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				Iron Grip: Warlord
				Tactical FAQ v1.0

			====Enemies====

		Overview

	The computer controlled enemy units follow waypoints along a number of
different paths.  The normal enemies stay on the roads and follow one of two 
different 'columns' depending on which of the spawn points they came from.  The
elite enemies will pass through buildings or underground passages.  Officers,
along with an escorting force of elites will camp out in several different
locations throughout the map.  Vehicles follow the columns and are always at the
 rear of the infantry.  

			====Infantry - normal====

		Conscripts

	The mook of this game, Conscripts have few hitpoints and the weakest
weapons.  Conscripts are equipped with either a musket like your starting rifle
 or the LMG.  They are still dangerous if you get spotted because the sheer
number of bullets coming at you is sure to score at least a few hits.

		Grenadiers

	Grenadiers are much tougher and appear in all the maps after Spiral.
Grenadiers have a autofire weapon similar be weaker than the Minigun and a
grenade launcher.  The grenades send you flying when they hit and Grenadiers
fire them at a relatively high rate.  Ambush them at very close range so they
don't fire grenades or attack from very far away out of range of the grenades
for best results.

			====Infantry - Elites====

		Pyroneer (flamer)

	Armed with a flamethrower.  Probably the most common elite, flamers do
the most damage to turrets and set you on fire when they hit you.  Counter them
by knocking them down before they get in range or use your own flamethrower to
stun them.  Flamers will blow up if killed from behind, so target them first if
you get the drop on a group of elites.

		Bombardier (rockets or rocketmen)

	Armed with a rocket launcher that fires much faster than the RTE.
Rockets do a lot more damage than grenadiers and can fire from much further
away.  They backpedal aggressively if you try to attack them, but if you can
get close enough they will not fire.  Herd them into corners for easy kills.

		Riot Shield (official name not known)

	Armed with a pistol and carrying a large shield.  They take no damage
from bullets that hit the shield, so it is difficult to kill them with a musket
or sniper rifle.  Shoot them in the legs or use flames and explosives to get
around the shield.

		Machinegunner (official name not known)

	Armed with a automatic rifle similar to your MG.  They don't have a
grenade launcher but they do throw hand grenades.  The grenades are not much
of a threat unless you can't move.

		Shotgunner (official name not known)

	Armed with a shotgun.  Shotgunners can do a good amount of damage at
close range, but you can ignore them at long range.  They throw grenades like
the Machinegunner.  Like most elites, the Flamethrower works well against them.

		Fanatic (suicide bomber)

	A contender for the most annoying enemy.  The Fanatic fights like a
Riot Shield at first, pelting away with a pistol until their hitpoints fall
below 50%.  Then they start running super fast and if they touch you they blow
up for about 280 points of damage.  Fanatics will also rush up to and damage
turrets in a wide area.  You must have your health upgraded to the maximum of
300 to survive a Fanatic detonation.  Trip Mines and landmines are good ways
to keep them away from your turrets.  Also, the Fanatic will not chase you if
his hitpoints are above half.  Sometimes its best to take a few pistol rounds
and let him pass you by.

			====Infantry - Officer====

	Officers are armed with the minigun and a sword.  The minigun does tons
of damage to both you and your turrets.  The sword inflicts enormous damage that
is usually a instant kill.  The officer is the only infantry target not stunned
by the flamethrower.  Officers will also have 6-12 elites following them
around.  Generally weapons that do a lot of damage in a short period of time
are the best to use against an officer.  It is also possible to maneuver into a
range where the officer will draw his sword to slash you yet be out of range to
actually hit you.

			====Vehicles====

		S54 Scarab (roller)

	An armored car with a powerful machinegun.  Ironically, the high fire
rate of the machinegun makes it faster at killing your turrets than the Ontos
tank.  Rollers are the weakest vehicles, dying in just one or two RTE Rounds,
or as few as eight landmines.

