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Iron Harvest Fanmade Guide - Patch 1.0.0.1615
Iron Harvest Fanmade Guide - Patch 1.0.0.1615
CONTENTS
Introduction 3-5
Basics 6-17
Buildings 18-21
Units 22-31
- Factions -
* Reserves 90-91
* Tips and Tricks 92-93
* Maps 89-101
Useful Hotkeys 102-104
End 105
2
INTRODUCTION
This guide intends to teach new players the basic game mechanics and
knowledge required to master Iron Harvest.
Iron Harvest
iron-harvest.com
3
Important Information
This game and its multiplayer features are still a work in progress. The
developers plan to refine the game post-launch and add new content
over time. Expect to see more features like new units, maps and even
factions in the future.
Roadmap
4
This Guide was last updated on the 10.09.20 and contains all relevant information for patch
1.0.0.1615.
Guide created by
Thanks to
&
Translation
COMING SOON
5
BASICS
6
Game modes
Campaign
A single-player story mode made to be the heart of Iron Harvest. Including all 3 factions, it is
a story built from the ground up to be a homage to the campaigns of old. Besides playing it
alone you can also play with a friend in coop.
Challenges
There are different Challenge maps. For example, one of the challenges is a "Hold the line"-
mode, where you fight as Polania against 10 waves of Saxony. Survive while building up an
army and trying to capture new mines and pumps to strengthen your economy.
Skirmishes
Games against the AI. The AI has the difficulty settings "Easy", "Medium", "Hard" and
"Insane". All maps and features from the multiplayer are available in skirmishes.
Multiplayer
Games against other players or with your friends. You can also play coop with others against
the A.I. Play "Quickplay" if you want to play with random players and use "Create lobby" to
invite friends.
7
How to win?
Winning by Victory Points (VP)
The Capture of flags placed strategically on the map. These can be
capped and decaptured with infantry and exoskeletons. By default, you
will need 500 VP to win, but that can be changed or even disabled.
You will get 0.3 VP per second, per flag, you occupy more than your
enemy.
8
Resources
Iron and Oil are the two main resources in the game and are used to create all units. Luckily,
they can be attained from many sources like the HQ, Iron/Oil nodes, crates, and even mech
wrecks can all give you a various amount of the resource. Crates and wrecks serve as one-
time income boosts, while the HQ and Iron/Oil nodes are generating resources for as long as
you control them. Also note that resource gain is shared in 2v2 and 3v3.
Iron
Iron is the more prevalent resource and used in just about everything in-game. From infantry
to mechs, and building upgrades, you are going to need iron the most if you are to succeed in
battle.
20
60
45s
Oil
Oil is the secondary resource that is used by buildings, mechs, and stronger infantry. It is
paramount to get a steady source in the late game when oil becomes more heavily used.
250
10
45s
Capturing
Various things on the battlefield like Iron/Oil nodes, flags,
crates, and even some weapon systems can be captured and
used. Time is needed to capture said objectives and that can
leave your units vulnerable to gunfire.
Upgrading a Building
You can upgrade most buildings by pressing F. Building upgrades can give you various things
from more resources to better units and reserves. The late game usually requires you to
upgrade into better units in later stages of building progression. But always be mindful of
your resources so that the resources sunk into the upgrade weren't needed for unit defence
instead.
10
Special objects
Explosive Barrels
The explosive barrel is a classic red barrel that can be seen all over
many maps in the game. In practice, it sorts of works as a stationary
grenade and does similar damage to buildings and units, but it's very
situational. It can be shot at to explode though so try to take the
chance any time you can get it.
Cars and Lorries can also be found all over the map and used for cover, but and act the same
way as explosive barrels. So, use with care.
Gas Tanks
The gas tank is a lot like the barrels in that it can be shot
at, but it also has a much bigger blast that deals a much
heavier toll on anyone who dares stay near it.
Weapon Systems
You can find weapon systems on many maps. Either they
are field cannons, heavy machine guns or mortar
systems.
You can man those with infantry to get a field cannon,
heavy machine gun or a mortar squad.
11
Destroyer Cannons
Weapon Crates
Besides Iron and Oil crates, there are also weapon crates that can
drop different weapon drops, which your infantry units can pick up
and use.
Possible drops:
Medic, Grenadier, Machine Gunner, Flamethrower and Gunner
(More about crate drops can be found in the map overview)
Weapon drops
Weapon crates are a fundamental game element, that is very
important due to its power in the early game stages. It makes
keeping squads alive very important.
