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Tears of Metal Battalion Units Guide: Commands and Army Setup

Understand infantry, spearmen, archers, commanders, and Ally Commands in Tears of Metal, then adjust your battalion around the role you actually use.

Game version
Early Access (Steam 0.11.57863)
Applies to
Steam · Xbox on PC
Updated
August 9, 2026
Tears of Metal Battalion Units Guide: Commands and Army Setup guide cover using official Tears of Metal game imagery

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The battalion is divided into infantry, spearmen, and archers. Each category has its own Ally Command, and every command spends one segment of the same Special meter used by the hero’s full three-segment Special.

There is no evidence for one army composition being best for every hero. Choose the troop group whose command solves the problem you repeatedly face, then check how that choice changes the army trait shown in War Preparations.

The three battalion commands

Troop group Command observed in the current build Practical use
Infantry Rush and attack the selected target Send direct pressure toward a marked captain or objective.
Spearmen Strike nearby enemies around their current position Relieve a surrounded group or interrupt nearby pressure.
Archers Fire a ranged volley Reach a target without moving the whole army into the same danger area.

Each command costs one Special segment. Spending all three segments instead activates the hero’s Special, so the decision is not only which troop type to bring—it is also whether the next segment is worth spending now.

Start with a balanced army

A roughly even distribution is the clearest baseline while learning the commands. It keeps all three tools available and makes it easier to notice which one contributes most in your own runs.

Change the distribution only after identifying a reason:

  • add direct pressure when priority targets survive too long;
  • protect access to nearby-control commands when soldiers are repeatedly surrounded;
  • keep ranged coverage when entering hazards would expose the army;
  • avoid specializing around a command you rarely press;
  • recheck the army trait whenever changing the troop counts.

The game awards different composition perks for balanced and specialized armies. Read the current War Preparations summary instead of copying a fixed ratio from another player’s fully upgraded Barracks.

When to issue an Ally Command

Use commands for a specific battlefield job:

  1. Captain pressure: mark a dangerous captain before it reaches rescued allies or an objective.
  2. Rescue: command a nearby group when allied soldiers are surrounded and waiting for help.
  3. Objective control: redirect troops instead of dragging the hero away from the current objective.
  4. Safe ranged damage: use an archer volley when the approach is covered by hazards or boss attacks.
  5. Emblem payoff: trigger Ally Command Emblems only when the assigned group can reach a useful target.

Do not spend a segment simply because it is available. If the soldiers cannot reach the selected target or the hero needs an imminent three-bar Special, hold it.

Commanders and persistent progression

Commanders are the persistent leaders attached to your army groups. Their ranks, Monikers, and Clan-related progression can change how a campaign begins and how an Ally Command contributes to a build.

Current player reports describe two important sources of commander development:

  • Shrine choices during a campaign can affect Clan-related progression;
  • campaign rewards and recruit encounters can provide commanders with Monikers or other traits.

The exact reward process is not fully documented by Paper Cult. Treat claims about the ideal Clan combination or whether identical Monikers stack as community testing, not settled rules. The current tooltip and War Preparations totals are the safest check.

Which commander should you keep?

Use a commander only after checking what the displayed trait changes. A useful evaluation order is:

  1. Does the commander lead a troop category you deploy?
  2. Does the trait support the hero action, troop command, or Emblem family used in the current plan?
  3. Would replacing the commander remove a starting effect you rely on?
  4. Is the commander being upgraded for a real campaign use, or only because its rank is higher?

Avoid dismissing a developed commander until the replacement is visible and the intended army group is confirmed.

Battalion setup by problem

Repeated problem Preparation change Battle change
Captains reach the objective untouched Preserve a command that can focus or reach them Mark the captain before clearing nearby fodder.
Troops are trapped away from the hero Keep local control and ranged options available Command first, then move the hero only if the rescue remains unsafe.
The Special meter is always empty Stop spending commands without a target Decide before the fight whether segments belong to commands or the hero Special.
One command does most of the work Test a modest shift toward that category Confirm the new composition trait before committing further.
A commander effect never activates Reassign or replace the unsupported interaction Use a command whose target and trigger are repeatable.

Co-op battalion planning

Co-op changes how many independent heroes, commands, and battalion groups are active. Before launching:

  • let every player finish War Preparations;
  • state which player is saving meter for a hero Special;
  • avoid sending every group into the same boss attack;
  • keep a command available for a revive lane or surrounded allies;
  • verify that the host and clients see the expected army slots.

If a client starts with missing or incorrect units, return to preparation and check the roster before building an entire strategy around the missing command.

Current unit and commander bugs to recognize

Version 0.11.57863 fixed units disappearing after being ranked up and then leaving the game without entering another level. The same update also fixed inconsistent filling of the two Dismiss buttons in War Preparations.

If a unit still appears missing:

  1. confirm the game version and standard branch;
  2. reopen War Preparations;
  3. check whether the unit was dismissed, replaced, or placed in another group;
  4. restart the game once;
  5. consult the latest official patch notes before repeating rank progression.

Common battalion mistakes

  • Copying an endgame composition before unlocking the same Barracks capacity.
  • Spending every meter segment on commands and never leaving room for the hero Special.
  • Specializing around a command that is rarely aimed at a useful target.
  • Treating community opinions about Moniker stacking as confirmed game rules.
  • Sending all troop groups through one hazard or boss lane.
  • Confusing companions with commanders or ordinary troops.
  • Changing several troop counts at once and then being unable to identify which trait changed.

Frequently asked questions

What are the three battalion groups?

Infantry, spearmen, and archers.

How much does an Ally Command cost?

One segment of the Special meter. The hero’s full Special uses all three segments.

Is a balanced army always best?

No. It is a useful learning baseline, while specialized distributions activate different preparation bonuses and support different command habits.

Do identical commander Monikers stack?

Players have reported possible stacking, but the rule is not documented clearly enough to present as universal. Check the current displayed totals after changing one commander at a time.

Are companions battalion commanders?

No. Companions, commanders, and the three ordinary troop groups are separate preparation layers. See the Companions guide for current unlocks.

Return to the Village guide for Barracks spending and permanent progression priorities.

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Sources

  1. Official Steam page: battalion combat, village upgrades, and companions Accessed 8/9/2026
  2. Current Early Access review: the three troop commands and army composition Accessed 8/9/2026
  3. Experienced-player discussion of commander progression and army composition Accessed 8/9/2026
  4. Official Version 0.11.57863 notes: unit persistence and War Preparation fixes Accessed 8/9/2026

Last updated August 9, 2026