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TrenchLine:Tower Defense TrenchLine Troops Roster

Every major troop role explained—from Conscripts and Farms to Shilka, barges, and Battle Tank.

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Troops Roster

How to read this roster

TrenchLine:Tower Defense fields a wide military fantasy roster: infantry, machine guns, artillery, armor, AA, naval craft, and economy buildings. This page explains what each major troop is for so you can fill loadouts intelligently. For live rankings see the Troop Tier List. For kits see Best Loadouts. For what they shoot at see Enemies.

Unlock order varies by account progress and research. Focus on jobs first: early clear, economy, armor, AA, naval.

Infantry and early clear

Riflemen

Baseline road infantry. Affordable, honest DPS on shamblers and runners. Place them where waves enter and upgrade a few pads deeply rather than sprinkling level-one rifles everywhere.

Conscripts

Cheap mass infantry that scales when armor-piercing investment is maxed. Early they hold lines; late they become a serious AP option if you commit upgrades. Great for players who like progressive power curves.

Assault Squad

Buffed in early game relative to older metas. Excellent opener for Easy/Medium and still useful as front clear on harder votes. Prefer Assault Squad over outdated Marksman openers when both are available.

Marksman

Longer-range infantry identity that was nerfed. Still usable on long straights, but no longer the autopilot carry. Pair with MG/PKM instead of stacking Marksman only.

Spec Ops

Halloween-leaning special infantry. Fun flex and event flavor. Do not delete your Farms or Shilka slot to force Spec Ops into Hardcore Tidefall.

Machine guns and sustained DPS

MG

Workhorse sustained fire for road coverage. Seat MG on long sightlines. Core of almost every serious land kit.

PKM

Heavier MG identity frequently recommended into armored targets. If Brutes walk your lane, PKM upgrades should be high on the shopping list. Community armor advice often starts here.

KPV

Heavy gun presence that shines with good pier or overlay placement. Treat as skilled sustained DPS/naval-adjacent support depending on map geometry.

Artillery, cones, and splash

Mortars

Splash for packed shambler/runner clumps. Support piece, not a full anti-armor plan. Place where arcs catch bends.

SPG-9

Cone damage specialist. High skill ceiling—learn facing and tile choice. Devastating into grouped armor when aimed well; disappointing when placed like a decoration. Practice on Easy before trusting it on Hardcore.

Rocket Battery

Longer-range rocket artillery for pressure lanes that infantry cannot efficiently cover. Pair with spotters in spirit—give it time on target.

Armor

Tanks

General armored DPS breakthrough units. Use to crack heavier waves once economy exists.

Battle Tank

Premium tank presence. Strong breakthrough potential with an ongoing community debate about multi-tile footprints (including four-tile discussions). Measure the pad before you brick a chokepoint. A misplaced Battle Tank is worse than a well-upgraded PKM line.

Anti-air

Shilka

Primary AA spine. Mandatory thinking on Flood maps and Hardcore Tidefall. Upgrade on schedule; level-one Shilka into late flyers is a paperweight.

MANPADS Team

Portable AA angles. Bring to cover vectors Shilka might miss. Redundancy wins flyer overlaps with landing craft.

Gunships

Airborne flex with ground/air utility depending on use. Helpful, but do not treat gunships as your only AA package when Shilka exists.

Economy and support

Farms

Foundational income. Protect from panic sells. Most wipe reviews that start with “we ran out of upgrades” end with “we never built Farms.”

FOB

Forward support/economy identity for mid-game power. Strong partner to Farms when you want denser team value.

Signaler

Team-oriented economy/support piece. Excels when the lobby plays together instead of solo racing DPS counts.

Troop Spawner

Support spawner heavily touched in v0.23.0 rework. Powerful when used with current rules; misleading if you follow pre-rework guides. Read Patch Notes before infinite-mode macros assume old behavior.

Boats

Baseline water DPS. Required thinking on Flooded Ruins, Breakwater Port, Tidefall Beach, and similar channels.

Rocket Barge

Heavy naval punch for offshore clumps and craft pressure. Anchor harbor loadouts around barge upgrades when waves densify.

Rocket Barge / boat synergy

Always pair harbor fire with shore cleanup troops so landings die. Water-only egos fail when craft beach.

Fleet Command (system)

Strategic layer fed by Naval Tokens. As of v0.25.0, tokens are Hardcore-only. See Flood Event and Hardcore Tidefall.

Quick role matrix

TroopPrimary jobNotes
RiflemenEarly/mid road DPSHonest baseline
ConscriptsCheap clear → APInvest to unlock AP identity
Assault SquadEarly clearBuffed opener
MarksmanLong road DPSNerfed; situational
Spec OpsEvent flexNot a Flood plan
MGSustained roadCore
PKMArmor + sustainPoint at armor
MortarsSplashSupport
SPG-9Cone anti-armorAim matters
Rocket BatteryLong punchSightlines
Tanks / Battle TankBreakthroughWatch tiles
ShilkaAAPriority on Flood/HC
MANPADSAA anglesRedundancy
GunshipsFlex air/groundNot sole AA
Farms / FOB / SignalerEconomyDo not skip
Troop SpawnerSupportPost-0.23 rules
Boats / Rocket BargeNavalFlood maps
KPVHeavy gunPlacement skill

Building a first complete understanding

  1. Master Riflemen/MG/Farms on Easy — Getting Started.
  2. Add SPG-9 or PKM before Hard — How to Play.
  3. Add Shilka before Flood ports.
  4. Add boats/barge before Tidefall Hardcore.
  5. Re-check tiers after each major patch — Tier List.

Counters and boss context: Enemies. Hub navigation: Players Hub. Update cadence: Updates.

Know the job, then chase the skin. Troops are tools—loadouts that respect roles clear maps that vanity bars cannot.

FAQ

Frequently Asked Questions

Quick answers to the most common TrenchLine questions.

Which troop should beginners unlock first?

Prioritize Farms or FOB for economy, then reliable MG/Riflemen or Assault Squad clear, then an armor answer such as PKM or SPG-9.

What does SPG-9 do better than mortars?

SPG-9 specializes in cone damage into packed armored threats when aimed well. Mortars provide general splash but are not a complete armor plan.

Why do people say bring Shilka?

Shilka is the primary AA spine. Flood maps and Hardcore Tidefall punish ground-only kits when flyers overlap other pressure.

Are Naval Tokens tied to a troop?

Tokens feed Fleet Command as a system resource. As of v0.25.0 they are Hardcore-only, used alongside boats and barges—not a replacement for placing naval units.

Where is the tier list?

See the Troop Tier List under Tier List for S–C role rankings, and Best Loadouts for complete kits.