Troops in Command An Army do not win fights on their stat sheet. They win because someone told them where to stand. The five orders you can issue — Follow, Attack, Hold, Rush, and Aim — decide whether your archers get to fire for thirty seconds or get run down in five, and they matter more than which unit you pulled from the last summon.
Quick answer: Put ranged units on Hold behind your melee line, use Follow to move or regroup your army, Attack to engage whatever is in front of you, Aim to focus a single dangerous target, and save Rush for an enemy that is already retreating or broken.
All five troop commands and what they do
Each order changes how your squad behaves until you replace it with another one. Nothing is permanent, and switching mid-fight is normal — the skill is knowing which state your troops should be in at any given second.
| Command | What your troops do | Best moment to use it |
|---|---|---|
| FOLLOW | Stick with your character and move where you move | Troops are scattered, you are rotating to a new point, or you need to pull out of a bad spot |
| ATTACK | Actively engage enemies near them | Pushing an enemy formation, fighting over an objective, clearing leftover troops |
| HOLD | Stay where they are and fight from that spot | Keeping archers and crossbowmen behind the line, or defending a capture point |
| RUSH | Charge forward aggressively | The enemy is weak, retreating, or their line is already cracking |
| AIM | Concentrate on one target or area you designate | Deleting a high-value enemy or steering ranged fire in a messy fight |
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Add to Google Preferences →Hold: the command that keeps your ranged units alive
Hold is the most underused order in the game and the one that changes defenses the most. Archers and crossbowmen left on their own will wander into melee range and die for nothing. Set them to Hold behind your frontline and they keep firing from a position that never moves into a sword.
The standard defensive setup follows from that. Melee units — sword and shield troops, shieldmen, spearmen — form the wall. Ranged units sit behind them on Hold. The frontline absorbs the charge, the back line does the damage, and the attacker has to break through both.
The same logic applies to capture points. If your job is to keep an objective, parking troops on Hold around it is far more reliable than chasing enemy players across the map with them.
Follow: regrouping and moving between objectives
Follow glues your squad to your character. It is the order you use every time the battlefield resets — after a fight ends, when your units are strung out across the map, or when you are riding toward the next capture point and want everyone to arrive at the same time.
It is also an escape button. If a push has gone badly and your troops are being picked apart, calling Follow and walking away saves more units than any heroic last stand. On PC, the C key issues the follow order.

You know it worked when the squad clusters around your character and travels with you instead of drifting back toward the last thing they were shooting at.
Attack vs Rush: how hard to commit
Attack and Rush both send troops forward, but they are not interchangeable. Attack is the measured version — troops engage whatever is close to them while staying roughly where the fight is. It is the right call for pushing into an enemy formation, contesting an objective, or mopping up stragglers.

What Attack is not is a default setting. Throwing it at an army that is visibly bigger or better positioned than yours just feeds them kills. If the enemy has a prepared line with shields in front and archers behind, walking into it head-on rarely ends well.
Rush is the committed charge. It belongs to one situation: the enemy is already losing. Use it when they are running, when their formation has broken, or when you can clearly punch through a thin section of their line. The cost of using it early is that your troops sprint past your teammates, end up isolated, and get surrounded.

Note: distance is the tell. If your rushing troops have left the rest of your team behind on the minimap, you have overextended and should pull them back with Follow.
Aim: focus fire on the target that matters
Aim points your army at a specific enemy or area rather than letting each unit pick its own target. Targeted enemies get a red highlight, so you can confirm the order landed before anything swings.
Three cases make it worth the extra input. A high-value enemy — an upgraded unit or a player carrying a fight — dies much faster to concentrated damage. A chaotic scrum where your troops are spread across five different targets gets resolved by picking one. And ranged units, which otherwise scatter their shots, hit much harder when they all fire at the same thing.
Chaining commands during a push
The commands are designed to be used in sequence, not picked once per match. A clean push runs through four of them in order.

Which commands to learn first
Three orders cover almost every situation you will hit in your first matches: Follow to move and regroup, Attack to engage, and Hold to defend. Get comfortable switching between those and you already control your army better than most players charging blindly at a capture point.
Aim and Rush are refinements. Add Aim once you can tell which enemy on the field is the real problem, and add Rush once you can read when a line is genuinely breaking rather than just shuffling backward.
Better troops help, but they do not fix bad orders. A high-tier unit standing in the open with no frontline dies the same as a cheap one. Deciding when your army moves, when it stops, when it engages, and when it commits is what carries objectives — the units just execute it.






