⚔️Police Chief Strategy Guide

Bros. in Arms

(v1.0 — last updated 9/7/26)

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A 48-hour solo points race where every point comes from defeating or injuring enemy Officers.

48-Hour WindowSolo LeaderboardPlayer vs Player OnlyChief's Office 7+
Three armed police officers back to back against a red sunburst, pistols raised

01. The Format

This is the only mini event in the game that pays you for attacking other players. Every other points event rewards building, training or spending. This one rewards casualties you inflict on real Chiefs, and it runs for 48 hours.

You score by defeating or injuring enemy Officers. Officers are the basic troops in your Guard, Biker and Marksman Academies — ten levels each, thirty units in total. Your points climb a four-step personal reward ladder, then settle into a solo leaderboard for your server. There is no alliance board and no team score. Every point you earn is yours alone.

⏱️ The Window

Each run lasts 48 hours. The event page and the calendar entry appear a day before it opens, and both disappear the moment it ends. There is no grace period to claim after the clock runs out.

🔒 The Entry Gate

You need Chief's Office Lvl 7. Below that the event is not locked — it is simply absent. No page, no calendar row, no warning popup. Tapping a shared event card in chat tells you to reach Lvl 7 and nothing else.

One detail sets this event apart before it even starts. Bros. in Arms is the only event with its own pre-start warning popup, and that popup does not sell you the rewards. It reads "Pacifists can do the following:" over two buttons — Activate Tactical Shield, and Teleport to Alliance Territory. The game is telling targets to hide. Take the hint seriously in both directions: it is the clearest signal you will get that the next two days are open season.

02. The Point Ladder

The point curve is flatter than the Power curve, and that single fact decides who you should attack. A Lvl 10 Officer carries 22 times the Power of a Lvl 1 Officer but pays only 13 times the points. Every step up the Officer ladder makes each unit of enemy Power you chew through worth less.

Ten rules, one per Officer level. The game publishes all ten inside the event page under the Get Points button, so you can read the table in-game at any time.

Officer LvlPointsPower eachPoints per Power
Lvl 1130.33
Lvl 2140.25
Lvl 3260.33
Lvl 4390.33
Lvl 54130.31
Lvl 65200.25
Lvl 77280.25
Lvl 89380.24
Lvl 911500.22
Lvl 1013660.20

Power shown at Electro level 0. Higher Electro levels raise Power without changing the points, which pushes the right-hand column down further.

⭐ What this is worth in practice

Take 1,000 Power of enemy army. As Lvl 1 Officers that is 333 units and 333 points. As Lvl 10 Officers it is 15 units and 197 points. The same Power pays 69% more when it belongs to a small player. A wide, cheap army is a better target than a whale's stack of the same size.

The rule says "Defeat or injure". Injured Officers count, not just dead ones. That matters enormously, because in most battles the injured column is far larger than the losses column. It also means your target's Hospital does nothing to reduce your score.

03. Scoring Surfaces

Grinding criminals scores zero, and that is the single most expensive mistake in this event. Criminals and Crime Bosses are a different kind of unit entirely — they are not Officers, so killing them cannot satisfy a rule that says "Officer". The Vault Trap is the same story. Every point in this event comes from another player's army.

❌ Pays nothing

A dark red silhouette of a spiky-haired thug with glowing white eyes
  • ▸ Criminals and Crime Bosses on the world map
  • ▸ Intel targets
  • ▸ The Vault Trap
  • ▸ Alliance Faceoff — it produces no Officer casualties at all

✅ Produces Officer casualties

  • ▸ Attacking a player's PD, solo or by rally
  • ▸ Confiscation tiles and field camps
  • ▸ Alliance HQ and Alliance Flags
  • ▸ Facilities, Prison Clash, Capitol War, Oilfield Strike, Alliance Training, State Showdown (battle phase)

⚠️ What is not published

The game publishes the ten rules and their point values, but it does not publish which battles the rules apply to. The right-hand list above is every surface that produces Officer casualties. Whether the event counts all of them, or only some, is not stated anywhere in the game. Treat it as unknown, and do not trust a chat rumor either way.

Bros in Arms typically does not coincide with Oilfield Strike, Prison Clash, or Alliance Training. It does however tend to run concurrently with Capitol War and the State Showdown battle phase, both of which will produce Officer casualties and score points for both events.

04. The Progress Tiers

Your Chief's Office level raises the point walls far faster than it raises the payout. The top bracket needs 2.4 times the points of the bottom bracket and pays 1.6 times the Diamonds. Everything else in the final tier — the Legendary Patrol Skill Books and Legendary Deployment Skill Books — is identical in all four brackets.

There are four progress tiers. Tier 1 is 1,000 points in every bracket, the one reward your level cannot make more expensive.

