123456789 123456789 123456789 123456789 123456789 123456789 123456789 1234567890 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.