I am very excited that formations will be back in A18. Unfortunately in the current state, formations are not quite there yet imo. The amazing thing about formations is that units can be moved long distances without looking a like a bunch of ants making a B-line to the nearest dropped ice cream cone. This is a huge bonus that will improve gameplay immensely!! However, the problem lies with attacking while in formation. When attacking (control + right click, right click, queued attacks with shift + right click), after every right click the units decide to reform which wastes movement (e.g. a unit decides to run away from his enemy to reform). This makes microing units with formations ‘on’ extremely impractical and even exploitable. Here’s an example why: One trick I use for micro is to pull back units which are being damaged. Any units that are ‘locked on’ to attack these damaged units will follow them into my melee or oncoming ranged attack. The correct response of my opponent in this situation is to counter this micro trick with a control + right click to reset his units to attack the nearest enemies. But if my opponent has formations on, my micro trick exploits my opponent even more because units waste movement (and thus attack) by reforming their formation with every control + right click. So, as far as I’m concerned formations are great until you decide to attack at which point they should be temporarily disabled for the selected group. Here’s the pseudo-code that I think might fix these issues: Input: Select group Input: Turn formation ON Engine: Scan for input Input: Attack (control + right click, right click, queued attacks with shift + right click) Engine: Disable formation of selected group (or enable non-formation attack behaviour) Engine: Perform attack(s) Engine: IF(Input == right click (move) { Re-enable formation Move selected group } The only useful exception to this might be if one wished to keep a pack of archers in a tight formation to deter flanking melee attack. In this case, we might amend the above pseudo-code by adding: IF(Stand ground behaviour = TRUE && Input: Attack) Skip formation disable (or enable non-formation attack behaviour), directly before the Engine: “Disable formation” step. The only caveat I can see to this is if disabling a formation causes units to move in any way, which would again waste movement. Is anyone else noticing this during attack micro? Thanks for reading Keep up the great work all !!