Contents
Compare the battlefield jobs
On small screens, swipe the table to see all columns.
| Battlework | Function | Decision to consider |
|---|---|---|
| Soldier Drop | Delivers additional Soldiers to your position | Does the next fight or push need more troops? |
| Ironclad | Armored tank that supports attacks on Outposts and Bastions | Can your team turn a push into structure pressure? |
| Trench | Creates defensive positions against incoming Soldiers | Which approach needs protection? |
| Giantslayer Bunker | Defensive firepower and area control | Where does holding ground help your team? |
| Cavalry | Destroys enemy Battleworks and slows Giants caught in its charge | Is a fortified position blocking the push? |
| Artillery | Unique Abomination reward that quickly damages enemy structures | Which structure should the coordinated team attack next? |
Attack the problem in front of you
For a push short on troops, consider Soldier Drop alongside your existing Soldiers. For pressure against Outposts or Bastions, Ironclad serves a different purpose. Cavalry helps break a position built around enemy Battleworks, rather than simply adding another defensive structure.
On defense, Trench addresses incoming Soldiers and Giantslayer Bunker provides firepower and area control. Pick the ground you need to hold first, then choose the Battlework. These are distinct jobs, so a single universal deployment order would hide the decision that matters.
Where Supplies and Artillery come into the plan
Soldiers can collect Supplies, and Army Camps provide them alongside Merits, vision and shop access. Keep resource collection connected to your team’s next objective rather than treating construction as a separate activity.
Artillery is a special reward for defeating the A.M.S. Abomination. The objective timeline explains its 12-minute arrival. Learn the overall Bastion win condition before deciding how to convert that reward into a push.