Showing posts with label Skaven Gutter Runner build. Show all posts
Showing posts with label Skaven Gutter Runner build. Show all posts

Tuesday, 4 March 2014

Skilling up a Gutter Runner - part 2

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!

Note

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!

STOP PRESS

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.

Tuesday, 21 January 2014

Skaven after game 1

Thanks for all the really helpful comments and advice.

I have gone with Block for Plagric. I can see that this is the best way to start.


I have had a chance to look at what else happened during the game.

1. My fan factor went down from 5 to 4. This is going to make it difficult to benefit from the FAME modifier in the next few games, which could dampen the cash flows.

2. I didn't roll well at the end for financial reward. But still I had £60k to spend and so have invested in a new Lineman (£50k). As I have learned I am a bit squishy so this should help keep me at full strength for a time.

3. Both my Blitzers gained a casualty and therefore 2 - SPP's. This is a good steady start and puts them in a good place to maybe benefit from a skill after the next game. Their Blocking was very effective and I used them with the Linemen to do some chain blocking to really move around the opposition. I was lucky with some high doubles when rolling for Armour and Injury. Not complaining about this as it gets the Skaven off to a good team building start. I have been thinking Mighty Blow / Tackle for these guys but still more reading to do.

4. A second Gutter Runner scored a touchdown which gives him 3 SPP's. Again this means he has potential to skill up after the next game with potential to head in the Wrestle / Strip Ball direction.

5. Plagric actually gained 9 SPP's. An excellent start for him. I have given him Block as the skill upgrade but importantly he is well on his way towards the next potential skill at 15. If he does anything at all in game 2 and gets MVP (worth 5 SPP's) he will be there. Tackle is awaiting this outcome.

6. Finally - one of the Linemen also scored a casualty for 2 SPP's. I was thinking that if he could get to 5 SPP's I might give him Kick. This would mean a more accurate ball placement after kick off.

I have learned a lot in Game 1. The Skaven have a completely different 'feel' to the Orcs. I think that I will need another couple of games with them to really get into my stride. They are all about movement. The key seems to be to do what is necessary to achieve that movement and only at that stage do other stuff. Open holes, move through and then do other blocks / dodging / whatever.

The dice are your friends but can be fickle. Don't over use them and expect that they will go on forever. ;-)

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.