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Gutter runner mutated...again!

Posted: Thu Dec 26, 2002 3:22 pm
by Ixnatifual
I have a gutter runner who rolled a double and took Very Long Legs as his first skill rolling. Was planning on taking Sprint as his second skill, but he rolled doubles again. What should I chose? I'm putting off Sprint, since he can get that later. I'm thinking of either Foul Appearance or Two Heads. Two Heads will give him 2+ dodge rolls almost anywhere, but Foul Appearance will once in a while help him to not get blocked, plus will be hell of annoying for opposing ballhandlers.

Any advice?

Posted: Thu Dec 26, 2002 3:47 pm
by Linke_Wipeout
Spikes ?

Posted: Thu Dec 26, 2002 4:17 pm
by Grumbledook
well seeing as you are turning him into a 1 turner he isn't that likely to get blocked and the extra +1 for dodging will be more useful for him. Or with vll you can make him into a great bass blocker. Taking nerves of steel or foul appearence will help with this, then you can get pass block and catch on normal rolls. Though i am not 100% that nerves of steel works for interception catches as well. So its up to you which you want to groom him into really.

Personally i would have gone along the dauntless then horns route with the fella, far more useful than a one turner is.

Posted: Thu Dec 26, 2002 5:15 pm
by Ixnatifual
Thanks for the advice, he's about to grow another head.

Posted: Thu Dec 26, 2002 6:26 pm
by Snew
NOS does work for interceptions.

If he were mine, though, He'd get FA in a second and take Pass Block on his next roll. VLL, FA, Pass Block is my favorite combo on Gutter Runners.

Posted: Fri Dec 27, 2002 1:03 am
by Grumbledook
heh you want to get him catch as well for a reroll attempt

Posted: Fri Dec 27, 2002 3:15 am
by Darkson
Now that FA "officially" works when prone I'd take it like a shot.

3-4 of these babies(?) on a skaven team is gonna ruin anyone's passing game.

Posted: Fri Dec 27, 2002 4:42 am
by Snew
Yeah Grumble, Catch would be next but I never get that many skill rolls on one guy.

Posted: Fri Dec 27, 2002 11:41 am
by Korhil
Foul Appearance is VERY powerful skill.
Id take that. You need to have 3-4+ Foul Appearance Players.
Also, It will help him live longer

---Korhil

Posted: Sun Dec 29, 2002 10:54 am
by Thadrin
HORNS HORNS HORNS HORNS HORNS.

You can now blitz with your stupidly fast GR. You don't need help dodging because you already get 2+ dodges a fair bit of the time AND you have dodge.

Take Block or Shadowing as his "first" skill or - God forbid - Dauntless on a double. You just got yourself a brilliant Safety.

Dauntless+Horns+MA10? suits you sir....

Posted: Sun Dec 29, 2002 1:27 pm
by Grumbledook
you want to take dauntless before horns tbh then you can get 1 dice on most players rather than just on st3 players, ok it may fail sometimes but thats not often

Posted: Sun Dec 29, 2002 1:43 pm
by sean newboy
I agree with Grumbledook, dauntless then horns, imo.

Posted: Mon Dec 30, 2002 4:44 pm
by kaboom
foul aparence could be a verry good choice!

Go for 1 turn

Posted: Tue Jan 14, 2003 8:43 pm
by Dinsdale
I would go for the 1 turn scorer no matter that you have rolled doubles (assuming you haven´t got one allready). If you can wait a bit take stunty - it will come in handy later. Otherwise just take sprint.

Re: Go for 1 turn

Posted: Tue Jan 14, 2003 8:54 pm
by GalakStarscraper
Dinsdale wrote:I would go for the 1 turn scorer no matter that you have rolled doubles (assuming you haven´t got one allready). If you can wait a bit take stunty - it will come in handy later. Otherwise just take sprint.
Stunty can no longer be taken on doubles by anyone. You have to be born with Stunty to have it as a skill.

Galak