Standing up a functional military in Build and Conquer changes how you approach territory control, because infantry alone cannot hold ground against a player who has already transitioned into vehicle production. This build and conquer military guide walks through the unlock path, the eight-gun squadron conversion, and the tank options that define the V0.1 beta meta. Understanding these systems early prevents wasted production cycles and gives you a clear upgrade path from your first soldier to a full armored push.
Unlocking the Military Production Chain
The military branch of your city does not open at the start of a match, which means your first few minutes should focus on reaching the required city level rather than stockpiling basic resources. According to the official Roblox game page for Build and Conquer, the title launched in August 2026 as a strategy experience supporting up to eight players per server, and the current V0.1 beta still gates military content behind early progression. Players report that the military unlock triggers at city level 2, which is a relatively low threshold but still requires you to complete foundational buildings first.
The City Level 2 Gate
Reaching city level 2 is the single most important early milestone for any player who wants to field soldiers, because every subsequent military structure depends on this unlock. Community reports consistently describe the same sequence: build housing, connect basic infrastructure, and let your city tick up to level 2 before the military tab becomes available. The exact experience or resource requirement for level 2 is not published by the developer, so treat any specific number you see in community threads as an estimate rather than a confirmed value.
Once the military tab opens, you gain access to the Military Base, which acts as the production hub for all vehicle and missile work. The official developer group, The Slop Company, communicates beta changes through their Roblox group page, and players frequently check that channel after patches because the V0.1 beta changed often during October 2026. If you are still working through the early city setup, the first city planning guide covers the infrastructure order that gets you to level 2 efficiently.
What the Military Base Unlocks
The Military Base is not just a decorative structure; it is the prerequisite for every vehicle and missile system in the game. Without it, you cannot produce tanks, drones, or long-range artillery, which means your military ambitions stall at basic infantry. Players who rush the Military Base early gain a timing advantage because vehicle production takes longer than soldier training, and starting that clock sooner compounds over the course of a match.
| Structure | Unlock Requirement | Primary Function | Notes |
|---|---|---|---|
| Military Base | City level 2 | Vehicle and missile production hub | Required before any tank or drone work |
| Soldier Training | Military Base active | Infantry production | Eight guns convert to one squadron |
| HIMARS Platform | Military Base active | Long-range artillery | Used to probe and punish enemy movement |
| Tank Factory | Military Base active | Armored ground units | Core force for pushing enemy territory |
Soldiers and the Eight-Gun Squadron System
Infantry in Build and Conquer operates on a conversion system that is easy to misunderstand if you only look at individual unit counts. The key mechanic is that eight guns make one squadron, which means your production planning should always work in multiples of eight rather than training soldiers one at a time without a goal. This conversion is community-reported, and while the developer has not published official unit costs, the eight-to-one ratio consistently appears across player footage and discussion threads.
How to Make Guns and Raise Squadrons
Producing guns starts at the soldier training facility, and the process is straightforward once your military infrastructure is online. The build and conquer soldiers guide that most experienced players follow emphasizes batch production: train eight guns, convert them into a squadron, and only then commit that squadron to a fight. Sending partial groups into combat wastes the conversion potential because a lone gun contributes far less than a full squadron.
| Production Step | Action | Result | Strategic Note |
|---|---|---|---|
| 1 | Train individual guns | Basic infantry unit | Weak alone, avoid solo deployment |
| 2 | Reach eight guns | Conversion threshold | Do not attack before this point |
| 3 | Convert to squadron | Full infantry formation | Significantly stronger than eight loose guns |
| 4 | Deploy squadron | Combat-ready unit | Use to hold defensive lines or support tanks |
The conversion mechanic rewards patience, which is why rushing your first eight guns into a fight before they form a squadron is a common early mistake. Players who understand the eight-gun rule tend to build their production around full squadrons from the start, and that habit carries into the mid-game when infantry transitions from your main force to a supporting role behind armored units.
Squadron Roles in the V0.1 Beta
Squadrons fill two primary roles in the current beta: defensive anchoring and tank support. A squadron holding a choke point can delay an enemy push long enough for your tanks or artillery to reposition, while squadrons advancing alongside tanks absorb attention that would otherwise focus on your vehicles. Because unit costs are not published, the most reliable way to evaluate squadron value is through community footage, which consistently shows full squadrons outperforming equivalent numbers of ungrouped guns.
Tank Guide: Core Ground Force Options
Tanks are the primary ground force for pushing enemy territory in Build and Conquer, and the build and conquer tank guide that follows focuses on what is verified for the V0.1 beta rather than speculative stats. The developer has not released official damage, cost, or cooldown numbers, so any specific figure you encounter outside the verified briefing should be treated as unconfirmed. What is confirmed is the role: tanks lead territorial pushes because they combine durability with enough firepower to break defensive lines that infantry cannot crack alone.
How Tanks Fit Into Your Army Composition
A balanced military in the current beta typically pairs tanks with squadrons and long-range support, because tanks alone are vulnerable to focused fire from multiple angles. The HIMARS platform serves as the long-range artillery piece that probes enemy movement and punishes clustered units, which creates openings for your tanks to advance. Players who skip artillery often find their tank pushes stall against prepared defenses, since the enemy can concentrate fire without worrying about indirect punishment.
| Unit Type | Role | Strength | Weakness |
|---|---|---|---|
| Squadron | Infantry formation | Flexible, holds ground | Vulnerable to vehicle fire |
| Tank | Armored ground force | Durable, pushes territory | Needs support against focus fire |
| HIMARS | Long-range artillery | Punishes clustered movement | Limited close defense |
| Drone | Fast air option | Quick strikes, scouting | Less durable than tanks |
The drone option has been highlighted in recent updates as a fast air alternative, although it occupies a different niche than the tank line. Where tanks grind forward and hold ground, drones excel at quick strikes and harassment, which makes them a complementary tool rather than a replacement for armored pushes. If you want to explore the air side of the military tree, the drone unlock guide breaks down that progression path.
