Attack Guide - Push Waves Farther
How attacks work in Command An Army: placing troops, pressing Attack, pushing waves to distance milestones, Auto Attack, offline pushes and spell timing.
Quick Answer: How Do Attacks Work?
Position your units on the battlefield, press the Attack button, and your army advances automatically — it fights every enemy wave it meets until something stops it. Distance pushed earns cash; cash buys stronger units; stronger units push farther. That recruit-position-attack-upgrade loop is the whole game, and every system on this site exists to help you push one more wave.
From Setup to Your First Push
- Open the Shop with the top-left button and recruit units with cash — the Shop panel is also where codes are redeemed, at its very bottom.
- Place melee units where the enemy wave will arrive; they block while the ranged units behind them deal the damage.
- Press the Attack button. From here orders are automatic: your army engages each wave on its own.
- Watch where your line breaks, upgrade exactly that slot in the Shop, then attack again — each push should fund the fix for the next.
Distance Is the Scoreboard
The First Strike! badge marks your very first attack, and the 1,000 Distance! badge is the first milestone most players chase — the community treats it as the "you understand the game" line. Waves get harder the deeper you go, so raw distance reflects real army strength, not just playtime. When a push stalls ten waves short of your best, that is the signal to stop buying small units and start upgrading your core.
Auto Attack and Offline Pushes
Two features do the clicking for you. Auto Attack — unlocked by joining the moonshot infinite Roblox Group — keeps the attack orders flowing without your input, which matters most in long pushes where attention drifts. And your army attacks while you are offline too: waves still fall, cash still accrues, and many players log back in to a funded shop. Both reward the same habit: field your best formation before you walk away.
Spells Decide the Close Waves
Command An Army equips you with battle spells — Freeze, Fireball, Heal, Rage and Poison — that you trigger mid-push. Exact numbers shift between updates, so treat any spell stat you read (including ours) as a community estimate rather than gospel. What stays true is the timing: Freeze a wave the moment it reaches your frontline, save Heal for the second half of a push when your blockers are chipped, and hold Rage for the waves that famously end runs. Spell discipline is how armies push above their unit tier.
Published August 25, 2026 · Last updated September 5, 2026