They are dropped by weapon crates and killed infantry squads that
can be picked up by your infantry squads. Once the new weapon is
picked up, the squad changes appearance and weapons. This lets
you transform units on the battlefield and specialize them as and when you need them.
The most cost-efficient way to use those kits it to use engineers to pick them up.
12
Healing crates
Heal crates, as with weapon crates, can be found all over the map.
Infantry units can use them too completely heal received damage.
They can even reinforce units. So always look to see if one is nearby
if you need to patch up a unit quickly in the battlefield.
Reinforce
Your units can not only get healed and repaired; they can also be reinforced. When
reinforcing a unit, all lost members of the squad are instantly replenished to the max
capacity of the squad and the remaining members will be healed. For infantry and
exoskeletons, you pay per fallen solider, while you pay for the lost HP when reinforcing
mechs and heroes.
13
Armor
The game has 4 armor types used by the various units.
Every unit weapon deals a specific amount of damage to each armor type. So always be
mindful of the armor type of your enemy and which units can best counter it. You can see the
armor class as well as the armor class its most efficient against by hovering over a unit.
Note that units are always effective against the shown armor class as well as all armor
classes below this.
As a bonus note: Most mechs also have a weak spot on their armor where they take extra
damage. Usually this is on the back of a mech so try to take advantage of that. Due to those
weak spots, mechs should always move in reverse when falling back. This is done by holding
C and right clicking, till they are away from the enemy fire radius.
14
Units Levelling
The act of levelling up a unit in Iron Harvest is one built upon the idea
that you want your units to survive for as long as possible. So,
consider this a reward for survival. When ranking up a unit gains a
significant health and damage increase that gives it just an edge in
battle. They also gain an ability of some sort.
The way units level up specifically is via a plethora of things, such as attacking/killing units,
healing allied units, repairing buildings or mechs, and other niche things as well.
15
Cover
Basic Cover
Infantry can take cover behind objects such as
walls and sandbags. While units are in cover, they
receive less damage.
Cover in Buildings
As an added mechanic, infantry can also take cover in the majority of buildings found upon
the map. From within buildings they can resist even more damage. However, some units get
slightly decreased fire speed and units inside the building
can only shoot out of windows.
16
Status Effects
Suppression
Suppression is an effect that only works on infantry units. It makes units crawl across the
ground. Units in cover and occupying building are not affected by suppression.
Effect:
Reducing the movement speed and reload speed.
Applied by:
Every unit can apply a specific amount of suppression by shooting at a unit. Enduring too
much gunfire, especially gunfire
from machine gunners and heavy
machine guns, will suppress units.
The best units to cause
suppression are machine gunners,
the heavy machine gun and
machine gun bunker.
Negated by:
The effect gets negated once units are ordered to retreat, when the ability “Battle cry” that
(which most infantry squads have) is activated or the source of the suppression is taken
down.
17
BUILDINGS
Base
Before we can talk about the buildings we have to talk about where you can build those
buildings. Buildings, which produce units, like the HQ and workshop can only be built inside of
your base. However, other buildings such as bunkers can be built just about anywhere,
except within the enemy's base building area.
250
27s
Workshop
Very similar to the Barracks, except that it produces the
engines of war instead. Mechs of all types come from this
building and just like the barracks it to can be upgraded for
higher tier units and increased army size.
19
Defensive buildings
Sandbags
They give your infantry cover but can be flattened by
mechs and grenades.
5s
Barbwire
Best way deny access to infantry, as well as light armored units.
Infantry can’t pass them, but as with sandbags; grenades,
mechs and explosive ammunition can destroy them very fast. It
can even be destroyed by firing at it for a long time with non-
exploding ammunition.
1s
100
10
13s
Supportive buildings
Medic Station
When medics attain at least one veteran rank,
they can use their special ability to turn
themselves into a forward medic station. The
medic station lets you reinforce infantry units in
the same way the HQ allows. But medic stations
can be built all over the map, saving you a lengthy
retreat.
22
Short Information
All these units can be obtained by every faction, but some factions can only receive specific
units by reserve or by picking up weapon drops.
This is only the case in multiplayer and skirmish games and not in challenge maps and the
campaign.
23
Engineers
Engineers have low damage but are very cheap and have 3
abilities.
15s
Armor: Unarmored
per Unit
Tips
•Train Engineers and use them to pick up weapon drops from crates in the early game, this saves
you a lot of resources.
