What do you get a Gutter Runner who has everything?
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What do you get a Gutter Runner who has everything?
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.
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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.
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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.
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Especially as the walls can block other routes so easily.Deathwing wrote:It's much more powerful underground.
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...
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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.

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.
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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
10 2 5 7 Block Dodge Leap VLL Sprint
10 Comp 34 TD 1 INT 1 CAS 2 MVP
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