The difference between an expert and a beginner is that the expert knows the exact mechanics of the game, which allows them to use their units and buildings to the limit. This page includes a few more or less known facts discovered by players over the years after the game's release. Some of this information might also be found in the description of some units, but here it is described in far greater detail.
This ingame command can be used by pressing the red palm button. It immediately aborts any actions taken by the unit. This means all other tactical commands are voided and the unit stops moving. The unit will still continue attacking and if not ordered to Hold Position will start moving again to get enemies in its firing range:
It is the fastest way to stop moving units to be able to attack enemies as it only takes one button press opposed to the double tap (2 taps) or patrol command (2 taps). This is especially valuable if units like Zeus are ambushed. (use Siege Mode on units who have it instead, as it also get units into firing position)
If timed right, this command can be used to turn around Vertex / Hawk directly after they shoot, which keeps them from flying over the enemy base. This is a very commonly used way of minimizing Air Defense /Anti-Air Tower damage to fighters.
This command can also forcfully turn around Thor / Albatross before they attack. This is especially usefull if you see your enemy units have relocated and allows you to avoid unnecessary damage to your bombers.
Force Firing means that you tell you units to fire at a specified location no matter what which can have quite a few useful side effects:
When force firing from a hill and hitting an enemy, your units won't be revealed as the game doesn't recognize them as attacking an enemy. The effect this creates is best compared to the ability of Chameleon (only works with units which have no secondary ground weapon). This is especially useful with Jaguars, Mammoths and Torrents.
If you know that there is a minefield, you can force fire at their location. By force firing the entire path before you, you can remove mines without needing to send in a Fortress. This is especially useful for Torrents, Zeus and to a lesser extent Hammers and Deltas. This trick works on both land and sea mines.
If the range of a unit is not enough to hit an enemy unit or building you can force fire at the edge your units' range. The splash damage caused by the shot will then be able to still hit enemies at slightly higher distance. This significantly decreases the damage dealt this way, but is better than not being able to hit the enemy at all. Torrents, Poseidons, Barracudas, and to a lesser extent, Alligators, Vikings, Zeus, Jaguars and Mammoths profit from this. The reason why the first 3 units profit from it so much is that they have a relatively big missile spread, which combined with the splash damage they deal, can allow you to damage enemies up to 3 cells beyond their max range.
It is possible to force fire a forest to kill units in it, allowing you to get rid of resistance infantry without the need for special scanner units like Cyclone
If you know the position of an enemy submarine, it is possible to attack it with Force Fire even if a unit does not have torpedoes. Please note that the damage dealt this way is significantly lower than normal, but still better than nothing.
Hold position keeps your units from moving away from their current position. They can still turn around on their current cell and shoot enemies:
Hold position can be used to keep your units on advantageous strategic positions like hills or choke-points without the enemy being able to bait it to move away.
It is also useful to keep your main force in the back while bombarding your enemy with siege units in front. This allows it to be very useful for siege type scenarios.
With the upcoming hero update, heroes now retain the hold position command as long as they are moved with the take position command.
This strategic button only appears if units of different speeds are selected together and allows them to move at the same speed:
It makes moving in a formation a lot easier. Allowing you to combine units which would normally not synergize well together. A prime example of this would be Hammer and Energy Shield as normally, the Energy Shields will quickly be left behind by the far more mobile Hammers, leaving them without their protection.
While units are in observation mode, they don't attack enemies, not even if they are attacked by them. It's main use is for scouting:
If you put resistance infantry into forests into observation mode, they become almost undetectable by normal means. Doing so is strongly recommended as it places scouts in your enemy's base which can't be removed without special units like Fire Assault or Cyclone.
Putting units in observation mode on hills allows them to spy on the opponent without being noticed till they either move troops on the hill on their own or build avia troops. This is especially useful with Cyclone and Dragonfly as there are hills inaccessible by ground units. Placing them gives you a spy that can only be discovered by other avia units, therefore making it especially useful against pure ground unit players.
This tactical command allows you to quickly place multiple units into formation. Units who have a Siege Mode will automatically enter it when they reach it:
There are tactics that require the simultaneous controll of over 4 unit groups in one army. One example being a Zeus / Torrent / Typhoon / Energy Shield army where manually relocating torrents and typhoons would take a lot of precious time otherwise.
Take position is the easiest way to create a Scattered Siege formation (description page following soon)
The quick order bar allows a player to produce new units, without having to select any of the production buildings, allowing one to keep their eyes on the battle but still ensure reinforcements arrive.
It also allows setting gathering points (separated by unit type) so that the units automatically gather where they are needed the most.
When selecting unit gather points it is possible to tap and hold a point to set it as only part of the way that units will go to. That way it is possible to let units move on a more secure path or to avoid path finding issues. A maximum of 4 waypoints can be set before the final destination has to be set.
This mechanic also extends to the patrol command and allows the player to patrol units between more than 2 positions.