Your fastest route through the first session

Choose the class whose pace feels comfortable, finish every tutorial order, take a balanced starter group, and enter your first match thinking about objectives rather than kills. Command An Army rewards a commander who keeps the squad nearby and moves from Capture Point A to Capture Point B and then the Capture Base. A flashy charge that leaves your troops scattered is usually less useful than arriving together.

The basic loop is simple: equip, follow, approach, hold, attack, capture. Treat it as a checklist until switching between your character and squad decisions feels natural.

Pick a class without overthinking it

Your class controls your own character, while your equipped units determine the squad following you. You can choose Assassin, Sword & Shield, or Hammer. One first-session player found Hammer slow and switched to Assassin for a faster pace, but that is a personal preference rather than a universal ranking.

ClassPractical first-session question
AssassinDo you prefer a quicker personal pace?
Sword & ShieldDo you want a defensive-looking starting option?
HammerAre you comfortable with a slower-feeling attack rhythm?

Changing later costs 50 gems, so test movement and attacks before spending. Those same gems can buy a Standard Banner summon.

Finish the tutorial as a command lesson

The tutorial introduces Follow, Hold, Attack, and Rush. Do not click through these as four versions of the same button.

  1. Use Follow before moving so the squad travels with you.
  2. Use Hold when the tutorial warns that enemies are incoming.
  3. Use Attack to direct the squad at a chosen target.
  4. Use Rush for an aggressive forward charge.

The tutorial also has you spawn Knights and attack a gate, demonstrating that units can damage structures. Afterward, starter choices include Mercenary, Archer, Shieldman, and Spearman. A mixed group is easier to learn with than a squad built around one untested idea.

Build under your Star Limit

Every equipped troop contributes stars to one combined cap. Owning a unit does not guarantee that it fits. Open unit management, check the displayed Star Limit, and add the star values before committing to a lineup. One new account showed five stars, while another example used six. Read your own screen instead of treating either number as permanent.

If a summon will not equip, remove another troop or raise the account level before assuming the unit is broken. Early low-star starters can be valuable because they leave room for more bodies.

Move as one army

The easiest beginner mistake is walking away without reissuing Follow. Check the squad after spawning, after using a cannon, after capturing a point, and after any retreat. If troops are stalled or holding old ground, regroup before the next fight.

Against ranged defenders, avoid sending unprotected units across open ground. Bring shield protection when available, approach with the team, and use Hold near cover or an objective before choosing Attack or Rush. A recorded match showed an unsupported mounted push losing horses and troops quickly; the useful lesson is to inspect the path before committing.

Win the map, not the kill feed

Attackers generally advance through Capture Point A, Capture Point B, and the Capture Base. Stand where capture progress matters and keep enough troops alive to contest it. Cannons can help soften a defended point, but stopping to use one is another moment when your squad can be left behind.

Defenders should make attackers enter a prepared position. Pair Shield Wall with Hold for defense. Triangle concentrates an offensive move and fits a charge better. Neither formation replaces awareness: watch where the objective marker and your troops actually are.

Spend the first gems deliberately

The Standard Banner costs 50 gems for one summon and 500 for ten, with no stated bulk discount. A class change also costs 50. Decide whether personal combat comfort or another unit matters more before spending. Deleting unwanted units returns only a small amount, so deletion is cleanup rather than a strong earning plan.

Your first session is successful when you can assemble a legal loadout, keep it together, and contribute to captures. Everything else can be refined after that loop works.

FAQ

What should I do first in Command An Army?

Complete the tutorial and deliberately practice all four commands before entering a live match.

Which class is best for a beginner?

There is no universal winner. Test the pace of Assassin, Sword & Shield, and Hammer before paying 50 gems to switch.

Why can I not equip a new unit?

Check whether the combined stars of the equipped troops exceed the Star Limit shown in unit management.

What is the attacker objective route?

Follow the markers from Capture Point A to Capture Point B and finally the Capture Base.

Should I use Rush all the time?

No. Regroup with Follow and evaluate ranged pressure before committing the squad to a Rush.