The RTSC Guide to Dawn of War
Part 16: Keyboard Shortcuts
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Know your commands!
Just relying on mouse clicking WILL lose you games. Learn these keyboard
shortcuts and watch your game improve! These ones seem to apply to
all armies and situations... |
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Move
(V):
as it says, this orders a unit to travel to a selected point. Most
people tend to just right click on the patch
of ground they want their units to travel to instead. Sometimes
you can do strafing runs en
passant (especially if you use infantry with flamers, Plasma,
or Big Shootas) using a Move command.
Move guarantees your squad will move up
to the destination first - regardless of any craziness going on
around it - unlike an Attack-Move.
Check your Control Options (hotkey: F10)
(accessible only during a game) and make sure the Attack
Move Default is disabled if you want right mouse clicks to
be interpreted as a Move. Otherwise, right
clicking on the ground will invoke an Attack
Move instead. Tip: Move
is excellent for ranged units pursuing
fleeing units. Attacking units tend to
stop and start to fire, sometimes letting your quarry get away.
Moving keeps them constantly in motion: your guys might be less
accurate on the run (almost totally ineffectual in Dark Crusade),
but they will cause the maximum damage for the longest period. It
requires a bit of clicking and attention on your part, though.
Watch out! There is one big
problem with the Move command. Moving
squad members have a tendency to stop and wait at their
destination for the whole squad to catch up. Its not unusual to
see big squads standing inert in the midst of a battle, only to
stir into action after the last member has rejoined them - or died.
This can make waypointing a problem, even
at the best of times. Be careful out there! |
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Stop
(Q):
Pretty obvious. The selected units instantly stop whatever they
were doing, reverting back to their currently set stance. This "resets"
your selected units; what they do next will be determined by their
current stance and where opponent is and
what they're up to. I use it all the time to instantly stop any
ranged troops I've moved just a little too far away from a fight,
or a dancing squad that is no longer being chased. Hitting Q
instantly makes them spin about face and open fire. |
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Attack
Move (A):
can be done two ways. The first is to simply right
click on the target you want your guys to attack. They will
then attempt to fight and kill the target in a style determined
by their current stance. If you've enabled
Attack Move Default in your Control
Options, then right clicking on
the ground orders an Attack Move.
The second is to press A and left click on a
patch of ground. This is really an Attack-Move
command. Like the Move command, your units
will navigate as best they can to the destination, except to stop
and engage anything hostile they chance across along the way. Generally,
this is the safest way to get your forces around, and it guarantees
they'll instantly react to any threats instead of running past them
and getting shot to bits. However, an Attack-Move
can also see them getting distracted by the smallest thing along
the way.
Tip: If you Attack-Move
an overwatched close combat squad into
the middle of your enemy you can get it to tie up more than one
enemy squad at the same time. This is your classic "noob's
move", which a.) can annoy "skilled" players and
b.) more importantly, free up your micro to concentrate on the other
squads in the fight. It can be dicey though - you're putting your
trust into the game's wonky pathfinding and AI decision making skills.
A good opponent can out-micro your randomly chopping guys if you
rely simply on unit AI to do the thinking for you. But sometimes,
you just have to do these things - especially when you have to be
in three places at once!
Watch out! An
Attack-Move will also stop a squad the instant a target is
in range. This means, for example, that an eight man Marine squad
with just one Heavy Bolter will stop at the Heavy Bolter's long
range rather than the regular Bolter's shorter range. You'll wind
up with seven guys twiddling their thumbs and one Heavy Bolter blazing
away. Or - just as bad, you'll see a HB squad constantly setting
and resetting as targets come and go at their periphery. Sometimes,
a plain old Move is what you really need. |
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Attack
(A):
For a selected turret, Waaagh!
Banner or other armed structure, Attack
orders it to fire on one specific target.This is essential for anti-vehicle
turrets who always seem to shoot infantry first, and anti-infantry
turrets who always want to fire uselessly into vehicles.
Watch out! You can only
select one turret at a time, and you can't queue targets
using SHIFT.
The target must be within range, shown by the
red radius.
