Hello @Bob F., welcome to the forums! I'm glad we've got some senior gamers, it's always nice to hear.
The most important hotkeys a beginner needs to know are the control group hotkeys, idle worker hotkey, batch training modifier and the production hotkeys.
Control group hotkeys:
- CTRL + any number from 0 to 9 - sets everything currently selected to the control group number
- any number from 0 to 9 - recall the control group from that number.
Idle worker hotkey is a period (.).
Batch training modifier is SHIFT by default.
Production hotkeys are z, x, c, v, etc...
You will learn other hotkeys as you play the game. I've been playing for a while now and even I don't know all of them.
I think short gameplay clips with captions could help a lot. I’d be happy to help cut a few from existing matches or streams if you’ve got source links handy.
I found the manual too sparse I had to look at the tips fo what should be in the manual ex the min map shows how many idle works you have , the top shows how many workers are on what resource if you add this to military that don't gather you find your total pop this should be in the manual . Wounded soldiers you have to sellect a group of soldiers to find one wounded then deselect to select one wounded only ,then press 0 and double click at the same time and you will select all wounded only So as I said the hotkey chart should be redone
The armor system should definitely be reworked to a 1-1 basis (I.e your 6 armor=6% resistance, while 65 armor=65% resistance). That would make it easier for both players (why does 6 armor mean 47% resistance?) and modders (how do I know if this is balanced I or not?).
I will bring up another point in this discussion, and that is the absolutely insane way that damage reduction works in this game.
Just take a look at this post.
An unit with 6 armor will have 47% damage reduction. So nearly 50% of all damage will be absorbed with just 6 armor! I think we all agree that this is most military units after a couple of upgrades. Most champions go above this value into 10 armor (65% DR) or more.
It's no wonder that most players try to maximize high burst damage, using hard-hitting ranged units like javelin throwers and slingers. It's ultimately a product of the game's math. Another thing to consider is that many units have both hack and piercing armor at similar levels, so it doesn't matter which type of damage they take, they will have the same DR.
Warcraft 3 has a similar system, but it also has proper counter system, so it is less noticeable there.
EDIT:
Here is the table for Warcraft 3.