| 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:
|
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:
|
| 2 |
\n
|
2 |
\n
|
| 3 |
1: Raiders
|
3 |
1: Raiders
|
| 4 |
2: Skirmishers
|
4 |
2: Skirmishers
|
| 5 |
3: Riots
|
5 |
3: Riots
|
| 6 |
4: Bombers -- Yep a key dedicated to Ravens right in the middle of the unit roles
|
6 |
4: Bombers -- Yep a key dedicated to Ravens right in the middle of the unit roles
|
| 7 |
5: Assault
|
7 |
5: Assault
|
| 8 |
6: Artillery
|
8 |
6: Artillery
|
| 9 |
7: "Royal Guard" or units protecting the base or commander
|
9 |
7: "Royal Guard" or units protecting the base or commander
|
| 10 |
8: AA
|
10 |
8: AA
|
| 11 |
9: Special (Eraser)
|
11 |
9: Special (Eraser)
|
| 12 |
0: Unused, once tried Central Build AI
|
12 |
0: Unused, once tried Central Build AI
|
| 13 |
\n
|
13 |
\n
|
| 14 |
For some reason, shield ball got its own layout. I guess this betrays the fact that I love felon ball.
|
14 |
For some reason, shield ball got its own layout. I guess this betrays the fact that I love felon ball.
|
| 15 |
\n
|
15 |
\n
|
| 16 |
1: Thug, Outlaw, Felon
|
16 |
1: Thug, Outlaw, Felon
|
| 17 |
2: Rogue
|
17 |
2: Rogue
|
| 18 |
3: Bandit
|
18 |
3: Bandit
|
| 19 |
4: Still Ravens
|
19 |
4: Still Ravens
|
| 20 |
5: Constructors marked for use in the felon ball
|
20 |
5: Constructors marked for use in the felon ball
|
| 21 |
6:
Kinetic
Artillery
|
21 |
6:
Disarming
Artillery
|
| 22 |
7: Constructors used for economy
|
22 |
7: Constructors used for economy
|
| 23 |
\n
|
23 |
\n
|
| 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.
|
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.
|