Once the target has died, the Turret will revert back
to doing its own thing. It WON'T work its way through a target squad,
but pick targets to its own criteria. |
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Attack Ground
(G): any
selected artillery piece or other bombardment
unit will lob shells at the point on the ground indicated, disrupting
and damaging any units and demolishing any structures. You'll see
a red target marker appear on the ground.
If fired into the periphery of your field of view or deep into the
Fog of War, your Attack
Ground command will become wildly inaccurate, allowing you
to pepper the area with lots of lovely explosions.
If fired in a visible area, then your shots will be straight and
true - dependent on the accuracy of the artillery piece, of course.
As a general rule, bombardment never seems to miss much in Winter
Assault, although in the original DoW it was wildly inaccurate
and simply disrupted.
Watch out! You can't queue
up multiple Attack Ground commands. |
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Melee
Attack (Z):
- exactly like a normal attack move, except your guys will attack
using hand to hand rather than shoot at range. This is a
rapid fire shortcut that can bypass messing around with stances
in order to get the same result. Not the sort of command you want
to accidentally give to a bunch of units that are hopeless in close
combat - unless its absolutely necessary! |
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Infiltrate
(I):
- This is now automatic in Dark Crusade. |
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Jump
or teleport (J):
Any unit with jet packs or with the ability to teleport will fly
or zap to the point you specify. Be warned: some units have to think
about this a little before they actually make their move. There
are three restrictions to this command:
First, you can only click on unoccupied ground;
second, you can only jump within an operating radius,
marked out by a big green boundary; and
third , the unit or squad must "recharge"
before jumping again. Some units, like the Eldar's Warp Spiders,
get enough juice to do two consecutive jumps. Ork's Big
Mek only gets one. Chaos Raptors get... one and a half. Recharge
rates vary between different units.
Warning! In some cases, selecting
all your jump squads and jumping/teleporting them can lead to some
unexpected problems. Not all of them may go! This is because some
units were out of jumping range relative
to the point you clicked. |
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UNload
(N) causes
any units garrisoned within a building
to disembark straight away. They will pop out of the structure's
default position, or move to the Rally Point
you specified.
If uNloading
a vehicle, you need to left
click a destination on the ground. The transport will move
to the location and any and all squads inside will pop out all at
once. You can't unload into other structures or vehicles. |
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Y |
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RallY
point. Select a building and then hit Y
to position a Rally point.
Better still, use your right mouse button.
Any structure that can generate units, or garrison them, will send
them to the rally point when they emerge.
Rally points can be placed anywhere. You can even stick them on
empty strategic points (units will
automatically try to take them), buildings (they'll be automatically
repaired, finished or garrisoned within) or even other units (they'll
Move to where the rally-pointed unit is
- but they won't follow it). Rally Points
are a great way to streamline your builds and manage your forces
more effectively. |
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SHIFT |
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What a useful
key this is. SHIFT is used, in time honoured
fashion, to queue up multiple orders. To
add additional orders to a unit with existing orders, press
and hold SHIFT, then add the new
order(s). You can assign multiple building and repair commands,
movement waypoints, and attack orders. Some commands can't be queued
up, like Attack Ground. (What a shame!)
Tip/Warning!
If you don't hold SHIFT, then your
current order countermands the existing one(s). Naturally enough! |
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CTRL+n |
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Following
more hallowed RTS traditions, pressing CTRL
and n (where n
is a number between 0 and 9)
allocates a group of selected units to a number.
This is known as a numbered selection.
Once you've set a group can can instantly reselect it later,
regardless of where it is on the map or whether its actually in
view on screen.
For example, you might assign 1 to several
squads of close combat troops by selecting them all and pressing
ctrl and 1 (grouping
your forces by role); or assigning numbers to individual squads
so you can micro them individually (and rapidly) without using the
mouse to select them first; or assign several small armies (with
all kinds of units within it) as numbered groups, so you can split
your forces into mixed taskforces, and send them off in two different
directions without losing control of them.
You can even assign a numbered selection to a production building
like a Barracks, so you can instantly cue up reinforcements without
having to drag yourself all the way back to your base to do so.
There's all kinds of ways you can use numbered selections.
