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CONTENTS
Introduction 3-5
Basics 6-17
Buildings 18-21
Units 22-31
- Factions -

Polania Saxony Rusviet


Basics 32-33 Basics 51-52 Basics 70-71
Buildings 34-36 Buildings 53-55 Buildings 72-74
Units 37-46 Units 56-65 Units 75-83
Heroes 47-50 Heroes 66-69 Heroes 85-89

* Reserves 90-91
* Tips and Tricks 92-93
* Maps 89-101
Useful Hotkeys 102-104
End 105

*Only relevant for multiplayer and skirmish game modes

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

Iron Harvest Fandom wiki


iron-harvest.fandom.com

Iron Harvest Discord


discord.gg/ironharvest

2Sk3tchy – Beginners Guide


youtube.com/watch?v=QRE0M83NHqg

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.

So be hyped for what future updates will bring!

Roadmap

All cost values are from the multiplayer game mode,

and so, may vary in the campaign and challenge maps.

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

&

for helping me with this guide.

Translation

COMING SOON

If you find an incorrect or missing information, please message me on discord (CloneOrNot#0126)

5
BASICS

" Iron Harvest takes place in the World of 1920+.


In the early 20th century, tradition clashes with
progress, and the world is still full of mysteries
and secrets. Humankind, fascinated by
technology, iron, and engines, invented
powerful walking machines. They proved to be
mighty weapons on the battlefields of the
Great War and are now part of everyday life.
Now, a few years after the Great War, secret
forces are working towards the destabilization
of Europe, determined to set the world
on fire and seize control. "

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.

As an extra feature, flags that have been captured will slowly


accumulate up to 5 orbs. Each lit orb gives 10 bonus VP to the team that
decaptures it.

Winning by destroying the enemy’s HQ


The secondary win condition is attained through the
destruction of the enemy Headquarters (H.Q.), but
just like the last one, it can also be disabled.
However, if disabled, the requirement becomes to
kill all units as well as the HQ having to be
destroyed before the game is won.

Note that the HQ can be rebuilt by engineers if


destroyed. This can be extremely useful in a team
match since all Headquarters of the enemy team
need to be destroyed.

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

All cost values are from the multiplayer 9


mode, and so, vary in other game modes.
Army Size
The last Resource is army size. Units need available army size to be built and usually fill from
3 to 5 slots. By Default, you start with 20, but you can increase it by 5 by queuing a reserve.
Each reserve gives you an additional 5. Building/upgrading the barracks & workshop also
increases your army size.

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.

When capturing an object that was controlled by the enemy,


there is also the added problem of being required to decap the
enemy's flag on things like resource nodes and flags
beforehand.

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

The destroyer cannon is a special weapon system,


which can be found on one 3v3 map as well as
campaign missions and challenge maps. But in
contrast to the weapon systems the destroyer
cannon can’t be build. Its damage is extremely high
being able to one-shot infantry squads and two-shot
a tier 3 bunker. It must be defended because it
cannot move.

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.

Unit can be reinforced in different ways dependent on the unit type:

Infantry, Exoskeletons & Infantry heroes:


They can be reinforced at the HQ, barracks and the medic station by pressing “R” or the
button shown below. They can also be reinforced by medics for a higher cost than reinforcing
at your base and at healing crates.

Mechs & Mech heroes:


Mechs can be reinforced at the HQ and the Workshop by pressing “R” or the button shown
below.

13
Armor
The game has 4 armor types used by the various units.

Unarmored Light Medium Heavy

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.

Armor class Efficient against

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

There are 2 veterancy Ranks: "Veteran" and "Elite"

Heroes get 4 veterancy Ranks: "I", "II", "III" and "IV"

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.

Note that when a hero dies and gets revived at


the base, they will lose their rank. However,
should they get revived on the battlefield, they
will keep their rank.

15
Cover
Basic Cover
Infantry can take cover behind objects such as
walls and sandbags. While units are in cover, they
receive less damage.

To control were your units will take cover you can


just hover your mouse near the cover and right
click. By a green indicator light, it is shown were
your units will take cover.
You can also right-click-drag over the cover in the
direction of the enemy or spot they should take
cover from. Your units will automatically search for
the best spot to get into cover.

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.

Buildings are like an upgraded version of the normal cover,


but they can still be destroyed by grenades, mechs, and
other explosive weaponry. Just something else to watch
out for when staying in cover. How easy they can get
destroyed by grenades and explosives depends on the size of the house and the number of
rooms it has. Once all rooms are destroyed the units are forced to leave.

