Re: Control Group Say What?
1 - Main Army (this is moreso to control the "mass")
2 - Key units (Units which I'll want to pull back to avoid damage. That or if I split my army this is the second one)
3 - Army Production buildings (I do tab usage rather well)
4 - Worker Production (Simple)
5 - Key Structure (Ghost Academy, Nydus Worm) (This way i can get them rebuilding/reused as they come available without leaving the action)
6 - Upgrade Buildings (No need to go back to base to upgrade)
7 - Temporary slot
8 - Temporary slot
9 - Temporary slot
10 - Temporary slot
I use temporary slots for a lot of reasons. If I suspect I'm attacked soon as terran with a wall in, i'll grab 5-6 scvs in a temp group to swiftly pull them to the frontline. I will also setup groups of 2-3 workers to fast transition to refineries if I think of it. I might setup a group of casters in there specifically. It is just a need at the moment.
If it's not "whole army" micro, I typically block or CNTL click to do what I need in a clutch.
Re: Control Group Say What?
1+ 0-CC (The 1 later becomes units. Just for early game.)
2-Scout (Later becomes units.)
So that’s 1 to 4 army, split in to casters, melee, range and special or flanking forces etc.
5- barracks
6-factories
7-Starports
8-Amories
9- Anything I deem fit at the time.
Re: Control Group Say What?
Does this really belong here, wouldn't it do better in Strategy?
Re: Control Group Say What?
Perhaps - I'm new to posting, so it never really crossed my mind to throw it any where else. Thanks for the input so far gang, I'm working at making my hotkey choices more deliberate and accessible thanks to all of this.
@Deathstar (and maybe others) - You've got all of your hatcheries keyed to different groups - I just realized this myself, but you can group them all in one and hitting select larva selects ALL available larva - then you just rally the eggs to where you want them to go. Handy, that. Same with infestors, you can put them all together and the one with the most energy will cast your spells.