Tip: Numbered selections can
overlap! You can assign your whole taskforce/army to one number,
assign all the Heavy Bolter squads within it to another, and then
your Hero, attached to one of those HB squads to a third. At any
point, you can assign orders to your whole army, part of it or to
a single squad all in a matter of seconds.
Tip: to add units to a numbered
selection, select the selection, hold down
SHIFT, select
the extra squads you want with your mouse, and then Ctrl
+ n that bigger selection again.
Tip: to select multiple selections
at once, hold down SHIFT, then type
the numbers you want to select. Easy! And fast.
Tip:
Wha-a-a-at?? You're NOT
using numbered selections?!
You fool! No wonder you're losing! :)
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n |
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Pressing
n (where n
is a number between 0 and 9)
selects a numbered selection you previously set.
It doesn't matter where it is on the map, or whether you can see
it. For example, hitting 3 selects the
units you designated under CTRL + 3.
For micromanaging squads, having a numbered selection no longer
means trying to chase specfic units inside the big, messy, confusing
mess of a fight. You can instantly select the right units
and give them the right orders without tripping over your
own feet.
Some examples: call in an instant artillery strike simply by pressing
the number you assigned to your artillery, G
(attack ground) and then the unfortunate enemies. You can disrupt
enemy Commanders, nasty Heavy Bolters or a swarm of close combat
troops in the same time it takes to touch type two keys and a make
mouse click. In fact, you can constantly chase an unhappy enemy
around you screen using numbered keys and artillery - provided they
stay in range, of course. Ahhh...
Tip:
Really - you can't go wrong. But for all this to work, you need
a little preparation and a game plan. How do you want to organise
your forces? As micro'ed single squads? A big messy army? Sort thgem
out by role? And don't forget, a bit of practise! Things can rapidly
spin out of control in a furious netgame, as we all know. No plan
survives contact with the enemy intact. Once you've got numbered
selections under your belt, you'll make life a lot easier for yourself
and you'll be able to apply them in other RTS games as well.
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nn |
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Pressing
n twice not
only selects the numbered selection, but snaps the camera back to
it. For example, hitting 3 twice
flicks the camera back to the units you designated under CTRL
+ 3. This is extremely useful for flicking from home base
to front line, or between different squads on multiple fronts or
in a big messy brawl. |
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Buildin' 'n' techin'
You REALLY do need to know how to quickly switch from the big fight
at the front line and apply an upgrade or start a new building in
a matter of seconds. Fumbling with the mouse and clicking GUI simply
won't cut it. You can take a LOT of pressure off yourself with a few
vital key presses... |
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Pressing
full stop cycles
to the next Builder, regardless of
its current activity or status. Like Ctrl+R
this is another of those incredibly useful shortcuts that lets you
continue building or repairing while you're busy elsewhere. |
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B |
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...Build
(B) brings
up all the structures that your Builder
can assemble. Individual structures have their own keyboard shortcuts
- too numerous to mention here. Actual building shortcuts vary wildly
different from army to army, and these are (or will be) described
in the individual army pages. |
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REpair
(E): gets your Builder to repair
a damaged structure or vehicle. You can simply use the right mouse
to select the item to fix - but anything that can garrison
units also uses this right mouse click as well. Much safer just to
use E! |
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DEL |
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DELetes
a selected structure or instantly snuffs one
selected unit or squad. If you have multiple items selected,
it will kill the highlighted squad (use TAB
to cycle through your potential victims). Repeated presses are required
to bump off the rest.
For buildings, it will ask for confirmation. When you destroy structures
(be they unfinished or not) you will get back only 50%
of the resources that were needed to make them. For a Headquarters,
you only get back 10%. |
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ctrl+R |
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Cycle
to the next building or structure with an available upgrade.
This is an essential short cut that lets you upgrade your base in
mere seconds rather than fumble around with your mouse. When you're
up to your eyeballs in a big fight, being able to continuously upgrade
back at your base is an important skill. |
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U |
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Upgrade
- most structures with only one upgrade will usually apply this keyboard
shortcut. In particular: a Headquarters Add-On,
any kind of Listening Post, defensive Turret,
Plasma Generator, or Orky Waaagh!
Tower. |
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