![]() ![]() Of course you must keep an eye on your minimap at all times to see if there's enemy pike units incoming, 'coz attack-move will make your cavalry engage them - which's obviously not a good ideaġ.3. Repeat the previous steps to define the other harassment points, then ALT + right click the ground to form the exit route, this time you won't want the attack-move to do a quick retreat - the whole enemy world will be chasing you by then, so better hurry back home and ignore everything. Only then hold and right-click on the ground Click "A", the cursor will change accordinglyī. From there on you want to use attack-move towards the next harassment point, but how can we not supercede the previous move order? Here's the trick:Ī. You've just defined a direct route towards the point where you wanna start checking for enemy farms/tunnels, so at least for this specific purpose you don't wanna use the attack-move order ("A" shortcut) first, coz that would stop you if you pass near any foe or creep along the way. Select one batt (ctrl+# grouping is always a good idea for any batt that'll enter enemy area, for quick re-selection), and right click on the starting point. Use: Suppose you have a cavalry battalion. ![]() I'm pretty sure most, if not all of you guys have been doing this manually, but fact is that this takes a lot of preciousss time and focus, which in such a fast-paced game may cost you many defeats, specially vs faster clickers.ġ.2. Scenario: For the most typical example, suppose you wanna scout/harass the obvious enemy expansion areas, where he most certainly have expanded to. This has enourmous implications in the gameplay.ġ.1. In BfME2 you only need to click ALT once before each command, without having to hold it. This has the inherent problem of restricting you to only one command to queue, for example, multiple 'moves' or multiple 'attack' orders. Attack-Move queues: In other games, you have to hold the queueing key ("ALT" in the SAGE engine case) while selecting the orders. Well, I'm glad to say some of this glory from the past was re-introduced in BfME2, in the form of patrol routes, synced micro and multi-point attacks, which have subtle details that I'll describe next:ġ. ![]() Coming from a heavy Total Annihilation background, if there's one thing I miss in "modern" RTS games is the macro- and micro-management handy features from TA. ![]()
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