Stutter Variants
Four kinds of stutter step, twice: kite back, front walks on, slowing shots, two squads.
Kiting is more than one move. Stutter Variants asks for four of them, round after round: the plain stutter step, a front rank that keeps walking while the rest shoot, slowing shots on enemies faster than you, and two squads kited at once in two rings.
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What it trains
Eight rounds, each with a fresh squad of riflemen and a deadline of its own: every kind twice, the infantry faster the second time. Three seconds before each round to read it and put your squads on your groups. A round pays every kill less every hit point you lose, so a round run out of time, or a squad lost, is points never made.
Rated in Micro, the one skill it uses.
The drill
The situation
Eight rounds, a fresh squad of riflemen each: four kinds of stutter step, twice over, their infantry faster the second time. No clock on the run, a deadline on each round; three seconds with everyone still before each, to read it and set your groups.
Scoring
A round pays every kill at its cost (60), less every hit point you lose, never below nothing. It ends with them all dead, at its deadline, or with your squad down to two fifths.
How to play it
- Kite back; leave the front rank walking; keep the fast ones slowed; two squads in two rings at once.
- Under their infantry, a blue ring: slower than usual; orange streaks: faster.
- The key over each squad before a round is the group it is on.
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In your games
It is stutter stepping marines and kiting stalkers in StarCraft II, kiting with archers and cavalry archers in Age of Empires, splitting your army to kite on two sides at once, and using slowing attacks to keep faster units off.