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Halberdier Line Guide — Spearman, Spear Militia and Halberdier

The Command An Army spear evolution line: Spearman to Spear Militia to Halberdier to Imperial Halberdier, the 1.5 buffs, and why spears counter cavalry.

9/21/2026 Update 2 Last updated: 9/21/2026 4 min read

FAQ

What counters cavalry in Command An Army?
Spears. Halberdier is the standard answer, and creators call it the best cavalry counter if you want to protect your archers. Using Scout Rider into Halberdier is the classic expensive mistake — Halberdier hard-counters cavalry.
What did the 1.5 patch do to Spearman?
Two buffs: Spearman gained four more units in its formation (28 total) and became faster. Creators describe Spearman as "really good now" as a result, and the buffs carry up the evolution line.
Is Halberdier better than Pikeman?
Most sources say yes — Halberdier breaks blocks, counters Spartans and charges the flag, while Pikeman is rated C by creators who say Halberdier does the same job better for the same star cost. One camp still rates Pikeman A based on the Spearman buffs carrying through.
What is the Halberdier weak against?
Archers. Creators are blunt about it — archers will "shred the living crap" out of halberdiers, which is the one thing keeping the unit out of the top tier of the meta despite its versatility.
What is the Imperial Halberdier?
The 4-star final form of the spear line. Creators describe it as a tankier Halberdier with more damage — everything good about the 3-star, one star higher.

The line

Stage Star Role
Spearman 1★ Buffed in 1.5: faster, 28 units per formation
Spear Militia 2★ More mobility and range than Shieldman. Rated S by one source, A by most.
Halberdier 3★ A tier. The cavalry counter, shield breaker, and flag charger.
Imperial Halberdier 4★ A tankier Halberdier with more damage.

Why spears matter more than their tier

The spear line is rated A, not S — and it is still in almost every serious lineup. The reason is that it answers the two things that otherwise beat you:

Cavalry. A Lancer or Scout Rider reaching your back line deletes your archers. Halberdier is the unit that stands in the way, and creators call it the best cavalry counter in the game. Without one, a cavalry-heavy opponent simply runs over a ranged composition.

Shields. Halberdiers have block damage, which means they break shield lines as well as stopping cavalry. That is the mechanic behind the whole shield matchup — the unit counters guide explains how to check it on any unit.

Two jobs, one unit, at 3 stars. That is why the line is worth investing in even though it is not the top of the tier list.

The 1.5 buffs changed the line

The 1.5 patch gave Spearman four more units in its formation — 28 total — and more speed. Creators describe the result as Spearman being “really good now,” and the buffs carry up the evolution line rather than applying only to the base form.

There is a second-order effect worth knowing: bigger formations are usually better in this game. A formation with more bodies absorbs more damage, holds a wider line and takes longer to break. The 28-unit formation is a meaningful part of why the whole spear line rose.

One creator’s summary of the tier list shift: “Pikeman is A tier — with the buffs that I explained with Spearmen, it’s definitely got a huge upgrade from its previous form.”

The archer problem

Spears have one hard weakness, and it is the reason the line caps at A tier instead of S.

Archers shred halberdiers. Creators phrase it as archers “shredding the living crap” out of them, and the conclusion is stated plainly: Halberdier “can’t be meta because archers exist.”

That creates the game’s central composition tension. You need spears to stop cavalry. Cavalry exists to kill archers. Archers kill your spears. There is no unit that answers all three, which is why real lineups run a mixed composition rather than a single best unit.

The practical resolution most creators land on: keep your spears in the open field where they can intercept cavalry, and accept that they will trade badly against a ranged-heavy opponent — then bring your own ranged to punish theirs.

Spear Militia is the quiet standout

The 2-star Spear Militia gets less attention than the 3-star, and several sources rate it above its tier.

The argument is mechanical: it has more mobility and more range than Shieldman, which makes it better at what creators call “dirty placements” — putting a unit somewhere awkward that the enemy has to deal with. One tier list put it in S tier outright; most put it in A.

If you are building on a small star budget, Spear Militia at 2 stars does most of what a Halberdier does for one less star. The star limit guide covers how to weigh that.

How to use the line

Park them between your archers and the enemy. This is the whole job. A Halberdier standing next to your Flame Archers turns a cavalry charge into a trade instead of a loss.

Use the block damage offensively when the enemy is shield-heavy. Halberdiers walk through shield lines, which makes them the answer when a Spartan push is grinding you down.

Do not lead with them. Spears are the second unit into a fight, not the first. Send the shields in, then the spears behind them to catch whatever charges.

Watch the star cost when evolving. Halberdier is 3 stars and Imperial Halberdier is 4 — the same cost as a Spartan. Evolving before your account level supports it can price the unit out of your lineup.

Where it sits

Halberdier is A tier on the best units tier list, and the spear line as a whole is the answer to two of the four counter matchups. For what it protects, see the Archer line; for what it loses to, the unit counters guide. If you are choosing a first lineup, the beginner guide puts the pieces together.

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