		S75 Ontos (tank)

	A generic steampunk tank with a generic cannon and machinegun turrets
on each side.  It takes three or four RTE's to knock it down.  The cannon does
a lot of damage but fires very slowly.

		S75 Ontos Hellfire variant (still called tank)

	The Hellfire has a eight barrel rocket launcher instead of a cannon.
The eight rockets are fired in salvos and do enough damage to kill multiple
turrets.  The rockets are relatively easy to dodge and the reload time is
enormous, so the Hellfire isn't quite as dangerous to you personally.  The
turret resets to facing straight ahead when no target is in sight.  You can
take advantage of that by popping in and out of sight so that the turret is too
busy going back and forth to ever actually shoot you.

		ST35 Recluse (walker)

	Faster, tougher, and with better weapons than the tanks, walkers can be
a real pain.  The Recluse has the deadly time delay mortar, which has a large
area of effect and will flat out kill anything besides a level 3 AT turret at
max health.  The mortar will bounce off of roofs and will be blocked if the
walker is under a bridge when it fires.

		ST38 Warweaver (boss)

	Big six-legged walker that only appears in the Boss level.  It can take
on the order of 15-20 RTE's to take it out, and the number of landmines or
grenades doesn't bear thinking about.  The boss walker has a even more deadly
double mortar.  The double mortar explodes on impact and leads you based on your
movement at the moment of launch.  Thankfully, the Boss level has many windows
and other covered areas to fire on the Warweaver while being sheltered from
above.

			====Weapons====

		Pistol

Cost: starting weapon
Damage: low vs infantry
Fire Rate: medium
Reload: fast
Secondary Fire: none
	The pistol technically does more damage over time than the musket.
However, that assumes that every shot hits and you fire at maximum fire rate.
Better than a musket or a knife if you have to get into close combat before you
can afford a different weapon.

		Musket

Cost: starting weapon
Damage: high vs infantry
Fire Rate: single shot
Reload: very slow
Secondary Fire: brace (small damage bonus)
	The cyclic fire rate is simply too low to rely on this as a primary 
weapon.  However, if you are the turret master for the team and can't spend any
energy on weapons you can at least pick off 2 or 3 of them with powerful single
shots.  True long range sniper shots are rather rare in this game, so you can
use the musket instead of investing in the sniper rifle for the occasional
through-the-window headshot as well.

		Molotov

Cost: starting weapon
Damage: high damage but tiny AoE against infantry, tiny damage to vehicles
Fire Rate: single shot, 2 second delay before throwing
Reload: fast
Secondary Fire: none
	The primary advantage of the Molotov is that you can throw it over an
obstruction without exposing yourself to the enemy.  Chuck them blindly off of
overpasses for a few free kills.  The Molotov has a very long delay while the
fuse is lit.  Attacking vehicles with this is a very difficult way to go about
it.

		Knife
Cost: starting weapon
Damage: medium vs infantry
Fire Rate: medium
Reload: N/A
Secondary Fire: right to left swing
	The lowest of the low.  But hey, dying while damaging an enemy is
better than just dying.  

		Wrench
cost: starting weapon
	Not actually a weapon, but you select it like a weapon.  Hold down
primary fire to continually repair damaged buildings, including the stronghold.

		Map
cost: starting weapon
	Another non-weapon in the weapon list.  It displays the same information
as the minimap, only north is always orientated up.  It is of very limited use.
I have on occasion told someone else to select their map so that I could give
directions in terms of compass points.

		Light Machinegun (LMG)

Cost: 130
Damage: low vs infantry
Fire Rate: fast
Reload: fastest
Secondary Fire: brace (movement speed reduction, accuracy and damage bonus)
	This gun will appear to be worthless when you first try it.  Lightning
fast reload and crouching or bracing to fix the accuracy will win you over if
you give it the chance.  Of course, if you are defending a stationary position
or sniping at long range there are better options.