Chief's OfficeTier 1Tier 2Tier 3Tier 4Tier 4 DiamondsDiamonds per 1,000 pts
Under 191,00018,00044,00089,0003,00033.7
19 to 211,00026,00065,000130,0003,50026.9
22 to 251,00033,00083,000167,0004,00024.0
26 and up1,00043,000108,000217,0004,80022.1

Tier 2 pays Safe resources, tier 3 pays Hero EXP and 5-Min Speedups, tier 4 pays Diamonds plus five Legendary Patrol Skill Books and five Legendary Deployment Skill Books in every bracket.

💡 The whole penalty is points, the whole payment is Diamonds

Moving from the bottom bracket to the top adds 128,000 points to your tier-4 wall and pays 1,800 extra Diamonds for it. That is 71 points per extra Diamond, against roughly 30 points per Diamond on the base reward. A low-level account earns 52% more Diamonds per point than a maxed one for the same work.

⛔ Nothing claims itself

There is no auto-claim. You must tap each of the four tiers individually, and nothing in the game promises that an unclaimed tier is mailed to you afterwards — the settlement mail is a ranking mail only. Open the event page and claim everything before the timer ends.

05. The Leaderboard

The real minimum is 4,000 points, not the 1,000 that buys tier 1. Ranking rewards need two things at once: a finish inside the top 1,000 on your server, and a score of at least 4,000. Stopping at tier 1 leaves you in a dead zone — one small reward claimed, and the entire ranking payout forfeited.

4,000 points is 308 T10 Officers, or 572 T7s, or 4,000 T1s. It is not a number you stumble into by accident. Decide before the event whether you are going for it.

RankDiamondsAlso pays
120,0001-Hr Construction and Research Speedup ×10 each, Legendary Recruitment ×3
214,0001-Hr Construction and Research Speedup ×9 each, Legendary Recruitment ×2
310,0001-Hr Construction and Research Speedup ×8 each, Legendary Recruitment ×1
4 – 57,0001-Hr Construction and Research Speedup ×7 each
6 – 105,0001-Hr Construction and Research Speedup ×6 each
11 – 203,5001-Hr Construction and Research Speedup ×5 each
21 – 502,0001-Hr Construction and Research Speedup ×4 each
51 – 1001,2001-Hr Construction and Research Speedup ×3 each
101 – 2008001-Hr Construction and Research Speedup ×2 each
201 – 5004001-Hr Construction and Research Speedup ×1 each
501 – 1,0002001-Hr Construction Speedup ×1

Ranking rewards arrive by mail after settlement and stay in your inbox for 14 days.

👀 The board lies to you

The Honor Roll only ever loads the top 100, but rewards run to rank 1,000. If you finish 250th you earn a reward you could never watch yourself earn. Do not read "I am not on the board" as "I am out of the money."

⚠️ The 1,001 to 1,500 trap

Your own rank displays all the way to 1,500, but rewards stop at 1,000. A visible rank number between 1,001 and 1,500 pays nothing at all. Seeing a number is not the same as being paid.

Two Versions

Two versions of Bros. in Arms exist, and your server runs one of them. The scoring rules, the progress tiers and the 4,000-point floor are identical. The newer version adds Legendary Decoration Components to the top ten ranks — ten for first place, then six, four, three, and one each for ranks six to ten. Identical effort, strictly better pay.

How to tell which one you have: look at the reward preview at the top of the event page, which shows the first-place prize. The older version previews Diamonds and Speedups. The newer version previews a Legendary Decoration Component and a Legendary Recruitment. If you see the Component, a top-ten finish is worth noticeably more than usual.

06. Offensive Play

The level gate only protects upward, and the event has no scoring penalty for punching down. You are blocked from attacking a PD ten or more effective levels above your own — the Attack, Scout and Rally buttons grey out and do nothing. Nothing blocks the reverse. A Lvl 30 Chief can farm a Lvl 12 Chief all weekend at full point value.

Compare State Showdown, which zeroes your points when the level gap exceeds three. Bros. in Arms has no equivalent rule anywhere. Combined with the points-per-Power curve in section 02, that makes small and mid-sized accounts the most efficient targets in the event, not the least.

Picking Targets

⚠️ Attacking costs you your own shield

Scouting, attacking or starting a rally drops your Tactical Shield, and you cannot reactivate one for 30 minutes. You also cannot reactivate while any of your marches is still in a fight. So the true cost of an attack window is the marching time plus a further 30 minutes fully exposed.

07. Defensive Play

The rule counts "defeat or injure", so your attacker banks their points the moment your Officers go down. Hospital capacity decides only whether those Officers come back to you.

That is still worth a great deal. Healing an Officer costs exactly 10% of what it costs to train one. A T10 Guard costs 2,788 Ammo and 2,091 Cash to train, and 279 Ammo and 209 Cash to heal. Capacity is what turns a full rebuild into a tenth of the bill.