Best Tanks for the Current Meta
The question of the best tanks in Build and Conquer is complicated by the fact that the V0.1 beta does not publish unit stats, which means tier rankings rely on community observation rather than hard numbers. What players consistently report is that tank value depends more on how you use them than on any inherent stat advantage, because a well-supported tank push succeeds where an unsupported one fails regardless of which tank model you field.
Community footage from October 2026 suggests that early tank production should prioritize getting any armored unit onto the field rather than waiting to afford a specific model, because the presence of a tank changes how opponents position their forces. Once you have one tank active, the pressure it creates lets you expand territory while your production lines work on additional vehicles and supporting squadrons.
Artillery and Support Units
The military system in Build and Conquer extends beyond infantry and tanks, and ignoring the support layer leaves your army incomplete. The HIMARS platform is the most discussed support unit in the current beta because its long-range capability changes how both sides approach movement. When a HIMARS is active, enemy players must spread out or risk losing clustered units to artillery fire, which creates the spacing your tanks and squadrons need to advance.
Using HIMARS to Control Enemy Movement
HIMARS works best as a deterrent and probing tool rather than a primary damage source, because its value comes from forcing the enemy to react. A player who knows artillery is watching will hesitate to group units for a push, and that hesitation buys you time to reinforce or reposition. Community reports describe HIMARS as particularly effective against players who rely on dense infantry formations, since the threat of artillery punishes exactly the kind of clustering that squadrons encourage.
The Military Base requirement means you cannot field HIMARS until your production infrastructure is already online, which places artillery in the mid-game rather than the early rush phase. Players who want to rush artillery should still build the Military Base first, then immediately start HIMARS production while their tank line ramps up in parallel.
Drones as a Fast Air Option
Drones have appeared in recent update discussions as a fast air option that complements the slower ground units. While tanks and squadrons grind through territory, drones can strike at exposed positions or scout ahead to reveal enemy movements. The trade-off is durability: drones do not hold ground the way tanks do, so they work best as a hit-and-run tool rather than a frontline unit.
| Support Unit | Unlock Path | Best Use Case | Limitation |
|---|---|---|---|
| HIMARS | Military Base | Punishing clustered enemies | Weak close defense |
| Drone | Military Base | Fast strikes, scouting | Low durability |
| Squadron | Soldier training | Holding defensive lines | Vulnerable to vehicles |
| Tank | Military Base | Pushing territory | Needs support |
Military Strategy for the V0.1 Beta
The current beta rewards players who build a layered military rather than committing to a single unit type, because every unit in Build and Conquer has a clear counter. A pure tank army struggles against enemies who spread out and use artillery to punish predictable advances, while a pure infantry army cannot push through a defended position without armored support. The strongest players combine squadrons, tanks, and artillery into a force that can adapt to what the opponent fields.
Early Game Military Priorities
Your first military goal should be reaching city level 2 and getting the Military Base online, because every other military option flows from that structure. After the base is active, start soldier production immediately and work toward your first full squadron, since infantry is the fastest military unit to field. Once you have a squadron, begin tank production while your infantry holds your territory, and add HIMARS support as soon as your production capacity allows.
The build and conquer military guide that experienced players follow treats the early game as a race to combined arms, not a rush to any single unit. Players who skip infantry entirely and rush tanks find themselves without enough bodies to hold ground, while players who over-invest in infantry struggle to push once the enemy fields vehicles. Balance is the key, and the eight-gun squadron system gives you a natural infantry checkpoint to hit before transitioning to armor.
Mid-Game Combined Arms Push
Once you have squadrons, tanks, and at least one support unit online, the mid-game becomes about applying pressure without overextending. Use HIMARS to probe enemy positions and force them to spread out, then commit your tanks to the weakened point while squadrons follow to hold the ground you take. This sequence works because each unit covers the weakness of the others: artillery punishes clustering, tanks break the line, and infantry secures the gains.
The military base usage guide covers the production management side of this strategy in more detail, including how to sequence your vehicle and missile work so you never idle your Military Base. Keeping that structure active is essential because every minute it sits unused is a minute your opponent gains on their own military buildup.
Frequently Asked Questions
How do I unlock the military in Build and Conquer?
You need to reach city level 2, which unlocks the Military Base and the entire military production chain. Focus on foundational buildings first, then build the Military Base as soon as it becomes available. The exact resource requirements are not published, so prioritize infrastructure and let your city level naturally.
What is the eight-gun squadron conversion?
Eight individual guns convert into one squadron, which is significantly stronger than eight ungrouped soldiers. Always train in multiples of eight and avoid sending partial groups into combat. This conversion is community-reported for the V0.1 beta, and the developer has not published official unit costs or conversion details.
How do I make guns in Build and Conquer?
Gun production starts at the soldier training facility after your Military Base is active. Train eight guns, convert them into a squadron, and only then deploy them into combat. Batch production is more efficient than training soldiers one at a time without a conversion goal.
What are the best tanks in the current meta?
The V0.1 beta does not publish tank stats, so tier rankings rely on community observation rather than hard numbers. Players report that tank value depends more on support and positioning than on any specific model, which means any armored unit that reaches the field early creates pressure your opponent must answer.
Do I need the Military Base for tanks and artillery?
Yes, the Military Base is required before any vehicle or missile work, including tanks, HIMARS, and drones. Build it immediately after reaching city level 2, then start vehicle production as soon as the structure is online. Skipping the base locks you out of the entire armored and support layer of the military tree.