Guides

Build and Conquer Missile Unlock & Targeting Guide

Hit-quest thresholds, research gates, fuel, and how to strike through air defense.

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Missile Guide

Missiles are the headline weapons of Build and Conquer, but they are not starter toys. In V0.2 beta, tiers open through hit quests — destroy enough enemy units or buildings — while a research office and sufficient city level (large programs often need around level 4) sit in front of the launch button. This guide collects community-tested unlock counts, supply chain needs, and targeting habits that survive real air defense.

Before grinding destroys, make sure shops fund the war (Make Money Fast) and population supports the research gate (City Levels). For battlefield movement, keep Mainland Warfare and Controls open.

Community-tested unlock thresholds

Missile tierDestroys required (units/buildings)Notes
SRBM5First tactical step
GLCM12Cruise option after SRBM progress
MRBM25Mid-range punch
Hypersonic100Serious contested-map tool
Cluster1,500Long grind; endgame saturation

These numbers are community-tested, not a carved official manifesto. When The Slop Company ships clearer tooltips, trust the game — then compare here. Until then, track your own destroy count so you do not under-grind.

Prerequisites checklist

  1. Research office placed and funded
  2. City level high enough for the missile tech you want (often ~4 for large programs)
  3. Industry chain producing what launches consume — farms/factories → refineries / steel → fuel / steel inputs
  4. Access to targets via mainland tunnels or exposed enemy assets
  5. Enough cash that a failed salvo does not bankrupt retail growth

No, codes will not skip this list (Codes — none active as of November 2026).

Efficient hit-quest farming

Early tiers (5 / 12 / 25) can complete during normal defense and small mainland skirmishes. Later tiers (100 / 1,500) need intentional farming:

  • Fight where rebuildable enemy structures or waves appear consistently
  • Pair ground units (soldiers, guns, tanks, drones, HIMARS) with missile shots so destroys count even if a missile misses
  • Avoid suicide pushes into fully layered air defense until you understand their cover
  • Rejoin if beta counters feel stuck on an eight-player server

Shahed-style drones and artillery help chip structures while you wait for missile cooldowns or ammo.

Research office priorities

Think in bands:

  • Band A: unlock ability to progress hit quests at all (office online, basic military from city level 2)
  • Band B: SRBM → GLCM → MRBM while income stays green
  • Band C: Hypersonic once you can supply and protect launchers
  • Band D: Cluster as a long-term project alongside level 5 population goals (~2,500)

Skipping Band A to cosplay endgame usually produces a broke city with a grey research button.

Supply: fuel, steel, and upkeep

Unlocked ≠ usable. If launches fail or feel tiny:

  • Check fuel from refinery chains
  • Check steel and related industrial outputs
  • Confirm power/water still cover the industrial district
  • Reduce spam until shops refill the treasury

Economy repair steps live in Make Money Fast and the loop overview in How to Play.

Targeting tips versus air defense

Community discussions call out defenses such as C-RAM, RA3, Iron Dome, and Pantsir. Exact balance shifts in beta, but principles hold:

  1. Scout before the first expensive missile — know what AD covers the strategic area.
  2. Saturate or distract — combine drones/HIMARS with missiles so defenses cannot sleep on a single inbound.
  3. Prioritize launchers, radars, and clustered production when visible; wiping one gun in a suburb wastes a MRBM.
  4. Do not dump Cluster stock into empty tiles — 1,500 destroys are expensive time.
  5. Hold fire if your own strategic area is falling; losing the zone may cost more than the splash damage you deal.

Hypersonics and clusters shine when timed with a ground commit ordered via right-click troop moves after tunneling.

Suggested progression timeline

StageMissile focusParallel city work
Post city level 2None / prep officeGuns, soldiers, shops
Toward ~level 4SRBM → GLCMIndustry + research
Stable mainland accessMRBMStrategic holds
Contested serversHypersonicLayered AD at home
Long campaignCluster grindLevel 5 density (~2,500 pop)

Coordination with mainland warfare

Missiles support holds; they do not replace them. Community buffs for controlling strategic areas (~+20% income, ~+30% population) often fund the next missile tier faster than pure plot grinding. Read Mainland Warfare for tunnel timing and defense so your launchers are not the first buildings deleted in a counterattack.

Optional purchases

Military-oriented game passes (~399 R$ packs, community-reported) may add toys or convenience. They do not complete hit quests for you and do not refill fuel. Buy only after SRBM/GLCM pathways are understood on a free account route.

Common missile mistakes

  • Grinding destroys without a research office
  • Ignoring city level soft gates
  • Opening Cluster ambitions before supermarket income exists
  • Firing blind into Iron Dome–style coverage without drones/artillery assist
  • Letting utilities fail under the industrial side of the plot
  • Believing a YouTube “instant unlock code”

Quick reference

Unlock hook: hit quests (5 / 12 / 25 / 100 / 1,500).
Building hook: research office (+ city level for big techs).
Resource hook: refineries, steel, fuel.
Tactics hook: scout AD, saturate, strike value targets.
Economy hook: never launch yourself into bankruptcy.

Master SRBM discipline before cosplaying hypersonic montages. Build and Conquer rewards cities that can reload — not one-shot wonder launches. When the next tier unlocks, return to the Guides Hub and adjust housing or mainland plans so the new missile has a war worth funding.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How do I unlock missiles in Build and Conquer?

Progress hit quests by destroying enemy units or buildings, fund a research office, and meet city-level expectations for larger missile techs.

How many hits for each missile tier?

Community testing: SRBM 5, GLCM 12, MRBM 25, Hypersonic 100, Cluster 1,500. Verify against in-game tooltips after patches.

Why is missile research locked?

Usually missing a research office, city level (often around 4 for large programs), cash, or industrial prerequisites.

What resources do missiles need?

Expect fuel and steel fed by farms, factories, refineries, and related industry—plus stable power and water.

How do I beat enemy air defense?

Scout coverage, combine missiles with drones or HIMARS pressure, and prioritize high-value targets instead of lonely fringe guns.

Can codes unlock hypersonic or cluster missiles?

No. There are no confirmed working codes as of November 2026; hit quests and research are the real path.