Understanding Fight Move and Box Selection for Unit Positioning in BAR

Fight move is one of the most powerful control tools in BAR, but unit placement when using it can feel unpredictable. Here is how the mechanic works and how to use it effectively.

Tags: fight move, unit positioning, controls, micro, beyond all reason

What fight move does

Fight move sends your units toward a target area while maintaining combat readiness. Unlike a standard move command, units using fight move will engage enemies they encounter along the path rather than ignoring them.

When you use fight move with a left-click drag to select a box area, the units will fan out across that box. The problem players run into is that units do not always distribute evenly. They tend to arrange in chunks, which can create weak spots in your battle line if you have mixed unit types or lower-health units.

Why units bunch up

The pathfinding and formation logic behind fight move is not purely geometric. Units factor in their movement speed, current position, and the terrain between where they are and where you told them to go. Faster units reach the front of the formation first. Slower units trail behind. When you have a mixed force, this creates natural gaps.

Fight move with box selection tries to spread units across the designated area, but the algorithm prioritizes getting units into combat range rather than creating a perfectly even line. That means your slower or weaker units can end up clustered behind stronger ones, leaving sections of your front thinner than expected.

How to work around it

There are a few practical approaches:

Custom widgets can help

The BAR community builds custom widgets that improve unit positioning beyond the default tools. If the default fight move behavior frustrates you, check the community widget channels for positioning and formation helpers that other players have shared.

Creed of Champions

Learning unit control is significantly easier when you have people to practice with. Creed of Champions runs training sessions where experienced players help newer members work through mechanics like fight move positioning in a supportive environment.

[Crd] The removal of toxicity, the goal of fun and learning, makes for a refreshing spot to play and spend time. It has also made a game with plenty of complexity a bit less daunting to dive into.

Competitive play without the team-blame culture. That is what makes the difference.