Commanders
Command turrets are used much like sensors, except they can command any attacking unit, not just artillery. They are limited to having 6 non-artillery attacking units assigned to them at first, but this limit rises by 2 each time the commander gains a rank, which happens relatively quickly.
Command turrets provide an accuracy, armor, and movement speed bonus to all units assigned to them.
To use commanders, you must first research the Command Turret technology.
Attaching and detaching
Attaching
To attach a unit to a Commander, select a unit, then click on the Commander you want to attach the unit to. A * symbol will appear next to the unit to signify it is attached.
Be warned, however: commanders have a limit to the amount of direct-fire units (eg machineguns) which is affected by their own experience level. The commander starts with 6 direct-fire units attachable, and each experience level raises this level by 2. Note, however, that a commander can have as many indirect-fire units as it wants.
If you wish for a repair turret to repair a commander instead of assigning to it, Alt+click on the commander while your repair turret is selected.
Detaching
To select a unit attached to a commander, Ctrl+click or right-click on unit you want to select. Telling the unit to do anything (such as moving) will detach it.
Commanding
Commanders can be used like any other group of units - moving the commander will move all its attached units, and clicking an enemy will cause your attached units to fire on it.
Commanders panel

The Commanders panel. Note the similarity to the Unit Orders panel.
The Commanders panel has some extra buttons that the Unit Orders panel doesn't have.
Assigning factories

The commander factory assignment buttons
Factories can be assigned to a commander. This will take any unit manufactured by the factory and automatically assign it to the commander's group.
To assign the factory, bring up the Commanders menu by clicking the Commander and opening the Commanders menu, or right-clicking the commander. Then, click the factory NUMBER at the bottom of the Commanders panel (the factory number can be found in the Manufacture panel). There are three rows of these numbers: the top is normal Factories; middle, Cyborg factories; bottom, VTOL factories.
Going for repairs
A unit that retreats from the battle (by using the "Retreat at X damage" setting or by right-clicking and clicking "Repair") and goes to a repair facility will automatically return to the commander once it is fully repaired.
Indirect fire support

