Military

Military is how you take over the server. Military buildings train units, units capture flags, and held flags give your whole country boosts. This page covers units, flag guards, flags, capturing, defense buildings, army limits and how orders work.

Units

Every military building trains one unit type on a timer while you are under your army limit. Each unit rolls its own small stat variation when it spawns, so no two soldiers are exactly alike. Skills, held flags, potions and events multiply the base numbers below.

TierUnitTrained byHealthDamageAttack everyDPSRangeSpeedSightNotes
1GunmanCampsite1207.20.6s12.04.5620The starter soldier.
2MilitantMilitary Camp1604.250.12s35.46620Fast-firing rifleman.
3SniperShooting Range12046.22s23.115624Long range. Can shoot down helicopters and planes.
4Ballistic ShielderMobile Camp40020.6s3.33620Very high health, tiny damage: a shield wall.
5Tactical ForcesSpecial Ops Facility42011.1750.25s44.75.25424Elite infantry with the best gear.
6TankTank Depot300404.5s8.9242.528Shell splashes (area 7). Cannot target air units. Max 3 per player.
7HelicopterHelipad12030.25s12.09524Flies. Only Snipers, Tanks, APCs, SPAAs, Helicopters and planes can hit it. Zombies never can. Max 2 per player.
8APCAPC Depot25040.25s16.014420Turret gun. When it dies it drops 3 Militants that keep fighting. Max 1 per player.
9Military BoatMilitary Boat Dock300404.5s8.920326Ocean unit. Its bow gun fires shells that splash (area 7).
10SubmarineSubmarine Depot5004.50.25s18.0223.528Ocean unit. Only another Submarine can hit it.
11Modern WarshipWarship Port4002.50.35s7.1203.226Ocean unit. Rapid bullets plus a small blast every 5 s (area 5).
12Golden TankGolden Tank Depot300604.5s13.326330Limited Robux offer. Splash area 7. Max 3 per player.
13Golden HelicopterGolden Helipad15040.25s16.0105.526Golden Ops event reward. Same air rules as the Helicopter. Max 2 per player.
15MummyMummy Tomb450150.9s16.74.54.526Ancient Egypt event unit. Slow, tough melee.
16BiplaneTiny Airfield1102.60.3s8.710424Plane. Circles its target. Zombies and aliens can never hit planes. Max 4 per player (Wingmen skill: +2).
17F14Airbase Armstrong28080.2s40.014930Plane. One of the fastest units in the game. Max 3 per player (Squadron skill: +1).
18B2Airbase Canard1501006s16.78734Plane bomber. Bombs splash area 12 and cannot hit air units. Max 1 per player (Bomb Bay skill: +1).
19Alien TrooperAlien Trooper Base380240.9s26.74.55.526Alien Invasion event unit. A tough melee fighter.
20UFOUFO Hangar450552.2s25.016630Alien Invasion event unit and the strongest unit in the game. Its death ray hits every enemy within 9 studs of the target. Same air rules as the Helicopter. Beams down Alien Grunts. Max 2 per player.
21Alien GruntBeamed down by a UFO14070.8s8.84.5624Every 90 seconds a UFO beams down Grunts, up to 3 per UFO and 6 per player. They do not count toward your army limit.
22ArtilleryArtillery Base260556s9.242248The longest range of any ground unit. Lobbed shells splash area 9. Cannot target air units. Does half damage to the Alien Boss. Max 4 per player.
23SPAASPAA Depot40080.25s32.0223.528Anti-air tank with two guns. Only shoots planes and helicopters. Max 2 per player.
24Anti Air BoatAnti Air Dock35060.2s30.0243.230Ocean unit. Shoots down Sea Jets. When no aircraft is near, it shoots enemy ships with a weaker gun (a quarter of the damage). Max 2 per player.
25ICBM BoatMissile Dock700160 (missile)35s4.64803-Ocean missile ship. It stays far out at sea and fires a big missile (blast 14) at the biggest fight within 480 studs. A new one comes about 90 seconds after it sinks. Max 1 per player.
26GunboatStilt Fort18020.3s6.7164.522Ocean unit. A small, fast and cheap boat.
27Sea JetLaunched by an Aircraft Carrier28070.2s35.014934The only unit that flies over land and sea. Attacks ships, planes and helicopters, never ground troops. Up to 2 per carrier, and they do not count toward your army limit.
28Aircraft CarrierAircraft Carrier12000-0-2.5-Ocean unit. Never attacks. Stays far out at sea and launches a Sea Jet 10 seconds after it arrives, then every 45 seconds while it has fewer than 2. A new one comes about 2 minutes after it sinks. Counts toward your fleet limit. Max 2 per player.
29Support CaravanSupport Caravan3500-0-5-Supply truck. Never attacks and never captures flags. It loads supplies at its depot, drives to your hurt troops and heals them. Does not count toward your army limit. Max 1 per player.

