In March of Giants, a good beginner thinks beyond their own Giant: push or defend a lane, keep track of Soldiers and Battleworks, and move with the team when the fight shifts between fronts. Ubisoft describes it as a free-to-play, 4v4 MOBA where players fight through lanes, command Soldiers, and deploy structures such as trenches, tanks, turrets, and bunkers. Exact map routes, objective rewards, and a fixed role chart are not established in the official material cited here, so use the current game’s descriptions for those details.
What makes March of Giants different for beginners?
Your Giant is both a combatant and a commander. Ubisoft’s March of Giants Development Team puts it this way: “Giants are powerful combatants on their own, but they’re also commanders within a much larger battle.” In practice, that means your impact is not limited to landing abilities: Soldiers and Battleworks also affect how a front develops.
Ubisoft describes the game as a 4v4 tactical MOBA combining lane-based combat, coordination, real-time strategy, and Giant heroes. Its official game page and announcement identify Soldiers and Battleworks—including trenches, tanks, turrets, and bunkers—as part of that broader battlefield. Think at three connected scales: your Giant’s immediate fight, the Soldiers advancing along a front, and the structures and routes that influence control.
What should I do in my lane?
Treat the lane as a front
Ubisoft’s development team says, “Lanes become fronts to advance and defend.” A lane is therefore more than a place to focus on your own combat; it is ground your team is trying to push or hold. Pay attention to whether your Soldiers are advancing, whether allies need help defending, and whether a Battlework changes the pressure on that front.
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Watch the spaces between lanes
Do not lock your attention onto one lane. Ubisoft says the areas between lanes have become more important to progression and map control. That makes teammate movement useful information: notice when allies rotate away from a front or move toward another, and consider whether following or covering them would help the team. The official material does not specify lane names, a complete route map, or fixed lane assignments.
How do Soldiers and Battleworks affect a fight?
Soldiers fight alongside Giants, while Battleworks are deployable structures that help shape the battlefield. Ubisoft has described examples including trenches, tanks, turrets, and bunkers. The studio’s account of development since the September 2025 Closed Alpha says Soldiers have a broader role and Battleworks have gained more interaction and counterplay. Treat that as a description of design direction, not a complete guide to current mechanics; use the current in-game information to learn the available structures and how they work.
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When should our team take objectives?
Ubisoft frames objectives as valuable territory, but the exact timers, capture conditions, and rewards are not established by the sources cited here. The Closed Alpha retrospective is a useful caution: Ubisoft said objective tuning and rewards at that stage did not make it clear when the team should group for major objectives or take smaller camps to improve rotations. The studio said it was refining their role and impact, so Alpha rewards should not be treated as the current reward table.
For a decision in a live match, weigh the objective against what your team would give up to contest it:
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- Check the current in-game description for its reward, timing, and capture requirements.
- Notice whether teammates can join without leaving a lane exposed.
- Consider whether taking it helps your team control territory or move between fronts.
- Agree with teammates on whether the opportunity is worth the commitment rather than assuming every objective is automatically worth contesting.
This is a practical decision framework, not an official ranking of objective types. Ubisoft’s Closed Alpha retrospective documents the earlier tuning concerns; it does not establish final values.
Which role should I play?
The official sources cited here do not establish a fixed lane-role system or require a familiar MOBA lineup of tank, carry, and support. Avoid assuming that a particular lane or Giant has a prescribed job unless the current game explicitly says so. Ubisoft also says itemization has expanded to enable more specialized builds and different ways to play each Giant, which is another reason not to treat roles as immutable.
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As a flexible way to think—not an official role taxonomy—ask what the team needs right now:
- Is a front under pressure and in need of help pushing or defending?
- Can someone help secure valuable territory without leaving another front vulnerable?
- Would coordinating around Soldiers or Battleworks improve the team’s position?
- Does an ally need support moving through the spaces between lanes?
Choose a Giant and build based on current in-game information and what your team is trying to do; the sources cited here do not provide enough current detail to prescribe a Giant-specific build or assignment.
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What has changed since the Closed Alpha?
In its development update, Ubisoft says the game has evolved since the September 2025 Closed Alpha: Soldiers have a broader role, Battleworks offer more interaction and counterplay, inter-lane spaces matter more for progression and map control, and itemization supports more specialized builds. The studio also reports further work on the roster, map, interface, visuals, animations, and clarity. These are Ubisoft’s descriptions of the game’s development, not a substitute for current patch notes or in-game rules.
How to check access and upcoming dates
Dates and access plans can change. Ubisoft’s development update says its YouTube presentation and Pioneer Playtest begin October 7, 2026; an October 2026 Ubisoft Montréal interview puts Early Access in summer 2027. Confirm the current schedule and eligibility through Ubisoft’s March of Giants updates before making plans.
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