Guides

Noobs in Combat Controls and Combat Basics

How turns actually work: camera, orders, deployment, radio strikes, morale, and fog of war.

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Noobs in Combat is turn-based. Every match is a sequence of deploy, move, attack, resupply, and end-turn decisions under fog of war. If you came from real-time Roblox shooters, slow down: wasted movement or a premature end turn loses more maps than weak units. This guide covers the controls and combat rules you need after Getting Started, before you specialise in loadouts or the tech tree.

Camera and map reading

Use standard Roblox camera look and zoom to survey the board. Pull back when planning multi-unit pushes; zoom in when checking adjacent capture tiles or ambush arcs. Hold Control while hovering a tile to inspect terrain properties — forests, cities, water, and roads change mobility, cover, and line of sight. Roads and railways (including ramp connections added in recent patches) are the fastest lanes for wheeled and tracked logistics.

Ping sparingly in co-op so teammates see your intended capture or hold. The players hub covers lobby etiquette; on the map, a clear ping on the next depot beats spam.

Select, move, and attack

Click a friendly unit to select it. Valid move tiles highlight based on mobility type (infantry, wheeled, tracked, halftrack, air, naval). Move first when you need repositioning; some weapons cannot fire after moving, and units marked with fire-then-move restrictions will refuse a combined order. Number keys 1 / 2 / 3 select the first, second, or third weapon on the selected unit. Shift + 1 / 2 / 3 selects transported or stored units for unload when you are managing carriers and transports.

Attack by selecting a weapon, then clicking a revealed enemy or valid tile. Unarmoured targets take the listed damage; armour, suppression, and terrain modifiers change the outcome. Always check remaining ammo before committing a long push — empty magazines turn Battle Tanks into expensive roadblocks.

End turn and turn order

When every unit you care about has acted, open the end-turn vote. In co-op, allies (including bots) must agree before the enemy phase starts. Do not end turn while a Supply Truck is one tile short of a dry tank, or while Capture infantry are adjacent to a depot but still have movement left unused. On the enemy phase, Ambush units can fire automatically if foes enter range — keep Ambush toggled intentionally from the unit portrait when the UI offers an on/off control.

Deployment and starting Tix

Matches begin with a deployment phase on marked tiles near your Headquarters or pre-placed forces. Only units in your active loadout appear in the picker. Starting Tix (upgradeable in research toward roughly 600) is the budget for the opening wave. You earn more Tix during battle by destroying enemies (commonly 5 Tix per unit) and from income buildings such as Headquarters and Outposts — except on Rigged, where structure income is disabled and knockouts become your main income.

Switch loadout presets during deployment if the map demands more AT or more infantry. Leave Tix in reserve when fog is thick; reinforcing after the first contact is often smarter than dumping the entire budget blind. Pair this section with the currency page so you understand why lobby starting-Tix upgrades matter more than cosmetic skins.

Radio calling artillery

Radio is the perk that lets forward units call artillery and some naval guns onto tiles inside a radio radius, including shots that would otherwise fail without line of sight. Riflemen-style radios are short range; specialist spotters and higher evolutions reach farther. Indirect guns still need a valid radio link or direct vision depending on the weapon. In V6.1, radio-capable close-support guns regained the ability to blind-fire into unseen tiles within direct range under the close-support rules — read unit tooltips after each patch.

Practical habit: keep at least one Radio infantry or recon vehicle alive near the front, then fire mortars, field guns, or howitzers from safer rear tiles. PvP hosts can ban radio support; if that rule is on, bring direct-fire AT and gunners instead of leaning on howitzers.

Morale basics

Morale is willingness to fight. Infantry that hit zero morale can rout or surrender. Vehicles that hit zero can surrender and become neutral — and neutral vehicles are capturable by units with the Capture perk. Suppression weapons, snipers, and heavy bombardments chip morale even when they do not destroy the target. Protect low-morale stacks; a routed squad mid-capture can stall an entire Guest Rebellion push.

Fog of war and Scouting

Fog hides enemy units outside your vision rhombus. Buildings and terrain block or reshape sight. The Scouting perk grants bonus vision after a unit stays stationary and avoids being shot for the required turns — excellent on defence and on open Guest War maps. Improved Scouting variants raise sight further under similar conditions. Some campaign maps disable fog on Normal (notably parts of Guest War and Home Madness); never assume fog is off on Tryhard or Rigged.

Reveal before you commit armour. A Battle Tank walking into an unseen RPG stack is the most common mid-game wipe. Use Scout Cars, Recon Tanks, or stationary Scouting infantry to light forests and city blocks, then move the heavy metal.

Core perks at a glance

  • Capture — take buildings and neutral units when adjacent with movement available.
  • Radio — enable artillery and naval strikes inside the radio radius.
  • Scouting — bonus vision while stationary and not recently damaged.
  • Ambush — automatic fire when enemies enter weapon range on their turn; primary weapon only on multi-attack units.

Other perks you will meet soon include Cloaked, Healing, Multi-move, Multi-attack, and transport capacity. Learn those as your tech tree expands; the four above decide Boot Camp through early medium campaigns.

Mobility kills, supply, and fuel

Vehicles can be mobility-killed: they stop moving until resupplied. Chance scales with damage dealt (attacks below a small damage threshold do not roll). Keep a Supply Wagon, Supply Truck, Supply Halftrack, or Supply Carrier in the convoy. Ammo-hungry gunners and rocket units also need frequent top-ups. Logistics is not optional flavour — it is how you keep a starter loadout alive past turn ten.

Difficulty reminders that change controls habits

Normal teaches the map with base enemy evolutions. Tryhard evolves enemies and grants them starting veterancy; play more cautiously around Ambush arcs. Rigged maxes enemy evolutions and removes building income — every move must create knockouts or you starve for Tix. Boot Camp stays Normal-only. Full ladder notes live on the campaigns page.

Quick reference checklist

  1. Survey with camera; Control-hover terrain before pathing heavies.
  2. Select unit → move or attack → switch weapons with 1/2/3.
  3. Unload transports with Shift + number keys when packed.
  4. Place Radio spotters before asking artillery to fire.
  5. Resupply fuel and ammo every few turns.
  6. Vote end turn only when Capture, Ambush, and supply orders are finished.
  7. On fog maps, scout first; on Rigged, plan income from kills.

Master these controls, then return to the Guides hub for campaign routes and research spending. Clean turns beat expensive units.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How do I call artillery with Radio in Noobs in Combat?

Keep a unit with the Radio perk within its radio radius of the target area, then fire an eligible artillery or naval weapon. Short-range radios (early rifle lines) need to sit closer than specialist spotters.

What does Ambush do?

Ambush units automatically attack enemies that move into weapon range on the enemy turn. Multi-attack units typically use only their primary weapon for the ambush shot. Toggle Ambush on your units when the portrait control is available.

Why can I not move and shoot with some units?

Certain weapons or perks forbid combining move and main-weapon fire in one turn. Check the unit card; fire-then-move restrictions are intentional balance, not a bug.

How does fog of war work?

Enemies outside your vision rhombus stay hidden. Scouting perks add sight when you stay still and avoid damage. Some maps disable fog on Normal — never assume that on higher difficulties.

What happens when vehicle morale hits zero?

Vehicles can surrender and turn neutral. Capture-capable units can then seize them if adjacent with movement available. Protect morale with positioning and by finishing suppressed targets quickly.