01

What the unit system actually confirms

The Soldier System is the army-control layer of March of Giants. In the free-to-play 4v4 MOBA, your Giant has unique abilities while Soldiers can receive battlefield commands. Steam describes rallying those Soldiers from advancing waves and taking them between lanes. This gives a direct answer to searches about units: the confirmed system involves directing Soldiers, rather than only controlling a Giant.

The current overview does not provide a complete list of Soldier types or a unit-by-unit statistics table. It also does not establish a maximum army size for an individual player. Those details are 待确认, even though Steam describes battles involving hundreds of Soldiers. A description of battlefield scale is not a verified per-player recruitment cap.

02

Rallying from advancing waves

Steam explicitly says that players can rally Soldiers from advancing waves. The same description confirms that the rallied army can be brought between lanes. This is the published basis for saying Soldiers are actively directed by players. It does not specify the exact input, interface prompt, or conditions that make a Soldier available to rally.

The available material contains no confirmed rally cooldown, recruitment price, or limit on repeated rallies. A specific opening rally route would therefore go beyond the evidence. Those values and steps are 待确认 for the current client. The useful confirmed fact is the ability to gather Soldiers from waves, without adding an invented recruitment economy.

03

Moving Soldiers between lanes

Bringing Soldiers between lanes is a separate capability named in the official description. The army is therefore not described as permanently restricted to the lane in which it appears. Players can also command Soldiers across the battlefield. This establishes movement and control as part of the system, without prescribing where a first army must go.

The sources do not document a full current map route, travel duration, or automatic formation rule. They also do not establish whether every movement command works identically in every situation. Those implementation details are 待确认. A lane-changing capability should not be presented as proof of a tested rotation or an always-correct troop destination.

04

Scout and the information role

Scouting is one of the Soldier uses listed on Steam. The official homepage also displays Scout among its command examples. Together, these sources confirm that searching the battlefield is a purpose of the Soldier System. They do not establish a numerical vision radius or a scouting duration.

A reliable scouting route, detection rule, and precise information display remain 待确认 in this material. The command's name alone cannot tell you which terrain or enemy conditions alter its result. Read the current client description when the playtest opens to confirm those details. This page does not promise a specific vision bonus or enemy-reveal effect.

05

Attack and battlefield pressure

Steam says Soldiers can be sent to take down enemy Giants and overwhelm defenses. The homepage displays Attack as a command example. These are confirmed combat uses of the army. They explain why Soldiers matter alongside your Giant without assigning a damage value or a guaranteed combat result.

Exact attack targets, targeting priorities, damage values, and command range are 待确认. The collected overview does not identify a universally best attack order or a guaranteed way to defeat a Giant. It also does not document a complete defense catalogue. This guide retains the published combat role without turning it into an untested damage strategy.

06

Capture and objective interactions

Capturing objectives is explicitly included in Steam's Soldier description. Capture is also one of the commands shown on the official homepage. This confirms that units can contribute to objective play rather than only direct attacks. The sources do not name a complete current objective list or provide a capture formula.

Capture duration, required Soldier counts, interruption rules, and specific map locations are 待确认. No universal first objective can be selected from the overview alone. The current client must supply those interactions before a detailed objective walkthrough can be written. This boundary avoids presenting an old map or an invented capture sequence as current fact.

07

Retrieve and collecting resources

Collecting resources is another officially documented Soldier use. The homepage's Retrieve example appears alongside that collection role. The confirmed information establishes resource gathering as part of the army system. It does not establish an income rate, a resource cap, or an optimal collection cycle.

The exact resource types and a universal Retrieve target rule are 待确认 in the collected sources. So are travel timings, delivery behavior, and numerical returns. A command example does not itself reveal how every resource interaction works. This page does not calculate earnings or recommend a resource route without that missing evidence.

08

Enhance and the showcased command list

The official homepage displays Enhance together with Scout, Attack, Capture, and Retrieve. Enhance is therefore a verified game term in the current Soldier showcase. Its precise effect, numerical strength, and eligible targets are 待确认 here. The collected sources do not support naming it as an attack buff, defensive buff, or universal enhancement rule.

The five displayed names are examples, rather than a verified complete command count. Hotkeys, costs, cooldowns, and command combinations are also not documented by the collected overview. Check those details in the current Pioneer client before treating a guide from a different build as authoritative. This article keeps the official vocabulary without inventing the interface behind it.

09

Soldier upgrades and Battleworks

Steam says both the Giant and Soldiers can be upgraded throughout a match. That confirms Soldier progression inside the battle, alongside the Giant's distinct abilities. The homepage also lists Soldiers as an item or build focus, with Kinetic, Alchemic, and Survival. It does not provide a complete Soldier upgrade tree or a strongest purchase order.

Battleworks are a connected but separately described deployment system. Official examples include trenches, bunkers, cavalry, and soldier drops; the homepage additionally displays Ironclad. Their published purpose is to create choke points, reinforce objectives, and influence battles. Those examples do not establish Soldier unit classes, a complete Battleworks inventory, or numerical deployment limits.

10

Which version this guide covers

This article uses the current official overview collected on October 5, 2026. The Pioneer Playtest is scheduled for October 7–18, with Ubisoft Connect and a Ubisoft Account required to participate. The developers say Soldiers, Battleworks counterplay, itemization, map, roster, and interface evolved after the September 2025 alpha. An older Soldier demonstration therefore needs a version check before its controls are reused.

This is an explanation of published system facts, without a claim of hands-on testing. Exact current controls and remaining numerical limits are 待确认 until supported by current documentation. The same standard applies to army composition, best command sequences, and unit statistics. Confirmed actions are preserved, while missing details are kept separate from tested advice.

Common questions

Before you go

Are Soldiers only automatic lane units?

No. The official Soldier System description says you can rally Soldiers from advancing waves, bring them between lanes, and command them across the battlefield.

Does this guide confirm every command or hotkey?

No. It explains command examples displayed by the official website. Exact controls, limits, and available actions should be checked in the current client.