Gaming How-To

Command An Army: How to Attack and Defend on Roblox

The four squadron commands, the capture point order, and what each role has to do to win a round.

The four squadron commands, the capture point order, and what each role has to do to win a round.

Every round in Command An Army starts by handing your team one of two jobs. You are either the ATTACKER, pushing through a chain of objectives, or the DEFENDER, stopping that push before it reaches your base. Your class, your four equipped troops, and the orders you give them all serve that one assignment, and kills count for nothing on their own.

Quick answer: As the attacker, keep your squad on Follow (press C), take Capture Point A, then Capture Point B, then reach the Capture Base. As the defender, set troops to Hold on the routes leading into each point and stop the attackers before the base falls. A win pays out roughly 75 Gems.


Attacker and defender objectives in a Command An Army round

Matches are small, team-versus-team fights on 12-player servers, and the win condition runs entirely through objectives. The attacking side works down a fixed chain of points. The defending side only has to make the clock and the terrain do the work.

RoleWhat you have to do
ATTACKERMove onto Capture Point A, secure Capture Point B, then push to the Capture Base
DEFENDERHold the approaches to each point and stop the push before the base is taken
BothField up to four troops, capped by your Star Limit, plus your own class character

Your class choice — Assassin, Sword & Shield, or Hammer — changes only how your own character fights. It has no effect on what your troops do. Hammer hits hardest but moves slowly, Assassin is fast with strong single-target damage, and Sword & Shield sits in between. You can pay Gems to switch between matches, so the pick is not permanent.

Cannons are placed on the map and can be fired at a defended point before you commit troops to it. That is the cheapest way to thin out a dug-in line.


The four squadron commands and what they actually do

Every troop you bring answers the same four orders, and the tutorial walks you through all of them. Learn Hold first — the tutorial tests it directly, and it is the order that keeps a defense from unravelling.

CommandEffectWhen to use it
Follow (C)Troops trail your character as you moveCrossing open ground, gathering the army, walking onto a cleared point
HoldTroops stay on a fixed spot and defend itSitting on a captured point or blocking a corridor
AttackTroops engage a target you designateA committed fight against a specific enemy group
RushTroops charge forward aggressivelyChasing a retreating enemy before they regroup

Press R to mount a horse and cross the map faster. Mounts matter more than they look, because reaching a capture point ahead of the enemy, or riding back to your own line after a fight, is often what decides the round. Ability keys sit alongside them — Heal is bound to H and restores nearby allied troops, and Block is on F.


How to defend a base and hold a capture point

Pick Defender on the role selection screen, then choose your unit class from the auto-spawn menu. The round opens with a prompt naming the position you have to hold, and your troops spawn with you.
Defend Base objective active while the player and allied troops hold the blue base zone
The Defend Base objective stays active while your team keeps the blue zone. Image: Fight, Fight, Fight!
Move your army to the approaches rather than stacking everything on the point itself. Narrow ground such as a canyon pass is where a defensive line is worth the most, because attackers have to feed into it a few units at a time.
Set the line with Hold. Shieldmen go in front to absorb pressure, ranged troops sit behind them, and Spear units cover the lane cavalry would charge down. Ranged troops die fast in melee, so nothing should be able to reach them without going through a shield first.
Keep part of your force uncommitted. If everything is thrown at the first threat, a second group walking in from another route takes the point unopposed.
Counterattack only once the enemy push has broken up. When the attacking army is scattered, switch from Hold to Attack, or use Rush on units that are already pulling back.

Tip: do not chase attackers across the map. Every step you take away from the objective is ground the next wave gets for free.


How to attack and capture points as the attacker

Gather everything before you move. Press C so the whole squad follows you, and travel to the objective as one body instead of letting units trickle in.
Player advancing toward the objective with troops following, Attack button visible on screen
Troops set to Follow move with you toward the objective, with the Attack command ready on screen. Image: Fight, Fight, Fight!
Read the enemy line before you commit. A shield front with archers behind it will grind a frontal charge down, and cavalry sent into a prepared spear line gets punished immediately.
Use a cannon on the point if one is in reach, or send a flanking group around the side. Getting behind a defensive formation and reaching the archers is usually faster than breaking the shields from the front.
Trigger Attack and designate the target group. This is the moment the fight is decided, so your own character should be in it too rather than standing back.
Attack command active as the Berserker fights a surrounding group of enemy units
With the Attack command active, your troops engage the designated group while your character fights alongside them. Image: Fight, Fight, Fight!
Use your abilities during the fight rather than saving them. Heal keeps damaged troops in the line, and Block covers you while you work around the side of an enemy shield wall.
Player triggering a highlighted attack ability into a crowd of enemy troops
Class abilities are meant to be spent inside the fight, not held back. Image: Fight, Fight, Fight!
Once the area is clear, bring your troops onto the point with you and capture it. Standing on an objective alone is how a capture gets reversed the moment defenders return.
Leave troops behind on Hold before moving to the next objective, then push to Capture Point B and finally the Capture Base.
Hero character fighting enemy units while the objective banner stays on screen
Your own character can swing the fight, but the objective banner is what actually ends the round. Image: Fight, Fight, Fight!

Formations and unit matchups that decide the fight

Troops can be set into formations as well as given orders, and the formation should match the job. A Triangle concentrates a charge on a single spot and suits fast cavalry. A Shield Wall lines shield bearers up to blunt an incoming push and pairs naturally with Hold. The turtle-style approach — shields forward, ranged troops tucked behind — is the standard way to lock down a point.

Unit typeJobLoses to
Sword and ShieldGeneral-purpose frontlineBeing outnumbered or flanked
ShieldmenAbsorb pressure, hold narrow groundAttacks from behind the line
Spear unitsAnti-cavalry, punish chargesRanged fire while they stand still
Ranged unitsDamage from behind the frontlineAnything that reaches melee range
CavalryFlanking, chasing, fast repositioningCharging into a prepared spear line

Star rating shows rarity, not battlefield value. A lower-star troop that has been upgraded and ascended can outperform a freshly summoned four-star unit, so judge a troop by how long it survives and how quickly it clears a point. Your Star Limit caps the combined star total you can field at once and rises as your account levels, which is why early loadouts lean on starter troops like Mercenary, Shieldman, Spearman, and Archer.


How to confirm a capture, and why pushes fail

You know a capture went through when the objective banner switches to the next point in the chain — A gives way to B, and B gives way to the Capture Base. The round ends the moment attackers reach the base, or when defenders keep them off it. Winning pays out around 75 Gems, which feed summons and upgrades.

What went wrongWhy the objective did not flip
Troops arrived in piecesDefenders killed each group separately before the point was contested
Charged the shield frontA prepared line with ranged support grinds a direct push down
Captured, then leftThe point was retaken as soon as the army moved on
Chased retreating enemiesThe army walked away from the objective it was supposed to take
Everything committed at onceNo reserve left to answer a second route or a counterattack

If the commands themselves are the problem, run the tutorial again. It covers Follow, Hold, Attack, and Rush, along with spawning units, destroying gates, and capturing an objective, and it hands out starter troops on completion.


The habit that carries across both roles is switching mindset the instant the objective changes. An attacking formation that has just taken a point needs to become a defensive one before the next wave arrives, and a defense that has broken an enemy push should regroup and move forward together rather than piece by piece.