Speed is in studs per second. Sight is how far a unit looks for enemies.

Land, sea and air

  • Land troops only fight land troops. Ships only fight ships. They never target each other, and splash damage never crosses the shore.
  • The Sea Jet is the only unit that crosses between land and sea. It attacks ships, planes and helicopters. Land units that can shoot air units can only hit a Sea Jet while it flies over land.
  • Planes (Biplane, F14, B2) attack land troops. Anything that is allowed to shoot air units (Snipers, Tanks, APCs, SPAAs, Helicopters, other planes) can shoot back at a plane. Zombies and aliens can never hurt a plane, except the Alien Boss.
  • Helicopters and UFOs count as land units for targeting, but can only be hurt by Snipers, Tanks, APCs, SPAAs, Helicopters, UFOs and planes. The Artillery cannot hit them.
  • Submarines can only be hit by other Submarines.

Support Caravan

The Support Caravan truck starts at its depot and fills its box with supplies in about 12 seconds. When a group of troops is hurt (each missing at least a tenth of its health), it drives there and drops supplies for 4 seconds: every hurt land troop within 20 studs gets back 30% of its health. An ally's group with 3 or more hurt troops goes first, then your own biggest group. Then it drives home and loads again. It can never bring a troop back to life.

Flag guards

Every flag nobody holds is guarded by the enemy country, an army in white uniforms. Guards refill one at a time until the flag's roster is full and patrol inside the flag. Guards count when you try to capture a flag (see below).

FlagsGuardsStrengthOne new guard every
Outer land flags (1-6)4 Gunmen, 2 Militantsweaker than normal troops5 seconds
Middle land flags (7-12)5 Snipers, 2 Tanks, 1 Biplanea bit weaker than normal troops4 seconds
Centre flag (13)10 Tactical Forces, 3 Snipers, 2 Tanks, 1 APC, 2 F14s, 1 B2, 2 SPAAs1.5x health, a bit less damage6 seconds
Ocean home points (14-19)2 Military Boatsmuch weaker than normal30 seconds
Ocean outer ring (20-25)2 Military Boats, 1 Modern Warshipweaker than normal30 seconds
Inner sea (26-37)2 Modern Warships, 1 Anti Air Boat, 2 Military Boatsfull strength12 seconds

Flag 13 has a big airbase with anti-air missile launchers. While the enemy country holds flag 13, the launchers shoot players' planes that attack the flag or the zombie camps around it (60 damage per missile). When a player holds flag 13, the launchers help that player a little.

Zombie camps

Hidden zombie camps sit on the paths between flags. Zombies in a camp only fight troops walking along that path, and only those troops can fight them. Missiles, rockets and nukes cannot hurt them.

  • Camps next to the outer flags have 3 weak Zombies. They stop coming once a player holds that flag.
  • Camps between the middle flags have 4 Zombie Swordsmen. They stop while one player holds both flags next to the camp.
  • Camps around flag 13 have up to 2 Giant Zombies, and a new Giant comes every 75 seconds. They also stop while one player holds both flags next to the camp.