		Machinegun (MG)

Cost: 375
Damage: medium vs infantry
Fire Rate: fast
Reload: slow
Secondary Fire: grenade launcher
	More punch than a LMG and more reach than a shotgun.  The grenade
launcher puts this on the short list of ranged anti-tank weapons.  The middle
of the road choice that can do a little bit of everything.  The downside is that
you must use every ounce of the weapon well to get your power's worth.  The slow
reload punishes poor timing and the grenades have a small radius that must land
right where you need it to pay off.

		Shotgun

Cost: 350
Damage: high if all pellets hit
Fire Rate: medium
Reload: slow, but can be interrupted to fire the partial magazine
Secondary Fire: short range flame shot
	Hits harder than a LMG and reaches farther than a Flamethrower.
Perfectly capable of being a early weapon or a close combat powerhouse.  On top
of that, the secondary fire will pass through walls and enemies, perfect for
getting the drop on the officer and his escort.  As you might expect, slow
reload and poor long range performance are its weaknesses.

		Sniper Rifle

Cost: 360
Damage: high vs infantry
Fire Rate: medium
Reload: fast
Secondary Fire: zoom
	The shots from this rifle pierce through multiple enemies.  Crouch to
cancel its high recoil and engage from ground level to cut down infantry.  With
practice you can rival the HMG for clearing ability while still being able to
move and fire.  Of course, it is also the best weapon for sniping an officer
through a distant window.  Unfortunately, its small ammunition supply will keep
you running home for more ammo.

		Flamethrower (FT)

Cost: 550
Damage: high vs infantry
Fire Rate: constant stream
Reload: N/A, all ammo is in a single magazine
Secondary Fire: leave pools on the ground that can be ignited by weapon fire
	The last word in close combat.  Not only does it do a lot of damage,
enemies don't shoot while they are on fire.  The 'stun' effect ironically makes
the flamethrower the best way to fight enemy flamers.  The secondary attack is
awkward to use as you must lay pools, ignite them, and then get enemies to step
into the flames before they burn out, but it will immolate even the toughest
officers.  Expensive and unable to damage vehicles, you should buy this later
for hunting officers in the underground passages or make sure your teammates
know that you won't be able to help against vehicles if you start with this.

		RTE-40

Cost: 460
Damage: the best anti-tank weapon
Fire Rate: single shot
Reload: slowest
Secondary Fire: set up (reduces movement speed, must be set up to fire)
	The only ranged weapon that can kill vehicles without an ammo refill.
It is theoretically possible to get by with other means of killing vehicles,
but generally things will be easier for everyone involved if someone takes the
RTE early.  As for wielding the RTE, there are three basic ways.  From behind
the vehicle, where there are few infantry to get in the way.  From windows or
covered elevated places, where the turret has trouble hitting you and the roof
protects you from mortar weapons.  From in front, using turrets to protect you
from the incoming fire.  The mortar is easily the single most dangerous attack
the Confederates will throw at you, so keeping a roof over your head is
generally the best way.

		Heavy Machinegun (HMG)

Cost: 380
Damage: high vs infantry
Fire Rate: very fast
Reload: painfully slow
Secondary Fire: set up (can't move while set up, must be set up to fire or 
		reload)
	The standard choice for eliminating large numbers of infantry.  Works
best around a corner where only a few enemies can appear at a time.  Also good
at long range from a window or other source of partial cover.  The disadvantage
is that the lack of mobility makes it hard to avoid enemy rockets and grenades.
Also be aware that once a reload starts, you cannot move until it finishes.

		Landmine

Cost: 150
Damage: Kills one or two infantry at a time, does small damage to vehicles
Fire Rate: single shot, 2 second delay before mine will arm
Reload: fast
Secondary Fire: none
	Cheap and better than Molotovs for destroying vehicles.  Most maps also
have places where elites come through an alley or door that can't be covered
with turrets.  Landmines can kill the pesky suicide bombers before they get to
something important.