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.

Unit producing buildings


Headquarters (HQ)
The HQ is the only building with which you start in
multiplayer matches. It is used to train basic infantry
units as well as heroes and reserves. There can only be
1 HQ per player. Furthermore, it is also key to keeping
yourself alive and is a losing condition if not kept safe.

250

27s

All cost values are from the multiplayer


mode, and so, vary in other game modes.
18
Barracks
The barracks lets you build infantry and
exoskeletons, but with the added benefit of
training them twice as fast as other buildings
such as the HQ. In addition, it has a bigger range
of trainable units. It can also be upgraded to
unlock second tier units and increase your army
size.

Costs are listed in the faction specific building section.


Polania: p.36 Saxony: p.53 Rusviet: p.71

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.

Costs are listed in the faction specific building section.


Polania: p.36 Saxony: p.53 Rusviet: p.71

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

All cost values are from the multiplayer


mode, and so, vary in other game modes. 20
Mines
Mines can be placed and are automatically triggered when a mech
walks near it. But because they consume army size, spamming them is
not a very good choice. It is best to use them at chokepoints.

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes.
21
UNITS

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.

Polania can’t build:


Flamethrower
Medic

Saxony can’t build:


Machine Gunner
Flamethrower

Rusviet can’t build:


Medic
Machine Gunner

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.

(F) Veteran Ability: Battle Cry


Increases the fire rate and negates the effect of suppression.

(G) Ability: Building


Building structures such as barracks, bunkers and sandbags.
150
(H) Ability: Repairing
They can repair mechs by consuming resources. Only one 0
Engineer team can repair a mech at a time.
3

15s
Armor: Unarmored

Effective against: Unarmored

Ineffective against: Light, Medium, Heavy


15

Built in: HQ, barracks and advanced barracks 0

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 24
Gunners
Gunners are the infantry unit that specializes in destroying
medium and light mechs. They can also be used to knock
back infantry, but their damage to infantry is quite low.

(F) Veteran Ability: Battle Cry


Increases the fire rate and negates the effect of suppression.

275

20
Armor: Unarmored
3
Effective against: Light, Medium
18s
Ineffective against: Unarmored, Heavy

Built in: Barracks and advanced barracks


35

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes.
25
Machine Gunners
Machine Gunners are similar to the gunners but take on
the role of killing infantry instead. They take some time
to set up their weapon as well as getting up again, so
be mindful of where you position them.

(F) Veteran Ability: Battle Cry


Increases the fire rate and negates the effect of suppression.
300

10

3
Armor: Unarmored
18s

Effective against: Unarmored

Ineffective against: Light, Medium, Heavy


30
Built in: Advanced barracks
0

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 26
Flamethrowers
Flamethrowers are a specialized unit similar to the Gunners
and Machine Gunners. But instead they specialize more
against horde units and destroying buildings like bunkers.

(F) Veteran Ability: Battle Cry


Increases the fire rate and negates the effect of suppression.

275

5
Armor: Unarmored 3

Effective against: Unarmored 18s

Ineffective against: Light, Medium, Heavy

Built in: Barracks and advanced barracks


30

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 27
Medics
Medics are, as the name implies, on the field healing units.
They can patch up wounded soldiers and even reinforce
them once one of their comrades has fallen. The costs to
heal and reinforce units are often slightly higher than the
default prices so it’s often cheaper to send the units back to
your HQ to heal them up, if you can spare the time.

(F) Veteran Ability: Medic station


At a designated location, use up the medic unit to create a medic station
that can reinforce units right there on the battlefield. 150

5
(J) Ability: Healing
3
The Medic heals and reinforces an infantry unit, exoskeleton or hero.
15s

Armor: Unarmored

Effective against: Unarmored 15

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes.
28
Heavy Machine Gun
The Heavy Machine Gun (HMG) is a slow unit that can take on
infantry and even light mechs, when given the chance.

(G) Ability: Deploy


Deploys the gun. After deployment, the gun can shoot.

300
Armor: Medium
20
Effective against: Unarmored, Light 4

Ineffective against: Medium, Heavy 18s

Built in: Advanced barracks

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 29
Field Cannon
The field cannon is a weapon system designed to destroy
mechs. It is very slow, that’s why it is especially effective
when used as a defensive tool.

(G) Ability: Deploy


Deploys the gun. After deployment, the gun can shoot.

