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Command An Army Gem Planner

A spend order for launch codes so 1,400 gems become a defendable army instead of a spin museum.

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Gem Planner

Launch codes can dump 1,400 gems into a new Command An Army account if RELEASE (500), WAR (500), BUGFIX (250), and LEBALANCE (150) still work. That is enough to start a real roster and also enough to waste on summons you will never order. This planner is the spend order. Redeem first on the codes hub, then walk the steps without opening a spin UI until the end.

Step 0 — count what you actually have

Write the number down. If a code failed, do not pretend you still have 1,400. Check expired codes and how to redeem. The planner still works on 500 gems; you just stop earlier.

Also write what you already own. If you already have Shieldmen, skip Step 1. The planner is a gap filler, not a shopping addiction.

Step 1 — buy the wall (Shieldman)

Spend until you can see a shield rank on the field. This is the First Victory purchase. If you skip it for Cavalry, you will rank horses as “mid” when you actually skipped the game. Details: infantry.

Stop buying extra shields when a rank can cover the point. Duplicates you cannot place are inventory tax.

Step 2 — buy the tax (Spearman)

Spend until a horse lane looks expensive to charge. You do not need a forest of spears. You need a funnel. If gems are tight, a thin spear rank still beats zero spears.

Step 3 — buy the closer (Cavalry)

Only now. A reserve of horses, not the whole wallet. Cavalry is S-tier as a closer, C-tier as your only plan. If Step 1 and 2 emptied the wallet, stop here and play defend. More gems will come from matches and later codes.

Step 4 — unlock Spartan if the circle is the goal

Castle players want Spartan in the ring. Use shop first, limited spins second. Read how to get Spartans before you click Skip Summon Spin. The pass does not add gems and does not add odds.

Step 5 — optional rolls only

Samurai, Scout Rider, mystery silhouettes. This is the summons layer. If you cannot name the job, do not roll. If inventory is already loud, delete before you spend.

Example budgets

1,400 gems (all four codes): Steps 1–3 fully, Step 4 if priced reasonably, Step 5 only with leftovers.

500 gems (only RELEASE or only WAR): Step 1, then as much of Step 2 as you can. Cavalry waits.

150 gems (only LEBALANCE): Upgrade the wall you already have. Do not open spins.

0 gems: Play, capture, and come back. Do not buy a pass to skip a spin you cannot afford.

Passes are not gems

Skip Summon Spin and +50 Inventory Space cost Robux. They do not substitute Steps 1–3. Buy inventory only after you deleted junk. Buy spin-skip only after Step 5 is a habit.

After LEBALANCE

If numbers moved, do not reroll the plan — replay it. Walls still occupy points. The balance patch page is the reminder. If Cavalry got more expensive in feel, Step 3 just becomes “fewer horses, same job.”

Pairing

When the wallet is empty, close this page and open the match checklist. Gems that sit unspent while you already own a wall are fine. Gems that sit unspent while you own nothing are a wasted launch.

Spend down the list, not across a gacha row.

If the shop names do not match this page

Launch shops rename things. If you cannot find “Shieldman” but you see a round-shield infantry, that is Step 1. If you cannot find “Spearman” but you see a pike, that is Step 2. If Cavalry is listed as Scout Rider, stop — Scout Rider is a disruptor, not the closer. Read troop tiers before you equate every horse.

When in doubt, buy the unit that can stand on a point without dying to the first charge you have already lost to. That unit is the wall. The planner is a job order, and jobs survive shop copy changes better than exact strings.

Play one defend round after Step 2 even if Cavalry is still locked. First Victory does not require S-tier. It requires occupancy. Come back to Step 3 with match gems plus whatever the next all-caps code pays.

FAQ

Frequently Asked Questions

Quick answers for codes, troops, and match setups.

What should I buy first with Command An Army codes?

Shieldmen, then Spearmen, then Cavalry, then Spartan. Spins last.

I only have 500 gems. Skip spears?

No. Wall first, then as many spears as you can. Horses wait.

Should I save gems for a future troop?

Save a little after the wall exists. Do not save the entire launch pile with no roster.

Does this planner use official prices?

No public price table yet. It uses job order from the tier list and Castle circle.