Sunday, 19 January 2014

Skilling up a Gutter Runner

We had a great game yesterday. Fabulous fun. See the Dark Templar's battle report here The outcome is that one of my Gutter Runners, Plagric Carbunkle, has a new skill. Seen below scoring a touchdown.


I have done a little reading and there is a lot of mixed advice about skilling up. The Gutter Runners have access to General and Agility - doubles give access to Strength, Passing and Mutation. Some of the mutations look good - Big Hand - yum. Ignore enemy tackle zones when picking the ball up... I love the idea.

My own thoughts are as follows: -

1. Sure Hands(G) - When my Thrower went off during the game I became anxious about my ability to the pick the ball up. I think that it would be good to have a second player in the team who can perform this action. Sure Hands gives me a free re-roll when performing that action - and rerolls can be 'gold' in this fickle game. I think that Plagric could also be the one to follow up when I successfully force a bouncing ball. With his MA of 9, he could nip in with a good chance of picking the ball up and be away - quick as a flash.

2. Block (G) - This is another option. The Gutter Runners are not in possession of good armour thudding make them susceptible to injury. Anything that prevents them being knocked down and taking armour rolls has got to be good. The Block skill would be very helpful in that regard.

3. Wrestle (G) - This kicks in when 'both players down' is rolled. Here players are placed in the prone position but no armour rolls are made. Also there is no turnover. So again this is protection from making armour rolls.

4. Sprint (A) - This has also some potential. The 'going for it' opportunity is increased from 2 to 3. So that is an MA of 9 plus a potential 3 further squares = 12 in total. If that could be combined with 'Sure Feet (A)' giving a reroll when 'going for it' then the odds shift towards its regular use. But would I need it that often? They are very fast anyway.

5. Catch (A) - This gives a reroll to when catching the ball. It also applies to handoffs and interceptions. That could be great. This would allow Plagric to be used as the main receiving target down field or he could be the one to stick with the Thrower and then when the time is right accept a hand off before setting off for the end zone. When defending I would look to be in position to intercept. Imagine this with Pass Block (G) when you can move up to 3 squares to a position to intercept - with a reroll!

The main advice seems to be that each Gutter Runner should be advanced differently and as always spread the SPP's around because with that low armour you might just die!

There are just lots of options. As usual all thoughts and advice gratefully received.

8 comments:

  1. Hi,

    As this sounds like this gutter runners first skill athough Sure Hands is nice (both on offense and defence) I think you have to go for Block or Wrestle. Unless you have a couple of Gutter Runners with Block already I would go for Block. As well as making it harder to be knocked down it better in the early game when other Catcher types do not have Block. Follow up with with Tackle and Sure Hands and he's a nice fast Blitzer who can pick up the ball well once it pops free.

    I prefer block as it keeps the Gutter Runner on his feet. People tend to foul gutter runners if they get the chance :)

    Rathstar

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    1. Really appreciate your insight here. You are correct in that it is his first skill and all the teams that I am likely to be facing will be fairly new. Having a more protected player will increase his survivability. I think you make a good case for Block.

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  2. Block is definitely the way to go. I will add a few more thoughts.
    * you REALLY want a gutter with a MV boost. Once you get a MV10 gutter - you give him sprint and he can score in 1 turn from his own LOS. REALLY annoying. I would not bother with sprint before getting the MV boost.
    * except in above instance - I would usually pick sure feet before sprint.

    * Rathstars point about getting fouled is true - but a wrestle/strip ball gutter is nothing to be sneezed at. Wrestle makes throwing blocks safer and that means that 5/6 results on the dice get the ball free.

    * Keep mutations in mind on doubles - gutters with 2 heads, horns, big hand, etc. can be super annoying.

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    1. Excellent - there really is a lot to think about with the Gutter Runners. Makes them very interesting to play. I can see that the games of blood bowl are going to be much more tactical as the players develop.

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  3. As Tristan M said wrestle/strip ball gutter runners are great blitzers and I would build one straight after the first gutter runner (who I think should be block/tackle).

    Later on, other gutter runners should be built to get loose balls, and hold onto it. To build the getting loose ball gutter runner it's probably best waiting until you have an AG increase, as getting the ball in multiple tackle zones can be risky, but sure hands, block, leap can make him very useful. A ball runner can be built with skills to stop him losing the ball and being annoying start with the basic of block, but follow up with side step, catch (stops strip ball iirc).

    However all this is for when you have your first gutter runner with the useful block/dodge combo. After that you can make him an early gutter blitzer with tackle, or a good ball holder.

    Rathstar

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  4. I'm hoping that some of these Gutter Runners will be dead long before they're up to skill number 3, lol.

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    1. Hehe, they still up fast though, and the apoc should have strict instructions to only help a gutter runner, or a skilled up stormvermin. Anyone else who's injured gets moved to Line of Scrimmage duties :)

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    2. Agreed - the Apoc will be much needed I fear. Especially now that I have a few SPP's

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