350

35

Armor: Light 4

Effective against: Light Medium, Heavy 18s

Ineffective against: Unarmored

Built in: Barracks and advanced barracks


6

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 30
Field Mortar
The Field Mortar is a very slow shooting emplacement designed
to damage mechs. It can also be used to deny infantry from
capturing a building or a strategic position. It can also destroy
buildings, structures, and is quite good against infantry when
supporting from behind your attacking force.

(G) Ability: Deploy

Deploys the gun. After deployment, the gun can shoot. 325

35

18s
Armor: Light

Effective against: Light Medium, Heavy

Less effective against: Unarmored 5

1
Built in: Advanced barracks
per 45 HP

Tips

•The Field Mortar can be repaired by Engineers.


•By using the "U"-key you can also let the cannon shoot at buildings to destroy them.
•The Mortar is the best counter to the other weapon systems due to is slightly increased range.
•You can fire at pumps and mines to destroy them from a safe distance and put your enemy
under pressure.

Tips Against
•Field Mortar is not great alone since Infantry units can just run through the field of fire and
destroy the Mortar.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 31
POLANIA

32
Basics

Main Attributes
High range infantry and hero

Good units to push and harass the enemy

Strong harassment due to mech movement speed

Low HP, but fast recovery

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

(Tier 2) Heavy MG Outpost


The Heavy MG Outpost is the upgraded version of the classic
Outpost. It comes with a MG that can supress enemy
infantary that are passing in front of it.

350 250

30 40

1 45s

22s

All cost values are from the multiplayer


mode, and so, vary in other game modes.
34
(Tier 3) Cannon Outpost
The Cannon Outpost is equipped with a cannon. The cannon
can knock back infantry, but its biggest strength is its
damage to mechs. Outposts should be left at Tier 2 if you
mainly want to prevent infantry from passing.

450

50

22s

All cost values are from the multiplayer


mode, and so, vary in other game modes. 35
Barracks

180 180

65 85

27s 45s

Workshop

400 600

120 180

41s 60s

All cost values are from the multiplayer


mode, and so, vary in other game modes. 36
Units

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

(F) Veteran Ability: Battle Cry


Increases the fire rate and negates the effect of suppression.

200

3
Armor: Unarmored 15s

Effective against: Unarmored

Ineffective against: Light, Medium, Heavy


20
Built in: HQ, barracks and advanced barracks
0

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes.
38
Polanian Grenadier
Just like the Rifleman, the Polanian Grenadier carries a rifle for long
distance shooting. However, the speciality of the Grenadier is... well...
the grenades, which deal high damage to infantry caught in their blast
radius.

(F) Veteran Ability: Battle Cry


Increases the fire rate and negates the effect of suppression.

(G) Ability: Grenade 250


The Grenadier throws a grenade that explodes after a short time
and deals a lot of damage in a small radius. 5

3wssa
Armor: Unarmored
16s
Weapon:
Effective against: Unarmored

Ineffective against: Light, Medium, Heavy


30
Grenade:
Effective against: Unarmored, Light, Medium 0

Ineffective against: Heavy


per Unit

Built in: Barracks and advanced barracks

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 39
PZM-2 "Rycerz"
The Rycerz is a fast exoskeleton with good range,
which specializes in killing light to medium armor
mechs, but can also be used to kill infantry.

Ability: None
-

350

Armor: Light 60

3
Effective against: Unarmored, Light, Medium
20s
Ineffective against: Heavy

Built in: Advanced barracks

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.

(F) Veteran Ability: Overload


Increases its damage output for a short time but can’t shoot afterwards
for a short time.
330

80

4
Armor: Light 19s

Effective against: Unarmored

Ineffective against: Light, Medium, Heavy


5
Built in: Workshop and advanced workshop
1

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 41
PZM-7 "Smialy"
The Smialy is a fast light armored mech, which is
perfect for harassing the enemy.

(F) Veteran Ability: Charge


A charge attack in straight line, which deals damage to the first target hit and can drag small
mechs with it.

Armor: Light

Weapon: 400
Effective against: Unarmored, Light, Medium
120
Ineffective against: Heavy
4

Charge: 19s
Effective against: Unarmored, Light

Ineffective against: Medium, Heavy

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes.
42
PZM-13 "Mocny"
The Mocny, the Polanian’s Artillery mech, is a multi-
class unit that can both shoot while packed up and
deploy to become a powerful long-range mortar.

(F) Veteran Ability: Smoke Canister


When activated Mocny shoots a bolt that releases smoke, that obscures the line of sight.