Flags and capturing

There are 37 flags on the map. Soldiers stand inside a flag's zone to capture it. Your side (you and your allies) must have more units in the zone than everyone else there put together, guards, zombies and aliens included. When you do, every quarter second the capture bar moves by 5, so a flag with no defenders flips in about 5 seconds. If you do not outnumber them, the bar slowly goes back. A flag flies your colour the moment it flips, and every flag you hold gives your country its bonus right away. Land flags only count land units, and ocean flags only count ships and Sea Jets. The Bastion skill makes your flags 50% harder to take.

Home flags: your plot's number is your home flag (plot 1 owns flag 1) and your ocean home is flag 13 + your plot number (plot 1 owns ocean flag 14).

FlagZoneBonus while heldConnected to
1Land: outer ring (home flags)+15% Damage7
2Land: outer ring (home flags)+15% Damage8
3Land: outer ring (home flags)+15% Damage9
4Land: outer ring (home flags)+15% Damage10
5Land: outer ring (home flags)+15% Damage11
6Land: outer ring (home flags)+15% Damage12
7Land: middle ring+15% Cash, +2 Army Size1, 8, 12, 13
8Land: middle ring+15% Cash, +2 Army Size2, 7, 9, 13
9Land: middle ring+15% Cash, +2 Army Size3, 8, 10, 13
10Land: middle ring+15% Cash, +2 Army Size4, 9, 11, 13
11Land: middle ring+15% Cash, +2 Army Size5, 10, 12, 13
12Land: middle ring+15% Cash, +2 Army Size6, 11, 7, 13
13Land: centre+30% Cash7, 8, 9, 10, 11, 12
14Ocean: home points+15% Ship Spawn Speed20, 25
15Ocean: home points+15% Ship Spawn Speed20, 21
16Ocean: home points+15% Ship Spawn Speed21, 22
17Ocean: home points+15% Ship Spawn Speed22, 23
18Ocean: home points+15% Ship Spawn Speed23, 24
19Ocean: home points+15% Ship Spawn Speed24, 25
20Ocean: outer ring+2 Sea Army, +15% Ocean Cash14, 15, 28
21Ocean: outer ring+2 Sea Army, +15% Ocean Cash15, 16, 30
22Ocean: outer ring+2 Sea Army, +15% Ocean Cash16, 17, 32
23Ocean: outer ring+2 Sea Army, +15% Ocean Cash17, 18, 34
24Ocean: outer ring+2 Sea Army, +15% Ocean Cash18, 19, 36
25Ocean: outer ring+2 Sea Army, +15% Ocean Cash19, 14, 26
26Inner sea: gate+1 Sea Army, +10% Ocean Cash25, 27
27Inner sea: hexagon+1 Army Size, +1 Sea Army, +10% Cash, +10% Ocean Cash26, checkpoints 5 and 6
28Inner sea: gate+1 Sea Army, +10% Ocean Cash20, 29
29Inner sea: hexagon+1 Army Size, +1 Sea Army, +10% Cash, +10% Ocean Cash28, checkpoints 6 and 1
30Inner sea: gate+1 Sea Army, +10% Ocean Cash21, 31
31Inner sea: hexagon+1 Army Size, +1 Sea Army, +10% Cash, +10% Ocean Cash30, checkpoints 1 and 2
32Inner sea: gate+1 Sea Army, +10% Ocean Cash22, 33
33Inner sea: hexagon+1 Army Size, +1 Sea Army, +10% Cash, +10% Ocean Cash32, checkpoints 2 and 3
34Inner sea: gate+1 Sea Army, +10% Ocean Cash23, 35
35Inner sea: hexagon+1 Army Size, +1 Sea Army, +10% Cash, +10% Ocean Cash34, checkpoints 3 and 4
36Inner sea: gate+1 Sea Army, +10% Ocean Cash24, 37
37Inner sea: hexagon+1 Army Size, +1 Sea Army, +10% Cash, +10% Ocean Cash36, checkpoints 4 and 5

The six checkpoints of the inner sea cannot be captured or targeted. Ships sail through them to get from one hexagon flag to the next. Two flags that share a checkpoint count as neighbours for sending.

