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Field manual / Starting army

Best starting army: start with Infantry

The best starting army is one your base can train, support and replace. Begin with Infantry for the Frontier orders, then choose each attack from fresh scouting rather than a fixed winning recipe.

Frontline Empire Infantry soldiers in the field

Start here

Your first army, in four decisions

  1. Follow the Frontier orders toward HQ 3 and completed training of 30 Infantry.
  2. Scout a level 1 NPC camp; level 1–2 camps give exact intelligence without Radar upgrades.
  3. Compare troop commitments in the forecast and check the remaining home garrison.
  4. Wait for survivors and loot to return, replace casualties and claim the next campaign reward.

Field note 01

Start with the army your campaign asks for

Your first Frontier orders lead to HQ 3 and completed training of 30 Infantry. Use the Barracks and keep enough supplies and credits for recruitment as well as construction. Training credit is permanent: later deployment or casualties do not erase it. The 30-Infantry objective is a progression milestone, not a guaranteed winning army against every target. Follow the base's next-action guidance when resources, queue capacity or building prerequisites prevent the next order.

Field note 02

Scout a level 1 camp before choosing the detachment

Open World Map → Targets and find a level 1 NPC camp for the first battle. Level 1–2 camps give exact defender intelligence after scouting, even without Radar upgrades. One troop is sufficient to scout; it is a separate, paid resource order that causes no combat and brings no loot. Once the scout returns, read the report and compare the battle forecast. Stronger camps need more reconnaissance, so upgrading Radar and Early Warning becomes useful as your campaign advances.

Field note 03

Understand what Infantry is good at

Infantry is the early line unit: accessible, useful for your garrison and effective against artillery. Armor pressures infantry; artillery targets armor and needs a line in front of it. Later units add more specific jobs, so these three roles are a starting framework rather than a complete battle rule. Your target's actual composition matters more than owning the most expensive unit. Develop new training buildings and research when the campaign and the next enemy call for them.

Infantry

Holds the line. Counters artillery.

Armor

Pressures the enemy's infantry.

Artillery

Targets armor. Needs a screen.

Field note 04

Compare the forecast instead of copying a troop count

Try more than one commitment in the attack panel. Compare victory and casualty ranges, then consider replacement costs and training time. The forecast uses your troops, bonuses, battle order and the scouting snapshot; it cannot promise that the target stays unchanged until arrival. A stronger margin can reduce losses, but sending more troops also ties up more of your garrison. If the forecast is unsuitable, choose an easier camp or improve your base before attacking.

Before dispatch: check possible permanent casualties, replacement costs and the active defenders left home. A forecast is an estimate from a scouting snapshot.

Field note 05

Leave a useful garrison and respect deployment limits

Troops away on a march cannot defend your base. Each army and active home garrison has an HQ-based deployment point limit, and different units consume different points. Review the active defenders before dispatching rather than assuming every troop you own can defend at once. Develop your Defense Tower too. NPC attacks preserve your shield; an offensive PvP march removes it immediately. You do not need PvP attacks to complete the campaign, but eligible rivals can raid an unshielded base.

Field note 06

Bring the army home before spending the spoils

Attack arrival resolves the battle; the return journey delivers surviving troops and carried loot. Review the report, account for permanent losses and recruit replacements as resources permit. Claim completed campaign rewards in Missions to unlock the next order. Continue with useful production, storage and research upgrades while the army travels. As you approach HQ 4 and the first boss, read the Iron Viper guide: its artillery-heavy formation gives you a clear reason to keep developing an infantry-led force.

Before you enlist

A few things to know.

Are 30 Infantry enough for every early battle?

No. Completing the training of 30 Infantry is a Frontier Campaign objective, not a guaranteed winning formation. Scout a level 1 camp and use the forecast to choose a suitable commitment. Keep defenders home and budget for permanent casualties.

Do deployed or lost Infantry still count toward the training objective?

Yes. Completed training earns permanent campaign credit. Deploying troops or losing them later does not erase that training progress. Claimed rewards still need to be collected in order.

Should I put my entire army on one march?

Check the forecast and your remaining home garrison first. Troops on a march cannot defend your base, each deployment has an HQ-based point limit, and survivors stay unavailable until they return. A larger commitment is not automatically the best use of your reserves.

Keep your plan moving

Read your next field note.

Your first army starts at the Barracks.

Train Infantry, scout a camp and make your first informed decision.

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