Why Stand Firm?
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Why Stand Firm?
I've noticed that almost everyone suggests that a Dwarf take Stand Firm on his Troll Slayers. I don't understand the logic, personally. I take Side Step on doubles every time for my Troll Slayers. You really are not any more vulnerable to being thrown into the crowd than the Stand Firm guy, and you can use the Side Step to position your player so that he can throw a block next turn. Often, you can position yourself so that you can throw your opponent off in your turn, or at least put yourself in a more advantageous position with assists.
On Guarding Longbeards, sure Stand Firm. But on virtually everyone else Side Step works better.
On Guarding Longbeards, sure Stand Firm. But on virtually everyone else Side Step works better.
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If you give your troll slayers stand firm on doubles you'll never pushed back into the crowd even if a defender down is rolled.
An other advantage of stand firm is that you can try to dodge out of an tackle zone to blitz someone else without the risk of a turnover.
I understand your thoughts about side step but I would give him stand firm.
An other advantage of stand firm is that you can try to dodge out of an tackle zone to blitz someone else without the risk of a turnover.
I understand your thoughts about side step but I would give him stand firm.
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This is all about weighting personal preferences and how you rate each pro and con. The differences are:
Stand Firm:
a) Stops being pushed off the pitch.
b) Enables dodging without risk.
Sidestep:
a) Stops being pushed off the pitch (unless ALL other squares around you are occupied).
b) Can get you into a position to push someone off yourself next turn.
While a) is basically equal, it all depends on how you rate b). And for some stand firm works better, for some sidestep does. I really don't think, you can determine "the better" of these two. It wholely (<- does that word exist?) depends on situation and perference.
I would probably choose sidestep for the fun value, which is something that hasn't got anything to do with a tactical decision.
Stand Firm:
a) Stops being pushed off the pitch.
b) Enables dodging without risk.
Sidestep:
a) Stops being pushed off the pitch (unless ALL other squares around you are occupied).
b) Can get you into a position to push someone off yourself next turn.
While a) is basically equal, it all depends on how you rate b). And for some stand firm works better, for some sidestep does. I really don't think, you can determine "the better" of these two. It wholely (<- does that word exist?) depends on situation and perference.
I would probably choose sidestep for the fun value, which is something that hasn't got anything to do with a tactical decision.
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Totally Broken though.noodle wrote: Now OLD stand firm - that was good
The whole "stands in the square he dodged to but stops moving" thing became moot if the player in question only needed to move one square...I had a Treeman stick a TZ on my ball carrying longbeard once because of that...blitz-push-dodge with no chance of failing to dodge into THREE tzs...
Sidestep is not totally proof against Crowd surfing remember.
I take the failed dodge luxury everytime.
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I think Stand Firm is better than Side Step.
It's annoying if your Shadow-Wardancer has to sidestep away from the ball carrier (and this happens qiute often, you can't help it).
It's annoying if your Side Stepper is pushed out (not a rare occurence).
It's annoying if your Guard player must sidestep away from the square where he is needed.
That said, Side Step has its merrits of course and I will always take it as second or third skill (occasionally even as the first skill). I still think that Stand Firm is even better, though.
It's annoying if your Shadow-Wardancer has to sidestep away from the ball carrier (and this happens qiute often, you can't help it).
It's annoying if your Side Stepper is pushed out (not a rare occurence).
It's annoying if your Guard player must sidestep away from the square where he is needed.
That said, Side Step has its merrits of course and I will always take it as second or third skill (occasionally even as the first skill). I still think that Stand Firm is even better, though.
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Liar
Of course, I make a liar out of myself as soon as I post.
"I take Side Step on doubles every time for my Troll Slayers"
I just rolled doubles on Akula "The Animal" in our league (6 games, 14 Cas), and didn't take Side Step. Of course, they were double sixes........
"I take Side Step on doubles every time for my Troll Slayers"
I just rolled doubles on Akula "The Animal" in our league (6 games, 14 Cas), and didn't take Side Step. Of course, they were double sixes........

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Stand Firm is an excellent skill for a caging team because even if knocked down, the corner of a rolling cage still presents a problem for a team trying to break a cage. Even if you Blitz one of the corners in a simple 5 man cage you really aren't doing much to compromise the cage
With Side Step, you may get to choose what square you are going to, but you compromise your position in the cage, giving the defensive team access to your ball carrier or worse...
With Side Step, you may get to choose what square you are going to, but you compromise your position in the cage, giving the defensive team access to your ball carrier or worse...
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Oh, that can happen easily from my experience. Doesn't happen every single game of course, but it's seriously to be considered when maneuvering a Wardancer at the sideline.Zombie wrote:And how are you going to be pushed in the crowd with side step when a defender down is rolled?harley_topper wrote:If you give your troll slayers stand firm on doubles you'll never pushed back into the crowd even if a defender down is rolled.
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But we are talking about troll slayers here, so at least two of your three points lose significance...Mirascael wrote:I think Stand Firm is better than Side Step.
It's annoying if your Shadow-Wardancer has to sidestep away from the ball carrier (and this happens qiute often, you can't help it).
It's annoying if your Side Stepper is pushed out (not a rare occurence).
It's annoying if your Guard player must sidestep away from the square where he is needed.

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