- FORMATIONS AND DECEPTIONS: if encountering an opponent with AOE (area of effect spells) or an opponent that is benifiting from holding you at bay with one wave of units while pounding you with their ranged units rush headlong into his units. examples of opponents would be huntresses holidng you while archers focus fire your units to nothingness or grunts holding you back while zerkers pick you apart. By rushing headlong into their lines you are takin that advantage away from them... this also creates a sort of confusion that will work to your advantage as they are probably not use to controling units when mixed with other units.
Deception is VITALLY important. Sun Tzu said all warfare is based on deception. This means don't sell those wands of illusion. This means while you are engaged in a battle drop a couple of meat wagons or demolishers in your oppoents base and rip their gold mine to shreds. This means use those mechanical critters. This means build your Boneyards and Tauren Totems where your opponent can't see them if he scans your base. This means build your trees of life behind goldmines when you can. this means turn those mortars invisible and watch as your opponents jaw drops. This means flood your opponents side of the battle with fliers in order to avoid him easily commanding his units (this is quite humorous and frustrating). Think outside the box and surprise your opponent with strange and unique stratagies and you'll give youself a large advantage. It is EXTREMELY difficult to defend something you have never encountered before.
****HEROS****
- SPELLS - they have SPELLS for a reason... use them.... all races have a way for heros to regain mana quickly so don't be frugal... use your spells as much as you can and at the appropriate times. for example if you see a far seers wolves are about to die cast them again quickly to take away that potential xp from your opponent. as NE don't mana burn a hero with only 9 mana since it's pointless... you waste your mana and you would have done more damage had you attacked normally.
- ITEMS - Equip your heros with them... don't be bashful... load them up with goodies and you'll find you will have a significant advantage in battle.
- LEVELS - Heros need them to increase their effectiveness... how do you do this???.... kill units... don't let an engagement pass that you allow your opponent to run... even if you have to use a war stomp to kill one single unit do it. Every unit you kill gets you closer to the next level, the next skill, and the win. If you need to waste the coil on an archer do it... heal your unit later on. Hero rules apply double for UD as they are a race that centers on their heros.
Defense
- IT'S NOT THE END - Do not fight battles as though each one were the last. Your battles should have goals... whether it is to cripple, to destroy, or to kill a hero, or to harass.
- KNOW WHEN TO RUN AWAY... if at any time in the battle you feel you cannot win or the losses will outweigh the benefits then avoid pursing the battle any further. TP out if you can... if not then run. If you run do not walk if you can run... meaning bring a scroll of speed if you have it... if you are undead keep your death knight in the back to allow all your units to benefit from unholy aura instead of out running them and watching your units die, as your running purge, entangle, ensnare pursurers to make a more efficient retreat. Never TP a level 1 hero... reviving him will almost always be more cost effective than to waste a TP. Lastly never leave anyone behind... don't give your opponent the xp from those wolves, skeletons, or furblogs you left behind.
****UNITS****
- HAZARD CONTROL - As your units become damaged pull them back to avoid getting hit... then bring them back into battle as your opponents units have now targeted your other units with more hp.
- UNIT SAVED IS A UNIT SAVED - Don't be afraid to let the unit go back to your base... better to be down one unit in battle than to be down one unit in game.
- WILL TO LIVE - Use unit abilities. examples would be shadowmelding for NE, ghouls canabalize, and spirit walkers ethereal form.
- HEALING - use it... mass healing is a wonderful wonderful thing. Nothing makes an opponent more furious then seeing a unit or units he's delt massive amounts of damage to get healed negating all his attacks. examples would be scrolls of healing, healing salve, holy light, coil, regeneration, etc.
- KILLING YOUR OWN UNITS - there are occassions when it is preferable to kill your own units than to have your opponent kill them... this is most usually the case before makin a retreat.
- ZEPPLINS- Zeplins are fantastic for defense in battle. they can life units up and take them out of battle to avoid getting hit and can drop them anywhere in the battle.
****HEROS****
- LIIIIIIVE - Keep them alive... they are your ticket to victory, they give you advantages in battle with their spells, if they die they can't very well be any help to you. If your hero is targeted run them to the back of your lines, then bring them back... this will allow your units to do significant damage to your over anxious opponents units. If you feel as though a hero is far too weak purchase items that will help them... a melee hero should almost always have an invun pot handy or a nice potion of healing.
********************Conclussions:********************
- Micro at it's best is like an elegant dance of two people trying to do the same thing and achieve a similar end. Your opponent is using the same offensive ideas and defensive ideas as you are using and it usually comes down to who is more effective and focused in their mind and of course fingers.
- Knowledge and ability are seperate but not exclusive (keep this in mind before flaming me for my record). Although you know everything about micro it is nothing without being applied in reality. Experience is the best teacher but not only experience but experience with a cognative aspect. You must always seek to improve and to improve you have to ask yourself what you did right, what you did wrong... and MOST IMPORTANTLY *WHY* it was right or wrong.
This part by Augury
In my below descriptions, the army type I am focusing on unless otherwise specified is a midgame ranged - melee mix ( ~5 rifles and ~5 foots)
I recommend seperating your army into an "attack-move" group (melee + casters) and a "focus-fire" group (heroes + ranged + siege). If you do this, then your micro will be limited to:
1. attack-moving the attack-move group
2. hold alt (for hitpoint bars)
3. hero spells
4. focus-fire with the focus-fire group
5. dance or retreat damaged units
6. possible unit surrounds
Attack-moving:
These units are most likely the ones that you will want to dance or retreat so they should be an important focus when you look at your main screen.
Alt:
Beware of the windows key.
Focus-fire:
The ideal targets are the ones that are nearby / close / in front and weakened by the attack-moved troops. Usually I assign two targets per focusfire by using shift. If your opponent pulls back the focused unit, be sure to switch targets quickly.
Dancing / retreating:
dancing is retreating a unit a short distance but keeping it in the battle so that enemies on attack-move will break attack lock.
When you dance units, don't use shift. If it's a melee unit, it'll use it's AI to re-engage as if it were on attack-move anyways. If it's a ranged unit, you should use your entire control group to re-focus on a target. This is because using shift and telling your danced unit to reacquire a certain target takes up "micro time" which could be used instead to dance away another unit or two.
Retreating is pulling a unit out of the battle completely and sending it home. In general, you want to dance units if you think they will continue to survive but retreat units if you think they would die otherwise. If your opponent relies mainly on attack-move, you'll use dancing most of the time. If he likes to focus a unit to death (and keep running after it) then retreating is the best option. If he does a mix of these then you just need to do a mix as well. Retreating units denies enemies of exp and also makes your army considerably stronger if you manage to heal safely after the battle. In general you will want to regroup your healthy units so that when you select the group again you won't pull the damaged units back into the fight. Certain situations make this very difficult (ex: tc shockwave on foots) in which case you should rely on click-dragging the healthy units onscreen and regrouping in that manner (instead of using the selection box).