Advanced Tactics

Strategy Guides

Optimized build orders, efficient farming, deadly army compositions, and the meta-game of alliance warfare. For players who want to win, not just survive.

Optimized Early Game Build Order

The first hour determines how fast you scale. Every minute without resource buildings running is production lost forever. This build order prioritizes economy first, military second โ€” you can't train troops you can't afford.

1
๐Ÿ”ฉ
Scrapyard
Scrap income
2
๐Ÿงฑ
Quarry
Concrete income
3
๐ŸŒฟ
Farm
Food for troops
4
๐Ÿ›
Bunker โ†’ 2
Level gate
5
๐Ÿ“ฆ
Warehouse
Storage cap
6
๐Ÿ›
Bunker โ†’ 3
Unlock military
7
โš”๏ธ
Training Camp
Train troops
8
โš”๏ธ
Train 20 Scavengers + 10 Militia (while building continues)
First army
9
๐ŸŒพ
Granary
Food storage
10
๐Ÿ”ฉ
Scrapyard โ†’ 3 + Quarry โ†’ 3
Scale production
11
๐ŸŒฟ
Second Farm
More food capacity
12
๐Ÿ’ฅ
Attack your first Tier I camp!
Loot income starts

Why no Refinery early? Fuel isn't needed until Bunker 5+ and advanced unit training. Building a Refinery in your first 8 slots wastes a slot that could be a second Scrapyard or Farm. Add a Refinery around step 15-20, once you're pushing toward Bunker 5.

๐Ÿ’ก
Raid between builds. While waiting for construction timers, send your army to farm Tier I camps. Each raid brings 800-2,800 resources. After 3-4 raids, you've earned enough to fund several building upgrades. This is the core loop: build โ†’ farm โ†’ build more.

Army Compositions

There is no universal army. Different targets require different compositions. Here are the proven builds for each situation.

The Farm Wagon
PvE ยท Camp Farming
Militia provide combat power. Scavengers (early) or Trucks (mid-game) carry the loot. Goal: maximum profit per raid with minimal losses. Always aim for 5:1+ ratio.
Early30 Militia + 40 Scavengers
Mid80 Militia + 20 Snipers + 10 Trucks
CarryEarly: 2,450 ยท Mid: 3,350
The Glass Hammer
PvP ยท Offensive Strike
Maximum attack power per food upkeep. Snipers deal devastating damage, Militia absorb losses. No haulers โ€” this is a destruction force, not a raiding party. Use when you want to cripple a defender's army.
Composition100 Militia + 50 Snipers
Total Attack5,000
Food/hr350
The Smash & Grab
PvP ยท Resource Raid
Hit a player's settlement, kill their garrison, take their resources. Needs both firepower to win and carry capacity to profit. Trucks are essential โ€” without them you win the fight but leave the loot.
Composition80 Militia + 30 Snipers + 15 Trucks
Total Attack3,725
Carry4,350
The Siege Train
PvP ยท Settlement Conquest
The full-force conquest army. War Rigs for overwhelming attack, Militia for bulk, Enforcers to grind loyalty. Speed 4 (Enforcer) โ€” plan for long travel. Typically needs 3-5 waves to conquer.
Per Wave100 Militia + 20 Snipers + 5 War Rigs + 3 Enforcers
Total Attack4,015
Loyalty/wave~60-105 (if Enforcers survive)
The Porcupine
Defense ยท Home Garrison
Pure defense. Militia have the best infantry defense (30). Stack them behind a high-level Wall. Add allied support troops for multiplicative effect. Keep Snipers elsewhere โ€” their 10 defense is wasted on garrison duty.
Composition200+ Militia + Wall Lv 10+
Effective Def7,200 (with Lv 10 Wall)
With 100 allied support10,800
The Speed Demon
PvP ยท Quick Strike
All Scavengers. Fast (speed 20), decent carry (50 each), cheap to replace. Used for hitting undefended or lightly defended settlements before reinforcements arrive. Not for fighting real armies โ€” just grab and go.
Composition100+ Scavengers
Total Attack1,000
Carry5,000
Speed20 (fastest army possible)

Farming Efficiency Guide

Camp farming is the engine of mid-game growth. The difference between a good farmer and a bad one is loot per hour โ€” not loot per raid.

Loot per hour = (loot per raid - replacement cost) ร— raids per hour

This means three things matter: minimizing losses (send overwhelming force), maximizing carry capacity (bring Trucks), and minimizing travel time (farm nearby camps, use fast units when possible).

