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What do you get a Gutter Runner who has everything?
Posted: Fri Oct 11, 2002 6:01 pm
by Skummy
Skor, my prized gutter runner is two touchdowns away from his next skill. So far, he has picked up +1 AG, +1 MV, Block, Leap, and Very Long Legs. He has not yet aged. Anyone have a good ideas about his next skill? Since I'm going into the dungeonbowl soon, I thought I would get him sidestep, but catch and sure feet are both very tempting.
Posted: Fri Oct 11, 2002 6:11 pm
by Deathwing
There should be rules about leaping in Dungeonbowl. It's much more powerful underground. Heads cracking open on ceilings anyone? Check 'The Hobbit'.

Posted: Fri Oct 11, 2002 6:44 pm
by Skummy
Gawd, I'm glad there aren't rules about leaping in Dungeonbowl. I took my Skaven team in because they have two 5 ag leaping gutter runners. I also had some beef in the form of three 4 Str rats, but they all got killed off in the space of two games. (shudder) It has been a rough tournament, and I'm still averaging more deaths on my team than games played in the tournament.
Posted: Sun Oct 13, 2002 11:35 pm
by Darkson
If you get a double go for Nerves of Steel. With Ag5, Dodge and Leap he could recieve the ball near the opposition and still have a excellent chance of getting away. I hated my mates NOS runner. Diving catchmight be nice as well.
Posted: Mon Oct 14, 2002 5:42 am
by Mestari
Deathwing wrote:It's much more powerful underground.
Especially as the walls can block other routes so easily.
Following that idea, side step might be nice as otherwise you could end up being blocked into very unpleasant places.
Or an even better idea: play dwarves instead...
My 13-dwarf cage advancing through the dungeon has been so far unstoppable. The wardancers with leap haven't had any means of breaking it - too desperate for them. Luckily I've been the first to find the ball too so far, but I'm confident that they work well on defense too. As long as I get enough players on pitch before they get the ball.
Agility teams like rats have one chance: score fast! As long as there are <10 players on pitch, you can move about quite freely. But when things get crowded, you'll have a hard time doing anything and have to use desperate measures like counting on teleporting into a certain teleport...
Posted: Mon Oct 14, 2002 4:18 pm
by cani
On doubles I would recommend Nerves of Steel.
Normal skill role - get side step. It is an amazing skill as it can really stop yuor opponents game plan.
Posted: Mon Oct 14, 2002 4:55 pm
by Marcus
I would recommend retirement and a nice commentary position on CabalVision

Posted: Mon Oct 14, 2002 5:01 pm
by Colin
How about some cheese laced with rat poison!

Posted: Mon Oct 14, 2002 8:31 pm
by Coach Barry
That rat will get killed pretty soon, as it probably has an unending score of hatred enemies! Give him side-step!
Posted: Mon Oct 14, 2002 8:49 pm
by Darkson
In a dream world
+1St followed by shadowing.
(Wakes up)... Huh, who said that?
Posted: Tue Oct 15, 2002 3:40 pm
by Snew
Sidestep would be fantastic on him. Consider Pass Block to complement VLL and the +1 AG. That and it's always nice if the 3 squares move you in the right direction.

Those are the way I'd go on a regular skill roll.
If you get doubles again, NOS is always good but you might think about Foul Appearance. It affects all opposing throws/catches within 3 squares so it actually affects quite a bit of the board and it does offer a little protection in that any opponent who wants to block you needs to roll a 2+ before the block can be thrown. It's a small chance but it's helped me several times and I've had it work against me many times so I know it's nice to have.
Posted: Tue Oct 22, 2002 12:21 pm
by Skummy
Unfortunately, the point became moot as Skor aged after scoring two touchdowns. Instead of niggling, he lost a point of movement and I had to take Sprint to ensure he's still a one turn scorer. So now he's a:
10 2 5 7 Block Dodge Leap VLL Sprint
10 Comp 34 TD 1 INT 1 CAS 2 MVP