Gaming News

Command An Army Update 1: Every New Unit, Stat, and Evolution

Halberder, Javelineer, Spear Militia, Mace, and Flame Archer arrive with block damage tuned to crack shield walls.

Halberder, Javelineer, Spear Militia, Mace, and Flame Archer arrive with block damage tuned to crack shield walls.

Update 1 for Command An Army drops five troops into the roster, and they all share one job: chewing through shields. Halberder, Javelineer, Spear Militia, Mace, and Flame Archer carry block damage numbers far above their raw attack values, which is the game’s answer to defensive formations built around Spartans and shield walls.

Quick answer: Halberder, Javelineer, Spear Militia, and Mace pull from the Standard Banner for 50 gems per summon or 500 for a ten-pull. Flame Archer is not in the banner at all — you get it by evolving a 1-star Archer up through the 2-star and 3-star tiers.


The five new units in Update 1

The update window opened Saturday, September 12 at 3:00 AM and closes Saturday, September 19 at 4:00 AM. Four of the five troops sit alongside Crossbowman, Berserker, and Immortal on the Standard Banner. The fifth, Flame Archer, is an evolution-only 3-star unit, and the Halberder line stretches from a 2-star base into a 3-star Imperial Halberder.

Each troop fills a distinct slot. Mace is the pure damage option, Halberder trades speed for the highest block damage on the list, Javelineer throws from extreme range, and Spear Militia is a wall that barely hurts anything.


How to summon the new units

Launch Command An Army on Roblox and finish the tutorial if you have not already. The Codes button and the summon menu only become usable once you are spawned into the lobby.
Redeem codes for gems before you pull. Enter each one exactly as written in the Codes box and hit the redeem button; the gem counter updates immediately if it worked.
CodeReward
SHIELDBREAKER700 Gems
SORRY1,000 Gems
OPTIMIZE700 Gems
CONQUER500 Gems
WAR500 Gems
RELEASE500 Gems
Open the summon menu and select the Standard Banner. A single pull costs 50 gems and a ten-pull costs 500, so there is no bulk discount — ten singles and one ten-pull cost the same.
Standard Banner summon menu with Summon x1 and Summon x10 buttons and the gem balance
The Standard Banner summon screen, where a single pull costs 50 gems and a ten-pull costs 500. Image: Fight, Fight, Fight!
Check the Units screen. Anything you pulled shows up there with its full stat block and an Equip button. A summoned unit is not automatically usable — your account’s Star Limit caps the combined star value of everything you field at once, and the game refuses the equip if a troop would push you over.
Units screen showing Javelineer II equipped with its stat list and an Unequip button
The Units screen with Javelineer II equipped — the Unequip button confirms the troop is in your active loadout. Image: Fight, Fight, Fight!

New unit stats

Base numbers for the four summonable troops. Note how block damage runs two to five times higher than normal damage on every one of them except Spear Militia.

UnitHPDMGBlock DMGDPS
Halberder1991656.311.8
Javelineer16024488
Spear Militia2821018.47.4
Mace230255015.7
UnitSpeedBlockRange
Halberder16.108
Javelineer2066140
Spear Militia18.4708
Mace18.407

Halberder also carries a separate rush damage value of 11.8, which rises to 13.6 once the unit reaches its 3-star tier.

Upgraded tier stats

Star tiers scale everything roughly proportionally, so the role of each troop does not change as it climbs — it just holds the line longer.

UnitHPDMGBlock DMGBlockDPS
Halberder III228.918.459.8013.6
Javelineer II17626.452.8668.8
Spear Militia III324.311.518.480.58.5
Mace I241.526.252.5015.7

Why block damage matters against shield units

Block is a separate defensive value from HP. A troop with a high block stat, like a Spartan or a Shieldman, soaks hits through its shield before its health pool is touched. Block damage is the stat that grinds that shield down, and it is why a Halberder with only 16 attack still tears open a formation that a higher-damage unit bounces off.

That is the trade the new units make. Mace and Halberder both sit at 0 block themselves, so they break lines but cannot absorb a counterattack. Spear Militia inverts it entirely — 18.4 block damage is close to useless on offense, but an 80.5 block rating at 3-star makes it the sturdiest wall of the five.

Capture Base objective on screen with the ATTACK command issued to advancing blue troops
Issuing the ATTACK command during a Capture Base push — the moment block damage starts chewing through the enemy line. Image: Fight, Fight, Fight!

Evolution requirements and paths

Evolution is gated behind a single hard requirement. A unit must be level 20 before the evolve option unlocks, and the menu tells you exactly that until you hit the threshold. Below level 20 the button stays locked, no matter how many duplicates you have banked.

UnitEvolves into
Halberder IIIImperial Halberder III
Javelineer IIElite Javelineer II
Spear Militia IIISpear Vanguard III
Archer IIILongbowman III

Mace is the exception. It has no evolution path at all, so the version you pull is the version you keep — level it and ascend duplicates, but do not hold gems expecting an upgraded form.


How to get the Flame Archer

Flame Archer never appears on the Standard Banner, so pulling for it is wasted gems. It is a 3-star unit obtained by taking a standard 1-star Archer and evolving it through the 2-star and 3-star tiers. That means you need the Archer at level 20 before each evolution step will unlock.

Note: the Archer line has a second 3-star result in Longbowman III, so read the evolution screen before confirming — the path you pick determines which of the two you end up with.


How each new unit performs in a match

Mace is the most straightforward pick. With 15.7 DPS and 52.5 block damage at tier I, it handles defending formations without much setup, and it is the cleanest option for attackers who just need a point cracked open. The catch is zero block, so anything that survives the charge hits back hard.

Halberder III has the highest block damage in the update at 59.8, but it is also the slowest of the group at 16.1 speed with no block of its own. Enemy cavalry is its hard counter — a charge into a Halberder line that has not been screened will wipe it.

Javelineer is the standout utility pick because of its 140 range. It strips shields from well outside melee reach, which lets you soften a defensive wall before your frontline ever commits. The 176 HP at tier II means it dies fast if anything reaches it, so keep it behind a body.

Unit selection screen with Javelineer II highlighted and the Spawn button ready
Selecting Javelineer II on the deploy screen before spawning it behind the frontline. Image: Fight, Fight, Fight!

Spear Militia is a defensive tool and nothing else. At 324.3 HP and 80.5 block, a tier III group forms a genuine shield wall for holding an objective, but its 8.5 DPS means it will not close out a fight on its own. Pair it with something that actually deals damage behind the line, or it just delays a loss rather than preventing one.

Knight army advancing across open ground with the Capture Base objective active
A Capture Base push in progress, where slow defensive troops need damage support behind the wall. Image: Fight, Fight, Fight!

The practical takeaway is that none of the five is a standalone upgrade to your loadout. They are counters, tuned to punish the shield-heavy compositions that dominate point defense, and they work best slotted into a squad that already has a frontline and a damage source. If your losses are coming from enemy turtle formations you cannot crack, a Javelineer plus Mace pairing is the fastest fix; if you keep getting pushed off objectives, Spear Militia at 3-star is the one to level first.