In gaming, micromanagement are minor, detailed gameplay elements that must be manually addressed by the player. It appears in a wide range of games and genres, including strategy video games, construction and management simulations, and pet-raising simulations. Micromanagement has been perceived in different ways by game designers and players for many years: some perceive it as a useful addition to games that adds options and technique to the gameplay, something that is necessary if the game is to support top-level competitions; some enjoy opportunities to use tactical skill in strategic games; others regard it as an unwelcomed distraction from higher levels of strategic thinking and dislike having to do a lot of detailed work. Some developers attempt to minimize micromanagement in a game's interface for this reason.
Detailed management of units in combat aims to maximize damage given to enemy units and minimize damage to the player's units. For standard combat units the most common techniques are: grouping units into formations, for example to keep lightly armored shooters behind and protected by more heavily armored melee units; concentrating the fire of all ranged units on one target and then a second, etc., to destroy threats as fast as possible; withdrawing seriously damaged units from combat, if repairing / healing them is cheaper than replacing them; "dancing" units that have taken some damage out of enemy weapons range and then back into combat once the enemy have locked on to another target; using military tactics such as flanking and counterattacks; exploiting nontransitive ("circle of death" or "rock-paper-scissors") power relationships between units; using cheap units to draw the enemy's fire away from more expensive units, gameplay especially typical of games of the real-time tactics type. Micromanagement is even more necessary for units with special abilities, that can only be used infrequently. "Micromanagement" in this sense is often abbreviated to "micro", which can be used as a noun or a verb.