There is none for attacking anything "along their way".
There is CTRL+ALT for guard move, which only makes them attack anything near the clicked target location.
For guarding along their way you would have to place a waypoint path and use guard move on the first waypoint (you can see a special guard waypoint cursor)
I'm not sure if they also guard along the waypoint path. It might be necessary to place lots of waypoints which are close enough together, so their guard areas are overlapping.
e.g. a unit with weapon Range=5 would guard a 10 cell radius area. (guard area is twice weapon range)
with waypoints further apart than 20 cells, you would have gaps in the guarded path where the unit would ignore enemies when moving along the waypoint path.
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@TAK: Ctrl+Shift doesn't exist. It's like Ctrl force attack _________________ SHP Artist of Twisted Insurrection: Nod buildings
For guarding along their way you would have to place a waypoint path and use guard move on the first waypoint (you can see a special guard waypoint cursor)
I'm not sure if they also guard along the waypoint path. It might be necessary to place lots of waypoints which are close enough together, so their guard areas are overlapping.
Waypoint patrols scan for targets along the route, not just at the nodes. It's not a true attack move though, because they will stop to attack and destroy the target before resuming patrol.
Units with turrets can attack a specific target while moving. This is done by queueing commands (Q-move). To do this, select the unit, hold Q, click on the target, and issue the movement command(s). As long as the Q key is held, the commands will be queued, and the unit will execute them in order, similar to RA2's waypoint mode. _________________
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