(G) Ability: Deploy


Deploys the gun. After deployment, the range increases and damage
values change.
475

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 43
PZM-11 "Lowca"
The Lowca is a slow, but resistant mech hunter. It
shoots with pressurized bolt gauntlets. While its main
purpose is to kill other mechs, it can also kill infantry.

(F) Veteran Ability: Sting


Lowca throws a spear with incredible force at a single enemy target dealing a huge amount of
damage.

600
Armor: Medium 170

Effective against: Unarmored, Light, Medium, Heavy 5

30s
Ineffective against: -

Built in: Advanced workshop


7

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 44
PZM-16 "Zolw"
The Zolw (previously called the Nosidelko), is a fast
transport mech with a mortar situated on top of it. It's
primary ability though is to carry infantry squads into
battle and support their attack with the safety offered
by its heavily armored shell.

(F) Veteran Ability: Fortify


The Zolw becomes immobile and reduces all incoming damage by
a good amount and increases the fire-rate of the occupying infantry
squad. 500

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 45
PZM-24 "Tur"
The Tur is the heaviest Polanian mech. It is quite slow
but shines in every area. It has high health, good range
as well as medium damage to every armor type.

(F) Veteran Ability: Defensive Charges


The Tur fires many missiles around their feet that deal a large amount of
damage.
750

220

40s
Armor: Heavy

Effective against: Unarmored, Light, Medium, 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.

All cost values are from the multiplayer


mode, and so, vary in other game modes.
46
Anna Kos
Anna, the first Polanian hero, is a freedom fighter for the
Polanian rebellion equipped with her sniper rifle. She is also
supported by her bear Wojtek, who often 'bares' the brunt of
melee. All the while she can accurately shoot from afar to
hopefully take out any targets she meets.

(F) Ability: Piercing Shot


Anna shoots a piercing bullet in a straight line that hits all enemy’s that get in the
way.
300
(G) Ability: Ferocious Maul
Anna can send Wojtek attack a target. When Wojtek is too far she can also 40
withdraw Wojtek using this ability.
3
(H) Passive Ability: Wojtek
Outside of combat, Wojtek heals Anna and nearby infantry. Furthermore, Wojtek 30s
attacks enemy’s that target Anna automatically.

Armor: Unarmored

Effective against: Unarmored, Light 0

Ineffective against: Medium, Heavy 0

Built in: HQ per Unit

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 47
Michal Sikorski
Michal is a Cavalry hero that gets supported by several
cavalrymen. He and his soldiers carry a rifle and a sword, making
them strong against infantry in high range and close combat. His
mobility makes him a great harassment unit that can move fast
over the map.

(F) Ability: Sticky Explosive


Every cavalryman including Michal throws an explosive device that sticks to the target hit. After a few seconds it
explodes and deal damage to the units.

(G) Ability: Cavalry Charge


Michal and his men get increased speed. While being under the effect of cavalry charge infantry units near them
get damage and knocked back, making him good against big groups of infantry.

(H) Passive Ability: Cavalrymen


When Michal ranks up, he recruits new cavalrymen to his team.
400

60
Armor: Light
3

Rifle/ Cavalry Charge: 30s


Effective against: Unarmored

Ineffective against: Light, Medium, Heavy


50

10
Melee/ Explosive:
Effective against: Unarmored, Light, Medium per Unit

Ineffective against: Heavy

Built in: HQ

All cost values are from the multiplayer


mode, and so, vary in other game modes. 48
Tips
•Michal is very effective against all kinds of infantry units as well as light mechs with his ability,
but he should keep distance to heavier armored units.
•Michal can be combined with other fast units from Polania as the Rycerz or the Smialy forming a
very strong harassment grouping.
•His explosives can be used against buildings, but they are not very effective against them.
•Always try to use their melee attack. It deals more damage, especially against armored targets.

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.

(G) Ability: Relentless Fury


Lech targets all enemies and deals damage to them in a small cone in front of him. The ability is especially strong
against masses of infantry.

Armor: Medium

450
Melee:
Effective against: Unarmored, Light, Medium, Heavy 140

Ineffective against: - 30s

Relentless Fury:
Effective against: Unarmored, Light, Medium

Ineffective against: Heavy 4

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes.
50
Saxony

51
Basics

Main Attributes
Slow and very resistant mechs with high ranges

Good mechs to hold a line and to bombard the enemy

Very stationary gameplay, due to slow and stationary mechs

Strong at taking and holding territory

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

(Tier 2) Shrapnel Pillbox


The Sharpnell Pillbox is the upgraded version of the Pillbox with the
primary task of holding back large groups of infantry via explosive
charges. However, due to its high damage and killing power it can
supress units as effective as a maschine gun bunker. Due to it's
multi-class abilities though it can work with both gunners and
machine gunners quite effectively.

