Macro Under Fire
Fight at the front without letting production stop.
The real thing in miniature: a base to run and a front to hold, a screen apart, with waves that outgrow your starting army. Anyone can macro in peace or micro a single fight; the skill is doing both in the same ten seconds.
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What it trains
Train workers and army, add Supply Depots and Barracks, and keep the front held: new units walk there on their own. Waves grow every 20 seconds, with cavalry from the third on. Every unit you train and every enemy you kill counts, so production that stops during a fight costs you as much as a fight lost.
Rated in Multitask alone. It also uses Micro and Macro, which their own drills rate.
The drill
The situation
The real thing in miniature. A base to run and a front to hold, a screen apart, with waves that outgrow your starting army. Everyone can macro in peace or micro a single fight; the skill is doing both in the same ten seconds.
Scoring
Every unit trained and every enemy killed, each at its cost, and your army for the share of the run it stood. Past 4 s, each second the front's ring stands empty costs 30.
How to play it
- The army starts on control group 1 (yours to change under Hotkeys). Bind the Town Hall and Barracks to groups of their own before the first wave.
- Keep workers and army units in production, add Supply Depots before supply runs out and more Barracks as income grows.
- Waves grow every 20 seconds, with cavalry from the third on. Kite the infantry, focus the cavalry, and stay inside the ring: new units walk there on their own.
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In your games
This is what separates players in a real game: workers and production that keep going while you control a fight, in StarCraft II, Age of Empires and every RTS with an economy.