Yeah. Stand Firm is terribly underrated. I'd say overall it's the #2 coolest S skill, and it's not close. On the BON it's distinctly better, because it combos with Tentacles, Foul Appearance, Disturbing Presence and Really Stupid. When My BoN gets two more Casualties or an MVP, he's definitely getting Stand Firm! On a Nurgle Warrior, it's good too: it gives you a Flesh Golem on steroids. Still, it's probably a #2 or #3 selection, depending on whether you're giving that Warrior Guard.Grumbledook wrote:@ ShriekBob, I'd go stand firm first, keeps him useful and involves no dice rolls, it can only be cancelled and you can't fail (cause turnover) using it, compared to break tackle which fails at least 1/6 times and you have Loner making reroll use dubious and half the time worthless as well
Stand Firm also works well in multiples, on a highly-developed team: if you make the mental note that every player gets a positioning skill (SF, SS or Fend) in his first two or three improvements, you'll get there eventually. I don't know how far the Orc analogy goes, but my experience with Orcs is that having 7x Stand Firm just gives people fits. They start getting block-shy, and that's when guys start getting hurt, because they won't make the hits they need to make in order to keep from getting corralled. Spamming Dodge doesn't do this: sure, you're not so likely to knock 'em down if they all have Dodge, but you can get some control of the situation with a push. Breathing room, an escape route, whatever. With Stand Firm, you have to knockdown, and even then you don't get to follow.