Well after game one we had lots of discussion about Skilling up a Gutter Runner
Following game 3 three I am now in a position to implement some of the advice received.
Defensive Gutter Runner
As you can see - Gutter Runner number 1 Plagueric Carbunkle has made great strides and now stands on 17 SPP's. I had given him Block, which served great in game 2, and am proposing to add Tackle for the second skill
This means that other players are not allowed to use their dodge skill when in his tackle zones. This also applies to Block dice 'Defender Stumbles'.
Plagueric is really starting to stand out and this will help to maintain his progress. He should be a menace from now on especially tying up the ball carrier or potential receiver. Dodge and Block to keep him on his feet and Tackle to prevent those agile types from using Dodge to get away.
Blitzing Gutter Runner
Treek Throttle blitzed the Dark Elf, Heartrender and killed him outright. It seems only fitting that he becomes the first Blitzing Gutter Runner build. His 6 SPP's have given him his first skill and I am thinking of 'Wrestle'. This will be to aid him in making Blocks.
Wrestle means that if 'Both Down' is the result of a block, both players are placed 'prone' (even if one has the Block skill) and it does not cause a turnover unless the active player has the ball.
The aim will be to combine this with a 'Strip Ball' skill. This will mean that even if the opposing player is not knocked down a roll 'Pushed' or 'Defender Stumbles' will strip the ball.
The result is that anything other than a 'Skull' would strip the ball. Now that is a potent combination!
What is interesting is that now I have 3 players with skills I am starting to feel that 1 apothecary is not a lot of saves!
We had been playing the Apothecary incorrectly - having had the feedback we did a reroll. I got my Lineman back and Heartrender is miraculously returned, with a broken ankle.
As such I have spent my money on another Thrower taking my numbers to 13. Its where I wanted to be.