•Use Engineers to capture cannons instead of using more expensive units, because neither will
increase the efficiency of the gun.
•When fighting against other infantry, engineers can engage in melee combat while another unit
can support them from range This makes the engineers more effective in a fight.
•You can use several engineers to construct a building. Using several squads reduces the build
time.
Tips Against
•Engineers should not get focused first.
275
20
Armor: Unarmored
3
Effective against: Light, Medium
18s
Ineffective against: Unarmored, Heavy
per Unit
Tips
•It can be very useful to support them with other infantry units due to their high value and
vulnerability against big groups of infantry as well as mechs that are efficient against unarmored
targets and weapon systems.
•When fighting against mechs, use two teams of gunners and use the second team to move
behind the mech to hit their weak point.
Tips Against
•Use the default infantry (Rifleman, Stormtroopers or Vanguards) to kill Gunners, because they
can flatten Gunners in big groups very easily. Furthermore, you can chase them due to a higher
movement speed and prevent reinforcements quite easily.
10
3
Armor: Unarmored
18s
per Unit
Tips
•If possible, they should always be placed in a bunker, due to their slow reaction time. They are,
by default, very vulnerable against grenades, from which bunkers protect them.
Tips Against
•As already stated, they are very vulnerable against grenades, just wait with the throwing of the
grenade until they lay down to shoot.
•One of the best counters to Machine Gunners is fighting them in melee, as they have a hard time
avoiding it, cannot fire in melee and have less melee damage than all main infantry units.
275
5
Armor: Unarmored 3
per Unit
Tips
•Flamethrowers are excellent at pushing enemy infantry back. Use them to get infantry out
of cover.
Tips Against
•Use mechs that are designed to counter infantry or Machine Gunner to kill Flamethrower.
•Spread your units around the flamethrower unit to reduce the damage they can deal at once.
•The best way to deal with Flamethrowers is to take a step back whenever they fire, this usually
makes them waste their time.
5
(J) Ability: Healing
3
The Medic heals and reinforces an infantry unit, exoskeleton or hero.
15s
Armor: Unarmored
0
Ineffective against: Light, Medium, Heavy
per Unit
Built in: Barracks and advanced barracks
Tips
•Due to the high cost, only try to use there healing ability when it is really needed.
•They are also very useful if you plan to constantly heal infantry using a medic unit to get a medic
station closer to the battlefield.
•Medics can reinforce exoskeletons, but can’t heal them if they lose HP.
Tips Against
•Due to the long time it takes to heal a unit, it’s often better to focus the units the medic tries to
heal.
300
Armor: Medium
20
Effective against: Unarmored, Light 4
per 45 HP
Tips
•Use the HMG at chokepoints so that infantry can’t just pass by and shoot it from its behind.
•The heavy machine gun can be repaired by Engineers.
Tips Against
•HMGs are very slow and need a long time to deploy. Try to use that to your advantage by
bypassing the gun and shoot onto its back.
•If the gun is deployed at a chokepoint, use grenades or a field mortar to get it down.
•The Heavy Machine Gun has medium armor and it and its crew take remarkably little damage
from small arms fire, given that their shots often hit the gun itself. The best counter is a Field
Cannon, being able to bring it down in only a few hits.
350
35
Armor: Light 4
per 45 HP
Tips
•By using the "U"-key (Point Attack) you can also let the cannon shoot at buildings to destroy
them.
•The field cannon can be repaired by Engineers.
Tips Against
•Field Cannons are very slow and need a long time to deploy. Try to use that disadvantage by
Bypassing/flanking the gun and shooting into its back.
•If the gun is deployed at a chokepoint, use grenades or a Field Mortar to take it down.
Deploys the gun. After deployment, the gun can shoot. 325
35
18s
Armor: Light
1
Built in: Advanced barracks
per 45 HP
Tips
Tips Against
•Field Mortar is not great alone since Infantry units can just run through the field of fire and
destroy the Mortar.
32
Basics
Main Attributes
High range infantry and hero
Cheaper buildings
33
Buildings
(Tier 1) Outpost
The Outpost is a Polanian building similar to a bunker. It
offers a 360 degree firing radius for garrisoned units That
makes them very useful for protecting flag poles.