275 160

30 25

1 45s

22s

All cost values are from the multiplayer


mode, and so, vary in other game modes. 53
(Tier 3) HE Cannon Pillbox
In a similar vein to the polanian outpost, the cannon pillbox
serves the task of deterring light and medium armored
mechs who dare get too close. However, note that this does
slightly detract from it’s ability to deal with infantry, so be
mindful of that.

400

40

22s

All cost values are from the multiplayer


mode, and so, vary in other game modes. 54
Barracks

200 200
75
100
44s
45s

Workshop

450 400

150 150

44s 45s

All cost values are from the multiplayer


mode, and so, vary in other game modes. 55
Units

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.

(F) Veteran Ability: Battle Cry


Increases the fire rate and negates the effect of suppression.

200

Armor: Unarmored 3

15s
Effective against: Unarmored

Ineffective against: Light, Medium, Heavy

Built in: HQ, barracks and advanced barracks 20

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 57
Saxony Grenadier
Similar to other faction-based infantry, the grenadier
shares the default infantry's weapon of the SMG. However,
they’ve got deadly grenades which can deal a lot of
damage to infantry and mechs.

(F) Veteran Ability: Battle Cry


Increases the fire rate and negates the effect of suppression.

(G) Ability: Grenade


250
The Grenadier throws a grenade that explodes after a short time
and deals a ton of damage within a small radius. 5

Armor: Unarmored 3

16s
Weapon:
Effective against: Unarmored

Ineffective against: Light, Medium, Heavy


30
Grenade:
Effective against: Unarmored, Light, Medium 0

Ineffective against: Heavy per Unit

Built in: Barracks and advanced barracks

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 58
Pkp 17 "Eisenhans"
The Eisenhans is a very slow exoskeleton that can be
used as supportive artillery as well as a breaching unit
due to their strong melee attack. Their main purpose
force units out of fortified positions and chokepoints.

Ability: None
-

300

50
Armor: Medium
3
Effective against: Unarmored, Light, Medium
20s

Ineffective against: Heavy

Built in: Advanced barracks


75

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 59
Sd. KS 49 "Grimbart"
The Grimbart is the infantry countering mech of the
Saxony faction. It is extremely resistant and has
decent damage against infantry and light armored
mech.

(F) Veteran Ability: Sweep


An Ability dealing damage to all enemies in a zone in front of the Grimbart.

350

90

Armor: Light 4

Effective against: Unarmored, Light 19s

Ineffective against: Medium, Heavy

Built in: Workshop and advanced workshop


5

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 60
Sd. KS 78 "Isegrim"
The fastest and also most versatile mech in the
Saxony roster, this mech means business no matter
what stage the battlefield is in.

(F) Veteran Ability: Smokescreen


When activated, the Isegrim envelops itself in a smokescreen to escape from
battle safely or to save other units around it.
450

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 61
SLL 33 "Erlkönig"
The Erlkönig is the saxony artillery mech. It has the
highest range in game and a devastating attack.

(F) Veteran Ability: Flare shot


The Erlkönig fires a flair shot that reveals a part of the
fog of war. It doesn’t deal damage.

(G) Ability: Deploy

Deploys the gun. After deployment, the range increases and


450
damage values change.
120

5
Armor: Light 25s

Effective against: Unarmored, Light, Medium, Heavy

Ineffective against: - 6

Built in: Advanced workshop 2

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 62
SKS 156 "Wotan"
The Wotan is the mech hunter of the Saxony army.
Having a very high damage, it is no mech to trifle with.
Furthermore, his range also provides him with the
potential to kill enemy mechs from a great distance

(F) Veteran Ability: Rocket Launch


The Wotan fires two rockets at a target. They are very strong against
light and medium armor.

550
Armor: Heavy 170

Effective against: Unarmored, Light, Medium, Heavy 5

25s

Ineffective against: -

Built in: Advanced workshop


6

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 63
MWF 28 "Stiefmutter"
The Stiefmutter is the specialty mech for the Saxony
faction. Instead of shooting, this mech sends out
exploding monocycles that chase units across the
battlefield. All that is needed is an attack move
command and these built-in cycles will release all at
once before needing to be replenished over time.

