Stuff To Know
This will be a list of things people tend to not know or forget when playing, that may hinder their ability to play or enjoy the game. Such as getting annoyed that when you retreat a mech it will reveal rear armour and soak up a ton of unneeded damage, general hotkeys that slip the mind, etc…
Stuff To Know:
- Helpful “Game & UI” settings to have turned on
- Resources are vital in every game, make sure to upgrade your resource nodes. This can be done by clicking the node and simply pressing f or manually pressing the upgrade button on the hud.
- Unit conservation is just as vital as resources, hit r and retreat before a squad dies ( be generous to yourself and retreat at around 25% health. Another way to keep units alive is use cover and avoid too much blobbing.
- Try to avoid base repairing mechs if you can as it costs roughly 3x more than if you were to repair with an engineer squad.
- Reverse movement for mechs, retreating mechs tend to be extremely unfavourable in many situations. To reverse mechs hold c and movement click (right click).
- Back capping, this is a great to disorientate and distract many players and allow yourself to engage on multiple fronts.
- Get into the habit of trying new things and opening your mind to newer ideas that may or may not work, it will help diversify your gameplay and allow you to compete (mostly because they cant always assume what you will do)
- Mines only target exosuits and mechs.
Openings
Timing of reserves:
Reserve timing is now more dependent on the cost of their reserve. Meaning the cheaper the reserve the faster you can expect to it hit the battlefield.
- R1 (Fast/ Low Cost): 3:00 – 4:00 mins
- R1 (Late/ High Cost): 6:00 – 8:00 mins
- R2 : 8:00 – 11:00 mins (maybe a little earlier)
1v1s
Fast R1:
- Start by capturing double iron, then oils (no upgrades)
Send Your engineer to pick up your grenades (while your two core infantry perform the first task)
Followed by collecting resource crates (and nodes near crates) (This is more experimental)
Build 1 engineer
Build barracks
Build R1
Fast R1 with Fast R2:
Note: Requires both a cheap R1 and cheap R2
(Such as Anna, Double Straz, Gunter Double Grimbart, etc…)
- Start by capturing double iron, then oils (no upgrades)
Send Your engineer to pick up your grenades (while your two core infantry perform the first task)
Followed by collecting resource crates (and nodes near crates) (This is more experimental)
Build 1 engineer
Build barracks
Build R1
Upgrade Oil
Build workshop (cheaper option) or upgrade barracks
Build infantry as needed but try to avoid until you have built R2
Build R2
Workshop First:
Note: It is preferable to have two core infantry in your R1
- Start by capturing double iron, and double oil (the oil will be preferable to start off with)
Send Your engineer to pick up your grenades (while your two core infantry perform the first task)
Collect oil crates (and nodes near crates)
Build 1 engineer ( 2 to allow you grab more weapon crates early on)
Upgrade an oil pump
Build workshop
Build light mech
Build R1
General:
- Start by capturing double iron, and double oil
Send Your engineer to pick up your grenades (while your two core infantry perform the first task)
Collect oil crates (and nodes near crates)
Build 1 engineer ( 2 to allow you grab more weapon crates early on)
Build barracks
Upgrade oil
Upgrade barracks
Upgrade Iron (possibly a second iron or oil, this is also a tad experimental)
Below is not entirely too important on order but is more situational based
Build core infantry and gunners (as needed)
Build R2
2v2s/3v3s
This is more or less based on team composition and team synergy/ coordination, since 1v1s build orders are essentially the same except I would maybe emphasize resource upgrades over everything.
Notes: Resources from resource nodes are shared, so it does not matter who captures them. that only affects who can upgrade them.
Reserves (Meta)
Reserves will serve as spike in power that allows you to push an enemy, retake map control, or at times counter the enemy entirely. R1 will usually be used to gain an early advantage against the enemy by pushing hard and holding map control, but can fall short if you forget to transition into heavier mechs. While R2 will serve as “comeback” from a hard R1 push allowing you not only retake map control but hold points mid to late game.
Note: Variations of these reserves involve swapping one or more basic infantry with weapon systems.
Meta Reserves (Current as of 03/12/2021):
Reserves (Off-Meta)
These are builds that I or others have experimented with and created that are somewhat viable. Some of these reserves may be meta but due to high reinforcing cost is not viable for many players.
