Every squad in Command An Army is built from the same underlying pool of AI-controlled units, and the full command an army troop list sits at the heart of how matches actually play out. Whether you queue up a casual scrim or a sweaty push on the enemy capture point, your win condition is decided by which units you choose to recruit, when you bring them onto the field, and how far you've pushed them through the upgrade track. This guide breaks down every recruit currently in the game, the four class branches they fall into, the unlock requirements behind each one, and the upgrade ceiling you'll want to chase before the patch reshuffles the meta.
Why The Command An Army Troop List Matters
In a Roblox team-battlegrounds experience where you command a squad rather than control a single hero, knowing the recruit pool is the single biggest lever you have. Each unit carries its own movement speed, damage profile, role, and Star Limit ceiling, and the way these stats interact with your formation commands (Follow, Hold, Attack, Rush) is what separates a coordinated push from a chaotic brawl. According to the official Command An Army Roblox page, the game is built around team-vs-team warfare where recruiting troops, capturing points, and ordering formations all feed into one match outcome.
Because every unit is AI-driven, you don't pilot them directly. You funnel gold (and sometimes Gems) into spawning them mid-round, which means the command an army recruit troops decision is repeated several times per match. If you burn your early budget on a fragile glass-cannon unit, you'll run out of frontline presence by the time the enemy Cavalry crashes your line. If you stack only tanks, you won't have the burst to contest a point. The list below is designed to give you the full picture so you can plan a balanced economy for any matchup.
Community testing on the All Things How breakdown of Star Limits and Classes confirms that the class system is the primary way to read the troop list at a glance. Every recruit slots into one of four classes — Melee, Ranged, Cavalry, or Special — and understanding this split is the fastest way to internalize the entire command an army troop types taxonomy. Players who build mixed-class squads report noticeably more consistent capture-point holds than those who stack a single class, based on community match logs.
Command An Army All Troops: The Complete Recruit Pool
Below is the consolidated command an army all troops table covering every recruit currently in rotation. Costs are based on community-reported values from the public beta and may shift with balance patches. Star Limits reflect the per-unit upgrade ceiling, and the Class column drives where the unit shines in your formation order.
| Unit Name | Class | Role | Spawn Cost (Gold) | Star Limit | Unlock Requirement |
|---|---|---|---|---|---|
| Recruit | Melee | Frontline filler | 25 | 2★ | Starter (free) |
| Guard | Melee | Tanky line-holder | 60 | 3★ | Reach Soldier rank |
| Spearman | Melee | Anti-cavalry pike | 70 | 3★ | Reach Soldier rank |
| Brute | Melee | Heavy slow hitter | 120 | 4★ | Unlock via 200 Gems |
| Berserker | Melee | Burst damage | 150 | 4★ | Reach Captain rank |
| Swordsman | Melee | Balanced duelist | 90 | 3★ | Reach Soldier rank |
| Archer | Ranged | Basic backline DPS | 50 | 3★ | Starter (free) |
| Crossbowman | Ranged | Puncture shot | 80 | 3★ | Reach Soldier rank |
| Musket | Ranged | Long-range, slow fire | 130 | 4★ | Unlock via 300 Gems |
| Mage | Ranged | Area-of-effect spell | 160 | 4★ | Reach Captain rank |
| Hunter | Ranged | Mid-range skirmisher | 95 | 3★ | Reach Soldier rank |
| Rider | Cavalry | Fast flanker | 110 | 3★ | Reach Soldier rank |
| Heavy Knight | Cavalry | Armored charger | 180 | 4★ | Unlock via 400 Gems |
| Scout | Cavalry | Point-capture specialist | 85 | 2★ | Starter (free) |
| Lancer | Cavalry | Anti-line shock unit | 140 | 4★ | Reach Captain rank |
| Healer | Special | Sustain aura | 140 | 3★ | Unlock via 250 Gems |
| Bomber | Special | Suicide burst | 100 | 2★ | Reach Soldier rank |
| Engineer | Special | Builds field structures | 130 | 3★ | Reach Soldier rank |
| Banner | Special | Buff aura to nearby allies | 110 | 3★ | Reach Captain rank |
| Assassin | Special | Backline jump, high burst | 170 | 4★ | Unlock via 350 Gems |
The table shows three clear patterns. First, the command an army unlock troops pathway splits between free rank-gated units and Gem-purchased elites. Second, Class dictates role: Melee anchors the line, Ranged applies pressure from behind, Cavalry breaks formations, and Special provides utility. Third, the 4★ Star Limit units are your late-game carries — these are the ones worth saving Gems for if you intend to push competitive matches.
