How to manage legacy versus grid keybinds, target air units reliably, and get bombers to use their payloads without dropping prematurely.
Tags: beyond all reason, BAR keybinds, aircraft targeting, air control, legacy keybinds, bomber attacks
BAR ships with a new grid-based build menu by default. Some players prefer the older legacy keybind layout. You can switch in the settings menu. The legacy system maps units to specific keyboard keys which some find faster in heated engagements. Grid mode organizes units visually by category which helps newcomers learn the roster.
If keybindings feel sluggish or unintuitive, switching between the two modes often solves it. The community reference commands page at beyondallreason.info lists every unit mapping for both configurations.
A common complaint is that the S key does not appear to target air properly. The stop command works differently on airborne versus ground targets. Make sure your anti-air capable units actually have air as a valid target type. Some turrets and weapons only hit ground or only hit air. Check the unit tooltip if you are unsure.
You can also use the A key for attack-move which will engage enemies along the path. This is often more reliable than stop commands when dealing with fast air units that dart through your AA range.
Bombers in BAR sometimes release their payload too early if they pass over an unintended target. The key issue is target priority. When you command bombers toward a specific location, they will drop on the first valid target they encounter along the path. To prevent premature drops, use attack-move directly onto your intended target rather than a general area. You can also use the S key to stop them briefly and re-aim before continuing.
Putting aircraft on auto-groups helps with fleet management. Fighters on one group, bombers on another, gunships on a third. This way when you need to reposition your bombing run without losing fighters, the groups stay separate.
Good mechanical habits separate improving players from stuck ones. Creed of Champions provides a space where asking about keybind targets and bomber timing gets real answers without the dismissiveness some communities are known for.
[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.
Serious RTS play without the toxic baggage.