And to everyone else: I really don't see why everyone likes command so much. Taking one person out of the fight (if you hit) for a round seems less than a useful action unless you've got an elite or solo. What am I missing?
I didn't take it, either, but it's fairly versatile.
The universal application, which is independent of maps, is (1) daze the target; (2) knock them prone so they grant combat advantage; (3) let your buddies beat on the poor bastard, particularly the rogue; (4) he can
either stand up next round or weakly attack, if he has no action points to spend.
Alternately, if you've got an interesting battle map, you can try to move them somewhere they'd really rather not be. Down a pit, into a fire, etc. Yes, they get a save to resist, but even if they succeed you've now moved them into a bad spot, they're prone,
and still dazed. Being both dazed
and in a hazard is a bad spot.
It's more than just knocking someone out of the fight for a round. You're also making them vulnerable to
everyone else's attacks. Remember that 4e combat is teamwork-oriented, and your best bet in most combats is to set stuff up for your strikers or defenders. It's not about you shining; it's about being a team player and getting the job done. (See above, with Cause Fear.)
-O