Noobs in Combat V6.1 New Units Guide
Tank hunter, Heavy AT Gun, and SAM battery — Ambush roles that reshaped V6.1 loadouts.
Three headline unlocks that changed V6.1 armies
Noobs in Combat V6.1 put three long-requested tools into player hands: Tank hunter, Heavy AT Gun, and SAM battery. Two of them (Tank hunter and SAM) had lived as AI-facing threats; V6.1 made them researchable. Heavy AT Gun arrived as a proper AT gun evolution. This page explains roles, Ambush habits, and how each piece fits a budget—not every live HP digit. Cross-check unit cards after every hotfix, then grade them on the Vehicles Tier List and Infantry Tier List. For unlock order use the Tech Tree; for deck building open the Loadout Planner and Best Loadout. Patch context lives on the Changelog. Broader roster roles sit on Units inside the Players Hub.
Treat every numeric claim below as a community snapshot. Miraheze / Discord #dev-logs and the in-game card always win if a hotfix moved a value.
Tank hunter — mobile TD pre-evolution
Tank hunter is the tank-destroyer pre-evo that finally left AI exclusivity. Think of it as a mobile anti-tank platform that still plays like a gun first and a tank second.
Perks and combat identity
- Cumbersome — cannot fire and move on the same turn. Reposition, then shoot next turn (or stay still and shoot).
- Ambush — auto-fires when enemy vehicles wander into its primary weapon envelope. This is the reason you park it behind an infantry screen instead of charging with Battle Tanks.
- Fuel — limited operational range before resupply. Pair with a Supply Truck early; do not strand hunters three tiles past the fuel bubble.
- No MG — weak into infantry blobs. A lone Tank hunter that gets swarmed by Grunts or Light Gunners melts. Hide it; do not duel forests.
Community wiki comparisons versus full Tank Destroyer often list the hunter as softer: roughly ~10 less HP, ~5 less armor, no Scouting, and +1 fuel cost relative to the TD card. Exact deltas can drift—verify live—but the design intent is clear: cheaper / earlier Ambush AT that graduates into the real TD and later Missile Tank path.
How to field it
- Research the TD branch early if Tryhard armor is bullying your Guest Rebellion clears.
- Deploy behind a Capture infantry wall so Ambush triggers on their advance, not yours.
- Keep Supply one turn behind; Fuel plus Cumbersome means every wasted move costs a shot.
- Evolve toward Tank Destroyer when Points and EXP allow, then Missile Tank for late campaigns.
Optional trivia: the silhouette leans German Marder II-inspired—open-top tank hunter vibes rather than a closed turret. Cosmetics on Skins change the hull paint, not Ambush math.
Heavy AT Gun — towed chokepoint bully
Heavy AT Gun (added with the v6.1.0 wave) is the mid evolution on the classic towed line: Anti-Tank Gun → Heavy AT Gun → Recoilless Rifle.
Perks and mobility tax
- Towed / zero self-move — it does not walk itself. You need a Supply unit with the Transport perk (or equivalent transport capacity on your logistics piece) to relocate the gun between firing positions.
- Cumbersome + Ambush — same “set, then shoot / react” rhythm as other static AT. Perfect for bunkers, towns, bridges, and forest edges where vehicles must funnel.
- Stat-wise it sits above the base AT Gun: community notes cite higher HP, AP, and range. Loadout chatter often prices it near ~90 tix and claims it can two-shot Battle Tanks under good conditions—hedge and recheck after balance patches; never build a meme deck solely on a viral clip.
How to field it
- Anchor defensive terrain and chokepoints. Open plains waste a towed gun.
- Pre-plan Transport turns: move the gun on logistics turns, shoot on combat turns.
- Combine with Radio infantry if you also brought indirect; Heavy AT itself is a direct Ambush piece, not a howitzer substitute.
- Graduate to Recoilless Rifle when you need the next rung on that AT gun tree.
If your Best Loadout already has Bazooka/RPG Ambush infantry, Heavy AT Gun is the static multiplier—not a duplicate of the same job. Infantry AT flexes with the line; Heavy AT owns a hex forever until you pay Transport to shift it.
SAM battery — stationary long-range AA
SAM battery is the final rung of the AA cannon line: AA Gun → AA Cannon → SAM Battery. Like Tank hunter, it spent time as an AI exclusive before V6.1 opened it to players.
