Units

Noobs in Combat Units

Infantry, vehicles, towed guns, air, and naval trees — including every major V6.1 addition.

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The Units Hub is your roster map for Noobs in Combat on Roblox. Command noob platoons across interwar-to-late-Cold-War inspired kit, unlock nodes with Research Points and Gold Nuggets, then spend Tix to deploy them on hex/tile battlefields. This overview mirrors the live V6.1 tech organisation after the Air-slot AA move and the newest evolutions.

Pair this page with the Tier List Hub for priorities and Guides for campaign usage.

How the tech tree works

  • Categories typically include Infantry, Vehicles, Towed / artillery, Naval, and Aircraft / Air (AA trees now live in Air slots).
  • Units evolve along lines (for example Riflemen → Rangers → Marksmen).
  • Perks such as Capture, Radio, Scouting, Ambush, and engineering tools define roles more than raw HP.
  • Skins (Guest, national sets, Australia for 200 Gems) change appearance, not core stats.

Raise loadout slots and starting Tix on your Profile as you earn Points — more slots mean more specialised packages without abandoning supply.

Infantry lines

Capture and radio cores

  • Troopers → Shock Troops → Grunts — Workhorse line. V6.1 adjusted Trooper price/HP; Grunts remain premier capture + radio infantry for directing artillery.
  • Riflemen → Rangers → Marksmen — Longer-range specialists. Marksmen combine ranger reach with radio and gained Scouting in V6.1 (watch follow-up hotfixes). Poor meatshields at their Tix cost — deploy as eyes and fire support.

Gunners, AT, and specialists

  • Medium Gunner → Light Gunner — Anti-infantry anchors; moving fire keeps pressure on rushes.
  • AT Rifle → Bazooka → RPG / Super Bazooka style upgrades — Budget armor deletion and Ambush plays before TDs finish researching.
  • Sniper → Sniper Team — Precision picks; positioning dependent.
  • Flamethrower → Flame Launcher — Terrain, bunkers, and clustered infantry.
  • Sapper → Combat Engineer — Repairs, mines (including place-under-unit QoL), and V6.1 XP from engineering actions. Research XP cost reduced 20% alongside cargo transport.

Vehicles

Logistics and transport

  • Supply Wagon → Supply Truck → Supply Carrier — Non-negotiable on long maps.
  • Transport Truck → Light Carrier → Halftrack → APC → IFV — Tempo engines. IFV HP buffed in V6.1; cargo transport can haul certain towed pieces after mid-V6 patches.

Armor and recon

  • Scout/Armored/Recon cars and Tankette → Scout/Light/Recon tanks — Vision and map control.
  • Medium Tank → Medium Tank+ → Heavy Tank → Battle Tank — Frontline hammers. Battle Tank defines many mid/late loadouts on open ground.
  • Flame Tank, Multi L/M/H tanks — Niche fire patterns and extra MGs.
  • Tank hunter → Tank Destroyer → Missile Tank — New in V6.1: Tank hunter as TD pre-evo. Bring when you need AT without full BT cost.
  • Anti-Air Halftrack → Anti-Air Tank → SPAAG — Mobile AA; coordinate with the Air-slot SAM path.

Towed guns and artillery

  • Mortar Team → Mortar Halftrack → Heavy Mortar
  • Field Gun → Mobile Field Gun → Howitzer → Mobile Howitzer
  • Gun Carrier → Assault Gun → Bunker Buster → Battle Tank CS — Close support; V6.1 restored sensible blind-fire rules for radio-capable indirect guns within direct range.
  • Rocket Battery → Rocket Truck
  • Anti-Tank Gun → Heavy AT Gun → Recoilless Rifle — Heavy AT Gun is a V6.1 headline evolution for dug-in AT.
  • Anti-Air Gun → Anti-Air Cannon → SAM battery — SAM battery arrives in V6.1 as the AA cannon evo; essential once air packages dominate Expert tabs.

Air and naval (short map)

Helicopters (armed, utility, and related) gained V6 reworks and model passes; landing-gear animation is a V6.1 QoL touch. Naval covers landing craft, torpedo/missile boats, subs, destroyers, cruisers, and carriers on Pacific-style maps. Always check map rules for radio-less naval accuracy penalties.

V6.1 also grants +2 air slots — rebuild air/AA loadouts instead of copying V5 screenshots.

V6.1 roster checklist

Addition / changeRole
Tank hunterTD pre-evolution, affordable AT
Heavy AT GunEvolved towed AT
SAM batteryEvolved AA / air denial
AA trees → Air slotsLoadout UI reorganisation
Australia skin (200 Gems)Cosmetic
Combat Engineer / cargo XP −20%Faster specialist progression
Lorry reworkTransport flavour / anims

Building a first serious loadout

Inside a ~600 starting Tix endgame budget (grow into it):

  1. One armor centerpiece (BT or Tank hunter path)
  2. One IFV/APC with Grunts or Light Gunner
  3. One AT infantry until TD line is comfortable
  4. Supply Truck
  5. Flex: mortar/howitzer or SAM/SPAAG depending on the campaign tab

Refine with Tier List notes and campaign tips in Guides. Track patch nerfs on Updates.

Perks cheat sheet

  • Radio — Enables accurate indirect fire in radius; stack coverage, do not assume infinite range.
  • Capture — Seizes depots, neutrals, and buildings — win conditions often require it.
  • Scouting — Extra vision when still / conditions met (Marksmen V6.1).
  • Ambush — Punishes movers who enter threat range.
  • Engineering — Mines and repairs swing defense maps.

Master units by role, not by hype names. The commander who understands supply and radio usually beats the one who only maxed a single Battle Tank skin.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What new units did V6.1 add?

Tank hunter (TD pre-evo), Heavy AT Gun (AT gun evo), and SAM battery (AA cannon evo). AA trees also moved into Air slots with extra air slots available.

Which infantry should beginners unlock first?

Push the Trooper line toward Grunts for capture and radio, and grab a gunner or AT infantry before expensive Marksmen.

Do skins change unit stats?

No. Skins such as Australia (200 Gems) or Guest are cosmetic. Spend combat currencies on tech and starting Tix first.

Where should I look for tier rankings?

Use the Tier List Hub for S–D priorities, then return here for evolution lines and perk roles.