StrategyLoot/RaidLosses/RaidRaids/HrNet/Hr
50 Militia โ†’ Lv1 (close, 5 tiles)~3,200~3802~5,640
80 Militia + 10 Trucks โ†’ Lv3 (10 tiles)~6,000~1,2001.5~7,200
100 Militia + 20 Snipers + 10 Trucks โ†’ Lv5 (15 tiles)~6,000~8001~5,200
30 Militia โ†’ Lv3 (close fight)~4,000~5,7002-3,400

Notice: the 50 Militia vs Level 1 (massive overkill) is more profitable per hour than the risky Level 3 attempt. Overkill is almost always the right call. The exception is when you're limited on march slots โ€” then targeting the highest camp you can efficiently farm per slot is optimal.

๐Ÿ’ก
Multiple march slots are a force multiplier. At Radio Tower Level 5 (3 march slots), you can run 3 farming armies simultaneously. Even at modest 3,000 net/hr per slot, that's 9,000 resources/hour โ€” more than triple what your production buildings generate. This is why upgrading Radio Tower is a top priority after your economy is established.
โš ๏ธ
Don't neglect nearby camps. A Level 1 camp 3 tiles away takes 9 minutes round-trip for Militia. A Level 5 camp 25 tiles away takes over 4 hours round-trip. Farm the closest camps first, regardless of level. Distance is the silent killer of farming efficiency.

Defense Strategy

You can't be online 24/7. Your defense strategy needs to work while you sleep. The goal isn't to be unbeatable โ€” it's to make attacking you more expensive than it's worth.

Layer 1: Watchtower. Information is the first line of defense. A Level 16+ Watchtower tells you exactly who's attacking, with what, and when they arrive. This gives you time to call for allied support, send your troops to safety, or spend down your resources so there's nothing to steal.

Layer 2: Wall. The Barricade Wall multiplies ALL defending troops' defense. At Level 10 (+20%), your 200 Militia defend like 240. At Level 20 (+40%), like 280. This bonus scales with every additional troop โ€” including allied support. Walls are the highest-leverage defensive investment.

Layer 3: Garrison. Keep Militia at home. They have the best defense stats of any infantry unit. Snipers, Scavengers, and Trucks should be out farming โ€” they're wasted on garrison duty. Leave 100-200 Militia at home as your standing garrison.

Layer 4: Alliance Support. This is the killer. 5 alliance members each sending 50 Militia to your settlement gives you 250 extra defenders behind YOUR wall. The math becomes devastating for attackers. A Level 10 Wall with 200 of your Militia + 250 allied Militia = 450 ร— 30 defense ร— 1.20 wall = 16,200 total defense. An attacker needs 4,050 attack (162 Snipers or 405 Militia) just for a 1:1 ratio.

๐Ÿ’ก
Spend your resources before you log off. Start a build, train troops, queue research. Resources sitting in your storage are resources an attacker can steal. An empty warehouse is the best defense against raiders.

Conquest Timing Guide

Conquering a settlement is a multi-wave operation where timing matters more than raw power. Loyalty regenerates at 1/hour โ€” every hour you wait between waves, you lose 1 point of progress.

Optimal timing: Send waves as fast as your armies can travel back, retrain Enforcers, and march again. For a target 15 tiles away with Enforcers (speed 4):

PhaseTimeLoyaltyNotes
March out3h 45m100Travel at Enforcer speed
Wave 1 arrives+0100 โ†’ ~253 Enforcers survive (75 reduction)
Loyalty regens+3h 45m~29+4 loyalty during return march
Retrain + march+5h~34+5 more loyalty during retrain + march
Wave 2 arrives~12h total34 โ†’ 02 Enforcers survive (50 reduction) = conquered

Total conquest time: approximately 12 hours for a target 15 tiles away. Closer targets can be conquered in 4-6 hours. Far targets (50+ tiles) can take days.

๐Ÿ”ฅ
Coordinate with your alliance. While you're grinding loyalty, the defender is calling for help. Alliance support troops arriving between your waves can drastically increase the cost. The best conquests happen when your alliance pins the defender's allies with simultaneous attacks on multiple fronts. Conquest is a team sport.

Put These Strategies to Work

Theory is nothing without execution. The wasteland is waiting for someone who knows what they're doing.

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