>>96350938
>>96351054
>>96351351
>>96351351
I said it last thread: Please. Read the goddamned rules.
Specifically, page 58 (commanders) and page 167, "Special abilities"
Command (X)
> A unit containing a figure with the special ability Command allows its player to roll 3 dice for activation rolls and morale tests – for that unit and for any unit within 6” of that unit.
> Additionally, if the unit containing the figure with Command activates, the player can attempt to activate X additional units at the same time.
(procedures are on page 58, the units activate sequentially in whatever order the Attacker wants, which means he can open up a charge lane for his commander's unit among other things)

You can absolutely launch a coordinated attack, and even if one of the units fails its activation check it can still maneuver into a blocking position. The main downside being, units that have already activated that turn have penalties if they're counter-attacked, so pushing too much of your force at once effectively leaves most of your troops fatigued. Of course, fighting back in close combat also counts as an activation; an early coordinated advance can pin large sections of the enemy force if they don't want to bulge or expose their own flanks, but the interpenetration can be worth it.
It means armies with large, cheap units benefit from strong commanders getting more controlled activations at the beginning of the turn. Groups of highly-disciplined, good-quality troops with more distributed command can quickly and reliably exploit gaps and bulges in the enemy line, as long as they aren't pinned. Undisiplined hordes with poor leaders are less likely to coordinate at all but will almost always have fresh troops somewhere near the larger fights to get stuck in once the enemy's blown their wad. Provided you can whip them into attacking, anyway. Losing a King or Prince is extremely bad for your army, of course.