Perks and sight problem
- Ambush + Cumbersome — set the battery, then let aircraft fly into the kill zone.
- Stationary — needs transport to reposition. Treat it like a bunker weapon, not a chase piece.
- Community notes describe very long attack range versus aircraft with high damage and splash—exact meters/tiles and splash radii change; trust the live card.
- Tiny sight (~2) — the battery cannot Ambush at full range if it never sees the plane. Bring spotters (recon cars, scouting infantry, Marksmen-style overwatch, or any unit that reveals air approaches).
- Ammo hungry — Supply Carrier / Truck loops matter more than with SPAAG toys that reposition and shoot opportunistically.
V6.1 also moved AA trees into Air slots and granted roughly +2 air slots in the broader air-slot policy. That means SAM is not “free armor”—it competes with helicopters, attack air, and other AA answers inside the air budget. Plan slots on the Tech Tree before you unlock three air toys you cannot equip together.
How to beat enemy SAMs (and protect your own)
- Bait Ambush with a cheap Spotter or disposable air probe, then strike during the cooldown window.
- Kill supporting spotters first; a blind SAM is a fancy rock.
- Remember SAMs are helpless versus ground alone—if you collapsed their infantry screen, walk armor onto the battery.
- Model trivia: community references often point at S-75 Dvina-style silhouettes for the SAM presentation.
Mobile SPAAG still wins when you need AA that follows a spearhead. SAM wins when the map funnels aircraft over a known corridor you can pre-sight.
Related V6.1 context you should not ignore
The same patch window shipped more than three units:
- French infantry overhaul — visual refresh; see Skins.
- Australia skin at 200 gems — clear cosmetic sticker, zero combat math.
- Neko Blue called out around 6.1.1 — another cosmetic line.
- Wheeled IFV HP / price tweaks — re-check the IFV card before copying old tix math.
- Troopers radio removed in 6.1.1 — do not assume early Trooper bodies still call artillery the way pre-hotfix guides claimed.
- Marksmen temporary changes reverted — long-range Radio rifle play snapped back; verify current Radio radius on the card.
Always skim the Changelog after a lobby update before blaming your preset.
Loadout decision matrix
| Threat profile | Reach for | Avoid |
|---|---|---|
| Enemy armor spam, open roads | Tank hunter → TD | Lone hunter without infantry |
| Bridge / bunker defense | Heavy AT Gun | Dragging the gun across open plains |
| Helicopters / jets on rails | SAM + spotters | SAM with no Supply / no vision |
| Mixed mid campaign | RPG infantry + one TD piece | Stacking all three AT toys at once |
Use the Loadout Planner to keep starting Tix honest. Pair AT answers with Capture bodies from the Infantry ladder and logistics from the core Guides Hub advice.
Practice checklist
- Unlock Tank hunter when armor starts winning trades you used to take with Bazookas alone.
- Add Heavy AT Gun for maps with one obvious vehicle choke.
- Unlock SAM only after you have air slots and a Supply plan—not as a panic buy the first time you see a heli.
- Re-read Units perk glossary if Ambush or Cumbersome still feel fuzzy.
- Revisit Players for hub navigation when you branch into skins or other roster pages.
Master Ambush timing and Transport logistics and V6.1’s three headline units stop feeling like AI cheats—and start feeling like your win conditions.
Frequently Asked Questions
Quick answers to the most common questions.
What are the three headline V6.1 units in Noobs in Combat?
Tank hunter (TD pre-evolution, formerly AI-exclusive), Heavy AT Gun (AT gun evolution added in v6.1.0), and SAM battery (AA cannon final evo, also opened to players in V6.1).
Why can’t Tank hunter shoot after moving?
It has the Cumbersome perk, so it cannot fire and move on the same turn. Reposition one turn, then Ambush or fire the next—and keep infantry screening because it lacks a useful MG versus squads.
How do I move Heavy AT Gun or SAM battery?
Both are effectively stationary. Relocate them with a Supply unit that has the Transport perk (or equivalent transport capacity). Plan move turns separately from shoot turns.
How do I counter an enemy SAM battery?
Bait its Ambush with a cheap spotter or disposable probe, strike during cooldown, kill the spotters that give it vision, and attack on the ground—SAM is weak if left alone versus armor and infantry.