200
200
15
30
1
45s
22s
350 250
30 40
1 45s
22s
450
50
22s
180 180
65 85
27s 45s
Workshop
400 600
120 180
41s 60s
37
Rifleman
The Rifleman is the standard infantry unit of Polania. He has a
high range, decent damage, but low attack speed and melee
attack
200
3
Armor: Unarmored 15s
per Unit
Tips
•Rifleman outrange the standard infantry units of Saxony (Stormtrooper) and of Rusviet
(Vanguard). Maintaining that range is important because they lose in medium to close distance
fights against other default infantry units.
Tips Against
•When using Stormtroopers and Vanguards try to get into melee combat. The Rifleman have the
lowest melee attack compared to Stormtroopers and Vanguards.
3wssa
Armor: Unarmored
16s
Weapon:
Effective against: Unarmored
Tips
•Grenadiers outrange the standard infantry units of Saxony (Stormtrooper) and of Rusviet (Vanguard).
•Wait until the enemy tries to get into cover and then throw the grenades. It forces the enemy out of the cover
and makes them easier to hit.
•Grenades can destroy smaller buildings and barbed wire.
Tips Against
•When using Stormtroopers and Vanguards try to get into melee combat. The Polanian grenadier, same as the
riflemen, have very low melee attack compared to stormtroopers and vanguards.
•Always watch the opposing Grenadiers, to see when you have to move your units away from thein coming
grenade.
Ability: None
-
350
Armor: Light 60
3
Effective against: Unarmored, Light, Medium
20s
Ineffective against: Heavy
85
15
per Unit
Tips
•The Rycerz are especially strong against light armor mechs.
•It is a good harassing unit due to his range and speed.
Tips Against
•It has not very resilient which makes it vulnerable to the field cannon as well grenades and
mines.
40
All cost values are from the multiplayer
mode, and so, vary in other game modes.
PZM-9 "Straznik"
The Straznik is a Polanian mech that is very efficient
at dealing with infantry units and designed with the
special ability to aim and shoot all while strafing
around the enemy. Furthermore, it is the fastest
infantry killing specialized mech in the game: But it also has the lowest health pool, making it
extremely weak against Gunners and AT Cannons.
80
4
Armor: Light 19s
per 50 HP
Tips
•The Straznik can also be used in some situations against light and medium armored mechs due
to its veteran Ability.
•Try to avoid all mechs once they enter the battlefield unless you know you will win, since this
mech is fairly squishy against them all.
Tips Against
•Try to use Gunners or AT guns from the infantry side to take it out.
•Once mechs come out, it becomes easy to hunt these mechs down due to their low health pool.
Armor: Light
Weapon: 400
Effective against: Unarmored, Light, Medium
120
Ineffective against: Heavy
4
Charge: 19s
Effective against: Unarmored, Light
5
Built in: Workshop and advanced workshop
2
per 70 HP
Tips
•The Smialy is especially strong at killing light armor mechs.
•It is a good harassing unit due to his range and speed.
•It can also be used against separated infantry troops.
Tips Against
•It is not a very resistant mech, which makes it vulnerable to the field cannons as well as mechs
that are efficient against light armored units and Gunners.
125
Armor: Medium 5
24s
Effective against: Unarmored, Light, Medium, Heavy
Ineffective against: -
6
Built in: Advanced workshop
2
per 40 HP
Tips
•While deployed he is only efficient against light armored units and against big groups of infantry.
•If the enemy breaks your line heading for your Mocny, simply repack him to utilize the close-
range ability instead.
Tips Against
•When playing as Saxony using the Erlkönig is very effective due to his higher range.
600
Armor: Medium 170
30s
Ineffective against: -
per 70 HP
Tips
•This mech specializes in killing heavily armored units. So, try to seek them out when fighting
with this mech.
Tips Against
•The Lowca should be focused and killed as fast as possible. After it reaches veterancy-level it
becomes very deadly due to its ability.
•Don’t use artillery against the Lowca. It is resistant enough to get close to the unit and take it
out with its ability.
150
5
Armor: Heavy
30s
Effective against: Unarmored, Light, Medium, Heavy
Ineffective against: -
5
Built in: Advanced workshop 1
per 60 HP
Tips
•Because the Zolw can protect infantry very well, the most valuable infantry squad or hero should
be occupying it.
•Unlike other mechs, the Zolw has no rear armor spots of weakness.
Tips Against
•This mech doesn't deal too much damage on its own, so try to simply focus it down with mech
hunters and slowly tear it to pieces.
220
40s
Armor: Heavy
8
Ineffective against: -
2
Built in: Advanced workshop
per 100 HP
Tips
•The Ability of the Tur is very strong against the rusviet forces due to their usage of melee mechs.
