Commands and formations
Five order labels and one formation toggle decide most engagements. Using them well is worth more than upgrading a fourth troop.
Troop commands
Attack
Orders the selected troops to attack the current target or a designated area.
When it matters: Set the formation first, then press. Charge units such as Lancer and Scout Rider gain extra value when the order lands with a charge.
Follow
Moves the selected troops with you, or with a chosen friendly unit.
When it matters: Use it to walk cavalry to a flank instead of letting them feed themselves to the frontline.
Hold
Keeps the selected troops where they stand, holding both position and facing.
When it matters: On a defence point, holding Spartans and shields still is worth far more than letting them chase kills.
Rush
Sends the selected troops at high speed toward the target: a charge.
When it matters: This is where lancers and scout riders earn their place, but charging polearms head-on is suicide.
Aim
Points ranged units at a direction or area instead of letting them pick targets.
When it matters: Aim Flaming Archers and Crossbowman at the lane the enemy has to use, rather than letting them waste shots on shields.
Formations
Circle formation
Pulls the selected troops into a circular formation.
When it matters: A Spartan in circle formation is very hard to break. Equally, scattering the enemy formation is the key to beating a Spartan stack.
Formation refresh
Re-issues a formation order to reset troops after they have been scattered.
When it matters: Formations break constantly during a match, and resetting is far cheaper than rebuilding one from scratch.
Choosing an order in one second
Mid-fight decisions happen in a hurry, so it helps to reduce them to a lookup table. If the enemy is not engaging, hold. If they engage and your units are winning, keep holding and let them come. If they engage and are winning, the answer is rarely a frontal attack; it is a rush on whatever is killing you, which is usually their ranged line.
- They are not pushing: Hold. Nothing is gained by walking toward a prepared defence.
- They pushed and lost their front line: Attack, and press before they reform.
- They have archers behind a wall of shields: Rush the flanker at the archers, hold the rest.
- Their cavalry is circling: Aim your ranged units at the approach, not at the shields.
- Your formation broke after a charge: re-issue the formation order before anything else.
Four order mistakes
- Chasing a routed enemy. Attack sends your formation after the survivors and out of the capture zone. If the objective still matters, hold and let them come back to you.
- Rushing without a target. Rush is a charge, not a general advance. Pointing it at the middle of a shield line wastes the only mobility advantage cavalry has.
- Forgetting to Aim. A ranged unit with no direction will happily shoot the thickest armour on the field. Aim at the support units and your damage doubles without any upgrade.
- Leaving the formation broken. After any charge the blob disperses. Re-issue the formation before the next engagement, or your anchor unit stops being an anchor.
How the orders combine
Orders are not five separate buttons so much as two decisions. The first is whether your army moves or stays: Hold and Follow are positional, Attack and Rush are aggressive, and Aim is the odd one out because it only affects units that shoot. The second decision is what you do with your own commander while your troops execute the order, and nearly every beginner mistake in this game is a positioning mistake rather than an order mistake.
The practical combination that shows up in recorded matches is Hold on the frontline, Aim on your ranged units, and Rush reserved for a single flanking unit. Commit the frontline to Attack and you lose the shield cover that made your ranged units safe; commit your ranged units to Follow and they walk into the exact melee range they cannot survive. Keeping the slow, valuable units stationary while one fast unit does all the travelling is the pattern that survives contact with a real opponent.
- Defending: Hold your anchors inside the capture zone, keep ranged units behind them, and do not chase. Attackers run out of time far more often than defenders run out of units.
- Attacking: pick one lane, Aim your ranged units at the defenders' support, and Rush only the flanker. Splitting your army across two lanes gives the defender two winnable fights.
- Losing the formation: re-issue the formation order rather than repositioning by hand. A broken formation is the single biggest reason a Spartan stack stops working mid-fight.
The order a real fight follows
The clearest community description of these five orders comes from a Radex Tips walkthrough recorded on 2026-09-11, and what it describes is a sequence rather than a choice. Gather the army with Follow before committing, Aim your ranged units at the unit you actually want removed, switch to Attack once the two lines meet, and only reach for Rush when the enemy starts falling back. Read in that order, each command answers a different question, and none of them is a general-purpose advance.
Two of its cautions are about restraint rather than technique. Do not press Attack on every enemy you can see, because a stronger army will swallow a formation that arrives in pieces. And do not treat Rush as a general advance: troops that outrun the rest of your line are the easiest counter-attack on the field. If you are still learning the controls, that video puts Follow, Attack and Hold first and leaves Rush and Aim until army control feels automatic.
Watch it in action
Every video below passed two checks before it went on this page: it resolves through YouTube’s own oEmbed endpoint, so the title and channel shown are the real ones, and it ships English captions, which is where the points beside it were read from. Nothing here is described from a thumbnail or a guess.
BEST COMMANDS & HOW TO USE THEM in COMMAND AN ARMY Roblox
Radex Tips · uploaded 2026-09-11 · 3:28
- It gives each order a job rather than a definition: Follow is the one you use most while travelling, because it keeps the army with your character so troops reach a capture point together instead of arriving one at a time.
- It singles out Hold as the order that protects ranged units, since archers and crossbowmen left on their own will walk forward into the melee range they cannot survive in.
- Its warning about Rush is about discipline rather than damage: troops sent too far ahead get separated from the rest of the team and become the easiest counter-attack target on the field.
- It sets a learning order for new commanders - Follow, Attack and Hold first, then Rush and Aim once controlling the army feels natural - and closes on the point that rare troops do not save an army that is always out of position.

Video by Radex Tips on YouTube