1 |
Do you guys have particularly good autogroup schemes? Mine haphazardly grew as I stumbled my way through the different unit roles, but here goes:
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1 |
Do you guys have particularly good autogroup schemes? Mine haphazardly grew as I stumbled my way through the different unit roles, but here goes:
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2 |
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2 |
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3 |
1: Raiders
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3 |
1: Raiders
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4 |
2: Skirmishers
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2: Skirmishers
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3: Riots
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3: Riots
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6 |
4: Bombers -- Yep a key dedicated to Ravens right in the middle of the unit roles
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4: Bombers -- Yep a key dedicated to Ravens right in the middle of the unit roles
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5: Assault
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5: Assault
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6: Artillery
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6: Artillery
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9 |
7: "Royal Guard" or units protecting the base or commander
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7: "Royal Guard" or units protecting the base or commander
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8: AA
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8: AA
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9: Special (Eraser)
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9: Special (Eraser)
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12 |
0: Unused, once tried Central Build AI
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0: Unused, once tried Central Build AI
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13 |
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13 |
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14 |
For some reason, shield ball got its own layout. I guess this betrays the fact that I love felon ball.
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14 |
For some reason, shield ball got its own layout. I guess this betrays the fact that I love felon ball.
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15 |
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15 |
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16 |
1: Thug, Outlaw, Felon
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1: Thug, Outlaw, Felon
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2: Rogue
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2: Rogue
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3: Bandit
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3: Bandit
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4: Still Ravens
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4: Still Ravens
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5: Constructors marked for use in the felon ball
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5: Constructors marked for use in the felon ball
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21 |
6:
Kinetic
Artillery
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6:
Disarming
Artillery
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22 |
7: Constructors used for economy
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7: Constructors used for economy
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23 |
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24 |
Sometimes I think I need more autogroup keys. I'd be interested in hearing what you guys use, and how rigid/nuanced your autogroups are.
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24 |
Sometimes I think I need more autogroup keys. I'd be interested in hearing what you guys use, and how rigid/nuanced your autogroups are.
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