Attack Guide - Command An Army Wiki
Breaking a defended position comes down to timing and discipline, not raw troop count. Here is how to gather your squad, pick the right capture point and commit when the moment is truly right.
Overview
Attacking in Command An Army is about tempo, not raw numbers. You win by choosing a reachable point, gathering your troops first, and committing the whole squad together instead of feeding single units into a defended zone. This page covers the Defense Guide matchup you are trying to crack.
Every push starts before contact. Read the map, agree on which point your team will take, and make sure your squad can still hold ground after the fight. The Best Strategy page explains how that positional thinking wins close games.
Attack Breakdown Video
This showcase video follows a samurai-themed army trying to break a fortified defense, which is the exact problem every attacker faces. Watch how the creator groups troops, picks the moment to commit, and reacts when the push stalls. Pair it with the Best Units page to see which troops carry a push.
Opening Push Sequence
The first contact decides most matches. Move as one body toward the central point, arrive before the enemy sets up, and only then switch from movement to combat orders. Rushing in piecemeal hands free kills to a defender who is already dug in, as the Beginner Guide warns.
Once the point flips, do not chase. Hold the zone, check whether your squad can survive a counter-push, then rotate to the next objective together. Chasing scattered kills is the fastest way to lose a won point, and the Defense Guide shows how defenders punish it.
Gather your troops
Use Follow to pull your squad together before you move; never push with a partial force.
Approach the point
Move the whole group toward the central capture point and arrive before the enemy can set up.
Commit together
Switch to Attack or Rush only once everyone is in position and the target is reachable.
Secure and rotate
Hold the captured point briefly, recover, then advance to the next objective as one unit.
Capture Points in the Right Order
Point order matters more than point count. Take the objective your team can actually reach and hold, secure it, then expand from that footing. Overextending to a far point usually ends with your squad split and the enemy retaking everything, exactly as the Tips and Tricks page explains.
Only one unit needs to stand inside the zone to keep it ticking, so screen the point with the rest of your force instead of stacking everyone on it. Defenders know this and will punish a crowd, so keep your line spread and watch the flanks as the Defense Guide describes.
Timing beats raw troop count. Push the moment the enemy is distracted or split, and pull back the second your squad is depleted. A patient attacker who regroups will always out-score one who keeps throwing weakened troops at a fortified line, and the Auto Attack page explains why reacting late costs matches.
Order Commands at a Glance
Command An Army gives you four formation orders, and using the wrong one at the wrong moment is how a push collapses. Learn what each command does, then chain them in sequence instead of mashing every button. The Ultimate Guide and the Build the Biggest Army page both build on these basics.
| Command | What It Does | Best Time |
|---|---|---|
| Follow | Gather and move your troops | Before contact |
| Hold | Keep units planted in place | On a captured point |
| Attack | Engage the nearest enemy | Default combat order |
| Rush | Sprint and commit hard | With a numbers edge |
Habits of a Strong Attacker
Winning attackers share a handful of habits that have nothing to do with luck. They gather before they move, they commit as one, and they never leave a captured point unguarded. Build these and your squad outperforms stronger rosters, which is the core idea behind the Best Classes picks.
Coordination multiplies everything. Call your target, wait for your squad to be ready, and punish enemy mistakes together instead of trickling in alone. A grouped force of average troops reliably beats a scattered group of elites, so queue with friends using the Team Up guide whenever you can.
Read the map
Track which lanes are winning and push the point of greatest leverage.
Group up first
Never enter a fight with a partial squad; gather before you commit.
Take points in order
Secure reachable ground before you expand toward deeper objectives.
Watch the flanks
Screen the point and cover side routes so cavalry cannot collapse on you.
Pre-Push Checklist
Run through this list before you commit to a fight. It condenses the whole attack layer into habits that work at every skill level, and it only takes a few seconds to check. Review it whenever you notice yourself autopiloting, then compare notes with the Noob to Pro progression path.
Attacking well is a repeatable routine rather than a burst of aggression. Gather, approach, commit, secure, and rotate, over and over until the match ends. The squad that follows that loop simply makes fewer mistakes than the one chasing highlight kills, and the Gems Guide helps fund the troops that make it work.
- Gather your whole squad before moving.
- Take the nearest reachable point first.
- Screen the zone instead of stacking on it.
- Hold after a capture; do not chase.
- Regroup the moment your force is depleted.
- Save Rush for a broken enemy line.
Frequently Asked Questions
How do I attack a defended point?
Gather your whole squad, approach from more than one angle, and commit together rather than feeding single units. Force the defender to split attention, then overwhelm one side of the line.
What order should I use commands in?
Open with Follow to march, switch to Hold on arrival, then call Attack on contact. Save Rush for when the enemy line is already breaking, never for the first push.
Should I chase enemies after a fight?
No. Chasing pulls your squad off the point and lets the defender retake it. Secure the ground, recover, then move to the next objective as one group.
How many points should I hold at once?
Hold what you can actually defend. One secure point beats three contested ones, because a scattered squad cannot protect either from a coordinated counter-push.
Which troops are best on attack?
Mobile, high-damage units and cavalry flankers excel. See the Best Units page for the current picks that break a stacked defense cleanly.
Why does my push keep stalling?
Usually because you arrive in pieces or blow Rush too early. Move as one body, commit at full strength, and reset before chaining another attack into the same defended ground.
Do codes help me attack better?
Indirectly. Codes grant gems that fund stronger troops, so redeem them through the codes page and upgrade the units you push with.