Guides

How to Capture Camps in Merge a Mini Army

A safe flag order for six-player servers so shotgun infantry stop donating themselves to helicopters.

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How to Capture Camps

Camps are the map. Merge a Mini Army is not a wave defense in a box. You send a limited deploy across a shared field, flip flags, and hold them while five other plots do the same. This page is the order that creators actually survived.

Read Getting Started if you have never deployed. Read how to beat other players if the flags keep changing color while you merge. The short version of this route lives on the camp route tool.

The observed order

  1. Starter camp — nearest flag, sometimes joked about as the USA mission. Shotgun infantry can take it.
  2. Garrison / secondary military camp — still early, but neighbors already contest it.
  3. Army compound — UK compound in one commentary track. Needs bikes or better.
  4. Airfield — helicopters and later jets live here. Do not arrive with tier-4 shotguns.
  5. HQ / center — the expensive middle. Creators bounced off it until tanks or air units existed.

Hold up to about five points at once in current footage. If the HUD says you can conquer up to five, believe it. A sixth flag is a future patch or a miscount.

Deploy like a supply line, not a parade

Max deployment is a budget. Early on you may only send three models. Later footage sat at six and then higher. Send the apex stack plus cheap bodies, not every toy on the pad. Someone has to stay home and merge.

Troops walk slowly. Plan the path to the nearest unowned flag. If two neighbors are already fighting on the airfield, let them spend health, then walk in. Plechango’s noob-versus-pro session in the middle of this page is mostly that patience.

Recall or undeploy when the fight is lost. Dead troops return for merges. A wipe that happens on the far side of the map is a long walk for a refund you needed five minutes ago.

What sits on later flags

Helicopters appear on the secondary camp and airfield long before you can merge your own. Tanks appear on neighbor plots faster than you expect if they bought packs. Stealth pilots and huge bounties showed up in late-game PvP. Your job is not to delete those models on day one. Your job is to own the two flags that pay you while you climb the Index.

If a neighbor “has tons of tanks,” go sideways. Take the weak plot’s camp. Bax did this on purpose and called the owner new. That is allowed. It is a six-player economy, not a sportsmanship sim.

Holding is the hard part

Capture toasts are cheap. Holding is the income. After a flip, leave a deploy on the point only if you can replace it. Otherwise recall, merge, and send a stronger stack when the neighbor overextends. The best army page is the composition question. This page is the geography question.

Bounties appear when you become annoying. A 2-million bounty is noise. A 50-billion or 90-quadrillion bounty means the server has decided you are the event. Turtle, merge, and retake one flag at a time. Chasing the bounty hunter across the center is how you lose five points in a minute.

Cash from flags is explained in how to get cash fast. The toys you send are listed under infantry, vehicles, and air units. After the map stalls, how to Rebirth is the reset that makes the next climb faster.

FAQ

Frequently Asked Questions

Quick answers to the most common Merge a Mini Army questions.

How many camps can I hold?

Gameplay commentary puts the ceiling around five. If your HUD shows a different cap after a weekly patch, trust the HUD.

Which camp should I take first?

The nearest starter flag. Then garrison. Save airfield and HQ until you have tanks or air units.

Do I lose troops forever when a capture fails?

No. They return to the pad as merge fuel. The loss is time and the flag, not the model forever.

Can teammates help me capture?

There are no formal teams. You can ignore a neighbor or pile onto the same flag. Servers are still free-for-all.