Gaming Guide

Command an Army: 24 Pro Tips for Attacking, Defending, and Winning

The counters, commands, and unit picks that keep you controlling points and topping the scoreboard.

The counters, commands, and unit picks that keep you controlling points and topping the scoreboard.

Image: Fight, Fight, Fight!

Winning in Command an Army comes down to positioning, counters, and command timing rather than owning one overpowered troop. You fight on the battlefield yourself while directing a loadout of up to four units, so the players who top the scoreboard are the ones who move fast, protect their weak troops, and pick fights they can win. The tactics below cover attacking, defending, lineups, and progression.

Quick answer: Rush (B) doubles unit movement speed, flank archers with Scout Riders, hold capture points with Spartans in a tight circle, and break shield turtles with Mace units.


The unit counter system

Every matchup follows a fixed rock-paper-scissors loop. Learn it and you stop feeding units into fights they are built to lose. Each type has one class it punishes and one class that punishes it.

Unit typeStrong againstWeak against
ShieldsHammersSpearmen
SpearmenShieldsCavalry
CavalrySpearmenArchers
ArchersCavalryHammers
HammersArchersShields

The practical read is simple. Send cavalry at spearmen and archers, keep spears in front of charging riders, and put hammers on ranged clusters. When you can, review the enemy loadout on the pre-match screen and build a lineup that answers what they field.


Attacking tactics that win capture points

Attacking is about controlled momentum. You want to reach objectives quickly, break weak spots, and keep fighting alongside your troops so you earn shared damage and score.

Rush the first capture points

The Rush command (B) moves units at roughly double their normal follow speed. Spam it at the start of a round to beat the enemy to the opening capture points before they can set up. Standard Follow is C, Hold is X, and Attack is V.

Flank with Scout Riders

Spawn Scout Riders first and swing them around the sides of walled and castle maps. Charging from a blind angle lets 4-star lance riders one-hit exposed archers and other ranged troops before they react. Cavalry burst damage is highest when the charge lands from behind.

Never attack alone

Do not throw single units into a defended point. Wait for NPC militia or teammates to group up, then push together. Suiciding troops one at a time just feeds the enemy score and reinforcements.

Tip #3: Never Attack Alone01:42Tip #3: Never Attack Alone
Wait for your units and teammates to stack up on the rush lane before you commit to a capture point. Shown at 01:42 in Chrisu’s video. Image: Fight, Fight, Fight!

Capture enemy camps

Taking an enemy camp cuts their reinforcements and turns the camp into a forward spawn point for your side. Standing inside a camp’s red boundary circle also pauses the enemy’s respawns, so holding that space delays their whole army even before you fully secure it.

Tip #6: Capture Camps02:53Tip #6: Capture Camps
Standing inside the camp circle lets you convert it into a forward spawn while stalling enemy respawns. Shown at 02:53 in Chrisu’s video. Image: Fight, Fight, Fight!

Commit to an all-in push

A coordinated assault beats a trickle of units. Lead with Mace troops to shatter shields, bring Immortals for damage, and send lances around the flank at the same time. When the frontline breaks and your flank hits at once, defenses collapse fast.

Tip #7: All-IN Attack03:13Tip #7: All-IN Attack
Mace units lead the all-in push, breaking shielded defenders while your flank swings in behind them. Shown at 03:13 in Chrisu’s video. Image: Fight, Fight, Fight!

Retreat from losing fights

Preserving units matters as much as scoring kills. Pull back from hard-countered matchups and losing brawls instead of trading your whole loadout for nothing. A live army that regroups wins the next objective; a dead one hands the enemy the map.

Tip #10: Avoid Losing Fights04:16Tip #10: Avoid Losing Fights
Getting swarmed like this is the cue to disengage and preserve your units rather than trade them away. Shown at 04:16 in Chrisu’s video. Image: Fight, Fight, Fight!

Defensive tactics for holding objectives

On defense, field tanky units over pure attackers. Spartans, Shieldmen, Archers, and Guardmen hold ground far better than glass-cannon troops that die on contact.

Use wall cannons on fortress maps

Castle and wooden-wall maps have mounted cannons that fire area artillery. A direct hit wipes clustered troops in about three shots, so man them whenever the map provides one and aim into packed enemy pushes.

Protect your archers

Ranged units melt in close combat, so keep them in safe rear positions behind a frontline. Their biggest threat is flanking Scout Riders, so watch the sides and never leave archers standing alone at the edge of a formation.

Tip #12: Protect Archers05:07Tip #12: Protect Archers
Keep archers behind cover and a frontline so charging cavalry cannot reach them from the sides. Shown at 05:07 in Chrisu’s video. Image: Fight, Fight, Fight!

Hold a defensive circle

Order Spartans and spear units to Hold Position on a capture point and they pack into a tight circular phalanx. That formation absorbs swarming attacks and keeps the objective contested while your damage dealers work from behind it.

Block Scout Rider charges

Spear and shield formations stop charging cavalry cold. Line them up facing the direction riders come from, and keep scanning your stronghold flanks and blind spots so a rush never catches you side-on.

Tip #14: Block Scout Rider05:53Tip #14: Block Scout Rider
A braced spear-and-shield line is the direct answer to charging Scout Riders. Shown at 05:53 in Chrisu’s video. Image: Fight, Fight, Fight!

Best units and lineups

These are the standout picks for each role. Match the unit to the job rather than stacking one archetype.

UnitRoleStandout stat
Samurai IBalanced attack and defense38.1 DPS
SpartanDefensive frontline126 block, 23.4 DPS
Scout Rider IIICavalry flanker28.8 speed, 14 rush damage
Mace IIIAnti-shield176 block damage
ImmortalDedicated attackerHigh damage output

Samurai I is the top all-rounder, with enough damage to carry both attack and defense from one slot. Spartan is the premier turtling unit for holding positions, while Scout Rider III owns open maps thanks to its speed and burst rush damage. Immortal is the pick when you just want raw offense.

Mace III is the specific counter to shield turtling. Its high block damage shatters shielded formations and deals bonus damage to shields and Spartans, so keep one ready whenever an enemy leans on a wall of defenders.

There is no single loadout that wins every match. Terrain, objectives, and the enemy’s units all change the right answer, so adjust your four slots per map.


Beginner setup and progression

Early on, focus on a small pool of units that are easy to evolve and cover the core roles. These three give a beginner a flexible, low-cost foundation.

  • Scout Rider III — fast cavalry that evolves into high-damage lance units for flanking.
  • Archer III — safe ranged damage that evolves into Longbowman III.
  • Halberdier III — dependable infantry that counters cavalry and guards against flanking attacks.

Evolutions unlock at a set mastery level. Archer III becomes Longbowman III once the unit reaches Level 20, and the same threshold gates other evolution paths, so level your core picks before chasing new ones.

When you move to advanced units, split your investment across roles. Immortal covers attack, Spartan anchors defense, and Samurai handles everything in between. With the counters memorized and your commands tight, staying calm and reading each objective is what turns those picks into consistent MVP finishes.