Off-Meta Reserves:
Counters
WIP
Tired of annoying “cheeses” or strategies beating you up, well here are the counters to those. (Not promised to work but gives you a great chance to beat them and recover)
Countering the Meta Heroes and Common Reserve
- MIchal/ Double Rycer – Infantry mass (2-3) can usually deal heavy damage to him or kill him directly (Keep in mind that it isnt always best to kill michal due to his high reinforce cost; making it cheaper for the opponent to simply buy him back if he dies). Dealing with the rycers can be done with gunners, larger mechs (T2), and mines.
Note: Anna is a hard counter to Michal and can use her ability to one shot him (must target the michal model for it to work).
- Lech Variations – Having atleast two gunner squads is generally needed, keep in mind these units will need to be microed heavily. You will have be mindful of their infantry mass as they will try and target down your anti armour units. An Field Cannon is a nice compliment to the gunners but will usually be targeted down first.
Note: Lech’s attack gets faster as he loses more health allowing him to melt mechs and infantry blobs alike if not careful.
- Brunhilde Variations – Field cannons perform great against her, generally the field cannon will sit behind your army since she can decrew with her mortar shot (sometimes its nice to keep a squad of infantry near in case she does).
Note: Brunhilde’s body will body block shots that are coming towards it when she is dead which will prove to be annoying if you can get around it very fast. Be mindful of when Brunhilde has used her ability because if you’re blobbing and they target it you will most likely lose all the squads or close to it.
- Wilhelm Variations – Field Cannons tend to be the best counter to him alongside bigger mechs. Generally a Wilhelm reserve will have an erl, dealing with this will usually result in you needing to flank it.
Note: Wilhelm being both tanky and having strong abilities should be targeted down first or at least marked as a priority of not letting get too close to you.
- Victor Variations – It is generally better to use infantry against him (Given he has used his abilities) otherwise resort to T2 mechs to deal with Victor. Nagans can be countered by gunners (2-3) with heavy micro with a supplemented Field Cannon or heavy hitting mech.
Note: Avoid infantry blobbing at all stages as his abilities can be used against all targets effectively. Do not melee units Victor or use any melee based units such as Groza against Victor as his passive ability will protect him.
Stiefmutter Spam
General counter is Artillery, can be done infantry and gunners but requires a bit of micro and spacing of units otherwise the stief will them as they blob up
Polania :
- Mocny
Rusviet :
- Nako
Saxony :
- Erlkonig
Exosuit Spam
General counters are anti-mech and any AOE units (grenades, mines, etc…)
Polania :
- Smialy (if microed well are great at kiting and picking off exo suits), although not a hard counter, they are a soft counter and a great help in catching retreating exos that are close to death
Rusviet :
- Kolokol supplemented with infantry and gunners
Saxony :
- Stiefmutter
Smialy Spam
Gunners can be effective if you’re trying to hold a position but will require a back and forth micro, mines are also a great preparation step if you know they are going to dive you
For example you have arti set-up and know they will rush the arti with the smialy two or three mines and a gunner will take care of this
Polania :
- Zolws and gunners (one will usually be able to push back 2-3 smialys)
Rusviet :
- …
Saxony :
- Stiefmutter supplemented with gunners
Zolw Spam
Generic approach would be to use anti mech units (Gunners (2-3), Field Cannons, etc..) Zolws are tanky but can only take so much direct damage before forced to flee or killed.
Note: It is best to keep a squad of infantry (my preference is an engineer or gunner) near a mech or in any engagment with a zolw since the units in a zolw will target infantry before they target a mech
Polania :
- …
Rusviet :
- Nagan supplemented with gunners or field cannon
- Victor
Saxony :
- Stiefmutter (although not a hard counter can be deadly against a zolw dive if targeted down) supplemented with a gunners or field cannon
Nako Spam
This is a hard one to counter and if the enemy gets to about 4 or more nakos with a nagan and infantry it is nearly impossible to counter.