Tips Against
•When alone the Tur is very weak even though it is quite resistant. It can’t escape due to its low
movement speed. Outrunning a Tur using mech hunter is a very effective method to take him out.
Armor: Unarmored
Tips
•Anna is a great support for infantry, due to her damage to light mechs and the passive heals Wojtek grants.
•Anna is a great hero for the early stages of the game, but drops quite fast so using her very
efficiently and pressuring the enemy is very important.
Tips Against
•Anna is very effective against small groups of infantry, but can’t do much against large masses of
them.
•Compared to the other infantry heroes, Anna efficiency drops very fast as the game progresses. This makes it
quite easy to out scale her.
•Due to her more supportive role she often loses fights against the other heroes in single combats.
60
Armor: Light
3
10
Melee/ Explosive:
Effective against: Unarmored, Light, Medium per Unit
Built in: HQ
Tips Against
•Don’t use exoskeleton units against Michal. His explosives can take them out quite easy. Using
medium to heavy mechs is the most effective way to deal with him.
•Michals entire squad is wiped when the white horse dies. Units like the Koloko and abilities like
Janeks rocket launcher will focus the white horse.
•Watch out that you don’t overextend units against Michal. He is very deadly against isolated
units.
•Michal is very strong against aggressive playstyles, but struggles when the enemy plays
defensive.
49
Lech Kos
Lech, the leader of the Polanian resistance, uses his melee
mech to fight off attackers. He can deal a heavy blow to
almost any target and with his high movement speed, he can
chase them down too.
Armor: Medium
450
Melee:
Effective against: Unarmored, Light, Medium, Heavy 140
Relentless Fury:
Effective against: Unarmored, Light, Medium
Built in: HQ 1
per 60 HP
Tips
•Lech is a very heavy and strong hero mech. He can fight most other mechs with ease once he
reaches higher ranks.
•He is very good at breaking defensive lines and for getting an attack started.
Tips Against
•Lech gets extremely deadly once he reaches higher ranks, that’s why he should be focused once you fight
against him.
51
Basics
Main Attributes
Slow and very resistant mechs with high ranges
52
Buildings
(Tier 1) Pillbox
The Pillbox is a cheap version of the bunker. It is not very
resistant, but due to its low costs and good equipment at
Tier 2 and 3 it’s a good choice for holding chokepoints.
150 150
15 20
1 45s
22s
275 160
30 25
1 45s
22s
400
40
22s
200 200
75
100
44s
45s
Workshop
450 400
150 150
44s 45s
56
Stormtrooper
The stormtrooper is the standard infantry for Saxony. Equipped
with a medium-range SMG and average melee abilities, the
stormtrooper is not a unit to be messed with on the battlefield.
200
Armor: Unarmored 3
15s
Effective against: Unarmored
per Unit
Tips
•Try to fight against other smaller groups of infantry units in the open field with several
stormtroopers. Stormtroopers can suppression units better than other default infantry units.
Tips Against
•Due to their range, they are vulnerable to Machine Gunners.
Armor: Unarmored 3
16s
Weapon:
Effective against: Unarmored
Tips
•Wait until the enemy tries to get in cover and then throw the grenades. It forces the enemy out
of cover and makes it easier to hit.
•Grenades can destroy smaller buildings.
Tips Against
•Due to their range they are vulnerable to Machine Gunners.
•Always watch the opposing Grenadiers, to see when you must move your units away from the
grenade.
Ability: None
-
300
50
Armor: Medium
3
Effective against: Unarmored, Light, Medium
20s
13
per Unit
Tips
•Due to their armor and high melee damage they are great at denying areas and forcing infantry
to retreat.
Tips Against
•It is easiest to kill the Eisenhans with a fast unit that is efficient against light armor like the
Rycerz or the Gunner.
350
90
Armor: Light 4
per 90 HP
Tips
•It is very effective too use him in chokepoints or thinner passages where the enemy can’t get
behind him very easily.
Tips Against
•The Grimbart is quite strong against nearly all early game units, except mechs that are designed
to counter, so duelling him with individual units in the early game stages is not a very good idea.
•His low turning speed makes him an easy target to flank out in the open.
120
4
Armor: Medium
19s
Effective against: Unarmored, Light, Medium, Heavy
Ineffective against: -
6
Built in: Workshop and advanced workshop 2
per 80 HP
Tips
•Use his smokescreen to shroud your units from being targeted while under a lot of pressure. It
requires good timing but can be very successful if done well.
