 pm
- Location: Portsmouth, Hampshire
Re: Does a Gutter Runner need a double for skills?
I would tend to say they get plenty of sexy skill picks as they are.
However a mobile ma9 guard might be well worth 30k. I doubt until later I would find it much better than just wrestle sidestep dauntless etc but it does appeal. I personally would go for Horns as it does everything I would want on a GR.
1 GR hopes for a ma and becomes a one turner, 1 or 2 get ss, block and become assisting speed players on the first turn after a kick and 1 becomes a blitzer. For you then horns player is your blitzer with wrestle stripball leap tackle all fantastic picks.
Maybe in this plan a horns player might be lower in the threat order over a one turner and actually be more useful and win you the game while they target the OTT
However a mobile ma9 guard might be well worth 30k. I doubt until later I would find it much better than just wrestle sidestep dauntless etc but it does appeal. I personally would go for Horns as it does everything I would want on a GR.
1 GR hopes for a ma and becomes a one turner, 1 or 2 get ss, block and become assisting speed players on the first turn after a kick and 1 becomes a blitzer. For you then horns player is your blitzer with wrestle stripball leap tackle all fantastic picks.
Maybe in this plan a horns player might be lower in the threat order over a one turner and actually be more useful and win you the game while they target the OTT

Reason: ''
...the pope said to his aid...
-
- Ex-Mega Star, now just a Super Star
- Posts: 1630
- Joined: Wed Dec 05, 2007 11:31 am
- Location: Finland
- Joemanji
- Power Gamer
- Posts: 9508
- Joined: Sat Jul 05, 2003 3:08 pm
- Location: ECBBL, London, England
Re: Does a Gutter Runner need a double for skills?
Guard and Two Heads are simply brilliant on them. Big Hand can also be useful, but Sure Hands can do a similar job. But as stated above, they get plenty of juice from regular picks such as Block, Side Step, Diving Tackle etc.
Reason: ''
*This post may have been made without the use of a hat.
-
- Legend
- Posts: 3544
- Joined: Wed Jun 12, 2002 2:02 am
- Location: Christchurch, New Zealand
Re: Does a Gutter Runner need a double for skills?
Agreed (I speak as an opponent).Ullis wrote:Guard on them is awesome.
Reason: ''
Smeborg the Fleshless
-
- Emerging Star
- Posts: 343
- Joined: Thu Jul 09, 2009 4:51 pm
Re: Does a Gutter Runner need a double for skills?
Guard or the mutations if you ask me. I also advocate horns above dauntless, but that's another story, as this guy would be better off with something more related to movement or ball-handling (or Guard, again).
Reason: ''
- TalonBay
- Star Player
- Posts: 580
- Joined: Thu May 27, 2004 10:00 am
Re: Does a Gutter Runner need a double for skills?
You'd spend a double on Horns rather than take Dauntless?juck101 wrote:I personally would go for Horns as it does everything I would want on a GR.
I can only see a couple of cases where I'd rather have horns on a GRunner:
1. I'm about to blitz a str 2 player.
2. I'm about to blitz a str 3 player and I know I'm going to roll a 1 for dauntless.
In every other case isn't Dauntless better? Horns does nothing for me when I'm hit (quite often) or when the GRunner blocks (rarely), and even in a blitz in most cases the Dauntless is at least as effective.
Reason: ''
The Daventry League: Pitchblack Stealers http://www.level10.org/BloodBowl/index.php?section=main
Proud Owner of the TFF Minisorca Vikings Legacy 2011 viewtopic.php?f=25&t=36011
- TalonBay
- Star Player
- Posts: 580
- Joined: Thu May 27, 2004 10:00 am
Re: Does a Gutter Runner need a double for skills?
I can see that hte two heads and big hands are advantageous, it's more a case of do the times that they're going to help make it worth taking them compared to the value you get with regular picks. Maybe it's a case of taking them when you get them even though they're best as 5th/6th skill choices?inkpwn wrote:Big hand, two heads, very long legs (if you like leap, and you should its awesome). Grunners love doubles.
