Each general will likely have a number of soldiers under their control, soldiers typically have their own free will to a degree, and will react to situations accordingly. Basic orders can be given to the soldiers under the general, but precise control is out of his hands. Stuff like follow, stand ground, retreat etc. All can work, but stuff like' move north, west, there then and how are not possible. This method of control also applies to activated abilities, in that you can only give a basic idea of where that ability should take place or effect.
Generals also have 'Action Points', these are used for activating unit abilities, which allow for tactics in combat. They are aquired through resource points...
These have a 1/2 chance each turn to produce an action point, denoted by the knob on the top. A general may claim the action point if he is adjacent to the point. Resource points are indestructible.
Generals are able to move up to 3 squares a turn. And can spend an action point in an emergency to kill any adjacent unit or building. They also look typically like this:
---units---
(action point costs in bold)
Soldier: Stupid but plentiful, stands in way of other soldiers, sacrifices itself to destroy anything else it moves on. Move 3.
-push
(1): Generals may expend an action point to have all of their soldiers push any enemy soldiers back a space, this allows ground to be gained and can split open enemy forces to allow your soldiers through.
If a push forces a unit that cannot move, that unit is destroyed.
Engineer
(3): Builds various fortifications, allowing several tactical options. Move 3.
-spike fence: Blocks movement, can be disassembled only by cannon fire or by engineers not on the side of the spikes.
-stairs: Allows movement up or down a level for anything besides constructors and cannons. These will be placed in the direction that makes the most sense to me.
-Mine: Explodes when stepped on, killing everything within a 1 space radius, soldiers are about the only thing stupid enough to do so however.
-Sap
(1): Causes the engineer to make a suicide charge into the enemy, he then detonates himself killing and destroying everything within a 1 space radius. When activated he may move up to 6 spaces to reach a target.
Guerrilla Fighter
(1): A fast unit capable to moving over sheer cliffs unimpeded, and able to take down any unit without sacrificing itself. Unfortunately, any unit can also kill it without sacrifice. Try to ambush where possible. Cannot destroy buildings or engineer objects. Move 4.
-Molotov
(1): Kills a single enemy up to 3 squares away. Cannot destroy cannons, constructors, buildings, or generals.
Cannon
(5): A bulky and slow unit, offers the ability to strike any spot on the map with cannon shells at the expense of action points. Move 2.
-Fire
(1): fires a shot at any part of the map, a marker will appear and at the start of the next turn for the cannon's team, any units or engineer constructions within a 5x5 square(not corners) is destroyed. Generals will not be harmed. Units typically will move out of the way of this. One use per cannon per turn. May not directly target a unit, but may directly target buildings.(although it cannot destroy constructor buildings)
Constructor
(3): Can create a new building anywhere the bulky machine can move to. When any of its abilities are used, the constructor is lost. Move 2.
-Build Hut
(2): Creates a soldier each turn if a general is nearby with less than 8 soldiers.
-Build Academy
(3): Allows the recruitment of Engineers and Guerrilla Fighters.
-Build Factory
(4): Allows the recruitment of Cannons and Constructors.
Typically, a map will start with several resource points, and a base for each team with a few huts, a academy, and a factory. It is likely in your best interests to protect these buildings as without them you'll be at an extreme disadvantage.
To purchase a unit from a building, move adjacent and post what you wish to buy. Huts produce soldiers for free automatically when you are nearby.
Turns are done by an entire team simultaneously, back and forth between red and blue. All units on either team react accordingly during either team's turn.