Tier List

Build and Conquer Units & Missiles Tier List

Community combat rankings for mainland fights and hit-quest missile unlocks (November 2026).

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Units & Missiles Tier List

Combat in Build and Conquer is a race between city economies and mainland tempo. This tier list ranks infantry, drones, tanks, HIMARS-style artillery, missiles, and air defense for The Slop Company beta (V0.2) using November 2026 community consensus. Unlock context matters: missiles arrive through hit quests閳?SRBM at 5 hits*, GLCM at 12, MRBM at 25, Hypersonic at 100, Cluster at 1,500閳ユ敃o early ranks emphasize units that create safe hits without bankrupting the plot that still needs 250 population for city level 2 and 2,500 for city level 5. Cross-read the Buildings Tier List, Players / Units roster, and Missile Guide.

How we score combat assets

  • Capture contribution on eight-player mainland zones.
  • Cost per useful minute (cash, steel, population overhead).
  • Synergy with drones, AD, and missile timings after the V0.1 rework.
  • Fragility to counter-fire and whether losses stall hit-quest progress.
  • Micro tax閳ユ敆nits that need constant babysitting drop a letter grade in public lobbies.

S tier

Line infantry with cheap reinforce loops remain S for opening captures and farming early hit counts toward SRBM/GLCM. They die fast but refund tempo. Baseline air defense is S the moment enemy lobbies show any missile progress; an undefended city wastes every housing tile you built for level 5. MRBM lands as S once unlocked because it punishes clustered industry without requiring Cluster-scale quests. Hypersonic is S for shutting down turtle players who stack AD against slower ballistic paths閳ユ敃carce ammo means manual fire discipline, not Autodeploy spam from Auto Farm Scripts.

S-tier play pattern: infantry probes 閳?confirm Zone ESP intel 閳?MRBM/Hypersonic on hardened targets 閳?repair via plot industry.

A tier

Armed drones sit in A for scouting, chip damage, and safe harassment that feeds hit quests without committing tanks. Mainline tanks are A when breaking fortified capture points that infantry cannot crack. HIMARS / rocket artillery is A for area denial and softening AD nests before a missile strike. GLCM is A as your flexible mid unlock閳ユ攨xcellent cruise pressure once you pass 12 hits. Expanded AD layers (second batteries, overlapping coverage) are A on rich cities approaching 2,500 population.

A-tier tip: do not buy tanks before mines and factories from the buildings list can sustain losses.

B tier

Elite infantry variants that cost too much for the damage gain are B閳ユ敆se them as spearheads, not blobs. Specialist drones with narrow roles (pure recon without weapons, fragile bombers) are B depending on research. SRBM becomes B after you own GLCM/MRBM; it is still fine for finishing low-HP buildings but no longer your primary hammer. Experimental chassis introduced in shifting beta patches often start B until players learn counters.

C tier

Vanity parade units, ultra-expensive prestige armor without AD screen, and Cluster missiles fired into empty fog are C. Cluster itself is not C閳ユ敄he munition is a late S/A threat閳ユ攤ut wasting Cluster ammo on non-targets is a C decision. Naked artillery without infantry screen also plays like C because mainland counters delete it. Autorecruit scripts that dump C-tier prestige units deserve an immediate toggle-off閳ユ敃ee Scripts Hub.

Missile ladder in tier language

UnlockHitsTypical tier once availableRole
SRBM5A early / B laterFirst strike teacher
GLCM12AFlexible cruise pressure
MRBM25SCore building punisher
Hypersonic100SAnti-turtle scalpel
Cluster1500S when aimed, C when wastedSaturation vs cities

Always keep AD scaling with this ladder. The Updates Hub and V0.1 patch page explain why missile identity changed; V0.2 still rides that rework.

Matchup snapshots

  • Infantry vs empty zone: S move閳ユ攦laim fast.
  • Tanks vs dug-in infantry: A move閳ユ攨xpect HIMARS support.
  • Drones vs exposed HIMARS: A harass閳ユ攩orce redeploys.
  • MRBM vs shop rows: S value if AD is thin.
  • Hypersonic vs overlapping AD: still S if you bait repair cycles first.
  • Cluster vs dispersed housing: lower value; save for dense cores.

Recruit order for a mid-city (post 250 pop)

  1. Infantry reinforce loop.
  2. First AD battery.
  3. Drone scouts.
  4. Tanks or HIMARS based on enemy composition.
  5. Missile ammo budget synced with hit-quest stage.
  6. Extra AD before Cluster-range lobbies appear.

Economy funding for that order comes from S/A buildings and the City Planner. Plot growth still beats shiny tanks if you are stuck below city level 2.

Scripts, bans, and combat quality

Auto Recruit / Auto Deploy can keep infantry flowing for hit farming, but they also yeet tanks into AD killboxes. Keep missile launches manual. Executor habits belong on How to Execute. Official place verification belongs on the Links Hub. No codes currently bail out a wiped army (Codes).

Closing meta note

November 2026 consensus favors infantry + AD + thoughtful MRBM/Hypersonic over pure tank deathballs. Drones rise whenever vision decides eight-player chaos. Revisit this page after balance notes; until then, spend like population and AD are sacred, missiles are earned, and Cluster is a privilege閳ユ攺ot a spray button. Return to the Tier List Hub for grading philosophy or jump to Players Hub for non-ranked roster text.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What should I unlock first for combat?

Cheap infantry loops and basic air defense, then drones. Missiles follow hit-quest progress starting at SRBM (5 hits).

Is Cluster always S tier?

The munition is elite when aimed at dense targets after 1,500 hits, but wasting Cluster on empty areas is a C-tier decision.

Where do tanks and HIMARS sit?

Both are generally A-tier: tanks break fortified points, HIMARS softens AD and area-denies. Fund them after infantry and basic AD.

Do drones replace scouting on foot?

Armed and recon drones are A-tier for vision and chip damage, especially in eight-player mainland chaos, but infantry still claim zones.

How does this relate to buildings?

Without S-tier housing, mines, and labs you cannot afford A/S combat assets閳ユ敆se the Buildings Tier List and City Planner together.