Two Fronts
Two squads, two fights, one pair of hands.
Two outposts a screen and a half apart, a squad of riflemen at each. Infantry attacks one, then the other, each wave bigger, and artillery shells both all the while.
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What it trains
Left alone, riflemen stand and shoot, and a big wave beats them hand to hand; a shell kills whoever stands where it lands. So both squads need you: kite the wave at one outpost and step the other out of the red rings as they come, jumping between them with your control groups and the minimap. It trains splitting your attention between two fights without losing either.
Rated in Multitask alone. It also uses Micro, Mechanics and Awareness, which their own drills rate.
The drill
The situation
Two outposts a screen and a half apart, a squad of riflemen at each. Infantry attacks one, then the other, each wave bigger, and catapults roll up to shell both: the minimap shows them coming, only the screen where a shell falls.
Scoring
+60 per infantry killed, -1 per hit point your riflemen lose. A wave cleared heals its squad and makes it up to 8. A squad down to 3 is pulled out for a fresh one; one that leaves its ring for 4 seconds is lost.
How to play it
- The west squad starts on control group 1, the east on 2 (yours to change under Hotkeys). Double-tap a group key to jump the camera to it.
- A catapult on the minimap means shells, aimed at riflemen who stand still: step out of each red ring, or keep that squad on the move.
- Left standing in a fight, riflemen are beaten by a big wave, and shelled after two seconds still. Kite: shoot, step back, shoot.
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In your games
It is the moment in every RTS game when the fighting is in two places: holding a counter-attack at home while your army trades at the front, or controlling two armies at once.