Master of Command All Armies Guide
Each army in Master of Command changes how you fight, spend, and survive across its campaigns. Every nation has its own set of strengths, and smaller corps add unique challenges that make Ironman runs worth the pain.
How to Unlock All Armies in Master of Command
All armies unlock naturally as you progress. The main factions are available from the start, while secondary corps appear once you complete specific campaigns or meet their faction’s conditions. Each one shows up in the campaign select screen, complete with its emblem and modifiers.
Main Playable Nations
Prussia
Known for disciplined infantry and fast officer growth. Prussia rewards tactical aggression and strong early economy control. Its campaigns emphasize quick expansion and efficient casualty management.
Britain
A solid balance of income and artillery power. Britain leans into economy-based victories and steady progress across long campaigns. It’s beginner-friendly and consistent across all modifiers.
France
Balanced units and high morale define France. It handles every front well and adapts easily to both aggressive and defensive styles. Strong unit diversity makes it ideal for long Ironman attempts.
The Habsburgs
Defensive specialists with slower progression and costly upgrades. The Habsburgs thrive when you build strong artillery lines and outlast the opponent. Their campaigns test long-term planning more than raw offense.
Russia
Slow and brutal, Russia wins by sheer manpower. Expect heavier attrition and larger army management challenges. Late-game strength makes them perfect for drawn-out wars and Ironman marathons.
Secondary Armies and Corps
Freikorps Volunteers
Fast-moving light infantry with capture bonuses. They specialize in quick raids and smaller engagements.
Border Troops
Accuracy-focused forces with limited range. They’re built for precision strikes and defensive play.
Observation Corps
Support-based units with deployable defenses. Great for fortified fronts and map control.
Cossack Host
Heavy cavalry and fast mobility define this army. They rely on raids and tactical movement rather than long sieges.
Hungarian Vanguard
Aggressive infantry suited for fast attacks and morale-based gains. They favor constant pressure over endurance.
Light Corps
Lightweight mixed forces ideal for scouting and flexible deployments. Best for players who like small, high-speed campaigns.
House of the King
Royalist formations with strong officer synergy. They benefit from morale boosts and leadership bonuses.
Hanoverian Corps
A versatile European mix that balances infantry and cavalry. Strong but not flashy, suited for traditional campaign pacing.
Subsidy Troops
Mercenary formations that trade cost for numbers. They can reinforce fast but drain resources quickly.
Old Corps
Classic army composition with veteran units. Reliable performance and slower pacing make them a steady but demanding choice.
Imperial Army
Defensive heavy units with strong reserves. Designed for methodical players who prefer attrition-based victories.
Cantonist Levies
Mass recruitment and low training. They rely on pure manpower and wave tactics instead of precision.
Lower Rhine Army
Late-game army with deep reserves and balanced power. Suited for experienced players who can juggle both fronts.
Army Group Traits Overview
Most armies fall into one of three broad categories:
Power Nations focus on economy and expansion (Prussia, France, Britain)
Attrition Armies thrive in long defensive wars (Habsburgs, Russia)
Specialty Corps offer unique conditions for Ironman and challenge runs (Freikorps, Border Troops, Light Corps, etc.)
Each one feels different, so rotating factions keeps the campaigns fresh and challenging.
Final Blurb
Every army in Master of Command brings its own rhythm to the map. Prussia punishes mistakes fast, France rewards balance, and Russia drags you through endurance tests. Once you finish all main nations, dive into the sub-army corps to unlock the true replay value hidden behind each Ironman badge.
FAQ
How many armies exist in total?
There are over fifteen across the main campaigns and special corps combined.
Do you need Ironman to access all armies?
No. Ironman affects achievements, not army unlocks.
Which nation is best for new players?
Prussia. It’s strong, straightforward, and forgiving on early mistakes.
Do the corps have full campaigns?
Yes. Each one has its own campaign variation with different unit pools and modifiers.
What’s the hardest army to finish on Ironman?
The Cossack Host and Border Troops both rank among the toughest due to limited resources and slower recovery between fights.
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