Again
I just searched out this post in the forum. I didn't
write it, but I do agree with many of its points.
Rule
One
Simplicity is king
When
in a massive melee, clicking around is a sure way
to lose precious time (and troops). You're going
to make sure that you've got easy access to all
of your troops.
This
is what I do:
- I
create a group for just my melee fighters (doesn't
matter if it's a mix of different fighters, just
as all of them are primarily melee). I use the
control+1 command to create this group. Even if
I have greater than 8 units for this group, I
still group them all together.
- I
create a group for all of my ranged guys. Surprise,
I call it group 2.
-
I create a group for just my healers. I call that
group 3.
- I
do not create any more groups. I keep it simple,
and I recommend you do the same.
Rule
Two
Principles
of Engagement
- All
things being equal, the guy with the larger army
in the battle will win. What this means to you
is that you want everyone who can be in the battle,
be in the battle.
That
means you should always do the following:
Rule
Three
Correct
Combat Formations
You
will make extensive use of the guard command to
keep these formations in the heat of battle. It
will prevent the dreaded 'attack everything with
no regard for my life' default aggressiveness setting.
Formation
A: The Draw
Objective: To enable an early attack while
you're lacking healers. It's also an excellent way
of defeating forces sent at you piecemeal.
- Group
all of your melee units into your group 1.
- Group
all of your ranged units into your group 2.
- Have
your melee units guard a unit out of group 2.
- Move
toward the enemy base with group 2.
Simple
and effective. Your opponent's troops will first
come under fire by your ranged units, then his melee
will rush to engage your ranged guys.
When they get close, your melee guys will engage
his melee guys. Your melee guys will not rush to
attack enemy towers due to the guard command (a
common combat problem). Works like a charm.
Formation
B: Angry Healer
Objective: To keep ranks and effective use
of your healers while in a combat situation.
- Set
your groups. Group 1 is Melee. Group 2 is Ranged.
Group 3 is Healers.
- Everyone[!]
guards one healer.
- You
take control of that healer and attack the enemy
base. When your forces start engaging the enemy
forces, use the stand ground command on your
healer, and micromanage your army.
What
you'll find is that since everyone is guarding the
healer (including the other healers), that healer
will probably be the safest unit on the battlefield.
It will also keep your army cohesive, and preventing
the dreaded 'Attack everything until I die' battle
fervor.
I
hope this improves your game.