For deeper per-stat breakdowns on each row, the command an army unit stats guide expands on health, damage, and ability cooldowns unit by unit. The unit stats page pairs naturally with this list and is the right next stop if you're planning a build around a specific recruit.
Command An Army Troop Types: The Four-Class System Explained
The class split is the cleanest way to read the recruit pool, because every unit on the command an army troop list is tuned to fill a single tactical niche. A balanced squad usually carries two or three classes, and your formation command choice — Follow, Hold, Attack, or Rush — interacts with the class in ways that experienced players exploit constantly. The All Things How guide confirms these four classes are the only ones the game currently ships with, and the Star Limit system caps how far any one unit can scale no matter how much you invest in upgrades.
Melee Class Units
Melee units are the spine of your formation. They walk into the enemy line, hold the choke point, and absorb damage while your Ranged units fire from behind. The starter Recruit is intentionally weak so you'll feel the upgrade gap once you unlock Guard, Swordsman, and Spearman at Soldier rank. The premium Melee options — Brute, Berserker — require either Gems or a higher rank, and they hit noticeably harder at 4★ Star Limit.
| Melee Unit | Best Use Case | Formation Tip |
|---|---|---|
| Recruit | Trash wave, point defense | Stack with Hold command |
| Guard | Anchor tank | Pair with Healer aura |
| Spearman | Anti-cavalry wall | Deploy before Rider rush |
| Brute | Slow push, bossing lanes | Use Follow to keep formation tight |
| Berserker | Burst delete | Send with Rush on enemy backline |
| Swordsman | Skirmish duelist | Mixed Hold/Attack works best |
Ranged Class Units
Ranged units stay behind your Melee wall and apply pressure. The starter Archer is the cheapest and most accessible ranged DPS in the game, while the Musket and Mage sit at the high end of the price and Star Limit spectrum. According to community match data, a Ranged-heavy squad struggles to capture points because Ranged units are fragile in close combat, which is why pairing them with a Melee anchor is the standard meta.
| Ranged Unit | Best Use Case | Formation Tip |
|---|---|---|
| Archer | Sustained DPS | Hold near capture point |
| Crossbowman | Anti-armor pierce | Follow the Brute as it pushes |
| Musket | Long-range pick | Stay at max range, Hold command |
| Mage | Area denial | Rush to clear clustered defenders |
| Hunter | Mobile skirmisher | Attack to chase fleeing targets |
Cavalry Class Units
Cavalry is your shock class. These units are fast, hit hard on contact, and excel at breaking a stalled enemy line. The Scout is the only free Cavalry unit and the fastest point-capture option in the game, which makes it a staple of competitive lineups. Premium Cavalry like Heavy Knight and Lancer require more investment but bring the kind of formation-shatter potential that turns the tide of a match.
| Cavalry Unit | Best Use Case | Formation Tip |
|---|---|---|
| Rider | Flank and harass | Attack to circle enemy line |
| Heavy Knight | Line-break charge | Rush directly into enemy center |
| Scout | Fast point capture | Rush toward uncontested point |
| Lancer | Anti-formation shock | Follow into the enemy Brute stack |
Special Class Units
Special is the catch-all class for utility. Healer, Bomber, Engineer, Banner, and Assassin each do something no other class does, and they tend to be high-skill units that reward experienced players. The Healer aura is one of the strongest support abilities in the game, while the Assassin's backline jump can delete a Mage or Musket in a single burst if timed right. Community guides consistently rate the Banner as one of the most underused units on the command an army troop list, because its passive aura buff is easy to overlook but compounds heavily in a coordinated squad.
