Base Wars Loadout Planner
Four slots, one role—infantry kits and vehicle-hop builds that actually cover each other.
Stop randomizing customize
A Base Wars loadout is a four-part sentence: primary, secondary, rocket, and armor. If any clause contradicts the others, you drop into The Land looking stylish and leave with zero captures. This planner gives role templates, VIP checkpoints, and a simple audit so you rebuild after every patch. Watch the embedded Battle Tank showcase when planning vehicle-hop kits—seeing armor angles clarifies why your rocket slot exists.
Use beside maps, weapons, vehicles, and armor.
The four-slot audit
Before you queue, answer:
- Primary — What range do I win at?
- Secondary — What fails when primary is empty or wrong?
- Rocket — How do I answer jeeps, tanks, and air?
- Armor — Am I running, anchoring, or flanking?
If two slots solve the same problem and none solve vehicles, rewrite the kit.
Infantry-focused templates
Facility anchor
- Primary: Controllable AR or LMG / Uber Chaingun if Uber VIP owned
- Secondary: Shotgun for door swings
- Rocket: Lock-on or Uber Rocket / Epic Striker family when available
- Armor: Uber Armor or Extreme-style survivability; fortify perk if equipped
- Why: You hold space, eat chip damage, and delete light vehicles that peek mid
Flag runner
- Primary: SMG or CQC rifle
- Secondary: Pistol or compact backup—not another slow sniper
- Rocket: Lightweight lock-on for emergency jeep pops; do not tunnel on tank duels
- Armor: Light or Assassin cloak for rotates
- Why: Speed and cloak windows matter more than winning fair mid fights
Anti-armor specialist
- Primary: Mid AR for infantry who peel you
- Secondary: High burst option if AR is dry
- Rocket: Best guided launcher you own (Uber Rocket / Epic Striker priority)
- Armor: Uber Armor to survive splash while locking
- Why: Your job is deleting Battle Tank and MAC Tank pressure so carriers walk
Peak flex
- Primary: Mid-range AR
- Secondary: Shotgun for indoor third-parties
- Rocket: Lock-on with flares awareness
- Armor: Mid suit—Uber if unsure, Light if you already know routes
- Why: Three-team Peak punishes one-dimensional kits
Vehicle-focused templates
Vehicle mains still need a ground kit for the walk between hangar and objective.
Vortex / Shadow pilot
- Ground primary: SMG or AR for post-eject fights
- Rocket: Keep a launcher for when you bail onto a tank’s rear
- Armor: Light for remount speed, or Uber if you die too much on eject
- Vehicle modules: flares first, then a gun you can actually aim—see vehicles tier list
- Mindset: You buy map control; do not ignore flags entirely
Battle Tank crew
- Ground kit: Shotgun + Uber Armor for cabin defense if boarded
- Rocket: Secondary anti-infantry answer when hull-down is impossible
- Modules: frontal resistance options, reliable HEAT-style cannon, smoke / IR tools
- Mindset: Point front armor at threats; treat rear like glass; bring a gunner friend when possible
MAC Tank hybrid
- Ground kit: Flexible AR + lock-on
- Modules: mix AA gatling options with anti-armor cannons depending on enemy air
- Mindset: You are the multitool—rotate between AA duty and mid pushes from facility spawns
VIP checkpoints inside planning
- Ammo VIP: Prefer hungry guns; reload pads less—finish free track via Free VIP
- Uber VIP: Enable Uber Armor / Chaingun / Rocket templates above
- Special / Common VIP: Does not change the template; it only unlocks missing guns faster—VIP guide
- Extreme VIP: Swap anchor armor upward if you already own Uber and still want comfort
Never plan a kit around a pass you have not bought yet—build a F2P version first.
Map modifiers
| Map | Bias |
|---|---|
| The Land | Rockets + tank answers + Uber Armor anchors |
| Peak | Flex AR + shotgun + cloak optional |
| Classic Battlefield | SMG / shotgun spike, turrets situational |
Full callouts: Maps guide.
Patch-day rebuild ritual
After reading Updates:
- Check if your main gun’s RPM or slug mode changed
- Re-test cloak / fortify timings on your suit
- Confirm vehicle missile guidance still matches muscle memory (Shadow pilots especially)
- Play one match with the audited kit—no mid-match gambling swaps
- Adjust one slot only, then repeat
Common broken kits
- Sniper primary + sniper secondary + no rocket + Light armor on The Land
- Uber Chaingun without Ammo VIP or pad knowledge
- Assassin cloak with slow bolt action only
- Vehicle modules without flares against lock-on lobbies
- Three anti-infantry slots and zero answer to Battle Tank
Practice plan for this week
Day 1–2: Facility anchor kit on The Land
Day 3: Flag runner kit on Peak
Day 4: Vehicle hop with Vortex + eject SMG
Day 5: Anti-armor specialist focusing MAC / Battle Tank rears
Day 6–7: Rebuild using Battle Score unlocks and attendance VIP progress
Track results simply: captures assisted, vehicle kills, deaths before first pad visit. The planner succeeds when your slots stop arguing with each other.
Return to the Tools hub for map partners, and keep Getting Started linked for friends copying your templates.
Frequently Asked Questions
Quick answers for Base Wars codes, VIP, loadouts, and combat.
What four slots should every loadout include?
A primary for your main range, a secondary for emergencies, a rocket or lock-on for vehicles, and an armor suit that matches your role.
What is a good beginner infantry kit?
Controllable AR, shotgun secondary, any lock-on rocket, and the tankiest armor you own—ideally Uber Armor once free Uber VIP finishes.
How should vehicle pilots build their ground kit?
Bring a compact gun for eject fights, keep a rocket for opportunistic rear shots, and pick Light or Uber armor based on how often you die after bailing.
Do I need Epic Striker for anti-tank kits?
It helps a lot when available, but Uber Rocket and other lock-ons plus team vehicles also work. Focus rear armor and coordinated fire.
Should I change loadouts every death?
No. Play a full match with one audited kit so you learn its limits. Change one slot at a time after the round.
Why is there a Battle Tank video on this page?
Vehicle-focused planning is easier when you see tank angles and weapons. Use it to understand why rocket and armor choices matter when you hop out.