← Knowledge baseCOMMANDING YOUR ARMY

Your troops follow rules you cannot see: a leash, a corridor, a shared pace. Knowing them explains why your army stops — or runs off.

The three stances

Every combat unit carries a stance, and neutral is the default. The point most players get wrong: the leash and the return to post apply only to a target the unit picked up BY ITSELF. A target you assign with a right click is pursued without limit until it dies — no stance changes that. The post is where the unit last stood idle; move further than 320 pixels from it and it drops its self-chosen target and marches back. The one exception: an enemy that is nearly destroyed anyway gets finished off beyond the leash.

StancePicks targetsLeash around postPursues beyond
Passiveonly within weapon range——
Neutral (default)within sight range320 pxbelow remaining HP of 25 %
Aggressivewithin sight rangenone—

Attack-move and the corridor band

An attack-move does not merely send the force to a point, it clears the way there. To keep that from turning into a chase, a band surrounds the march route: what stands inside is engaged, and a target leaving the band is released — the march continues. Its width is a share of sight range, adjustable in 3 steps and at least 120 pixels; with a mixed selection everyone uses the sight of the farthest-seeing unit. Two rules override it: anything within weapon range is always attacked, even beside the corridor, and whoever is fired upon answers. During an attack-move the stance leash does not apply — otherwise the force marches straight through the enemy instead of fighting him.

SettingShare of sight range
Small60 %
Medium (default)100 %
Full175 %

Formation and shape

A movement order puts the force into a shape; ALT plus the mouse wheel cycles through 5 of them, and the preview shows what you will get before you click. In a formation nobody outruns the straggler: whoever pulls ahead brakes until the group is together again — the pace is that of the slowest unit. The path is computed once and shared by all instead of searched per unit, which is why even a large army sets off immediately. Inside a formation nobody evades his own comrades; each holds his place, and that is what keeps the shape intact. A short click makes the block move on in parallel, a dragged stroke lays out a line in which the force staggers along the direction of march.

ShapeWhat for
Echelonsdefault, staggered by role
Linefull firing width in the open
Wedgebreakthrough, tip first
Columnmarching through chokepoints and ramps
Boxmarching through unsafe ground, support inside

Guarding and rally points

ALT plus right click on one of your own units puts the guard at its side: it follows and attacks whatever comes near. The range for that is the same as the neutral stance leash, only measured around the protected unit instead of a post. A slow guard cannot keep up closely with a faster charge — the gap grows, and that is not a fault but the difference in speed. Any movement or attack order cancels the guard again. Rally points, by contrast, belong to the building: each factory has its own, and fresh units walk there instead of standing in the gateway and blocking the next one.

Deploying instead of driving

5 units deploy and then hit many times harder — up to 12 times in the most extreme case. The price is mobility: deployed, the unit is rooted and no longer pursues anything, and the heavy ones also carry a minimum range below which they are blind. During an attack-move they now handle this themselves: on contact they set up, and after the fight they pack up and move on. With an ordinary move order they do not — there you want to march through, not get stuck on every scout. Whatever you deploy by hand stays put until you pack it up again.

UnitRange mobileRange deployedDamage/s mobileDamage/s deployedMinimum range
Siege Train1305001020160
Breaker1203558.819110
Trench Gunner951503.341—
Basilisk1153001518—
Bastion Walker1702102637—

Transport and garrison

5 factions have a transport, one does not — its creatures walk. Infantry boards on command, leaves the field and rides along; unloading happens at a point of your choosing. The important difference from the bunker shows up in a loss: a destroyed transport DROPS its passengers — what is lost is the vehicle, not the troops. A destroyed bunker takes its garrison with it, and that is the price for being untouchable inside it and firing at greater range.

FactionUnitSeats
The Steel UnionAPC5
The Scrap LegionSmuggler5
The Aegis OrderPhalanx5
The CollectiveFreight Walker5
The Blightnone—
The OrbitalsLift Ferry5