Guides

Noobs in Combat Campaigns and Unlock Ladder

How V6 tabs, difficulties, and Guest-saga maps gate your research and currencies.

Last updated:

Campaigns are how Noobs in Combat teaches systems and pays out Research Points, Gold Nuggets, and Gems. V6 reorganised the lobby into tabs such as Tutorial, Campaign, Historical, Misc, Legacy, PvP, and Live matches, each with its own unlock path. You open a tab by reaching the difficulty of its easiest campaign, then beat every campaign of a difficulty inside that tab to unlock the next difficulty rung. This page maps the early ladder most players follow after Getting Started.

Difficulties in one paragraph

Normal — baseline enemies, first-clear Point payouts, teaching fog rules (some early maps reduce or disable fog). Tryhard — enemies evolve a step up, start with veterancy, maps tint reddish, and first clears commonly pay Gold Nuggets. Rigged — enemies at max evolution, building income disabled, purple atmosphere, first clears commonly pay Gems. Boot Camp is Normal-only. Always Normal-clear a map before chasing specialty currencies so you understand spawns under fog and Ambush.

Currency details and exchange rates live on the currency guide. Unit counters for harder ladders belong in your best loadout presets and the tier list.

Boot Camp (Tutorial tab)

Boot Camp is available by default. Three maps teach basic controls, logistics, and artillery radio lessons. Bring the temporary units the mission grants, capture the highlighted outpost or depot, and practise ending turns cleanly. There is no Tryhard or Rigged grind here — finish Normal and move on. Skills to keep: Capture adjacency, Supply Truck spacing, and Radio before calling guns. Deep input help sits on the controls page.

Guest Rebellion (Beginner Campaign)

Guest Rebellion unlocks after Boot Camp and is the first real three-map campaign against classic Guest infantry. Expect Supply Depot races, forest spawns, and Medium Gunners camping approaches.

Typical map flow:

  • Guest Build Up — capture or destroy nearby Guest Supply Depots while Headquarters feeds reinforcements.
  • Guest Offensive — defend against larger infantry waves; AT and gunners matter more.
  • Guest Town Assault — urban Capture fights; keep Radio infantry alive for any mortar support.

Normal clears fund early tech tree nodes. Tryhard swaps in tougher infantry evolutions (SMG-style loads) and is your first comfortable Nugget farm once the starter army is stable. Rigged introduces Commando-tier infantry pressure — wait until Capture and AT roles are upgraded.

Guest War (Medium Campaign)

Guest War escalates the Guest saga across classic Roblox-inspired battlegrounds across roughly six maps, including fights themed around Doomspire, Crossroads, Rocket Arena, Survive the Disasters, Happy Home, and cave or capture scenarios. Several missions emphasise multi-direction defence: on Doomspire-style starts, split forces so one flank is not left empty.

Why it matters for progression:

  • Medium difficulty tab progress unlocks later campaigns in the same organisational group.
  • Maps mix open towers, tight interiors, and airport tiles — bring APC mobility plus AT.
  • Fog rules vary; some Normal missions reduce fog, but higher difficulties restore information warfare.
  • First Tryhard clears are strong Nugget sources; Rigged clears help Gem income when you can win without structure Tix.

Loadout tip: keep Grunts or Troopers for Capture, a Light Gunner for infantry stairs and bridges, RPG Ambush for vehicle spawns, and a Supply Truck behind whatever armor you field. Watch a mid-campaign clear if you stall — the embedded Guest War gameplay video on this page shows pacing and split defence.

Home Madness (Medium Campaign)

Home Madness assaults a toy-soldier house across backyard, bedroom attack, bedroom defence, and attic control style maps. Interiors punish oversized tank columns that cannot turn corners efficiently. Flame tools, gunners, and dismounted infantry shine; a single Battle Tank may still help on outdoor approaches but should not be your only plan. Complete Home Madness alongside Guest War to keep the medium tab difficulty ladder moving.

What unlocks after the Guest saga

Once medium campaigns are under control, historical and harder tabs open routes such as North Africa, Pacific Front, Western Front, then Expert-tier operations (Polar Region, Eastern Front, Nekoland, Soviet Afghan-War, and more). Community campaigns add dozens of extra maps with separate progression. Exact tab labels can shift with patches — trust the in-game browser and skim the Updates hub after major reorganisations.

Progression mindset:

  1. Clear the new campaign on Normal for Points and map knowledge.
  2. Sweep Tryhard for Nuggets used on evolutions.
  3. Attempt Rigged for Gems when your starting Tix, AT density, and air defence match the enemy max evolutions.
  4. Reinvest into research and starting Tix before forcing the next Expert tab.

Farming strategy without burning out

  • Do not Rigged-grind maps you have not Normal-cleared; spawn knowledge saves more Gems than it costs in time.
  • Nuggets and Gems from map rewards are generally first-clear per difficulty — repeating the same clear does not reprint the specialty payout.
  • Points still drop on repeats at lower rates, which is fine for slot and starting-Tix upgrades.
  • Co-op with players who already know Ambush nests; see Players for grouping norms.
  • Keep a second loadout for naval or air-heavy historical maps instead of forcing the Guest War preset everywhere.

Campaign checklist for new V6 accounts

  1. Boot Camp Normal.
  2. Guest Rebellion Normal → Tryhard.
  3. Build the five-role starter loadout.
  4. Guest War and Home Madness Normal.
  5. Guest War / Home Madness Tryhard for Nuggets; Rigged when ready for Gems.
  6. Unlock the next tab difficulty only after research keeps pace.
  7. Recheck codes and dailies so free currencies fund the tree between maps.

Campaigns are a gate, not a side mode. Clear them in order, cash the right difficulty reward, and funnel everything into research and starting Tix. When a single map bricks your run, fix vision, supply, or AT using the controls habits rather than restarting the entire ladder. More guides remain on the Guides hub.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What campaign should I play first in Noobs in Combat?

Finish Boot Camp on Normal, then Guest Rebellion. After that, progress into medium campaigns such as Guest War and Home Madness before historical or Expert tabs.

How do campaign unlocks work in V6?

Maps are grouped into tabs with separate ladders. Open a tab by reaching the difficulty of its easiest campaign, then beat every campaign of a difficulty in that tab to unlock the next difficulty.

Which difficulty gives Gold Nuggets or Gems?

Tryhard first clears commonly reward Gold Nuggets. Rigged first clears commonly reward Gems. Normal focuses on Research Points and unlocking the next challenge.

Can I play Boot Camp on Tryhard or Rigged?

No. Boot Camp is a Normal-only tutorial. Move to Guest Rebellion and later campaigns for specialty currency farming.

Why am I stuck unlocking the next campaign?

Complete every campaign at the current difficulty inside that tab. V6 split Historical, Campaign, Misc, and other tabs — progress in one tab does not always unlock another.