Do walls and mines actually work in Beyond All Reason

Walls and mines get dismissed as useless by some players. They do work when placed right, but their value depends heavily on what you are defending against and the tech level in play.

Tags: beyond all reason, walls, mines, defense, vehicles, structure

Walls against vehicle rushes

T1 walls stop T1 vehicles effectively. The reason is structural: vehicles are fast, but only when driving forward. When they hit a wall, they get stuck maneuvering around it. A stuck vehicle becomes a prime target for your turrets and infantry.

The same logic applies at T2. T2 walls block T2 vehicles. Build walls in your forward path and hide defensive units behind them. Vehicles that charge your line hit the wall first, not your units.

The catch is that walls lose relevance in late game where flying units, artillery, and advanced weapons simply bypass or destroy them. T1 walls become useless past the early game window. T2 walls maintain some value longer but still lose out to the sheer firepower of late-game compositions.

Walls against direct-fire units

Walls also absorb direct-fire shots meant for units behind them. Units like Pounders fire straight-line projectiles that walls intercept. Build a line of walls and put your turrets behind them, and the walls literally take shots for your defenses while your turrets fire unobstructed.

This works at any tech level but scales best when the wall itself has meaningful health. Low-health walls crumble under sustained fire and do not buy you much time. Higher-health walls delay pushes long enough for reinforcements to arrive.

How mines behave

Mines deal damage to enemy units that trigger them. They deal damage to your own units if they walk over them, but they do not trigger off your own units. This means you can lay minefields along your own perimeter and safely move friendly troops through them.

Mines are strong in narrow choke points and predictable approach routes. On open maps with lots of flank space, mines are harder to place effectively because the enemy can walk around them. Use mines where the enemy must walk, not where they could walk.

Practical wall placement tips

When to skip walls entirely

Air-heavy matchups make walls mostly pointless. Bombers and gunships fly over them. Amphibious push compositions bypass land walls entirely by coming from the water. Read the enemy composition before investing metal and energy into wall networks. If the enemy is going all air, invest in anti-air instead of walls.

Team play and defense coordination

Walls and minefields benefit the whole team when coordinated. A wall on the forward line buys the teammate behind it time to react. An isolated wall in one player's corner without communication is just metal spent with no team-wide impact.

[Crd] Everyone is nice and kind, the atmosphere is relaxed, and I am not getting yelled at for not being optimal. Not every player knows about walls and mines immediately.

A mature, patient community helps players learn when defenses matter and when they do not. Creed of Champions prioritizes teamwork and learning, giving players the space to experiment with defensive setups without fear of getting flamed for trying.