		Satchel Charge

Cost: 750
Damage: high damage and large AoE against all target types
Fire Rate: single shot, must detonate first charge before laying second
Reload: fast
Secondary Fire: none
	Delivers a big, powerful blast that you can control the timing of.  Use
it to soften up walkers and officers or clear out a whole lot of lesser enemies
all at once.  Not quite strong enough to destroy a walker by itself.  Also note
that the remote detonator has a limited range, make sure the lights are green
when you intend to detonate.

		Dynamite

Cost: pick up only
Damage: similar to but somewhat less than a satchel charge
Fire Rate: single shot, 2 second delay before throw
Reload: fast
Secondary Fire: none
	Dynamite bounces about for a few seconds, then goes up in a big
explosion.  Better yet, the big explosion releases six single sticks of
dynamite that scatter and create little explosions.  The two sets of explosions
are great for killing large numbers of infantry, and the big explosion does
respectable damage to vehicles.  Every map has at least two places where
dynamite will spawn.  Unlike satchels, you have to time the throw to get the
desired effect.  Note that dynamite, like all weapons that must be picked up,
cannot be refilled by a support station.

		IPE Device (Suicide Bomb)

Cost: pick up only
Damage: high? You die when you use it so it is hard to tell
Fire Rate: 3 second delay before detonation
Reload: N/A
Secondary Fire: none
	The blast radius is actually kind of small.  I've never been able to
time the delay well enough to damage a vehicle with this.  Dynamite or even
landmines will probably inflict more damage in a suicide run, and you might
survive that way.

		Minigun

Cost: pick up only (dropped by officers)
Damage: medium vs infantry
Fire Rate: very fast
Reload: N/A, only one magazine
Secondary Fire: none
	Like a HMG with move and fire capability, the minigun is an excellent
all-round weapon.  There really isn't anything not to like about this gun,
though the HMG will do more damage with better accuracy at long range.

		Med Kit

Cost: 300
Damage: heals about 1hp per second, modified by firepower upgrade
Fire Rate: hold down fire button for continuous healing
Reload: N/A
Secondary Fire: none
	Technically in the upgrade section of the buy menu, this item is
accessed through through the weapon interface so it goes here.  The med kit
heals yourself and everyone else in a small radius all around you.  Use it to
patch yourself up when you're far away from the supply station, or follow
someone else around so they can fight on the run with high speed health
regeneration.

			====Upgrades====

		Health

Cost: 150, 250, 350, 500
	Increases your maximum health in increments of 25 up to a maximum of
300 health.  This allows you to survive and potentially recover from things
that would have killed in one hit otherwise.  Very helpful against suicide
bombers and valuable in general for Hard mode or above.

		Firepower

Cost: 150, 250, 350, 500
	More damage AND faster reload.  You just can't go wrong with firepower.
The only exception is that turrets and traps are unaffected.

		Brute

Cost: 450
	Health regeneration and faster repair speed with the wrench.  Excellent
addition to almost any strategy.

		Spawning

Cost: 500
	Makes the respawn timer shorter.  Much more valuable at high skill
levels where dying occasionally is inevitable.

		Adrenaline

Cost: 350
	Increases movement speed.  Useful on the maps with multiple strongholds,
in combination with the FT, or any time you want to get from one place to
another faster.

			====Buildings====

		Machinegun Turret (MGT)

Cost: 250, upgrades for 150, 250, 350
	The Machinegun Turret is kind of like a HMG that never stops to reload
and has laser-precise accuracy.  The level 3 upgrade is a very large jump in
damage from levels 1 and 2.  The level 4 upgrade only really adds hitpoints and
is often not necessary.  Multiple MGT's usually target the same target and both
track it until it dies.  Because of that, three or more MGT's is generally not
any better than having just two.

		Anti-tank Turret (AT)

Cost: 450, upgrades for 250, 350
	In the big scheme of things, AT > MGT.  The AT will kill elites in a
single hit and can fight off vehicles if properly prepared.  The Anti-tank
Turret also has far more hit points than the Machinegun Turret.  Three level 3
AT's that can shoot the same target will defeat anything that comes at them in
medium mode or easy mode.  Four is enough for hard mode and brute mode can
require as many as six.

