<PAGENAME>Advanced
<H>Manual Terminology

<h>Counter
This is a unit, tactic, unitcombo, or strategy that beats another unit, tactic, unitcombo or strategy. Fighters counter Vashp for example.

<h>For cost
When I say that Flash can kill Peewees for cost it means that a force consisting of Flashes can beat a Peewee force that cost more. This does not neccessarily mean that Flash is a counter to Peewees even though they might be a counter under some circumstances like on a flat map for example.

<h>Overrun
When a more costly force can rush an enemy to which they normally wouldn't make cost but because of their speed and size they can still kill more enemies in cost than they lose.

<h>Outmaneuver
This is outmaneuvering another force or type of unit as means of overrunning the enemy or attack where the enemy can't defend. Typically, Stumpies and Raiders can outmaneuver Rockos and Storms and then overrun them even though they technically wouldn't make cost straight up.

<h>Kiting
Kiting is using faster units that have longer range than the enemy and keeping them out of range without the enemy being able to return fire. Typically, Flash and Instigators can kite Peewees and AK's, Greyhounds( Tech 2 Antiarmor-Skirmish tank ) can kite Goliath( Tech 2 Heavy Assault Tank ).

<h>Outranging
When you are outranging the enemy but doesn't have enough speed to kite the enemy. You typically wanna outrange the opponent for as long as possible. If the enemy is trying to overrun your Hammers with Peewees you typically wanna move away from the incoming enemy Peewees so that your Hammers outrange the Peewees for as long possible to give your Hammers more time to deal damage to the Peewees before they deal damage to the Hammers.

<h>Kiting with Speed
Units lead their target because units with slow projectile velocity have a very hard time hitting moving units otherwise. When a unit are on the edge of the range of a weapon and the unit is moving away from the weapon, that weapon would have to lead out of it's range to hit the enemy. However since that the weapon would have to aim somewhere out of range it won't fire. This gives the person moving back an important advantage when Hammers fight Hammers for example. Even though they both have the same range and speed the retreating Hammers can kite with speed.

<h>Skirmishing
Skirmishing is the act of outranging or kiting the enemy. Skirmishes between Hammers and Thuds are frequent and you have to consider Kiting with speed before you push against similar ranged units in a skirmish.

<H>Early Vehicle Harassment

<h>Jeffy and Weasel micro
Jeffy and Weasel got enough LoS ( Line of Site ) to avoid enemy units if you pay attention to them. They can harass outlying mexes and relay the position of the enemy comtower for a cheap price. Their slope tolerance is higher than other vehicles so they can go on places where other vehicles can't go. If you keep microing them you can force the defending player to tie up his forces defending rather than harassing you.

<listpics>armfav|corfav
<listnames>Jeffy|Weasel

<h>Early Harassment
<list>Early harassment is a great way to get ahead at the start of the game if you can kill outlying mexes and constructors.
<list>The command tower have a defence with about 1350 range so going too close to the tower with lone units is unlikely to payoff.
<list>The build range of the the command range is larger than the defence range so it is quite possible to kill mexes on the edge of the buildrange.
<list>It is also quite possible to dodge missile of the ARM command tower if you turn around just as you hear the missile launch from the command tower.
<list>If you do it right your unit will run out of Line of Sight before the missile reach your unit and it will miss provided that the enemy doesn't have radar on your unit.
<list>Knowing the placement and range of the comtower is essential to early harassment.
<list>Try to figure out where you would have placed your command tower in order to reach as many mexes as possible and try to figure out which mexes will be out of the defensive range.
<list>Peewees are excellent for early harassment as they can take 2-3 shoots from the starting building and are relatively cheap if you want to harass the enemy further into the defense range.
<list>If you send in 5-10 pewees it will most likely payoff if you kill 3-5 mexes.
<list>And remember. If you have units on several sides of the comtower you can run in from all directions because the comtower won't be able to kill units faster anyway.

<h>Countering Early Harassment
<list>Making 2-3 constructors at the start of the game is usually begging to get harassed.
<list>If you have radar coverage you are able to see enemy troop movements and counter the enemy harassment easier.
<list>Although a radar cost like 6 peewees in energy so I recommend getting mobile units first. This is where the vehicle advantage is at its' best.
<list>Vehicles are faster and can effectively kite peewees and AKs so they are both better at countering kbot harassment and harassing a kbot player.
<list>Defensive turrets should only be used as a last resort to protect your mexes if your ground forces are somewhere else as turrets are pretty expensive and can be overrun by Peewees for cost.
