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Lurker's Semilazeh guide to Iron Grip: Warlords


lurker

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So, thanks to someone in a certain chat I frequent who will remain nameless, I've recently stumbled across Iron Grip: Warlords. Essentially a cross between 3 genres- Tower Defense, Real Time Strategy, and First Person Shooter, Warlords places you as a rebel fighter trying to force the confederacy to bomb the city you're inhabiting out via holding it as long as you can until thier moral breaks and they use the holocaust button. Storywise this event will rally the people of the besieged country with the rebels, however in my opinion it's just a fancy excuse to go out with a bang.

Even still, you got a impressive variation to your arsenal, which you add to with your power pool, same resource you build structures in as well. Naturally if everyone just goes for guns you'll get overran fast, so a few people must set up counterdefenses to stop that from happening with structures.

Armaments:

I'll split armaments into three sections: Utility, items that serve a secondary purpose, Defaults, your starting pointy objects, and Purchaseables, the items you use power to gain access to.

Also note: The weapons will be identified via thier type in the game sort menu, whereas the flavor name of each weapon will come after it (the flavor names coming from the manual of course.)

Defaults: The guns you start with, aka your 'Standard Issued Equipment'. Most of it is utter tripe and is easily surpased even by the insanely cheap Light Machine Gun.

Pistol- Gamonev Autofiring Handgun
Fire Rate- Slow at the gate (4/5)
Shots to kill basic soldier- 4-5
Ammo per Clip- 12
Full Ammo- 12+32
Alt Fire- N/A

The pistol is a pathetic, ornamental handgun that should only be used if even your Musket is out of ammo, at which point it's a wonder why you haven't retreated to a Resupply Station. Seriously, it's just not worth it.

Musket- Kham Hunting Rifle
Fire Rate- Molassas in January (6/5)
Shots to kill basic soldier- 1-2
Ammo per Clip- 1
Full Ammo- 1+32
Alt Fire- Iron Sight

The basic of ranged combat, you'll probably rely on your musket when you begin the game and outgrow it shortly thereafter. It's a very soft sniper, with semiaverage damage and a very slow reload rate. Iron sighting the weapon will increase the accuracy slightly but it's still only one shot. Make it count.

Knife- Not in manual x,x
Slash Rate- Dakka Dakka Dakka! (2/5)
Stabs to kill basic soldier- 1-2
Ammo- N/A
Alt Fire- N/A

The most basic desperation weapon or when you wanna add insult to injury. Not quite as effective when combating shield-carrying spawn by themselves as more often then not they'll turn just enough when you try to circle them, but still a little extra shine when you get the killing mood. More often then not it'll stay dusty in your pack however.

Molotov- 'Firesplats'
Damage Style- Incendiary
Ammo at spawn- 3
Alt Fire- N/A

With no other basic explosives, the Molotov is a weak antitank weapon and also effective at causing fire damage to a large patch of troops. This will downright kill the basic troops in the main coulum (At least in medium or below) and is still effective even on the few straggler units that wander the less-traveled paths. 3 Molotovs will also destroy the lighter 'Roller' armored vehicles, though trying to use it on a tank or a walker really isn't advisablel.

Utilities: Utilities are basicly the things that don't diriectly kill your opponent but nevertheless are highly benificial. Medical kits, weapon-based traps, and the Wrench for the RTS aspect are covered here.

Wrench- No flavor name
Basic Fire: Repairs structures and disarms active mines for use elsewhere
Alt Fire: N/A

The Wrench is another default item, and is used mostly to repair structures, however it have the alternate use of deactivating mines, allowing you to use them elsewhere without having to detonate them personally.

Dynamite- No flavor name
Basic Fire: Light the stick and toss in an arc, few seconds later utter destruction.
Ammo: 3 per pickup
Gained: Map Drop

The Dynamite is a map-spawned 'grenade' in the basic terms. It's got more of a offensive punch then the Molotov with the only worry being that you have to wait for it to respawn. The radius for it is pretty decent, allowing you to take out a good cluster of enemies without much fear.

