Does a Gutter Runner need a double for skills?

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TalonBay
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Does a Gutter Runner need a double for skills?

Post by TalonBay »

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?

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Re: Does a Gutter Runner need a double for skills?

Post by inkpwn »

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.

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Re: Does a Gutter Runner need a double for skills?

Post by JaM »

They dont NEED them, but if you get one at the right time, they're awesome.

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Re: Does a Gutter Runner need a double for skills?

Post by juck101 »

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 ;)

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Re: Does a Gutter Runner need a double for skills?

Post by Ullis »

Guard on them is awesome.

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Re: Does a Gutter Runner need a double for skills?

Post by Joemanji »

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.

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Re: Does a Gutter Runner need a double for skills?

Post by Smeborg »

Ullis wrote:Guard on them is awesome.
Agreed (I speak as an opponent).

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Re: Does a Gutter Runner need a double for skills?

Post by Wanchor »

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).

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Re: Does a Gutter Runner need a double for skills?

Post by TalonBay »

juck101 wrote:I personally would go for Horns as it does everything I would want on a GR.
You'd spend a double on Horns rather than take Dauntless?

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.

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Re: Does a Gutter Runner need a double for skills?

Post by TalonBay »

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.
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?

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Re: Does a Gutter Runner need a double for skills?

Post by TalonBay »

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.
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.

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Re: Does a Gutter Runner need a double for skills?

Post by TalonBay »

Wanchor wrote:Guard or the mutations if you ask me. I also advocate horns above dauntless, but that's another story.
Why horns over dauntless? Am I missing something in the mechanics of how they work?

For a Str 3 player I can absolutely see why horns could be better, but not for str 2.

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Re: Does a Gutter Runner need a double for skills?

Post by inkpwn »

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 :)

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Re: Does a Gutter Runner need a double for skills?

Post by TalonBay »

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 :)
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?

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Re: Does a Gutter Runner need a double for skills?

Post by inkpwn »

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.

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