Ability: None
-
475

135

5
Armor: Light
25s

Effective against: Unarmored, Light, Medium, Heavy

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 64
SKS 300 "Kaiser"
The Kaiser, the Gunfort of the Saxony empire, is a
hulking beast with a gigantic cannon, MGs, and even
rockets, if deployed.

(G) Veteran Ability: Entrench


The Kaiser deploys itself and extends its top turret to reveal rocket launchers on all sides. These
deal high damage to all targets and fire near constantly. However, this also makes the Kaiser
immobile for the time being.

725

215
Armor: Heavy
7
Effective against: Unarmored, Light, Medium, Heavy 40s

Ineffective against: -

Built in: Advanced workshop 7

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

All cost values are from the multiplayer


mode, and so, vary in other game modes. 65
Gunter von Duisburg
Gunter is the infantry hero for Saxony. He carries a
large-bore hand cannon with a short-range, but with
very good damage against infantry and mechs alike.
Furthermore, with his light armor and the wolves "Tag
and Nacht" by his side, he can be a fairly formidable force.

(F) Ability: Scouting route


Gunter can send both of his wolves to separate locations to scout unrevealed areas all while
cloaked in a shroud of stealth.

(G) Ability: Iron First


Gunter enters melee combat and deals a massive blow to armored units. 350
Makes him fairly strong when fighting even an upper-tier mech.
75
(H) Passive Ability: Pack Leader 3
His two wolves Tag and Nacht will protect Gunter when he is targeted.
30s

Armor: Light

Weapon: 15
Effective against: Unarmored, Light, Medium, Heavy
0

per Unit
Ineffective against: -

Iron Fist:
Effective against: Light, Medium, Heavy

Ineffective against: Unarmored

Built in: HQ

All cost values are from the multiplayer


mode, and so, vary in other game modes. 66
Tips
•Gunter is a very strong hero that shines at all game stages. Especially, when used to support
allied units.
•He is perfect at scouting areas from a safe distance and gives artillery the chance to shoot
within areas where they previously couldn’t shoot due to fog of war.
•Gunter has a big hitbox, so be aware of field cannons, they can hit him quite easily.

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.

(G) Ability: Missile Salvo


Wilhelm shoots a lot of missiles from his back, dealing damage to all units hit. It is not very
accurate making it only very effective against big groups or big targets.

(H) Passive Ability: Regal Bearing


Infantry that is near Wilhelm can’t be supressed. 450

150

Armor: Medium 30s

Effective against: Unarmored, Light, Medium

Ineffective against: Heavy


5
Built in: HQ
1

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes.
68
Brunhilde
Brunhilde is a heavy mech that can deal heavy damage with 7
guns and with the ability to use a squad of infantry to up its
attack speed. This mech is a beast on the battlefield.
However, it does not have a very high range, so it requires
rather close combat to fight things off.

(F) Ability: Artillery Strike


Brunhilde uses its top gun as an artillery gun and shoots a shot straight into the air that lands onto a target
dealing a lot of damage. Furthermore, the range is quite high making it good against artillery.

(G) Passive Ability: Battle Station


Brunhilde can be crewed by a unit that increased its rate of fire. This doesn’t act like a
bunker, so the unit crewed can’t shoot.
550
(H) Passive Ability: Field Repairs
While standing still Brunhilde recovers HP slowly. 170

Armor: Heavy 30s

Effective against: Unarmored, Light, Medium, Heavy

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 69
Rusviet

70
Basics

Main Attributes
Very mobile hero and exoskeletons, which are good at flanking

Shotgun infantry with a lot of close-range damage

Melee combat mechs

Strong in medium to close range, but weak at high range

Strong and quick destruction of blockages

Good at breaking defensive lines

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

(Tier 2) Auto gun Sentry


The Tier 2 version has an MG that supresses infantry. Using it in
chokepoints is very useful.

400 300

50 70

1 45s

22s

All cost values are from the multiplayer 72


mode, and so, vary in other game modes.
(Tier 3) Heavy Cannon Sentry
Similar to the Polanian and Saxony tier 3 bunkers, the
Rusviet heavy cannon sentry can deal with mechs but is
weaker against infantry. It should be left on Tier 2 if you
mainly want to prevent infantry from passing.

600

100

22s

All cost values are from the multiplayer 73


mode, and so, vary in other game modes.
Barracks

200 200

75 100

61s 55s

Workshop

500 575

165 170

27s 55s

All cost values are from the multiplayer 74


mode, and so, vary in other game modes.
Units

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.

