Update 1 Units — Spear Militia, Halberder, Javelineer, Flaming Archers, Mace
All five Command An Army Update 1 units with star ratings, evolution paths, and class roles — plus what is still being verified in matches.
FAQ
What are the Update 1 units in Command An Army?
Which Update 1 units have evolutions?
Are Update 1 units better than launch units?
Should I spend Gems on Update 1 units?
Update 1 didn’t just add units — it and the official info channel’s newly published list together took the documented evolution paths from two to nine. This page covers each of the five arrivals: what is official fact, what the naming and class framework let us say with confidence, and what is explicitly still being verified. The patch notes page has the full update record; this one is about the units themselves. Each of the five also has its own page now — Spear Militia, Halberder, Javelineer, Flaming Archers, and Mace — plus a running patch history for everything that ships next.
Spear Militia → Spear Vanguard (2★ → 3★)
The Spears class was already the discipline answer — set lines, braced stances, punished charges (the class overview is on the unit type page). Spear Militia extends that line with something the launch roster lacked: a documented promotion into Spear Vanguard at 3★.
Why that matters is the rarity guide’s whole argument: a 2★ unit you can feed duplicates (Ascension) and promote (evolution) compounds, while a strong base unit with no ceiling stalls. Spear Militia is the second common-friendly chain after Mercenary → Squire → Knight — the “grow it, don’t outgrow it” pattern. The promotion gate is now official: Mastery Level 20 (the cap), reached through play. What is unverified: its stat card, its Gem cost, and whether Spear Vanguard’s stat jump competes with 3★ native units — plus the September 13 speed buff to the spearman/pikeman line, which this family sits beside.
Halberder → Imperial Halberder (2★ → 3★)
The second spear-family arrival, and the one with the most aggressive naming: Imperial Halberder. Historically, halberds are the anti-everything-infantry polearm — the guess-that-must-be-labeled-a-guess is that this line trades the pure anti-charge discipline of spears for more all-round frontline damage. What is not a guess: it is a 2★ base with a 3★ ceiling, the same economy shape as Spear Militia, and it deepens the Spears class to two evolution lines — enough to build a whole army identity around polearms.
Two official facts sharpen the picture. The owner’s own sneak-peek post confirms the family trait: halberds deal block damage — the anti-shield answer this page had flagged as the thing to verify. And the developer’s sneak-peek stat card for a 3★ Level-8 Imperial Halberder reads: HP 226.9, DMG 36.5, BLOCK DMG 73, SPEED 16.1, RNG 16, RUSH DMG 14.8, DPS 16.6 — RNG 16 marking it as a melee unit, and the BLOCK DMG row making the trait visible on the card itself. (Level-8 snapshot, not base stats — the base card is still unrecorded.)
Whether Halberder belongs in front of or beside the shield line is a formations question the first wave of matches is answering now.
Javelineer → Elite Javelineer (2★ → 3★)
The interesting one. Javelineer is announced as a ranged evolution line — a 2★ thrower promoting to a 3★ Elite Javelineer. If it plays as a skirmisher (thrown spears, then reposition), it fills a gap between the Ranged class’s stand-and-shoot Archers and the cavalry flank game: mobile ranged pressure. That would give attack-first armies a ranged option that keeps up with a push — something the launch Ranged line was never designed to do.
The official evidence is already rich. The developer’s sneak-peek stat card for a 2★ Level-1 Javelineer reads: HP 160, DMG 24, BLOCK DMG 48, SPEED 20, BLOCK 60, RNG 140, DPS 8 — RNG 140 confirming the long-range thrower read (Imperial Halberder’s melee card shows RNG 16 for scale). Then the September 13 patch reworked the unit outright: the projectile reduction was removed, and block damage was removed with the owner’s own explanation that Javelineer base damage “will not be lessened by the shield unlike other projectiles” — in plain terms, its throws ignore shield damage reduction, a deliberate anti-shield niche nothing else in the Ranged class has.
Unverified: the Elite Javelineer’s card, the Gem cost, and whether throws arc over friendly lines.
Flaming Archers (3★)
No longer a mystery. The official info channel lists Flaming Archers verbatim as the evolution of the Longbowman (“Flaming Archers → Evo of longbow”) — the third stage of the Archer chain, which is why a 3★ ranged unit arrived without a base form of its own. And fire is mechanically real, not cosmetic: the September 13 patch notes state “Burn damage now applies to players aswell” — the wording implies burn already worked on troops, and it now threatens enemy commanders too, exactly the anti-shield-wall pressure the theory-crafting hoped for.
The same patch also lessened Flaming Archer range (alongside Archer, Longbowman, and Crossbow), so that pressure now comes from a shorter reach than launch-week Archers had. They remain the “strong now” pick — the ceiling beyond 3★ is unknown, and how a Longbowman converts (Gem cost? item? free at Mastery 20?) is unrecorded.
Mace (3★)
The blunt instrument. Mace is the only Update 1 unit announced without a plural, a rank, or a fancier name — just the weapon, at 3★. Naming convention puts it in the melee frontline family. Historically maces answer armor and shields that swords struggle with — and that read now has official backing: the owner’s sneak-peek post confirms the Mace carries block damage, the anti-shield trait, alongside the halberd line. No evolution is documented for it — the same “strong now, unknown ceiling” caveat, and the exact card numbers are still unrecorded.
How do they fit a four-slot army?
The army building framework — holder, breaker, flex, tempo — slots the newcomers cleanly:
| Slot | Update 1 candidates | The case |
|---|---|---|
| Holder (frontline) | Mace, Halberder | 3★ base damage / 2★-to-3★ growing line |
| Breaker (anti-line) | Flaming Archers, Mace | Ranged pressure or blunt-force answers to shield walls |
| Discipline (anti-charge) | Spear Militia, Halberder | Deepens the Spears class to two chains |
| Mobile pressure | Javelineer | If the skirmisher read verifies — the first mobile ranged option |
Two honest cautions. First, this table maps announced facts and class roles — it is not a match-tested verdict, and the tier list marks all five as “watching” for exactly that reason. Second, in a four-slot army, new does not mean better: an Ascended launch core with known math still beats an unverified name on paper.
What is still being verified?
Promotion conditions are now official (Mastery Level 20 — a unit must reach the cap before evolving), and two official stat cards exist. Still open, dated as each lands: Gem costs for all five units, the base stat cards for Spear Militia, Halberder, Flaming Archers and Mace, the evolved cards for Spear Vanguard and Elite Javelineer, summon pool placement, and how exactly a Longbowman converts into Flaming Archers. The Crossbow — named in the September 13 patch notes but absent from every evolution path and unit list — is on the watch list too. The codes page remains the fastest way to fund the testing — the current working codes total 3,900 Gems.
Sources
- Official Roblox event “UPDATE 1 ⚔️ — New Units!” by Fight, Fight, Fight! (September 12, 2026) — unit names, star ratings, evolution pairs
- Official COMMAND AN ARMY Discord — #sneak-peaks: official stat cards (Javelineer 2★ Lv1; Imperial Halberder 3★ Lv8) and the owner’s halberd/mace block-damage post
- Official COMMAND AN ARMY Discord — #information, Game Information: Flaming Archers as the evolution of Longbowman; the Mastery Level 20 evolution rule
- Official COMMAND AN ARMY Discord — #update-log, September 13 patch: Javelineer rework, ranged range changes, burn applying to players
- Official Command An Army store art (screenshot above, via the game’s Roblox listing)
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