Tools

Merge a Mini Army Camp Route Planner

A flag order you can follow without re-reading the full capture guide.

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Camp Route

Open this card when you are about to send a deploy “somewhere.” The essay is how to capture camps. The PvP layer is how to beat other players. This is the geography.

Sisters: merge planner, rebirth checklist.

The route

  1. Starter camp — nearest flag. Shotgun stacks allowed.
  2. Garrison / secondary camp — still early. Expect a contest.
  3. Army compound — bikes or better.
  4. Airfield — tanks or air. Helicopters already live here.
  5. HQ / center — last. Slow walk. High pride. High wipe risk.

Hold about five points. If the HUD shows a different cap after a patch, trust the HUD and then read latest update.

Send / skip rules

  • Send matching stacks, not a museum.
  • Skip a flag that already has jets if you still have bikes.
  • Skip the center if two neighbors are already fighting on it. Let them spend health.
  • Recall when the walk is lost. Refunds are merges. See the merge planner.
  • Sideways is allowed. A new player’s compound pays the same as a hero’s if you can hold it.

If the flag flips back

Do not immediately re-donate the same stack. Merge one chapter higher or turtle. Income from a flag you cannot hold is a tease. How to get cash fast wants held flags, not toasts.

Worked example

You own the starter camp. A neighbor parked jets on the airfield. The garrison is empty. Take the garrison. Do not “prove something” on the airfield. Merge at home until you can replace a tank, then look at the compound. If two plots are already bleeding on the center, wait. Slow walks punish early arrivals more than late ones.

If your pad is full while you plan this, you do not have a route problem. You have a merge planner problem. Fix the factory, then walk.

A bounty landing mid-route is not a rewrite. It is a warning light. Keep the two closest flags and ignore the hunter until your apex is replaceable. How to beat other players is the long form of that sentence. If you just Rebirthed, pretend you own zero flags even if the color has not flipped yet, and walk the starter camp again. A steeper ticker does not make helicopters weaker. It only makes the next matching stack appear sooner if you still follow this order.

What to send: best army. What the defenders are: air units. Cash from held flags: how to get cash fast.

FAQ

Frequently Asked Questions

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

Can I skip the starter camp?

You can. You should not. It is the cheapest income and the shortest walk.

What if someone already owns the garrison?

Take a weaker side camp or merge one chapter and return. Do not walk shotguns into their heli.

Is five a hard cap?

It is the cap we have heard. A weekly patch can change it. Believe your HUD.

Do I need air to take the airfield?

You need something that out-tiers the defenders. Tanks can be enough. Infantry is not.

What if all five points are taken?

Merge at home and hit the weakest owner, or turtle until a fight empties a flag. Do not walk the center first.

Should I defend every stolen flag immediately?

No. Recapture the closest income flag. Pride walks are how you lose two more points.

Does Rebirth change the route?

No. Starter camp first, always. The ticker is steeper. The geography is not.

What if my HUD shows a sixth flag?

Trust the HUD and treat this card as one step behind. Log it against the latest update page after you rejoin a fresh server.