Landmine- No flavor name
Basic Fire: Sets down a landmine, which when trod or rolled over explodes for terminal damage..
Ammo: 5
Gained: Bought for power, costs 150 power

Landmines are virtually similar to most FPS's no matter how ya shake it. Just drop in place and wait for the loud explosion. Best used in areas your base defenses can't reach, such as the tunnelsl under most the maps.

IED- No flavor text
Basic Fire: Click to start the bomb timer, then a few seconds later, you go KABOOM! and do a moderate radius damage to your foes.
Alt Fire: N/A
Gained: Map Drop, not on all maps

The Suicide Bomb, or IED is a suicide weapon used for desperate attacks. These can be used- theoreticly- to take out vehicles in a section of the battlefield is taken over, however most of the times spawns for these weapons are a lot further away then one would like.

Medkit- No flavor text.
Basic Fire: Pull out a syringe whilest by yourself or aimed at a ally. Will heal the person as long as mouse is depressed, or heal yourself if not targeting anyone.
Alt Fire: N/A
Gained. Bought via the Medkit upgrade for 300 power

Medical tool for when the Brute perk just isn't regening you fast enough to your suiting. That and healing others has been a long-standing tradition in co-op FPS games since time inmemorium.

Purchaseables: The big guns, for the most part. All of the weapons from here on out cost Power to gain, via your personal weapon and upgrade menu, which you can drag up at any time ingame.

Light Machine Gun- Vampire Submachinegun
Shots to kill basic soldier- 3-6
Fire Rate- Dakka Dakka Dakka! (2/5)
Ammo per Clip- 50
Full Ammo- 50+99
Alt Fire- Iron Sight
Power Cost- 130

The Vampire is a decent close-quarter to mid-ranged combat weapon, easily the cheapest as well. This is a decent weapon and the iron sight can assist those with low spray skills or at longer ranges. In addition the flavor text also says that this is a Confederate weapon that rebels usually pluck off the corpses of conscripts and start using them to fire back.

Machine Gun- Bretan Machine Gun
Shots to kill basic soldier- 2-4
Fire Rate- Decents (3/5)
Ammo per Clip- 30
Full Ammo- 30+90 (With 3 Alternate Fire Shells)
Alt Fire- 'Minirocket' Grenade
Power Cost- 375

Standard mid-to-far combat rifle. The grenade attatchment takes reload predence over the reload of the bullets itself so if you fire a grenade in the middle of reloading your bullets, you have to wait through TWO reloading animations. Even with that drawback, the grenade fires where your crosshair points (at moderate range that is) and the gun itself is a decent anti-infantry piece for a wider range then the Light Machine Gun, without worrying about mobility problems of the Heavy Machine Gun.

Heavy Machine Gun- Praetorian Heavy Machine Gun
Shots to kill basic soldier- 1-3
Fire Rate- CRY SOME MOAR!!! (1/5)
Ammo per Clip- 150
Full Ammo- 150+99
Alt Fire- Set Up/Take Down Gun (Can only be set up when A. Crouched or B. Something 'supportive' is in front of you)
Power Cost- 380

A moveable, player controled machine gun nest in a sence. The Heavy Machine Gun combines the effectiveness of the mounted guns you can build with the knowlege of player strategy. The only drawback is when the gun is set up you cannot retreat or dodge damage that easily, and the gun has a fixed firing radius you can aim. AND you can only reload whilest deployed. Then again, reloading whilest sitting near a Supply Station is always a option...

Shotgun- Chimera Scattergun
Shots to kill basic soldier- 1-4 (Depends on range mostly)
Fire Rate- Decents (3/5)
Ammo per Clip- 8
Full Ammo- 8+20 (With 3 alternate fire shells)
Alt Fire- *Billy Mays key on* KABOOM! BRAND SHOTGUN SHELLS! GUARENTEED TO SET FIRE OR UTTERLY ELIMINATE YOUR ENEMIES OR YOUR MONEY BACK! *Billy Mays key off*
Power Cost- 350

My personal favorite spawnkilling weapon. The shotgun's alt-fire, when shot in a high concentration of enemies, is one of the single most devistating acts of flaming short of the flamethrower, and it seems to do considerable damage as well. Combine with the short-to-mid range damage a shotgun can produce and it's a solid weapon for a decent price in the line of primary weapons.

