Contents
  1. Compare the battlefield jobs
  2. Attack the problem in front of you
  3. Where Supplies and Artillery come into the plan

Compare the battlefield jobs

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Compare the battlefield jobs
BattleworkFunctionDecision to consider
Soldier DropDelivers additional Soldiers to your positionDoes the next fight or push need more troops?
IroncladArmored tank that supports attacks on Outposts and BastionsCan your team turn a push into structure pressure?
TrenchCreates defensive positions against incoming SoldiersWhich approach needs protection?
Giantslayer BunkerDefensive firepower and area controlWhere does holding ground help your team?
CavalryDestroys enemy Battleworks and slows Giants caught in its chargeIs a fortified position blocking the push?
ArtilleryUnique Abomination reward that quickly damages enemy structuresWhich 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.