Use one order for one clear job

The four Command An Army troop commands are Follow, Hold, Attack, and Rush. Use Follow for travel and regrouping, Hold for fixed defense, Attack for a designated target, and Rush for an aggressive forward commitment. Most command failures begin when the order no longer matches the job. One common example is walking toward Point B while the squad is still holding Point A.

What each command does

CommandSquad behaviorBest momentMain risk
FollowTrails your characterTravel, regroup, retreatForgetting to reissue it
HoldStays and defends a spotPoint defense or incoming pushLeaving troops behind
AttackEngages the chosen targetFocused fight or structureBad target designation
RushCharges forward aggressivelyCommitted breakthroughOverextension into ranged fire

The tutorial directly tests Hold when enemies are incoming. It also has Knights attack a gate, proving that Attack can matter against structures as well as soldiers.

Follow is your reset button

Issue Follow before leaving spawn, after operating a cannon, after capturing a point, and after retreating. Then look back long enough to confirm movement. In a recorded first session, troops were repeatedly left behind or found stalled away from the player; treat that as a reminder to verify position, not a promise that AI always behaves the same way.

When the formation stretches out, slow down rather than sending a distant Rush. A group that arrives together is easier to control and protect.

Hold creates a deliberate defense

Use Hold on the ground that matters: a capture zone, a protected approach, or a position where the enemy must enter your range. Shield Wall/Hold Position pairs naturally with this order for Shieldmen. The formation and command are related, but the live menu should be checked before relying on a numerical defense bonus.

Before moving again, issue Follow. Otherwise a successful defense becomes a stranded squad.

Attack needs a chosen target

Attack is useful when you can point the squad at a specific enemy, group, or structure. Select the target you actually need removed, especially ranged troops pressuring the approach. Watch whether the units engage the intended target before turning your attention elsewhere.

If they move strangely, reset with Follow, reposition, and designate again. Do not stack frantic Attack presses without checking line, distance, and target.

Rush is a commitment, not faster Follow

Rush sends troops forward aggressively. Use it when the approach is clear, the team is ready, and the concentrated attack can achieve an objective. A recorded unsupported charge into arrows cost troops and mounts before the squad reached useful ground. Scout the lane and bring protection.

Pair Triangle with a concentrated charge, especially for fast units such as Scout Riders. Check the destination before releasing it.

A repeatable command loop

Travel on Follow, stop near the contested area, choose formation, Hold if absorbing pressure, Attack the priority target, and Rush only when committing. After the fight, return to Follow and count what remains. This loop gives every order a beginning and end.

FAQ

What are all four troop commands?

Follow, Hold, Attack, and Rush.

Why are my troops still at the old point?

They can still be on Hold. Reissue Follow and confirm that the squad starts moving.

Is Rush the best travel command?

No. Follow is the normal regrouping and travel order; Rush commits troops aggressively.

Can troops attack structures?

The tutorial demonstrates Knights being sent against a gate.

Which command works with Shield Wall?

Hold is the natural defensive pairing for securing a fixed position.