| Special Unit | Best Use Case | Formation Tip |
|---|---|---|
| Healer | Sustain tank line | Follow your Guard or Brute |
| Bomber | Point denial | Rush into clustered enemies |
| Engineer | Structure-based map control | Hold near defensive choke |
| Banner | Aura buff stack | Follow into the main formation |
| Assassin | Backline deletion | Attack on enemy Mage or Musket |
Command An Army How To Get Troops: Unlock Methods And Rank Gates
The unlock path for every unit splits into three lanes, and which lane a recruit sits in determines how the command an army how to get troops question plays out for your account. Most units are rank-gated, a small starter set is free from minute one, and the elite 4★ units are Gem-purchased.
Free Starter Units
Because you skip the standard 100-Gold draft pool when starting Command an Army, the five free Recruit-class bodies are pushed into your hand at the loading screen rather than spent from inventory. Their 1★ stat block and zero ability loadout means they lose roughly 70% duels against any recruited unit, but that handicap is the point: spawns cost nothing, deaths cost nothing, and you can spam Hold Formation / Flank Left while learning the capture-point loop without burning the 50–85 Gold needed to field the Archer or Scout you'll eventually unlock.
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Recruit (Melee, 25 Gold, 2★) — the baseline spawn.
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Archer (Ranged, 50 Gold, 3★) — your first backline DPS.
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Scout (Cavalry, 85 Gold, 2★) — fastest point-capture unit.
Rank-Gated Units
Most of the command an army all troops roster sits behind three rank milestones: Soldier, Captain, and higher. Reaching Soldier typically requires roughly 20–30 completed battles, while Captain demands sustained capture-point wins, and the elite tiers depend on seasonal objectives — meaning players who only grind random matches may stall at Soldier for weeks. Because rank gates determine which troops you can recruit or upgrade, prioritizing capture points and daily objectives early directly accelerates your access to the command an army troop list progression, skipping the slow grind of purely match-based XP.
| Rank Required | Units Unlocked |
|---|---|
| Soldier | Guard, Spearman, Swordsman, Crossbowman, Hunter, Rider, Bomber, Engineer |
| Captain | Berserker, Mage, Lancer, Banner |
| Higher tiers | Additional 4★ elites through seasonal rank rewards |
Gem-Purchased Elites
These four-cap elites represent the deepest pocket of any command an army troop list because their Star Limit ceiling sits above every standard rank-up unit in the game, with Brute and Heavy Knight both topping out at 4★ while Assassin and Healer unlock auras and backline burst that no gem-free recruit can match. Because they trade Gem currency for raw ceiling rather than grinding rank, they function as the long-term anchor of any competitive roster—prioritizing them early means your Healer sustain and Brute front-line stay relevant when opponents inflate their own Musket DPS through four-cap promotions. Skip them in favor of cheaper three-cap units and you'll constantly be replacing troops that fall off the meta, while stacking 200–400 Gems into one elite at a time compounds into the loadout that actually wins late-game brackets.
| Unit | Class | Gem Cost | Why It Matters |
|---|---|---|---|
| Brute | Melee | 200 Gems | Top-tier tank, 4★ ceiling |
| Musket | Ranged | 300 Gems | Long-range pick machine |
| Heavy Knight | Cavalry | 400 Gems | Line-break charger |
| Healer | Special | 250 Gems | Aura sustain for tank line |
| Assassin | Special | 350 Gems | Backline deletion burst |
Command An Army Upgrade Troops: Star Limits And The Upgrade Track
Every unit on the list can be upgraded, and the upgrade system runs through Star Limits rather than a traditional XP curve. According to the All Things How breakdown, Star Limits cap how strong a unit can become within a single match and across your account progression. A 2★ unit tops out fast, a 3★ unit scales into mid-late match, and a 4★ unit is the long-term carry.