🏥 The capacity line

Injured Officers go to the Hospital. If the Hospital is full, the ones that cannot fit die instead. That is the only mechanic in the game that converts an injury into a permanent loss. The Recovery Center adds up to four times the Hospital's own capacity on top, so the two buildings together hold roughly five times what the Hospital holds alone. Upgrade both before the event, not during it.

The Tactical Shield

A Tactical Shield blocks all attacks and scouts, and the block is absolute — an attacker cannot even open the attack panel against you. Shields come in 2-hour, 8-hour, 24-hour and 72-hour sizes. A 72-hour shield covers the whole 48-hour event plus the entire preview window, which is the clean answer if you are sitting this one out.

⛔ Four things stop you shielding

  • ▸You attacked in the last 30 minutes. The lockout runs from your last hostile action.
  • ▸One of your marches is in a fight. Any march in combat blocks activation entirely.
  • ▸You are garrisoning a neutral structure. Holding a Fortress, Facility, Turret or Headquarters locks you out of shielding for as long as your troops sit there. You cannot hold ground and hide at the same time.
  • ▸Your PD is inside a Restricted Zone. Shields cannot be activated there, and teleporting into one destroys the shield you already have.

Moving Out Of Range

Relocating is the second half of the game's own advice, and inbound attacks do not stop you from doing it. The Random, Advanced, Alliance and Territory Teleporters all work normally during the event, and Diamonds buy a relocation outright. The only client-side blocks are leading a rally in progress, and using an Alliance Teleporter while any of your own squads is deployed.

👤 Forced Teleportation

The Governor skill that relocates a Chief to a random spot also hands them a 10-hour Tactical Shield. It is the single best rescue in the game for a teammate being farmed — it moves them and protects them in one action. Fourteen uses, two hours apart.

✋ Ceasefire Edict

The Governor can stop a named Chief attacking anyone for an hour, up to fourteen times. Aimed at a rival farmer it removes real hours from their 48. Note it does not block scouting, support marches or criminal hunting.

Two defenses that do not exist

  • ▸The Security Wall does not stop attacks. Wall health and the burning state change nothing about whether you can be hit. No attack, scout or rally path looks at them.
  • ▸There is no attack cooldown. Nothing rate-limits how often the same player can hit you. You can be farmed back to back for as long as you stay unshielded.

08. Common Mistakes

  • ▸ Farming criminals for points. Criminals and Crime Bosses are not Officers. The entire grind scores zero. So does the Vault Trap.
  • ▸ Stopping at 1,000 points. Tier 1 is claimed, but ranking rewards need 4,000. Between those two numbers you have done work and been paid for almost none of it.
  • ▸ Finishing a Chief's Office upgrade during the preview window. Crossing into the next bracket can add 50,000 points to your tier-4 wall in exchange for 800 Diamonds.
  • ▸ Leaving tiers unclaimed. Nothing claims itself and nothing is promised by mail. Tap all four before the timer ends.
  • ▸ Garrisoning a Facility or Fortress and expecting to shield. Holding a neutral structure locks shield activation completely.
  • ▸ Attacking in six separate sessions. Each one costs a 30-minute window with no shield. Batch them instead.
  • ▸ Trusting the Honor Roll. It only loads the top 100. Not appearing on it says nothing about whether you finished inside the paying top 1,000.

TL;DR — The Quick Hits

  1. 1. 48 hours, solo, player versus player only. Chief's Office Lvl 7 to see it at all.
  2. 2. Points come only from other players' Officers. Criminals, Crime Bosses, Intel and the Vault Trap pay nothing.
  3. 3. The ladder pays 1, 1, 2, 3, 4, 5, 7, 9, 11, 13 points for Officer levels 1 to 10.
  4. 4. The curve is flatter than Power, so the same enemy Power pays 69% more when it is low-level Officers. Punching down is efficient, not just easy.
  5. 5. The level gate only blocks you from attacking upward. There is no scoring penalty for attacking far below you.
  6. 6. Injuries count, not just kills. A big Hospital protects your army, not your attacker's score.
  7. 7. A full Hospital turns injuries into deaths. Healing costs 10% of training, so capacity is the cheapest defence you can buy.
  8. 8. Which battles the scoring rules apply to is not published anywhere in the game.
  9. 9. Tier 1 is 1,000 points in every bracket. Tier 4 runs 89,000 to 217,000 depending on your Chief's Office level.
  10. 10. The top bracket needs 2.4× the points for 1.6× the Diamonds. Do not cross a bracket boundary just before the event.
  11. 11. Ranking rewards need top 1,000 and 4,000 points. Both, not either.
  12. 12. The board only shows the top 100, but pays to 1,000. Your own rank shows to 1,500, but pays nothing past 1,000.
  13. 13. Attacking drops your shield for 30 minutes. Batch every raid into one window.
  14. 14. Sitting it out is a valid play. A 72-hour Tactical Shield covers the whole event, and the game's own popup suggests exactly that.