•The Isegrims is very good at killing other mechs, supporting the team with a defensive option
and provide some roaming potential to the saxony army in the mid to late game.
Tips Against
•Since the Isegrim is more of a jack of all trades mech, using units that specialize in taking out
mechs is a fairly easy way to take Isegrims out without issue.
•Even though the Isegrim can be relatively effective against medium and heavy armored it can’t
win alone against most mechs with its armor class.
5
Armor: Light 25s
Ineffective against: - 6
per 55 HP
Tips
•The Erlkonig works best from a distance and should be kept away from strong attackers. Unlike
the Mocny, it has no close-range defensive ability and thus should be protected at all costs.
•The Erlkönig is great against Field Cannons and other artillery.
Tips Against
•The Erlkönig, as stated before, is very weak to pushes into close-range combat. Rushing in with a
Zolw, Nagan, or Wotan are very easy ways to take it out safely since it can't really fight back.
•The Erlkönig is quite less effective against some rusviet troops. The Groza and the hero Zubov
can get close very fast giving the Erlkönig no chance to hit them or escape.
550
Armor: Heavy 170
25s
Ineffective against: -
per 40 HP
Tips
•Use it greater firing range to out class other mechs.
Tips Against
•The Wotan is one of the strongest mechs Saxony has. It should be focused as fast as possible.
•If a Wotan is veteran keep track of his range. His rockets have a slightly higher range than his
normal attack.
Ability: None
-
475
135
5
Armor: Light
25s
Ineffective against: -
6
Built in: Advanced workshop 1
per 50 HP
Tips
•This mech is best used to send out a burst of damage on any high priority targets before being
returned to safety. The wheels take some time to build, but their damage is extremely powerful if
charged up all the way.
•Due to the charge-up time of her wheels, the Stiefmutter should be protected whenever possible
while reloading her swarm. Make sure to keep her away from combat whenever not attacking.
Tips Against
•She is not very resistant, nor fast, so taking her out can be done fairly easily if you chase her
down. A few AT shots or some gunners are an easy way to kill her once her charges have already
been deployed.
725
215
Armor: Heavy
7
Effective against: Unarmored, Light, Medium, Heavy 40s
Ineffective against: -
per 130 HP
Tips
•The Kaiser increases its damage significantly when it uses its ability.
•His high hit points make him the perfect frontline for Saxony.
Tips Against
•The Kaiser takes a long time to attain veteran rank status, so in the meantime try to focus it
down and take it out before that happens and it has a chance to deploy
Armor: Light
Weapon: 15
Effective against: Unarmored, Light, Medium, Heavy
0
per Unit
Ineffective against: -
Iron Fist:
Effective against: Light, Medium, Heavy
Built in: HQ
Tips Against
•Even though Gunter is strong against all armor types he can’t fight mechs with medium and
heavy armor alone.
•When using infantry units try to use Gunners, because those are effective against the light
armor
of Gunter.
•Due to Gunter’s huge hitbox, he is quite weak against field cannons.
67
Prince Wilhelm
Wilhelm is an mech hero that deals high damage to
other mechs and armored units. However, he got only
comparatively little hitpoints meaning that he can die
very fast once he gets into the focus of the enemy fire.
150
per 40 HP
Tips
•Wilhelm can be used as light to medium armor mech hunter, but should stay away from other
mechs hunter, due to his comparatively low hit points.
Tips Against
• Catched of guard and without support Wilhelm can be taken down quite fast.
Ineffective against: -
4
Built in: HQ
2
per 45 HP
Tips
•Due to its high range, and the ability to heal while standing still, it is perfect to hold a line.
•When used as at that frontline, it can be useful to keep engineers nearby to repair Brunhilde, if needed,
because even though it is quite resistant, she us a large target that can still die quite fast.
Tips Against
•When fighting against Brunhilde watch out for the side cannons because they deal a lot of damage. Therefore,
attack head on or from the rear.
•When fighting against several mechs its often better to not focus Brunhilde, when she is stationary, it will take
very long to kill it.
70
Basics
Main Attributes
Very mobile hero and exoskeletons, which are good at flanking
71
Buildings
(Tier 1) Sentry
The Sentry is an expensive bunker that is very resistant but
has a very small firing radius. Therefore, placing it in the open
field is useless. They are best in chokepoints where the
required fire radius is very small.
