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Skaven Stat Freak Gunner, where to go from there?

Discussion in 'League and Team Development Tactics' started by Silent_Hastati, Sep 19, 2015.

  1. Silent_Hastati

    Silent_Hastati New Member

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    So, I have been extraordinarily blessed by Nuffle on my Skaven team, having scored this beauty on his first two skillups. And I'm wondering exactly where to take him from here.

    [​IMG]

    Granted Block or Wrestle is probably on the menu for the next skill barring doubles, but once we get past that I'm at a bit of a loss where to take him, especially as I fear he may suck up a disproportionate amount of SPPs.
     
  2. St Cloud

    St Cloud Well-Known Member

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    Sprint, Sure Feet, Leap...and you have an unstoppable 1TTD threat. Fit some Side Step or Block in there as well.
     
    Last edited: Sep 20, 2015
  3. Limdood

    Limdood Well-Known Member

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    If you don't want him to just....score every TD for your team effortlessly until he dies on a failed, rerolled GFI with apothecary, then you might want to build him a bit more "all-around." get some defensive skills on him. he'd probably do well with leap, pass block (when they add it), Wrestle/tackle/dauntless/strip ball. He'll still eventually die...even probably sooner, but his death won't feel like it resets your entire team. And he'll actually be some use on defense....real use....amazing use.
     
  4. JimmyFantastic

    JimmyFantastic Member

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    No, he wouldn't do well with passblock. I'd want good skills on him rather than make him a natural one turner... though Ag5 Leap natural is the greatest. Hmm maybe Block Leap SS Sprint to make him like the best one turner ever - https://fumbbl.com/p/player?op=view&player_id=7330805
     
  5. TravelScrabble

    TravelScrabble Well-Known Member

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    Jimmy's plan is not bad, makes him an awesome ball retriever on the rest of your offensive drive too, could swap out ss for sure hands to help with that.
     
  6. Everblue

    Everblue Active Member

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    I would make him a natural 1 turner. It helps so much - you need never lose another game ever. You're guaranteeing yourself two touchdowns a game - once on your offence, and then again on turn 8/16.
     
  7. TravelScrabble

    TravelScrabble Well-Known Member

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    Guaranteeing is a bit much, perfect d and blitz can still ruin and you have to pick up the ball and get it to him plus he has to make the leap and three GFIs

    At best (not factoring in kick off events), even with sure feet that's 78.1%, pretty far from guaranteed.
     
  8. Jav

    Jav Active Member

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    With AG5 he's too good to keep on the sidelines as a dedicated one turner. Get him block or wrestle for protection next.
     
  9. St Cloud

    St Cloud Well-Known Member

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    I'll take 78% chance of a TD on turn 8/16
     
  10. Everblue

    Everblue Active Member

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    He doesn't HAVE to make the leap. Since you don't need to blitz to get him in range then you blitz open a hole. With AG5 he dodges pretty well anyway...
     
  11. TravelScrabble

    TravelScrabble Well-Known Member

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    Depends if you can reach them to blitz but I take your point.
     
  12. howabe

    howabe New Member

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    Leap is a must for me, both for fun and to open up new possibilities.
    I'd then probably then mould him to take down ball carriers in cages: Wrestle and Strip Ball are handy there, and Dauntless and Horns on a double potentially gives you 2 dice against anything if they can't assist.
    Out of interest, did you roll the AG first? And was the MV a double?

    Alternatively, MV10 Shadowing is ridiculous. Coupled with Block, Side Step and Tackle, he'd be a massive annoyance to anything wanting to dodge away. Doesn't make much use of the AG though.
     
  13. CariadocThorne

    CariadocThorne Member

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    This guy is already going to be great on offence, so I would look for skills to make him good on defence as well.

    Skills like wrestle, leap, strip ball, frenzy, dauntless, and horns will let him hang back to cover against deep runners for a turn or two, then dash forwards and leap into the cage to knock the ball free.

    Skills like block, tackle, sidestep and shadowing will make him an outstanding man-marker. This doesn't need ag5 though, and it isn't always needed, so might not be as good for this guy.

    Those are the two main defensive roles I like to build catcher type players for. The third I sometimes use is long range fouling specialist, speeding across the pitch to foul high value targets wherever they go down, or at least using the threat to discourage piling on. That would probably be a waste of this guy though, a gutter runner with just dp (and maybe sneaky git) does it brilliantly anyway.
     
    Last edited: Oct 8, 2015
  14. Muundus

    Muundus Active Member

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    AG 5 and MA 10? You don't want this guy to be scoring your touchdowns. You want him to be helping your other players score by getting them the ball. I would set him up as a ball retrieval specialist. Don't risk having such a valuable piece killed off by throwing him into cages. Let other players try to get the ball loose. This player's job is to run in, scoop up the ball and get it to another player real quick for the score once the ball has already been popped loose. Give him block, leap, and Surehands. If he gets a double give him Big Hand. I have a Big Hand, Surehands, AG 5 Gutter on one of my teams. He doesn't score touchdowns unless he has to, but man is it awesome to know that you have a player that will successfully pick up the ball 98% of the time, no matter the conditions. Oh, you fumbled a hand-off but have marked the ball with 3 guys to protect it for pick up next turn? Let me just take that from you...

    On offense he becomes your main ball handler. This guy is looking at being able to move the ball basically the length of the entire field in one turn. He scoops up the ball and sits back in his endzone. The other players do their thing, when the time comes he can run up 10 squares and make a 75% Long Bomb Pass if needed (with a re-roll) or just some quick handoff to string together the chain. By making him the passer, he is still getting SPP, but he isn't hogging it.
     
    Last edited: Dec 15, 2015
  15. Freeks

    Freeks Member

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    Where the 78% comes?
    I have GR with MV10+Sprint and Two Heads. It takes catch, at least one dodge and three GFI's to get OTT done. It usually fails on the handover catch or last GFI. But most often it will not fail.

    I kick every time i can as i know i can score on turn 8.

    With AG5 i would not bother with sprint. First wrestle then leap/two heads/dauntless and it will be great for BC blitzing.
     
  16. TravelScrabble

    TravelScrabble Well-Known Member

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    78.1 is 2+ pickup, 2+ catch, 2+ leap and 3 GFIs, just an estimate - with 2 heads I suspect you're usually dealing with 3 dodges if they line up along the back like they should

    so 2+, 2+, 3+ dodge, 3+ dodge, 2+ dodge and then 3 GFI 2+,2+,2+ so 53.% with a team or 27.3 without. Slightly better if you get a push or two or worse if you have to pass the ball.

    Not bad but I wouldn't be especially confident about scoring on turn 8 with those numbers.