Having less bash than a regular team being able to dodge into a ton of tackle zones and pick the ball on a 2+ like that BOB isn't even there is a god send, well three horned rat send.
Big hand first then 2 heads. I allways take the doubles on Grunners, 2+dodging, 2+ pick up anywhere runners are awesome beyond compare.
Reason: ''
The Daventry League: Pitchblack Stealers http://www.level10.org/BloodBowl/index.php?section=main
Proud Owner of the TFF Minisorca Vikings Legacy 2011 viewtopic.php?f=25&t=36011
- TalonBay
- Star Player
- Posts: 580
- Joined: Thu May 27, 2004 10:00 am
Re: Does a Gutter Runner need a double for skills?
A few people have picked out Guard, and while I can see the value on LineRats I'm not so clear on why it's good for the GRunners? I don't tend to get the runners near groups of opponents if I can help it and this is a skill that specifically helps in the middle of the scrap.Joemanji wrote:Guard and Two Heads are simply brilliant on them. Big Hand can also be useful, but Sure Hands can do a similar job. But as stated above, they get plenty of juice from regular picks such as Block, Side Step, Diving Tackle etc.
Reason: ''
The Daventry League: Pitchblack Stealers http://www.level10.org/BloodBowl/index.php?section=main
Proud Owner of the TFF Minisorca Vikings Legacy 2011 viewtopic.php?f=25&t=36011
- TalonBay
- Star Player
- Posts: 580
- Joined: Thu May 27, 2004 10:00 am
Re: Does a Gutter Runner need a double for skills?
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.
Reason: ''
The Daventry League: Pitchblack Stealers http://www.level10.org/BloodBowl/index.php?section=main
Proud Owner of the TFF Minisorca Vikings Legacy 2011 viewtopic.php?f=25&t=36011
- inkpwn
- Raspberry Mage
- Posts: 3534
- Joined: Tue Jul 20, 2010 11:26 am
- Location: Bristol
Re: Does a Gutter Runner need a double for skills?
I agree with talonbay, used to think horns was better for the 2 dice against a ST2 ball carrier, but having a one dice against any one is far more awesome.
Horns is a waste of a double for gutter runners IMHO.
My dodge, wrestle, dauntless, strip ball gutter runner works wonders
Horns is a waste of a double for gutter runners IMHO.
My dodge, wrestle, dauntless, strip ball gutter runner works wonders

Reason: ''
- TalonBay
- Star Player
- Posts: 580
- Joined: Thu May 27, 2004 10:00 am
Re: Does a Gutter Runner need a double for skills?
This the sort of build I was thinking of! Here I'd be thinking of adding Leap and SS before taking a mutation, though possibly 2-heads would get the nod (sorry:) ahead of SS?inkpwn wrote:I agree with talonbay, used to think horns was better for the 2 dice against a ST2 ball carrier, but having a one dice against any one is far more awesome.
Horns is a waste of a double for gutter runners IMHO.
My dodge, wrestle, dauntless, strip ball gutter runner works wonders
Reason: ''
The Daventry League: Pitchblack Stealers http://www.level10.org/BloodBowl/index.php?section=main
Proud Owner of the TFF Minisorca Vikings Legacy 2011 viewtopic.php?f=25&t=36011
- inkpwn
- Raspberry Mage
- Posts: 3534
- Joined: Tue Jul 20, 2010 11:26 am
- Location: Bristol
Re: Does a Gutter Runner need a double for skills?
Well tackle was next on my list. That way if you get anything but a attacker down or they have stand firm or sure hands that gutter runner pulls the ball loose. A mutation after that would be big hand so I can blitz the ball carries, knock the ball free pick it up on a 2+ then chuck it down field. But that's just me.
Reason: ''