(F) Veteran Ability: Battle Cry


Increases the fire rate and negates the effect of suppression.

200

3
Armor: Unarmored
15s
Effective against: Unarmored

Ineffective against: Light, Medium, Heavy

Built in: HQ, barracks and advanced barracks 20

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes.
76
Rusviet Grenadier
Similar to the Vanguard, the Grenadier carries a shotgun
dealing high damage as well as those coveted grenades of
mass destruction. Careful where you stow them!

(F) Veteran Ability: Battle Cry


Increases the fire rate and negates the effect of
suppression.

(G) Ability: Grenade


The Grenadier throws a grenade that explodes after a short time 250
and deals a ton of damage within a small radius.
5

Armor: Unarmored 3

Weapon: 16s
Effective against: Unarmored

Ineffective against: Light, Medium, Heavy

Grenade: 30
Effective against: Unarmored, Light, Medium 0

Ineffective against: Heavy per Unit

Built in: Barracks and advanced barracks

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes.
77
SHM-60 "Groza"
The Groza is a fast melee unit that gets in fast and
gets out even faster. Able to call in more of them on
when using their vet ability and even jump over small
gaps, these guys mean business.

(F) Veteran Ability: Airborn Reinforcements


The Groza calls for reinforcement. A short time after, 2 more Grozas drop from the sky. They can’t
be reinforced after they die.

(G) Ability: Rocket Jump


The Groza jumps to the target location dealing damage to all units hit 320
and knocking back infantry. 100

Armor: Light 20s

Effective against: Unarmored, Light, Medium

Ineffective against: Heavy


85
Built in: Advanced barracks 30

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes. 78
SHM-78 "Ognivo"
The Ognivo is the only flamethrower mech in game. It
is very slow, but its damage against infantry is
extremely high.

(F) Veteran Ability: Choke Nozzle


Once Ognivo gains his veterancy level he can switch between two fire modes. The standard mode
and a higher range attack with a diminished area of effect.

350
Armor: Medium
60
Effective against: Unarmored 4

Ineffective against: Light, Medium, Heavy 15s

Built in: Workshop and advanced workshop

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.

All cost values are from the multiplayer 79


mode, and so, vary in other game modes.
SHM-86 "Kolokol"
The Kolokol is manly designed to kill infantry but it can
also be used against light and medium armored units.
Its grenades give it a huge splash radius making it
very effective against big groups of infantry.

Ability: None
-

360

80

Armor: Light 4

Effective against: Unarmored, Light, Medium 15s

Ineffective against: Heavy

Built in: Workshop and advanced workshop


5

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.

All cost values are from the multiplayer 80


mode, and so, vary in other game modes.
SHM-68 "Nakovalnya"
The Nakovalnya is the artillery mech of the Rusviets if
it can even be called that. It is more of a gigantic salvo
rocket launcher with a high reloading time and high
missile spread. Furthermore, he is the only artillery
mech that can be built in the level 1 workshop.

(F) Veteran Ability: Sentry Mode


It automatically fires more accurate rockets at any infantry coming into
range until they are dead or gone.
400
(G) Ability: Bombardment
140
It fires all its rockets, all at once, at a designated target. 4

15s

Armor: Light

Effective against: Unarmored, Light, Medium 5

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.

All cost values are from the multiplayer 81


mode, and so, vary in other game modes.
SHM-79 "Nagan"
The Nagan is the mech hunter class of the Rusviet
forces. Having a much higher HP pool than the Saxony
Wotan and with a faster shooting speed as well. His
only downside is how little damage each individual
shot actually deals.

(F) Veteran Ability: Barrage


The ability lets the Nagan fire all its bullets at once dealing a lot of
damage in one volley.
550

190
Armor: Medium
5

Effective against: Unarmored, Light, Medium, Heavy 25s

Ineffective against: -

Built in: Advanced workshop 6

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.

All cost values are from the multiplayer 82


mode, and so, vary in other game modes.
SHM-69 "Serp"
The Serp is a heavily armored melee mech with two
gaint sickles that penetrate all sorts of armor. He can
take down just about any other mech in the game, but
he will usually take a beating in the processes.

(F) Veteran Ability: Rallying call


The Serp hits his blades together, supressing enemy infantry and negating the suppression of
allied infantry, while healing them by a small amount.

