Troops
Every Command An Army troop explained: melee, ranged, cavalry and special classes, star limits, unlock methods and the best units to build around.
Introduction
Troops are the heart of Command An Army — every commander controls a personal squad of AI units, and the classes you recruit decide how your army fights. The game organizes units into four broad classes: Melee frontline fighters that hold points and absorb pressure, Ranged damage dealers that attack from behind the frontline, Cavalry that use speed for flanks and quick captures, and Special units with unique abilities that can turn a battle. Within each class, individual troops have star limits and upgrades that raise their power ceiling over time. Known community-confirmed units include Spartan, Lancer, Archer, Cavalry, Shieldman, Spearman and Swordsman — a roster that covers every class and every playstyle from aggressive cavalry pushes to defensive melee walls. This page breaks down each class, explains how star limits and upgrades work, and recommends which troops to recruit for attack versus defense so you can build an army that wins team battles regardless of your preferred formation.
Troop Class Quick Reference
| Class | Example Units | Strengths | Best Formation |
|---|---|---|---|
| Melee | Spartan, Shieldman, Spearman, Swordsman | Durable frontline, holds points | Hold |
| Ranged | Archer | Backline damage, melts pushes | Hold behind frontline |
| Cavalry | Lancer, Cavalry | Speed, flanks, quick captures | Rush / Follow |
| Special | Event & premium units | Unique abilities, match swing | Attack |
Unit Roster
Spartan
Melee elite — the tankiest unit in the game.
Lancer
Cavalry elite — speed and anti-infantry power.
Archer
Ranged damage — the backbone of a defensive line.
Cavalry
Mobile unit — the flexible capture specialist.
Shieldman
Melee wall — the defensive anchor for Hold formations.
Spearman
Melee picket — the anti-cavalry counter pick.
Swordsman
Budget melee — the starter unit everyone replaces.
Core Mechanics
Troop power in Command An Army is built on three systems: classes, star limits and upgrades. Class determines a unit's role in combat — Melee units engage at close range and hold points, Ranged units attack from behind the frontline, Cavalry units use speed to flank and capture, and Special units bring unique abilities that can swing a fight. Star limits set the maximum power a unit can reach: each troop has a star cap that gates how many times it can be upgraded, so a 3-star Spartan is fundamentally stronger than a 1-star Swordsman even if both are max-level. Upgrades spend Gems to raise a unit's stats toward its star limit, turning a budget early-game unit into a respectable late-game contributor if you keep investing. Recruiting new troops also costs Gems through the summon system, which gives you random units weighted by rarity — premium summons have better odds at high-tier units like Spartan and Lancer. Understanding this loop — class for role, star limit for ceiling, upgrades for investment — lets you build a roster that matches your formation and your economy instead of just collecting units randomly.
Advantages
Commanding a well-built troop roster is the single biggest advantage you can have in team battles. Because each player controls a full squad of AI troops, the quality of those units multiplies your personal impact — a squad of Spartans on Hold can hold a point against several weaker squads, and a Lancer squad can flip an uncontested objective before the enemy reacts. Classes give you tactical flexibility: Melee anchors your defense, Ranged melts pushes, Cavalry controls map tempo, and Special units provide swing plays that win team fights. Star limits and upgrades create a clear progression path, so every Gem you invest in a high-tier unit compounds into late-game power instead of vanishing into a wide, weak roster. Knowing which troops to recruit for attack versus defense also lets you adapt between matches — the same commander can run a cavalry-heavy attack composition on open maps and a melee-wall defense on chokepoint maps without starting over.
Challenges
The troop system has real downsides to plan around. Star limits create a hard power gate: no matter how much you play, a low-star unit can never match a high-star version of the same class, which can feel unfair for free-to-play players grinding against premium rosters. Summon RNG also means you cannot simply buy the unit you want — you spend Gems and hope for the right drop, which can drain your economy if you chase one troop. The official roster is not fully documented; names like Spearman, Shieldman and Spartan come from community testing, and the developer has not published a complete unit list, so new players may not know what exists. Finally, class counters matter a lot: a Spearman picket shuts down cavalry, and ranged units shred melee, so a rigid one-class roster loses hard to a flexible opponent who counters your composition. Build around counters, not just raw tier, and keep your Gem spending disciplined.
Frequently Asked Questions
How do I unlock new troops in Command An Army?+
What are star limits in Command An Army?+
Which troop class is best?+
Quick Tips
Build around star limits: a few high-star units beat a wide roster of low-star fillers, so save Gems for premium summons that can actually carry matches. Every unit has a star cap that gates its maximum power, and a maxed high-star Spartan or Lancer outperforms a maxed low-star unit of the same class. Focus your upgrades on two or three carries rather than spreading currency thin.
Match your class to your formation — melee walls for Hold, cavalry for Rush and Follow, ranged for defending chokepoints behind your frontline. Each class excels in a specific command: durable melee anchors points, cavalry captures open objectives, and ranged melts pushes from cover. Building your roster around your preferred formation makes every unit pull its weight in the match.
Keep a Spearman squad near your Archers to neutralize enemy cavalry flanks before they reach your fragile damage dealers. The anti-cavalry bonus on Spearman stops Lancer and Cavalry rushes cold, protecting the units that actually win the damage war. Position the picket between the enemy approach lane and your backline, and it will turn a would-be flank into a free kill.
The official roster is community-documented — treat unit names and star numbers as approximate until the developer publishes an official list. Names like Spearman, Shieldman and Spartan come from community testing, and exact stats may shift with balance patches. Use the wiki's current tables as a living reference and re-verify after updates rather than treating any single number as gospel.
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