Flamethrower- Salamander Flamethrower (Real original that...)
Shots to kill basic soldier- Hard to tell, fiar is fiar.
Fire Rate- CRY SOME MOAR!!! (1/5)
Ammo per Clip- 99
Full Ammo- 99 (No reserves)
Alt Fire- Gas Puddling
Power Cost- 550

Teamkilling: It's always the one with the flamethrowers. Sadly the AI really likes these as a attempt to 'even out the score' when ya add higher difficulties so expect to be caught on fire (or random rocket, but this is the flamethrower not the rocket launcher) as you travel in the back passages looking for treasure. However, when in your hands, you can either take the direct approach (set fire to as many people as possible) or the sneaky approach (dump fuel in a large area then set fire to it with your flamethrower for a crowd-sized barbeque) either way, seems you'll be one hot customer. Just a small reminder to the TF2 players- don't try airblasting rockets or mortor shells now, k?

40RTE- "Forty"
Shots to kill basic soldier- 1 and then some, 3 usually for vehicles
Fire Rate- Slowpoke.gif (5/5)
Ammo per Clip- 1
Full Ammo- 1+5
Alt Fire- Raise/Lower weapon (Requirement to fire)
Power Cost- 430

Having players build themselves to be antitank is almost a requirement on higher difficulties (and by higher I mean 'Medium and up), as antitank turrets are laughably weak to tank fire and cannot be placed is as many oppertune areas as anti-infantry guns. the 40 is also good for clumps of soldiers, but the reloading time is something to be desired.

Sniper Rifle- Not in manual x,x
Shots to kill basic soldier- 1-2
Fire Rate- Slow at the Gate (4/5)
Ammo per Clip- 7
Full Ammo- 7+16
Alt Fire- Scope/Unscope
Power Cost- 360

Standard sniper combat, this is the big daddy upgrade to the musket. Fires faster and the scope allows you to see better details. This weapon also has piercing rounds, allowing you to deal greater damage if you line up a few targets. This weapon is also great for Officer Hunters if the officer hides in a spot that is a tad too dangerous to cross- like the Main Coulum of troops.

Satchel Explosive -Not in Manual x,x
Basic Fire: Tosses a Satchel down, click again for Ka-BEEEEWWM!
Full Ammo- 2
Power Cost- 750

Not being able to toss your second satchel before exploding is a bit of a sad point, however the Satchel is still quite useful as a 'baited' explosive, and it has a large blast area. It's also great against tanks and armor as you can toss it from around the corner and then detonate it. Another use of it is to chuck it in the room the officer and his cadre is in, then detonate for a quick officer kill.

Minigun- Not in manual x,x
Shots to kill basic soldier- 1-3, really hard to tell considering how much it churns out
Fire Rate- We da shootiest! (0.5/5)
Ammo per Clip- 250
Full Ammo- 250, cannot be reloaded and lost on death!
Alt Fire- N/A
Obtained- Kill a Officer and steal it!

A fitting reward for destroying the Officers, the Minigun is essentially a Heavy Machine Gun with enhanced fire, damage, and is able to be fired without deploying. Best uses of this weapon is firing at the main coulum from the front or a high vantage point in a left/right sweep, releasing a bullet rain that is really hard to avoid with the added fact you can dodge/retreat when you want. It's also rather limited use, so try to use it to it's fullest when ya got it.

--Will probably do writeups on Spiral (The demo map) and enemies I've encountered latar--
 
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Hentaispider

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Re: Lurker's Semilazeh guide to Iron Grip: Warlords

This is basically a game guide, right? So what the hell is it doing in the blank page?
 
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lurker

lurker

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Re: Lurker's Semilazeh guide to Iron Grip: Warlords

Didn't know a better place to put it >,>; It could be considered spam in the Game Discussions or Everything Else after all.
 
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