Build and Conquer V0.1 (beta) · every page follows the 11 October 2026 build
Build and Conquer Guide

Build and Conquer military guide

Build and Conquer military production: what city level 2 unlocks, why a squadron needs eight guns, how vehicles and drones are produced and how to deploy.

Last verified 2026-10-11 · Build and Conquer V0.1 (beta)

Quick answer

City level 2 unlocks guns and soldiers. A squadron needs 8 guns, so early rifle spam is a trap — save for drones, tanks and HIMARS instead, and only deploy to the mainland with air defence already built.

Your military starts at city level 2, when guns and soldiers unlock. What the game does not tell you is that raw infantry is the worst value in the game, and that your production building choices decide whether you can fight at all.

Official screenshot: two tanks on the plot with the city behind them

Production basics

UnitWhere it comes fromCost pattern
Soldiers and gunsMilitary base, tier oneA squadron needs 8 guns — slow to scale early
DronesResearch + military productionNeeds the previous drone; three drones exist after the V0.1 patch
Tanks (T-72B and similar)Military baseStrong vs ground, needs fuel
HIMARSMilitary baseAlso needs its rockets produced separately; doubles as a spotter
MissilesMissile production, fed by steel worksSteel + fuel + money per launch

The single most repeated piece of veteran advice: do not buy soldiers before you buy drones or tanks. Eight guns per squadron means early infantry consumes your whole industrial output, while one drone can raid, scout and force a reaction.

Deploying without losing your base

  1. Build air defence first. C-RAM (limit 6), RA3 interceptors, Iron Dome and Pantsir are the standard layer; anti-air was buffed globally in a recent patch.
  2. Then build tunnels. Tunnels are how troops reach the mainland.
  3. Deploy from the military base. Once troops are on the mainland, right-click moves them and HIMARS can spot targets from long range.
  4. Remember deploying turns your base PvP on. Your plot is now a legal target. Do not deploy, then log off for the night — combat logging is penalised with a 30% hit for a week.

Fighting on the mainland

Wars are fought over strategic areas. Holding one applies a country-wide bonus (community-measured at +20% income and +30% population), which is why the experienced players fight at all: it is an economy play with guns attached.

  • Scout with HIMARS before committing. One HIMARS sees far and costs less than losing a tank column blind.
  • Keep missiles for defences, not for infantry. A missile spent killing one soldier is a missile not spent killing a power plant.
  • Take sectors you can hold. A sector you lose every hour is worse than a sector you never touched, because you keep paying for the units defending it.

Defending your own plot

Layered defence works, single towers do not. The community layering that survives missile attacks: C-RAM for close defence, RA3 or Iron Dome for cruise and ballistic, Pantsir as the all-rounder, and spread them so one cluster missile cannot delete the whole network. Then build bunkers and air raid sirens around your population — they are cheap and they are the difference between losing a building and losing a district.