Attack and Attack-Move
Hot key: A
The Attack Command instructs a unit to attack a target which may be friendly or not.
The unit will move to and attack the unit or building you clicked on if it is able to.
If it is unable to attack that target, possibly because it is
unable to attack air units, or for some other reason, you will receive a message indicating
that problem to you. You won't, however, be warned about any obstacles the unit
may come across along the way such as enemy units, rivers, high ground and so on.
It is up to you to make sure your forces reach their destination. You will find that
careful control and Waypoints can help you in this task.
In the case of buildings with attack buttons such as the Protoss Photon Cannon, Terran Missile Turret,
Zerg Sunken Colony and Spore Colony, the buildings will either attack the target you click on, or
will give you a message indicating that they cannot attack the target.
If you select Attack and click on an area, rather than a unit, the forces will
"attack-move" to the area you clicked on, automatically engaging any enemy units or buildings that come into their range
on the way to their destination. They will not react to any units that they are unable to attack unless
they are fired upon. For example, if you attack-move some Firebats to a destination and they come under
attack by enemy flying units they will run, but if they spot an enemy Shuttle, they
will ignore it and continue on to their destination.
Attack-move is by far the safest way to move units from
one location to another. If you use the move command instead, your forces might walk
through an enemy ambush, and instead of returning fire they will continue on
while they are being attacked. This is only desirable in certain instances better
explained in the move command section. Basically, attack-move can be considered the
same as a "search and destroy" order, and is the easiest way to clear out towns and
allow your troops to deal with unexpected enemies.
Right Clicking on an enemy unit is the same
as selecting the Attack command and clicking on the unit. If, however, you miss the intended target and click on the
ground rather instead, you will end up issuing a move command. Avoid using
right-click to designate attacks on fast, small and hard to select units such as Zergling. You will find
that it is a lot easier to select Attack and click on an area near them to get your forces to
attack-move, rather than trying to select an individual enemy.
Use right click when you will have no problem click on the enemy unit, or if you want to explicitly target
a specific unit, such as a High Templar that's about to use Psionic Storm.
Try to use attack-move (via clicking on the surrounding area) rather than targeting an enemy unit, unless
you absolutely intend to kill the targeted unit at any cost. A common problem
is when you select a group of units and tell them to attack an enemy unit some distance away. If that enemy unit
is killed, all the units that you told to attack it will stop, since they no longer have a target.
Since you won't receive any warning that they've lost their target, you might not realize that those
reinforcements that you were waiting for are still sitting halfway across the battlefield.
This problem will not happen if you tell the units to attack-move by selecting the ground
surrounding the area you want to move to, rather than selecting an enemy unit.
Patrol
Hot key: P
A unit on patrol will effectively perform an attack-move between its location and the point that you tell
it to patrol to. Just like a normal attack-move, the unit will automatically engage any enemy troops that it
encounters, unless it has no way to attack them (Firebat vs. air unit, for example.) If an enemy opens fire
on the patrolling unit and it has no way to counter-attack, the patrolling unit will run and lose its patrol route.
Once a patrolling unit encounters an enemy, it will attempt to destroy it, pursuing it if necessary, but it will
resume its normal patrol route once it has dealt with the enemy. The exception is that ground units will not
chase after air units-- they will fire on it until it leaves their sight, then resume their patrol path. This
is to prevent your opponent from using air units to draw your troops to cliff edges and other areas.
Air Troops will chase both air targets and ground target that come into range, even off their patrol path.
They will then return to their patrol path once the enemy target is destroyed, provided they are not destroyed.
Use Patrol with flyers to watch resource spots and make sure the enemy does not build on them. This
can be done early on with Zerg Overlords, and later using Terran Dropships and Protoss Shuttles. You
may want to use non-attacking flyers to scout so they will continue to scout the map without engaging
the enemy (provided they are not attacked.)
Hold Position
Hot key: H
Hold Position orders the unit to stay where it is no matter what happens. If that unit is attacked,
it will fire back if the enemy is within range but it will not chase that enemy. If a unit on Hold Position
is attacked and it cannot return fire it will continue to sit there taking damage until it
is destroyed. That's the danger with Hold Position-- a single enemy unit with superior range can pick off your
troops one by one.
Hold Position is very useful for air units that will chase any unit that they come across. Sometimes the enemy will
send in a bait unit that will fire briefly then run back to cover. If you're not watching, your army
might blindly follow that bait unit back into a trap. That is where Hold Position comes in handy. Placing air
units on hold position will insure they will not go wandering off. Hold Position is very important
when using Protoss Carriers, Terran Battleships, and Zerg Guardians. If you don't watch them, they will
all separate heading after various targets on their own.
Arbiters will fire on and chase units that come into their range if they are placed on Stop or
normal guard mode (the default mode for any stationary unit). Usually, you want your Arbiter to stay
where it is so it will continue to cloak the units under it. By using Hold Position you can ensure the
Arbiter won't go wandering off somewhere.