600

Armor: Heavy 175

6
Effective against: Unarmored, Light, Medium, Heavy
25s

Ineffective against: -

Built in: Advanced workshop


7

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.

All cost values are from the multiplayer 83


mode, and so, vary in other game modes.
SHM-70 "Gulyay-Gorod"
The Gulyay-Gorod is a super heavy mech, which is
equipped with a cannon, three mgs and a big missile
launcher. Furthermore, it's quite fast for a mech of this
size class.

(F) Veteran Ability: Devastator missile


The Gulay-Gorod shoots a single missile at a target dealing a huge amount of damage.

700

210
Armor: Heavy 6

Effective against: Unarmored, Light, Medium, Heavy 30s

Ineffective against: -

Built in: Advanced workshop 7

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes.
84
Olga Romanova
Olga is the infantry hero of the Rusviet faction. With
her impeccable stealth, and tiger Changa, she can
quickly and sneakily make her way across the
battlefield to place explosives or surprise attack
opponents in the open.

(F) Ability: Remote Detonator


Olga places an explosive device that deals a fair amount of damage to all
armor types. It can be detonated manually by pressing 'F' again or simply 350
running away a certain distance.
70
(G) Ability: Ride the Tiger
3
Olga rides her tiger to gain a nice speed increase, but this also deactivates
her camouflage passive ability. When she starts fighting enemies her tiger 30s
will also fight with you if she had been riding it.

(H) Passive Ability: Camouflage


While out of range from enemy units, she can camouflage herself to avoid
detection and retaliatory shots. This also makes it really easy to retreat. 250

50

Armor: Unarmored per Unit

Weapon:
Effective against: Unarmored

Ineffective against: Light, Medium, Heavy

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.

(F) Ability: Chain Lightning


Janek shoots a lightning beam that hits the target and then afterwards jump onto some unit near
the targeted one, making it very effective against infantry squads and big
groups of mechs.
400
(G) Ability: Rupture 100
Janek shoots a rocket dealing huge amounts of damage, especially against
buildings. 3

(H) Passive Ability: Static discharge 30s


Units that melee attack Janek will get damage.

Armor: Light
300

80
Weapon/ Rupture:
Effective against: Unarmored, Light, Medium, Heavy per Unit

Ineffective against: -

Chain Lightning:
Effective against: Unarmored, Light, Medium

Ineffective against: Heavy

Built in: HQ

All cost values are from the multiplayer 87


mode, and so, vary in other game modes.
Tips
•Janeks lightning charge can be used against light or heavier armored units, but just attacking
straight deals much more damage to a single unit.
•Janeks Rupture ability is extremely effective against buildings.

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.

(F) Ability: Death from above


Lev jumps in the air and deals a ton of damage to wherever he lands.

(H) Passive Ability: Bloodlust


Lev heals a small amount of HP every time he damages an enemy.

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.

All cost values are from the multiplayer


mode, and so, vary in other game modes.
89
RESERVES
After unlocking them, Reserves are bonus units that you can summon from the HQ for a price. This
is where you get your hero and larger army size as well, so be sure to take advantage of this.

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.

Hero and Fraction


Before you choose your reserve, you choose your faction and then hero.

Anna Gunter Olga


Heroes reserve 1:

Michal Sikoski

Lech Prince Wilhelm Janek Kos


Heroes reserve 2:

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.

All cost values are from the multiplayer 91


mode, and so, vary in other game modes.
Tips and Tricks
Early game

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]

Select grouped units: [Number]

Basic camera movement: W, A, S, D

Camera rotation: Q, E

Set camera location: “Ctrl” + F6 - F8

Select camera location: F6 - F8

Unit Hotkeys
F4 Selects all units on the screen.

2x F4 Selects all units on the battlefield.

Left mouse click: Selects a unit.

Right mouse click: Move/Attack.

Hold down Right mouse + drag: Let you decided the direction a unit will face
once the move action is done.

Holding C + Right mouse click: Mech walks backwards to the position.

Holding down “Shift” + Right mouse click: Queue up actions.

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.

U Point Attack: Attacks a certain position.

I Stop: Stops the current action.

F-K Abilities: Activates the ability of the unit.

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.

F Upgrade: The Building gets upgraded.

K Destroy: The Building gets destroyed.

Hold right-key (when building) Rotate the building

F1 Select HQ.

F2 Select Barrack.

F3 Select Workshop.

104
THANKS FOR READING

If you find an incorrect or missing information, please message me on discord (CloneOrNot#0126)

105

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