Noobs in Combat Guide: How turns and Tix work in battle
About
OverviewNoobs in Combat is a turn-based co-op strategy game on Roblox where you command squads of noob-styled soldiers through campaign missions and PvP matches, covering units from World War 2 through the Cold War. This guide covers how to get started, how the turn system works, how to spend your currencies wisely, and what to do when a mission has you stuck.
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Contents
How turns and Tix work in battle
SummaryCombat is turn-based, meaning your side and the enemy side alternate. Tix is the in-battle currency you spend to spawn units.
- Tix sources Headquarters, Outposts, destroying enemy units (5 Tix each), and your starting Tix pool.
- Starting Tix range anywhere from 120 to 600 depending on the mission setup.
- Unit costs infantry start as low as 25 Tix for Riflemen; heavy units like the Battleship reach 240 Tix.
- No Turret units cannot move and attack in the same turn.
- Ambush perk units like the Medium Gunner fire automatically at approaching Towed or Infantry enemies even outside your turn.
The four currencies and what to spend them on
TipsNoobs in Combat uses four separate currencies: Research Points, Gold Nuggets, Gems, and Tix. Tix only exists inside a battle. The other three are persistent and carry over between sessions.
- Research Points are earned from clearing maps and are used to buy new units in the Tech Tree, unlock evolutions, add loadout slots, and increase your starting Tix.
- Nuggets come from Tryhard and Rigged completions, or from the Exchange Market — they are mainly used to evolve units.
- You get 1 Nugget from daily rewards on day four.
- Gems are the premium currency — daily rewards start giving them on day five, and completing the final map of any campaign also rewards them.
- Points can be converted into Nuggets at the Exchange Market at a rate of 1750 Points per Nugget.
- Never let your Tix upgrades or unit slot count fall behind — being bottlenecked there wastes any units you buy.
Unit branches and what each one does
TableUnits are divided into five main branches plus a special category. Each branch has strengths and hard weaknesses.
| Infantry | cheap, can capture buildings, moderate to high damage against other infantry. |
| Towed | mostly artillery that gains extra range with radio support; all take double damage from HE and cannot move and fire in the same turn. |
| Vehicles | strong against armoured targets, longer range, but limited vision and can be captured by enemy infantry if surrounded. |
| Navy | powerful against ships and deadly to infantry and vehicles, but only available on certain maps and best used with Spotters or Seaplanes. |
| Aircraft | effective against all unit types but fragile against anti-air; most are only available on select maps. |
| Special | Radio Tech is a legacy unit that is no longer obtainable for new players. |
Building your army for the Guest War campaign
CheckGuest War is a medium-difficulty campaign with six missions and a noticeable jump in enemy strength compared to earlier campaigns. Enemies include Biplanes, Dive Bombers, Mortar Teams, Mobile Field Guns, and medium armour vehicles like Medium Tanks and Multi MTanks. The maps also introduce terrain like Trenches and Mountains.
- Upgrade your Riflemen to Shock Troops or Grunts before starting.
- Bring a Light Gunner for infantry suppression and a Bazooka for cheap, disposable anti-vehicle coverage.
- Have a Supply Truck ready the maps are heavily road-based.
- Use Transport Trucks or Halftracks on larger maps like Crossroads to move infantry to the front quickly.
- Add a Medium Tank to your roster it is an all-around armoured unit that also has strong evolution options.
- Include at least one artillery piece a Field Gun handles light to medium armour, while a Mortar Team is cheaper and better against soft targets.
- On defensive maps like Doomspire, an Anti-Tank Gun stops light and medium armour.
- Keep 5 to 6 unit slots and around 240 to 300 Tix of starting income before entering this campaign.
What to check when you keep losing a mission
CheckIf the same mission beats you several times in a row, work through this list before trying again.
- Are your towed and artillery units placed behind other units so they are not hit by small arms fire?
- Have you accounted for the enemy's reinforcement turns on Doomspire for example, armoured units appear on turn 9.
- Are your Medium Gunners or other slow units positioned defensively rather than trying to chase the enemy?
Glossary
Glossary- Tix
- The in-battle currency used to spawn units, earned from buildings and by destroying enemies.
- Research Points
- The main out-of-battle currency, earned by completing maps and used to buy units and upgrades in the Tech Tree.
- Nuggets
- A rarer currency earned mainly from Tryhard and Rigged map completions, used primarily to evolve units.
- Gems
- The premium currency earned from daily rewards, last-map bonuses, and Robux purchases, used for premium units and cosmetics.
- Ambush
- A unit perk that automatically fires at Towed or Infantry enemies that enter weapon range, even during the enemy's turn.
- No Turret
- A perk that prevents a unit from moving and attacking in the same turn.
- Suppressor
- A perk, held by units like the Medium Gunner, that guarantees any targeted infantry becomes suppressed.
- Multi Move
- A perk that lets a unit move additional times in a single turn, as seen on the Torpedo Boat which can move twice.
- Radio
- A perk that lets a unit call in artillery strikes from a distance.
- Evolution
- Upgrading a unit into a more powerful form using EXP plus Nuggets or Gems.
Common questions
FAQWhat are Practice, Normal, and Tryhard difficulties?
Each mission has three difficulty tiers. Practice and Normal are recommended for players still learning the game. Tryhard is for experienced players and is also the main way to earn Nuggets from map completions.
When should I start using naval or air units?
Naval units are only available on certain maps, and most aircraft are also map-restricted.
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