		Fuel Bomb

Cost: 75
	The fuel bomb releases a two-stage explosion when you or allies shoot
it.  The first stage is like a landmine explosion, then clouds of vaporized fuel
are dispersed that detonate in a huge explosion that is about three times the
radius and damage of a Satchel Charge.  Obviously, the Fuel Bomb is capable of
decimating huge numbers of infantry or even multiple vehicles.  Unfortunately,
you must make sure the first stage detonation happens well before a vehicle gets
to it because the bomb will disappear and inflict no damage when it gets within
a range of the vehicle that is not even touching.  While difficult to use
against approaching vehicles, the Fuel Bomb is the  best way to clear a
stronghold that has been overrun.

		Poison Trap

Cost: 100
	The Poison Trap is a landmine that releases poison gas for about 2
minutes when triggered.  The poison slows and inflicts damage over time on all
infantry that move through it.  The trap is strong enough to kill conscripts,
especially if placed at a turn so that the infantry spend more time in the
cloud.

		Trip Mine

Cost: 50
	The single cheapest *anything* in the game.  It effectively kills
infantry in a fair radius.  The tripwire makes it much more reliable at
detonating than a landmine.  If you think a reliable landmine is the best
defense possible against suicide bombers, you are absolutely correct.  A Trip
Mine explosion will touch off a Fuel Bomb, making remote detonation possible.
Trip Mines can also be built on slopes, while most buildings cannot.

		Support Station (supply)

Cost: 150
	It doesn't shoot and it doesn't blow up, but it is still one of the most
useful buildings.  The Support Station heals 100 hp and refills about 1/3 of
your ammo every 4 seconds or so.  Setting up a HMG inside the station's radius
is both legitimate and effective.  I do not know if multiple Support Stations
are supposed to stack, as sometimes it seems to work and sometimes it clearly
does not.

		Stronghold (sh)

Cost: 150
	If the Stronghold is destroyed, you can rebuild it with hotkey 7 while
in RTS mode.  Replace lost Strongholds as fast as possible.

			====Buildings - Using Turrets====

		Long Line of Sight + Shoots Both Columns = Gutsy Turret Spot

	Every map has sweet spots where turrets are especially effective.
Turrets have high accuracy and will shoot over long distances, so the further,
the better.  A turret that can shoot at both columns does the same damage at
half the cost of putting two turrets that each cover one column.

		C.Y.A.

	Sometimes the gutsy spot is just too exposed to build turrets on and
keep them alive at the beginning of the round.  When that happens, you can
instead place the turrets to block elites, which use different paths than the
columns, or turret one column and personally handle the other.  About half of
the maps have a tunnel entrance that allows elites to emerge very close to the
stronghold, so blocking them from coming up behind you can save a lot of
headaches.

			====Buildings - Using Traps====

		To Be Added Later

	My mastery of traps isn't yet good enough to really give advice on.  I
have witnessed Trap Masters that need no turrets or even really weapons of
their own.  I hope to find one and ask him for info for this section.

			====Maps====

		Spiral
		Centro
		Brokengate
		Palace
		Ruins
		Last Stand
		Boss

			====About====

		This Guide

	This is my first FAQ for gamefaqs.  It isn't totally comprehensive, but
I hope to fill in the blanks with feedback and ongoing experience in IG:Warlord.

		The Author

	I am Breakthrough the Legendary Non-Lamer.  Most people call me
Breakthrough or Break.  I can be emailed at Breakthroughspam@yahoo.com , or PM
me on the forums for RaiRO, Mud and Blood, or IG:Warlord.

			====Copyright and Permitted Use====

	Copyright 2009 Troy Bill Humphrey.  www.gamefaqs.com and www.isotx.com
are permitted to place this guide on their respective websites.  This may not
be reproduced under any circumstances except for personal, private use. It may
not be placed on any other web site or otherwise distributed publicly without
advance written permission. Use of this guide on any other web site or as a
part of any public display is strictly prohibited, and a violation of copyright.