200
200
30
35
1
45s
22s
400 300
50 70
1 45s
22s
600
100
22s
200 200
75 100
61s 55s
Workshop
500 575
165 170
27s 55s
75
Vanguards
The Vanguards are a shotgun infantry with close range
and high damage. Furthermore, they’ve got one of the
strongest melee attacks of all infantry units.
200
3
Armor: Unarmored
15s
Effective against: Unarmored
per Unit
Tips
•Using Vanguards in big groups can be very deadly, due to their high damage. They are capable of
killing another infantry and even light armored mechs very fast.
Tips Against
•Due to their very short range they are very vulnerable to machine gunners.
•Try to keep your infantry away from Vanguards. Once they get close, especially when they come
into melee combat, they become very lethal.
Armor: Unarmored 3
Weapon: 16s
Effective against: Unarmored
Grenade: 30
Effective against: Unarmored, Light, Medium 0
Tips
•Wait untill the enemy tries to get into cover and then throw the grenades. It forces the enemy out of the cover
and makes it easier to hit.
•Grenades can destroy smaller buildings.
Tips Against
•Due to their very short range, they are very vulnerable to machine gunners.
•Always watch the opposing Grenadiers, to see when you must move your units away from the grenade.
•Try to keep your infantry far away from Vanguards. Once they get close, especially when they come in melee
combat, they become very lethal.
per Unit
Tips
•The Groza is especially strong in larger groups.
•They don’t get a very high DPS, but due to their Veteran ability they can get enough to flatten
light and medium mechs as well as infantry.
Tips Against
•It is not very resilient which makes it vulnerable to the field cannon, as well as mechs efficient
against light armor.
350
Armor: Medium
60
Effective against: Unarmored 4
per 40 HP
Tips
•The Ognivo should be placed in chokepoints or sent against huge groups of infantry as support.
Tips Against
•When fighting the Ognivo with infantry, it is important to space the infantry out so that the
Ognivo can’t hit multiple units at once.
•The Ognivo can easily be outmanoeuvred by infantry and even flanked.
Ability: None
-
360
80
Armor: Light 4
per 55 HP
Tips
•The Kolokol is the fastest Rusviet mech and is ideal for harassing the enemy.
•Its low damage to heavy armor classes makes it fall off towards the late game.
Tips Against
•When fighting the Kolokol with infantry, it is best to space them apart as to not take damage on
multiple squads due to the splash radius.
15s
Armor: Light
2
Ineffective against: Heavy
per 65 HP
Built in: Workshop and advanced workshop
Tips
•While deployed he is only efficient against light armored classes and against big groups of
infantry.
Tips Against
•The mech is very vulnerable while deployed due to his slow shooting speed, the long time to
leave the deployed state, and the small radius near him he can't fire upon. Attacking him with fast
units that are efficient against medium armor or gunners can be very effective during that state.
•When playing Saxony, using the Erlkönig is very effective due to his higher range.
190
Armor: Medium
5
Ineffective against: -
per 75 HP
Tips
•The Nagan is a very strong frontline mech since it can take a bit of a beating compared to other
Rusviet mechs.
•His ability allows him to easily take out lighter mechs without much effort.
Tips Against
•Even though the Nagan is designed to be effective against all armor types, it struggles against
heavy mechs when he is not supported by other mechs.
600
6
Effective against: Unarmored, Light, Medium, Heavy
25s
Ineffective against: -
per 70 HP
Tips
•It’s helpful to support the Serp with other units because he will soak up enemy fire.
•The Serp shines when the enemy starts to use a lot of heavier mechs that lack speed.
Tips Against
•Even though the Serp deals heavy damage to all mechs, you can easily take it out from range
with either AT guns or mech hunters that keepa good distance away.
700
210
Armor: Heavy 6
Ineffective against: -
per 90 HP
Tips
•The Gulyay-Gorod, like most gunfort mechs, makes a great frontline unit to lead your charge.
•His missile is a great tool to get a lot of damage off on enemy mechs. Definitely a good card to
start a fight with.
Tips Against
•Even though the Gulay-Gorod is designed to be effective against all armor types, it struggles
against medium and heavy mechs when he is not supported by other mechs.
50
Weapon:
Effective against: Unarmored
Remote Detonator:
Effective against: Unarmored, Light, Medium, Heavy
Ineffective against: -
Built in: HQ
85
Tips
All cost values are from the multiplayer
•Olga canand
mode, deploy herinexplosive
so, vary other gamedevice
modes.onto the ground, and flag posts, mechs, and weapon
systems. Thus, forcing nearby units to leave it alone.