| Star Limit | Tier | Match Behavior | Upgrade Cost Profile |
|---|---|---|---|
| 2★ | Starter | Falls off by mid-match | Cheap to spawn, weak ceiling |
| 3★ | Mid | Viable through late match | Moderate gold scaling |
| 4★ | Elite | Carries into late match | High gold + Gem investment |
The command an army upgrade troops workflow is built around three actions. First, you spend gold to spawn the unit in-match. Second, you feed it additional gold during the same match to push it up the Star track. Third, you commit account-level resources (Gems, rank, season currency) to permanently raise the Star Limit ceiling so future matches start that unit at a higher baseline. The unit you choose to max out first matters a lot, and the command an army how to upgrade units guide walks through the step-by-step economy for each class branch.
A practical rule of thumb from community testing: pick one unit per class and push it to its Star Limit before spreading gold across many recruits. The marginal value of maxing a fourth unit is much lower than the marginal value of finishing a third star on a 4★ carry. This is the same logic that shows up in the command an army tier list rankings, where players consistently rate maxed-Star elites above unmaxed counterparts regardless of class.
When To Stop Upgrading A Unit
There are three clear signals that you've squeezed enough value out of a unit for the current match. Reading these cues correctly is what separates a balanced troop list from a lopsided one, because every gold coin sunk into a unit already past its power spike is a coin denied to a fresh reinforcement, a counter-pick, or an Economy upgrade that could swing the next team fight. Before committing more resources, take a quick mental audit of your current roster against the enemy army troop list, your team's point status, and the map control situation — if even one of these signals is firing, it's almost always correct to redirect that gold elsewhere rather than push another upgrade level on an already-saturated unit.
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Enemy composition has shifted hard into your counter class — if you're running a Brute and the enemy stack has stacked three Lancers, your gold is better spent spawning Spearmen.
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You're holding a point with no enemy pressure — further upgrades on a defensive unit are wasted if no one is contesting.
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Your team is behind on points and needs burst — shift the economy from upgrades to spawning fresh units.
Command An Army Recruit Troops: Match-Day Build Templates
Knowing the list is one thing; translating it into a match-day squad is where the command an army recruit troops decision actually lives. The templates below are based on community-tested compositions that show up in competitive lobbies, and they're a good starting point before you experiment with your own twist.
Balanced Push Template
This is the safest lineup for a new player and the easiest to execute because every unit has a clear role in the troop list. Guard holds the front line by absorbing incoming damage, the Healer restores HP each tick to keep the tank alive, the Archer chips enemies from safety, and the Scout applies flanking pressure or grabs an undefended capture point. Because each troop type pulls weight without overlapping jobs, you can upgrade them in order and still win most early matches without unlocking rarer unit classes.
| Slot | Unit | Class | Why It's Here |
|---|---|---|---|
| 1 | Guard (upgraded to 3★) | Melee | Main tank, holds the line |
| 2 | Healer (upgraded to 3★) | Special | Sustain aura, keeps Guard alive |
| 3 | Archer (upgraded to 3★) | Ranged | Backline DPS |
| 4 | Scout | Cavalry | Fast capture if enemy over-commits |
Cavalry Rush Template
This is the high-tempo build that aims to break the enemy line before they can set up. It works best on smaller maps where flanking routes are short, and it pairs naturally with the command an army map guide recommendations for open-field brawls.
| Slot | Unit | Class | Why It's Here |
|---|---|---|---|
| 1 | Heavy Knight (upgraded to 4★) | Cavalry | Line-break charge |
| 2 | Lancer (upgraded to 3★) | Cavalry | Secondary shock |
| 3 | Banner | Special | Aura buff stacks with Cavalry speed |
| 4 | Archer | Ranged | Cleanup ranged fire |
Point-Lock Template
This is the defensive composition for matches where your team is behind on points and needs to hold rather than push, swapping out the aggressive Heavy Knight frontline for a Brute that can absorb incoming pressure while the Bomber's AoE pulses and Engineer's structure spam lock down a chokepoint. The Healer sustains the line through sustained skirmishes, letting your side stall out the clock or wait for teammates to respawn before attempting a counter-push. Use this template when the enemy has captured more than half the control points on the map, since holding two lanes simultaneously becomes unrealistic without the chokepoint denial that the Bomber and Engineer combo provides.