Giving orders

Walk up to any flag and hold the prompt:

  • Send All: your whole army (of that flag's kind: land troops for land flags, ships for ocean flags) marches there, and future recruits follow.
  • Send Half: needs the Officers skill. Sends half your army.
  • Send 1: needs the Signals skill. Sends one soldier at a time.

You can only send troops to a flag you hold, one of your home flags, or a flag next to one you hold. The Commander skill removes that rule. Soldiers always march flag to flag along the map connections and stop to capture any unowned flag on the way, so a column sent deep into enemy land conquers everything in between. Fresh recruits walk to your home flag first. The Support Caravan, the ICBM Boat and the Aircraft Carrier are never sent: they do their own jobs.

Defense buildings

Defense buildings sit on your plot and fire at enemies by themselves. They never hurt your own or allied troops. For the first 2 minutes after you join, your defense buildings do not fire.

BuildingMax per plotFires whenHitReload
Anti-Air Battery4An enemy player's plane flies within 150 studs of your land. The guns aim where the plane is going12 damage per second100 shots (25 seconds of fire), then 4 minutes to reload
Radar Station1Always onYour Anti-Air Batteries reach 25% farther (about 188 studs)None
Coastal Battery3An enemy player's ship comes within 115 studs of the battery. It never shoots Submarines or Sea JetsOne shell every 2 seconds, 20 damage each20 shells, then 2 minutes to reload
Rocket Battery3One of your troops has 3 or more friendly troops and 3 or more enemies within 24 studs2 bursts of 4 rockets, 70 damage each (blast 7)50s
Missile Silo3One of your troops has 5 or more friendly troops and 4 or more enemies within 30 studsOne missile, 150 damage (blast 16)90s
Nuke Silo1You aim it: press the Nuke button, move the target on the map, then press SEND NUKE. Each launch costs 10B coinsOne nuke, 1,600 damage (blast 40) to every enemy it hits15m. The first nuke is ready 15m after you join, and you get a message when it is ready. Tap the button while it counts down to skip the wait with Robux. A nuke you skip with Robux launches for free

The launchers aim at the fight where they do the most damage. A crosshair on the ground shows where every missile, rocket, artillery shell and nuke will land. When a nuke is launched, everyone in the server sees a red warning and hears an alarm. During the Alien Invasion event, a ready launcher with no fight to join fires at the Alien Boss instead and hits it extra hard. The Nuke Silo never fires by itself: you aim every nuke. Buildings the nuke cloud touches turn rusty until the cloud is gone. It is only for looks.

Missiles and rockets barely hurt flag guards and zombies, but they hit the flag 13 defenders like normal troops. A nuke hurts flag guards half as much, and the flag 13 defenders a quarter as much. Kills by your defense buildings count as your kills.

The ICBM Boat from the Missile Dock works like a launcher at sea: every 35 seconds it fires a missile (160 damage, blast 14) at the biggest fight within 480 studs.

Army limit

Your land army starts at 5 soldiers. It grows with:

  • held flags (+2 per middle-ring flag, +1 per inner-sea hexagon flag),
  • Citadels (+3 each, up to 3),
  • skills (Army I and II, Legion, Pact with allies).

Your fleet has its own limit of 5 ships, raised by ocean flags (+2 per outer-ring flag, +1 per inner-sea flag) and the Fleet and Armada skills. Aircraft Carriers and ICBM Boats count as ships. Tanks, Helicopters, APCs, planes, UFOs, Artillery, SPAAs and Anti Air Boats also have their own per-player caps (see the unit table). Alien Grunts, Sea Jets from a carrier and the Support Caravan never count toward your army limit.

Alliances

The Ally skill (15,000 coins) unlocks alliances. Send a request from the Friends panel; if the other player accepts you are allied for the rest of the server session. Allies never fight each other, walk through each other's flags without flipping them, help each other capture flags, and can send troops to flags next to each other's territory. A Support Caravan heals allies' troops too. The United skill gives +10% damage while you have an ally, and Pact raises your army limit by 1 per ally (up to 2). Alliances end when either player leaves.