Noobs in Combat Tech Tree: Branch Progression and Unit Evolutions
The Noobs in Combat tech tree expands your unit roster across infantry, towed artillery, vehicles, naval vessels, and aircraft using red stars, gems, and campaign nuggets. Researching and evolving foundational units unlocks specialized roles for every combat scenario.

The Noobs in Combat tech tree expands your unit roster across infantry, towed artillery, vehicles, naval vessels, and aircraft using red stars, gems, and campaign nuggets. Researching and evolving foundational units unlocks specialized roles for every combat scenario.
How Tech Tree Progression and Currencies Work
Progression across the tech tree relies on three distinct currencies paired with unit combat experience. Red stars, also called red points, form the standard research currency. You spend them to unlock base chassis, purchase intermediate evolutions, and expand your starting deployment points and match resources.
Gold nuggets act as the gate for high-tier unit evolutions and maximum deployment limits. Completing a campaign scenario on tryhard difficulty awards a nugget as a one-time clear reward, providing 25 nuggets across the base campaign set. A player mailbox from the developer grants 1 nugget, 3 gems, and 100 red stars upon starting.
Campaign completions also grant gems. These unlock specialty units such as the Landship, also known as the Multi-M Tank, and the Rocket Battery, alongside cosmetic faction uniforms.
Unlocking the next unit in a line requires field experience. Deploying a unit in campaign matches builds its combat experience bar. Once the unit reaches maximum experience, you can spend the required currency in the research tree menu to finalize the evolution.
Infantry and Anti-Armor Trees
The infantry category begins with foundational foot soldiers and forks into heavy firepower and support roles.
Standard riflemen deal modest damage against unarmored targets but carry radio packs. Evolving them into Grunts improves their combat resilience and extends radio utility. Further advancement yields Grunts M, which feature self-healing capabilities that sustain front lines without dedicated medical support.
The dedicated anti-tank branch starts with the Anti-Tank Rifle before evolving into the Bazooka and the RPG. Bazookas deal increased damage to armored vehicles compared to standard rifles. The RPG upgrade costs roughly 10 ticks more than the Bazooka and provides superior armor-piercing damage alongside the ambush perk, allowing the squad to strike advancing vehicles that enter their range.
Specialized infantry offshoots include the Medium Gunner line and the Sniper line. The Medium Gunner evolves into the Light Gunner, which provides defensive fire against approaching infantry. Snipers upgrade into Sniper Teams, providing extended sight and spotter radio coverage up to three tiles away.
Vehicle and Transport Lines
Vehicles handle front-line breakthrough, sustained fire, and battlefield logistics. Progression in this tree separates into tanks, recon runners, and transport haulers.
The mainline armor progression evolves from the standard Medium Tank into the Heavy Tank, ending at the Battle Tank. The Medium Tank requires 12 deployment points and 120 production ticks, balancing armor and speed. Upgrading to the Heavy Tank increases cannon damage and protection at the cost of mobility. The top-tier battle tank combines heavy armor, 70 hit points, 3 mobility, and a high-damage cannon for 18 deployment points and 180 ticks.
Light armor branches off the Tankette into the Light Tank and concludes with the Recon Tank. The Recon Tank costs 106 ticks to produce, featuring high road mobility, armored resistance against small-arms fire, an upgraded cannon, and an onboard radio to direct distant artillery fire.
Logistics and troop transport run through two distinct trees:
- Supply Line: The Supply Wagon evolves into the Supply Truck and Supply Carrier. These units repair damaged armor, deliver ammunition, and refuel tracked vehicles in the field.
- Personnel Carriers: The Transport Truck evolves into the tracked Halftrack, the APC, and the IFV. The APC costs 85 ticks, carries troops, and provides a mobile radio perk. The IFV costs 120 ticks and trades troop capacity down to two slots in exchange for an autocannon and anti-tank guided missiles.
Towed Artillery, Naval, and Air Branches
Towed and stationary weaponry provide long-range fire support across land maps, while naval and air branches support specialized campaigns.
The primary artillery line advances from the basic Field Gun to the Mobile Field Gun, the stationary Howitzer, and the Mobile Howitzer. The basic field gun features both a direct cannon shot at 3 tiles range and an indirect artillery mode firing between 2 and 6 tiles. Upgrading to the howitzer increases explosive damage to 70 across a 2 to 8 tile radius with a one-turn cooldown, though the weapon requires a spotter unit equipped with a radio to aim at targets.
Defensive towed guns feature the Anti-Tank Gun line, which upgrades into the Tank Destroyer and the Recoilless Rifle, as well as the Anti-Air Gun line, which evolves into the Meat Chopper and Anti-Air Cannon.
Naval branches unlock dedicated sea vessels including Cargo Ships, Torpedo Boats, Destroyers, and Battleships. Battleships bring heavy bombardments across open water tiles, while Destroyers provide escort fire and anti-submarine depth charges. The aviation tree introduces Biplanes, Fighters, and Dive Bombers for aerial reconnaissance and ground strikes.
Branch Evolution and Investment Comparison
| Unit Evolution Branch | Primary Battlefield Role | Investment Requirement |
|---|---|---|
| Riflemen to Grunts M | Front-line capture, spotting, and self-sustaining infantry defense | Red stars and infantry field combat experience |
| Supply Wagon to Supply Truck | Field repair, ammunition replenishment, and vehicle refueling | Red stars and support deployment experience |
| Tankette to Recon Tank | Fast flanking, light vehicle elimination, and mobile radio coordination | Red stars, combat experience, and deployment ticks |
| Medium Tank to Battle Tank | Direct anti-armor breakthrough and frontline heavy defense | Red stars, tryhard campaign nuggets, and 180 production ticks |
| Field Gun to Howitzer | Long-range indirect bombardment and fortified position destruction | Red stars, towed combat experience, and paired radio units |
| Transport Truck to IFV | High-speed squad transit, direct autocannon fire, and missile support | Red stars, transport usage experience, and vehicle slots |
Recommended Early Tech Tree Unlocks
New players clearing the introductory campaign and early maps receive enough starting currency to establish a core formation. Prioritizing support and anti-infantry options ensures steady clears through normal-difficulty maps.
Upgrading the Supply Wagon into the Supply Truck provides immediate functional value. Basic tanks and artillery rapidly exhaust their fuel and shells during multi-turn encounters, and the Supply Truck restores missing combat strength by healing unit health percentages.
Advancing the Riflemen tree into Grunts unlocks dependable radio units required to coordinate long-range field guns. Pairing Grunts with an early Tankette or Light Tank provides sufficient defense against enemy infantry rushes while you build the combat experience necessary to unlock heavier armor.
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Xbox Controls
A quick guide to console and interface commands, menu inputs, unit actions, and lobby controls in Noobs in Combat.