The indirect fire support icon
It is possible to assign all artillery structures to a commander's designated target. This is called "fire support". To do so, simply select a commander, open the Commanders menu, and select the Fire Support icon (see above). To cancel it, click the same button, or assign fire support to another commander.
Commentary
Setokaiva wrote on Mar 12, 2011:
Commanders are *extremely* useful. The wide slew of abilities they possess is a massive help to your forces, and it is always a good idea to have your troops under the influence of one.
WarTux wrote on Mar 16, 2011:
The laser that commanders fire DOES do some damage, but it's not very useful unless you have all 6 commanders attacking a few scavengers.
Alexandros wrote on Mar 25, 2011:
I agree that commanders are well worth it, but some things with indirect fire units (excluding MRA) are annoying. They will not try to fire until the commander's laser starts to hit the target. Also, they do not immediately respond when you tell the commander to move the way direct fire units do. I once lost a mission because the mortars under my commander stayed where they were until I found a target, which had just disembarked a dropship.
Am I correct in saying that the commander deals damage so that he can claim victories? I notice that he always receives ranks faster than normal units, despite needing twice the victories.
kaybee wrote on Apr 9, 2011:
The commanders are very useful in gaining ranks. Now I used it until it reached Veteran and recycled it to get an elite troop. The rank of a commander raised quickly because any killing the troops got, the commanders also got the same amount. Now I have 38 elite troops on level 12.:) And the mortars are always annoying. I use it only when there's no other way. Btw, thanks for the developers, I thought I'd never play Warzone again when I lost my disc. Happy playing, folks.:)
Shadow Wolf TJC wrote on Apr 23, 2011:
If you want to bombard the enemy with tons of long range artillery (like ripple rockets, archangel missiles, or howitzers), but the only artillery you have are artillery emplacements, then use commanders to paint targets for your artillery structures to fire upon. However, keep in mind that command turrets are more expensive than sensor turrets, weigh a bit more, require a command relay center in order to build them, and have a shorter range than wide spectrum sensors. On the other hand, they provide more HP than sensors do.
Zirkel wrote on May 30, 2011:
This was real helpful to me I am going to try to use them now for my artillery from now on :D
Zodiark77777 wrote on Jun 22, 2011:
Do commanders recieve the xp from fire support?
Anonymous wrote on Jul 17, 2011:
If commanders can do everything a sensor can and more why do care about sensors?? for turrets only??
Anonymous wrote on Aug 1, 2011:
sensors have much larger range, so if you want to hit a fortified position with relatively long range attacks, a sensor is more likely to paint it without getting shot at. Commanders do have fairly long range and much more health, so it's a trade-off
Anonymous wrote on Oct 8, 2011:
I use commanders a lot, mainly for the double experience points. With their high HP they're pretty robust, but not invulnerable. I've discovered a nice trick though. If I assign a repair tank to the commander it will follow close behind and repair damage as it happens. I assign two repair units because sometimes they get shot at too and they can repair each other.
Anonymous wrote on Oct 11, 2011:
Commander require a direct line of sight with the target. So if it's behind wall, it'll be destroyed first before the actual target. Sensor can skip the wall.
Anonymous wrote on Nov 3, 2011:
Regarding Commanders and Artillery...
I was looking at the ranges for the assorted artillery emplacements and turrets. For those who wish to use at-home artillery (ie: emplacements) with a commander, go for Archangels, their range is [16-120], meaning you could designate a target from halfway across the map and get results. For the more mobile approach, go for Mini-Rockets, they posses the shortest possible range for artillery at [4-9], making them perfect for on-the-go bombardment, as they must keep fairly close to the commander to hit designated targets.
Nuni wrote on Nov 15, 2011:
Well I have a pretty good tactic as well. It is best used for early in the game. I usually start a commander off with direct fire weapons until it ranks up. Once it does I assign two repair units, two Medium cannon Cobras, two Machine gun Vipers, and at least six mortars. Fire support must be on as to receive help from mortar emplacements. This small group can quickly take out a scavenger outpost like nothing. You may also wish to attach a mobile sensor turret to help out the commander in picking its targets.
Alexandros wrote on Jan 17:
As soon as you get Command Turret technology, recycle your most experienced unit (mine was a Veteran) and produce Cannons, HMGs, Flamers, Lancers and Mini-Pods when you get them - good variety against different targets - for him, and they will be VERY effective. ONE mortar (or other artillery) is enough to speed up attacks significantly without them getting in the way too much.
The good thing about sensors is that they don't reveal themselves prematurely when they target something. The first thing the enemy knows is BOOM. "Structure under attack!" It may not be very effective in multiplayer, but against AIs, it wipes out bases. It is also handy to group the artillery so that you can quickly retreat them a short distance.
Anonymous wrote on May 6:
Quick note : Go for quantity over quality. If you don't, the AI's will overwhelm the few units you have. The good units, you should attach those to commanders. They can be hit and run guys. They hit, kill a couple of structures, then run away, repair themselves, and repeat. I hate the third transporter level in the first campaign (first time seeing Hardcrete and factory modules). My units get massacred every time. Any help?
Anonymous wrote 2 days ago:
A very helpful trick to do early in the game so when the command turret is researched later you will have units with gobs of experience that can be reproduced into commanders is this:
In the first mission destroy everything except the the scavenger base to the northeast. Really all you need to leave of that base is the factory and the power station everything else can be blown up (just set your units to hold fire and select targets for them). Research the repair turret and build a couple of units with it so they can repair each other as well. Take at least a couple of tanks (i used 2 machine gun viper wheels) and the repair units and position them due south of the scavenger base at a distance that is too far for them to shoot at the base structures (i placed them right below the bottleneck in the terrain that is directly south). Now set the 2 machineguns to guard position. The scavengers will indefinitely produce units until the factory is destroyed. Because there is no mission timer you can leave your units to rack up kills for as long as you see fit (I usually let it sit overnight). The repair units wont let your tanks ever get destroyed and by the time you come back to your game your tanks will have amassed thousands of kills depending upon how long you let them sit (I had one tank with 5000+ kills). Now this is really helpful because later on when you gain the command turret you can immediately build a commander that is able to lead 20+ units. IMHO having a really experienced commander is key to completing missions without losing to many units and in some cases completing missions period.
Anonymous wrote yesterday:
A very helpful trick to do early in the game so when the command turret is researched later you will have units with gobs of experience that can be reproduced into commanders is this:
In the first mission destroy everything except the the scavenger base to the northeast. Really all you need to leave of that base is the factory and the power station everything else can be blown up (just set your units to hold fire and select targets for them). Research the repair turret and build a couple of units with it so they can repair each other as well. Take at least a couple of tanks (i used 2 machine gun viper wheels) and the repair units and position them due south of the scavenger base at a distance that is too far for them to shoot at the base structures (i placed them right below the bottleneck in the terrain that is directly south). Now set the 2 machineguns to guard position. The scavengers will indefinitely produce units until the factory is destroyed. Because there is no mission timer you can leave your units to rack up kills for as long as you see fit (I usually let it sit overnight). The repair units wont let your tanks ever get destroyed and by the time you come back to your game your tanks will have amassed thousands of kills depending upon how long you let them sit (I had one tank with 5000+ kills). Now this is really helpful because later on when you gain the command turret you can immediately build a commander that is able to lead 20+ units. IMHO having a really experienced commander is key to completing missions without losing to many units and in some cases completing missions period.
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