•Olga can easily retreat if badly injured by stepping away from combat using camo and then using
Changa to fully escape without the worry of dying.
•Olga can also be used to get behind enemy lines and capture resource points or even flags. A
really good harassment method when you are also coming forward with a force of units to attack.
Tips Against
•Don't use infantry against Olga since she can kill smaller groups with ease. Instead, use mechs
that are efficient against unarmored targets.
•Take care of her explosives if you can and don’t walk into it with valuable units. You can usually
see the icon when it is deployed, so just make sure to watch out for it.
86
Janek Kos
Janek Kos is an exoskeleton, who carries an energy
arm cannon capable of engaging both armored and
unarmored targets. He also carries a rocket launcher
and a lighting cannon, enabling him to apply short
bursts of damage against any target he might
encounter.
Armor: Light
300
80
Weapon/ Rupture:
Effective against: Unarmored, Light, Medium, Heavy per Unit
Ineffective against: -
Chain Lightning:
Effective against: Unarmored, Light, Medium
Built in: HQ
Tips Against
•Spread Infantry units out when engaging Janek, to avoid taking unnecessary damage from his
AoE abilities.
•Janek is an exoskeleton with medium armor, so you'll need to bring some anti mech weapons to
deal with him.
•Janek can win almost 1v1 engagement, especially at higher ranks. Ensure you bring multiple
units to push him off the field.
88
Lev Aleksey Zubov
Lev is the main commander of the Rusviet army and pilots his
cutting-edge mech. Specializing in melee combat with the
ability to jump and even heal off of the blood of his enemies, he
is definitely not a hero to be trifled with.
500
150
Armor: Heavy
4
Effective against: Unarmored, Light, Medium, Heavy
30s
Ineffective against: -
Built in: HQ
Tips per 60 HP
•Lev is great combined with the Groza due to their jumping ability. Makes flanking with both of them extremely
easy.
•Due to his heal ability, going against other mechs in a 1v1 is very advantageous.
•When jumping, lev should always have some support from other mechs because once he's on the backline
there is no easy way to simply turn back.
Tips Against
•Once lev has jumped, he can easily be swarmed since there is usually no easy escape for him after he has
jumped.
•Even though Lev can heal, the heal itself is not that strong and can easily be out damaged, especially if you are
attacking at distance.
Currency
To pick your reserve you must use points. You get 6 points that can be spent.
The cost for a unit is shown by the golden points at the bottom of the portrait.
Michal Sikoski
Brunhilde Lev
90
Picking reserves
After choosing your fraction and hero you can spend the remaining points on units.
Each reserve has different pickable units.
Reserve 1
The first reserve includes all units from your barracks and advanced barrack, 550
as well as the first unit from your workshop (Straznik, Grimbart and Ognivo).
155
The reserve gets unlocked after you have built a barracks or workshop.
30s
Reserve 2
The second reserve includes all units from your workshop and advanced
625
workshop except the first Tier 1 mech.
240
This reserve gets unlocked after you own at least one advanced workshop or
30s barracks and at least one regular workshop or barracks.
92
Fighting and trading
93
MAPS
94
Deserted Tracks
II
95
Border River
II
96
Oil Spill
II
III
97
Industrial Area
II
!!
98
Crash Site
II
III
IV
99
Restless Woods
II
III
IV
100
The Great Wastes
II
III
IV
101
USEFUL HOTKEYS
Grouping units: Select Units + "Ctrl " + [Number]
Camera rotation: Q, E
Unit Hotkeys
F4 Selects all units on the screen.
Hold down Right mouse + drag: Let you decided the direction a unit will face
once the move action is done.
102
R Retreat: Let’s your units run back to base, once given the command the
command can’t be stopped. When at base, R reinforces the unit
which costs some resources.
T Leave/ Melee: When not inside a building or manning a weapon system, the
leave icon changes to melee. When used, the unit will attempt to
close the gap with the enemy and enter melee combat with them.
Z Attack Move: Moves to a specific position attacking all units they come across.
103
Building Hotkeys
R Rally Point: Set a rally point for producing buildings where the units rally after
being produced.
T Leave: The unit leaves the building or for mines and pumps you govern you
lose control over it.
F1 Select HQ.
F2 Select Barrack.
F3 Select Workshop.
104
THANKS FOR READING
105