| Slot | Unit | Class | Why It's Here |
|---|---|---|---|
| 1 | Brute (upgraded to 4★) | Melee | Heavy tank, slow to die |
| 2 | Healer | Special | Sustain aura |
| 3 | Bomber | Special | Point denial, area burst |
| 4 | Engineer | Special | Structure-based chokepoint |
The command an army which troop to buy question usually comes down to which template fits your team's playstyle. The command an army which troop to buy guide is a useful companion read if you're torn between investing in the Heavy Knight versus the Brute, because it breaks down the early-game and late-game value of each premium unit.
Economy Rules Across All Templates
Three core economy rules hold across every competitive build in command an army troop list play, whether you run balanced, Cavalry rush, or point-lock compositions. The first rule concerns unit-tier timing and 4★ deployments: spawning a 4★ unit before the two-minute mark typically breaks your gold flow, since the recruit cost drains your reserve faster than your chokepoint and crystal nodes can replenish it. The second rule addresses front-line sustain: pairing every tank with a Healer aura generates a higher effective HP pool than any single offensive upgrade, especially when your troop types include multiple melee bruisers. The third rule governs map control: keeping one fast unit like a Scout or Rider in reserve lets your army flip capture points when fights stalemate, a pattern that shows up repeatedly in the community match logs for the upper ladder brackets.
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Never spawn a 4★ unit before minute two — you need gold flow established first, or you'll starve your team.
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Pair every tank with a Healer aura — the sustain uplift is bigger than any single offensive upgrade.
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Keep at least one fast unit (Scout or Rider) in reserve — capture-point steals win more matches than direct fights, according to community match logs.
Frequently Asked Questions
How many troops are in the Command An Army troop list?
The current recruit pool sits at around 20 units split across the four classes, with new additions shipped through seasonal updates. Community data places the count between 18 and 22 active units depending on the patch branch you're playing on, and the full command an army troop list is covered unit-by-unit earlier in this guide. Check the patch notes on the official page when a new season drops, because new 4★ elites are usually added at season boundaries.
What is the best troop to upgrade first in Command An Army?
The Brute or Healer is the most efficient first-upgrade target for most players because both scale hard into the 4★ ceiling and fit into every template. If you main Cavalry rush, push the Heavy Knight first instead. The command an army how to upgrade units guide breaks down the gold-and-Gem economy for each class, and the upgrade order should match the template you run most often.
Can I unlock every troop without spending Robux?
Yes, every unit on the command an army troop list is unlockable through gameplay, but the Gem-purchased elites (Brute, Musket, Heavy Knight, Healer, Assassin) take longer to earn via free Gem sources than through rank-gated units. The rank-gated path is faster for most players, while the Gem route rewards players who log in daily and complete seasonal objectives. Either way, no unit is locked behind a paywall that can't be cleared with time investment.
What does the Star Limit actually do?
Star Limit caps how powerful a single unit can become in a match, and it also sets the baseline stat floor for that unit across your account progression. A 2★ unit tops out quickly, while a 4★ unit scales into late match and remains useful even when the enemy stacks counters. This is why the command an army upgrade troops economy is built around reaching Star ceilings rather than dumping gold into many weak units.
Which troop type is best for beginners?
Melee is the easiest class to learn because units are forgiving, tanky, and don't require precise positioning. Start with a Guard and Healer core, add an Archer for backline pressure, and keep a Scout in reserve for point captures. Once you're comfortable with the Follow, Hold, Attack, and Rush formation commands, expand into Cavalry and Special units.