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Battlefield control

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

Formations

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.

Four order mistakes

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.