1 is the first hero.
2, is the second hero and the initial unit. If it is late, it is a short-range attack force.
3, is the third hero and remote or magical forces.
4. It is a magical force that needs to be managed.
5. It is the tree of life.
6, all are sending troops trees, switch with TAB.
7. It's the Hunter Hall.
Eight is the same as five.
9, same as 6.
0, is the altar.
PS: Moon uses almost all small keyboards, and the speed and accuracy of keys are really strong. This is also the reason why MOON can always be extremely preserved in many battles in the war. Basically, whether it is going back to the city, saving, eating blood, making up the group, or even adding ointment when using ORC, it is almost a keyboard. Moreover, F 1 and F2 are rarely used in hero control.
In fact, the key to formation lies in your own understanding and habits. The formation of each master is almost different, and blind imitation is not the best player. For example, I just want to know about MOON's formation, but I find that it doesn't conform to my operating habits at all, so I'd better find one that suits me.
Bonus: 12 Top experts reveal the formation.
Players who have seen Grubby's first perspective will definitely know a little about his formation method. First of all, orcs are a special race, especially when fighting against the other three races. Each arm must have its own designated goal. Relatively speaking, the formation tends to become particularly tight. For example, in the night orcs' battle against "Bird De Liu", wolf riders, soul walkers, infantry, coolies, and even trebuchets, Kodo beasts and other units have to go through reasonable preparations to exert their maximum attack power, while Gherraby's formation idea is divided according to the role of arms, and the infantry is a "meat shield" with the number of 1. Wolf riding is the main attack power, 2 points. Soul walker is an auxiliary mage, which consists of three. Heroes and "meat shield" infantry are intertwined, so that in large-scale engagement, it is not only simple to operate, but also allows all arms to play their fastest side. In the formation of the building, Grubby weaves barracks, corrals and soul homes together, and trains units with the Tab key.
At the same time, you can often see Grubby's skillful two-line operation. In fact, this two-line combat formation is also very simple, which is nothing more than hero 1 and army 2. But Grubby's switching speed is particularly fast. While the hero is harassing, he is also constantly lighting up. 2. Look at the situation of the opposing army mf. I think that's why Gherraby became a BM.
We ... IGE.Sky
Team 1: hero (exorcist, king of hills, paladin)+combat troops (infantry, musketeers, lawbreakers).
The second team: magical power (wizards and wizards). Generally speaking, two formations are enough to meet the needs of the battlefield.
Group 3: Base.
Teams 4, 5 and 6: barracks, mysterious holy places, workshops, etc.
Team 0: Altar
wNv。 field of vision
Team 1: death knight+short-range troops
The second team: Lich+ranged troops (including celestial ghosts and spiders, etc.). )
Team 3: Destroyer, if you have Xiao Qiang, join Xiao Qiang.
Group 4: crypt
Group 5: Slaughterhouse
Team 0: Altar
WNv. Xiao t
Team 1: Tauren Chieftain+melee troops.
Team 2: Prophet+Wolf Ride
Team 3: Shaman or Sanxia?
The fourth group: all buildings; In the early days, the base was organized into two teams.
We ... IGE. remind
Team 1: All heroes and Huntress or Raptor druids.
Team Two: Tree Demon or Archer?
Group 3: Shoot the robbers.
Team Four: The Second Hero
Team 5: other units (elves, hunter hall, etc. )
Group 6:No..
Team 7: The ancient wind.
Group 8: Ancient Knowledge Trees
Team 9: The Ancient War
Team 0: Ancient Altar
PS: If it is a "bear deer flow" play:
Team 1: All Heroes+Tree Demons
Team 2: Claw Druid (Micromanipulation)
Other same as above.
4K^Tod
Team 1: exorcist+infantry+firearms+knight.
Team 2: two heroes (usually kings of hills)+mage troops+lawbreakers.
The third team: mortar team or air force (Griffin, Dragon Eagle, plane)
Group 4: Barracks
The fifth team: the main base, after two more books, was compiled as a mysterious holy land.
Team 6: Altar
Team 7: blacksmith shop
Panel 8: Seminar
Team 9: Magic Tower
Bet. Zachary
Team 1: Tauren Chieftain+melee weapon.
Team 2: Prophet+ranged arms or Shaman+witch doctor.
Team 3: Wolf Ride+Biped Flying Dragon
Group 4: Barracks
Team 5: Soul Destination+Street Stall
Team 6: Altar
Team 7: War Mill
Group 8: Bunker
Lucifer
Team 1: All heroes+ghouls or spiders.
Second team: Gargoyle or destroyers.
Group 3: Statue or hatred
Group 4: Each building
Group 9: Ore separation
Team 0: Main Base
Mouz。 Sass
Team 1: Hero+Huntress+Bear+Mountain Giant (sometimes, if I play archer/deer).
Team 2: Archers+Bird Virtue+Deer
The third team: the ancient war
The fourth group: ancient knowledge trees
The fifth group: the foundation of the wind or the ancient.
Team 6: Hunter Hall
Team 7: Altar.
Team 8: Other units, such as airships.
Huatu
Team 1: So hero+main force (such as spiders and ghouls).
Team 2: 1+ Units and reserve units that cannot be compiled by the statue team.
Team 3: It started as a base, but by the end of the game it will become a destroyer and some special units.
Group 4: Barracks
Group 5: Cemetery
Team 6: Altar
Team 7: Slaughterhouse
Group 8: Shopping
Team 9: Towers and Farmers Picking Wood
Team 0: It has the same function as Team 9.
China people (runner-up in 2003 WCG World Finals)
Team 1: exorcist+wizard.
Team 2: King of the Hill+Musketeers
Team 3: Wizard
Group 4: Witches
Group 5: It's usually an airplane or something.
Team 6: Barracks
Team 7: A Mysterious Holy Land