It seems like a-move -> move would be more useful stutter-stepping towards your opponent (to get/stay in range of units ahead or units that are running away).
and move -> hold position would be most useful stutter-stepping away (to get a last shot in when retreating or to avoid/delay getting surrounded or closed in on).
The reccomended way is right click away (to move) and a click towards your opponent (but barely in front of your army. This allows your units to turn to attack, but not move too far. This is the most optimal way with a ball of units. With a small group (4-5) you can just do click hold.
I would just do what you feel most comfortable with. practice a few different ways. I personally like a+move ground then rclick move to cancel animation rinse & repeat
On December 10 2010 09:12 BridgesOut wrote: Are they all equal? Because the a-move -> move is exponentially harder since it's twice as many clicks
If it's just twice as many clicks, it's not exponentially harder - it's only twice as hard.
The differences aren't really that huge.
With all 3 methods, if there are enemy units within attacking distance, your units will stand in place and attack.
What changes if there aren't units within immediate attacking distance of your units:
A-move: your units will automatically move forward to attack, even if the enemy is out of the unit's sight range Stop command: your units will automatically move forward to attack, only if the enemy is in the unit's sight range Hold Command: your units won't move at all to try to attack a unit that isn't in attacking distance.
Hold Command is prob. the worst, and I would think A-move is the best. But the differences between any of the methods are small, and there may be specific situations where one is better than the other.
It's exponentially harder in the sense that it's twice as many click and ALSO that you have to make sure when you "a move" that you don't accidently hit your own troops.
I know it sounds easy but you'd be surprised at what can happen with 50+ guys, stimmed, getting studder stepped twice a second
lol I a-move stutter. The only problem is that I a-move the wrong way so if half my army is out of range then half of my army will continue running away while the other half gets blasted into little giblets D;
It's not any harder than stop or hold imo. More clicks =/= difficulty. That is like someone saying "Zerg early game is WAAAY harder than toss or Terran. I have to press S AND D to make my first drone AND I have to send out my first overlord. zomg Zerg imba!!"