Build and Conquer Units, Missiles & Drones
Detailed roster guide for every combat asset players manage in Build and Conquer V0.2.
This roster page catalogs the combat pieces Build and Conquer players recruit, launch, and lose on the mainland. The Slop Company鈥檚 Roblox strategy beta mixes plot economy with eight-player territorial fights. Units are not cosmetic skins; each role feeds capture tempo or protects the housing that drives city level 2 at 250 population and city level 5 at 2,500. Missiles unlock through hit quests rather than cash alone: SRBM (5), GLCM (12), MRBM (25), Hypersonic (100), Cluster (1,500). Use this page with the Players Hub, Units & Missiles Tier List, and Missile Guide.
Infantry
Infantry are your claim tool. They move onto capture points, soak stray fire, and generate the combat events that climb hit-quest counters toward the first missile unlocks. Keep a reinforce loop funded by shops and mines from the Buildings Tier List. Elite infantry variants hit harder but empty cash; reserve them for contested zones, not empty pads. When community Auto Recruit scripts run (see Auto Farm), infantry is usually the safest whitelist鈥攖anks Autodeployed into AD are not.
Usage tips: advance under drone vision; retreat before HIMARS splash; never march parade-style through open fields once enemies own GLCM.
Naval roster (V0.2)
The Naval update added coastline combat assets. Community coverage names gunboats, Arleigh Burke destroyers, Ticonderoga cruisers, and Virginia submarines, plus Eastern/French pack fleet variants. Build ports and a shipyard before queuing hulls. Full unlock and formation advice lives on Naval Ships; protect drydocks with the Air Defense Guide. Pass-themed fleets are optional—see Game Passes.
Drones
Research office sizes and Shahed-line prerequisites are expanded on Drones & Research.
Drones expanded after the V0.1 content wave and remain central in the live V0.2 client. Expect scout frames that light fog and armed frames that chip infantry or harass artillery. They are poor at holding ground alone but excellent at spotting AD gaps before you commit MRBM or Hypersonic shots. Research nodes that unlock hangars should follow your first lab upgrade once city level 2 is stable鈥擺City Planner](/tools/city-planner/) math still beats drone greed if you are under 250 population.
Usage tips: cycle drones rather than suicide them; use vision to cancel bad tank pushes; watch steel costs if export rules make components pricey.
Tanks
Tanks exist to break fortified capture points and delete infantry blobs that stall your hit farm. They demand industry uptime and repair budgets after missile exchanges. Against lobbies rich in HIMARS and drones, tanks need infantry screens and staggered movement. Prestige ultra-heavies often look stronger than they play; check the tier list before sinking a city鈥檚 steel reserve into one vanity column.
Usage tips: attack from two angles; pause pushes when enemy Hypersonic is off cooldown; repair on-plot between waves instead of feeding the kill feed.
HIMARS and rocket artillery
HIMARS-style units pressure static defense, soften AD nests, and deny open ground. They are fragile if left unscreened. Pair them with infantry holds and drone spots. Artillery shines in the window after GLCM unlocks but before everyone fields overlapping AD鈥攗se that window aggressively.
Usage tips: reposition after every salvo; never park on the same grid twice; coordinate barrages with allied commanders in your eight-player lobby.
Air defense
AD is part of the roster even though it sits on the plot or defensive rings. Without it, SRBM practice shots from rivals become MRBM tragedies. Build the first battery early, then layer coverage as you approach Hypersonic-range lobbies. AD does not win captures alone; it buys time for housing to reach 2,500 and for your own missiles to charge.
Usage tips: overlap arcs on labs, mines, and dense housing; repair AD first after Cluster threats; do not sell AD 鈥渢emporarily鈥?to afford tanks.
Missile roster
SRBM
Short-range ballistic entry unlock at 5 hits. Teaching tool for aim, timing, and repair reaction. Strong early, situational later.
GLCM
Cruise option at 12 hits. Flexible angles, strong against exposed industry rows, mid-game workhorse.
MRBM
Medium-range punch at 25 hits. Primary building deleter for players who skipped AD. Treat as core once available.
Hypersonic
High-end scalpel at 100 hits. Punishes turtles and slow AD rotations. Ammo discipline mandatory鈥攎anual launch only.
Cluster
Saturation munition at 1,500 hits. Devastating on dense cores, wasteful on scattered suburbs. Earn it through sustained mainland activity, not AFK plot idling.
Detailed strike craft advice continues in the Missile Guide. Patch lineage that reworked missiles is summarized on Update V0.1.
Example compositions
Opener (sub-250 pop): infantry spam, one AD, optional scout drone. Cash goes to housing. Mid (250鈥?,000 pop): infantry + drones + tanks or HIMARS, GLCM/MRBM online, second AD. Late (pushing 2,500): layered AD, Hypersonic budget, Cluster progress, artillery holding zones while housing finishes.
Adjust when Updates retune steel export or drone costs. Confirm place authenticity on the Links Hub. Promo codes remain unconfirmed as of November 2026 on Codes.
Micro habits that save rosters
- Name your focus: 鈥渉its tonight鈥?versus 鈥渃ity level tonight.鈥漒n2. Screenshot army counts before risky Autodeploy experiments (How to Execute).
- Trade vision: one drone aloft before every armor commit.
- Keep a steel reserve for repairs equal to at least one AD full rebuild.
- Review losses: if tanks die to artillery, buy drones first next life.
Relationship to buildings and tools
Factories without mines are empty sheds; mines without housing lack workers. Read Getting Started if your roster looks rich while population stalls. Use the Tools Hub when you need planners rather than unit lore. Ranked buy priorities stay on the Tier List Hub.
Mastering Build and Conquer means treating infantry, drones, armor, artillery, missiles, and AD as one kit. Pull the right tool for the mainland minute you are in鈥攏ot the tool that looked cool in a trailer鈥攁nd your city will still be standing when Cluster finally enters the chat.
Frequently Asked Questions
Quick answers to the most common questions.
How do I unlock better missiles?
Progress hit quests: SRBM at 5 hits, GLCM at 12, MRBM at 25, Hypersonic at 100, and Cluster at 1,500. Infantry and zone fights help generate hits.
Should I buy tanks before air defense?
Usually no. Basic AD protects the housing and factories that fund tanks. Get a battery up before heavy armor shopping.
What are drones best for?
Vision, harassment, and spotting AD gaps before missile or tank commits. They rarely hold capture points alone.
Is Cluster worth the 1,500-hit grind?
Yes against dense, under-defended cities. No if you will panic-fire into empty suburbs鈥攕ave ammo for real cores.
Where do I see S-tier rankings for these units?
Open the Units & Missiles Tier List under the Tier List Hub for S/A/B/C grades updated for the November 2026 meta.