Polania :
- Smialy (will require you micro around the map or during a push you run the smialy straight to the nakos and aim for rear armour hits)
Rusviet :
- Groza (if microed well are great at flanking and wiping one or two in a go)
Saxony :
- Erlkonig
Ognivo Rush
The general counters to Ognivo rush would be kiting with anti mech infantry (gunners) and AT-gun (not the best if they are already super close and not being distracted)
Infantry Spam
Generic approach would be to use light mechs (such as isegrim, straznik, kolokol, etc…), aoe based units (such as arti)
Notes: Light mechs should always be supported with infantry as they will lose to gunners in most cases
Polania :
- Straznik, as it vets it can become a serious infantry killer especially with its vet ability
Note: Before vet it will require you keep it moving against the enemy and keep two or three squads of infantry (I preferably keep an engineer near it in case they have gunners and two rifles)
Rusviet :
- Kolokol supplemented with infantry support
- Victor, use rocket ability and lighting ability
- Groza, as they jump into combat and tank for a bit or can jump in and get rid of weapon crews
Saxony :
- Stiefmutter (although not a hard counter can be deadly against a zolw dive if not targeted down) supplemented with a gunners or field cannon
- Wilhelm, you can use his lay waste ability and rocket barrage to cripple any infantry blob
General Unit Counter:
- Gunner > Light Mechs (up to medium but it loses its effectiveness if not microed well)
- Core Infantry: Vanguards> Rilfemen> Stormtroopers> Gunner
- Mech Killers (Lowca, Nagan, and Wotan) > Super Heavies (Tur, Gorod, and Kaiser)
Note: Wotan is generally better in numbers (at least 2) and will more micro than the other two - Field Cannons > Mechs (Especially Against Super Heavies)
Abilities
Work in Progress
Auto-Casting
Heroes
- Anna
- Michal
- Lech
- Olga
- Viktor
- Zubov
- Gunter
- Wilhelm
- Brunhilde
Maps
1v1 Maps
This gonna be a work in progress once I can figure out a solid general capture order.
- Home Nodes – the three nodes closest to your base
- Resource crates can give you an edge in the early game so don’t be afraid to rush for them just be sure watch your troops
Deserted Tracks
Tips:
- Putting pressure on the enemies oil is easy on this map and can slow the opponent.
- Barbwire the opening facing your opponent for the oil pump near your flag.
Oil Spill
Tips:
- Resource crates on this map are huge and shouldn’t be ignored early on, if the opponent is able to steal your crates and a majority of the other it puts them in a strong resource lead early.
- This is a large map for a 1v1 and encourages flanking and back capping
Border River
Tips:
- Do not push the center bridge in an even match unless prepared to face heavy losses, pushing this bridge during a stalemate could result in throwing the match.
- Area denial is important on this map and is usually best if done with mortars (early) and artillery mechs.
Urban Paradise
Tips:
- Use the cover on this map, it is everywhere.
Dark Forest
Tips:
- Map allows you to prepare to fight an opponents mechs by giving field cannons on the map at both the side flags.
- Map makes it hard for larger mechs to flank your infantry so you can usually evade unfavourable encounters by using the narrow paths/choke points on the map. This also gives you a way to counter attack an enemies push without worrying that they will flank you heavily.
Terminology
- R1 – Reserve 1; requires either a single barracks or workshop to build
- R2 – Reserve 2; requires either a single advanced barracks or advanced workshop to build OR a both a barracks and workshop
- T1 – Tier 1 mechs (workshop)
- T2 – Tier 2 mechs (advanced workshop)
- Core Infantry:
- Polania – Riflemen (aka rifles)
Rusviet – Vanguards (aka vans)
Saxony – Stormtroopers (aka storms)
- Polania – Riflemen (aka rifles)
- Super Heavies:
- Polania – Tur
Rusviet – Gulyay-Gorod
Saxony – Kaiser
- Polania – Tur
Community Outreach
The best way to grow a community is by getting the community involved. So I went and grabbed the links for the Official Discord and the Community Tournament Server.
Discord Links
Iron Harvest Official – https://discord.gg/ironharvest
Iron Harvest Community Tournament – https://discord.gg/mqj2h78JrS
Iron Harvest Community Tournament News
Upcoming Tournaments:
- League Tournament
Date – May 2021
Sign ups Close on TBD
Host – Von - Second Rookie Tournament
Open to all players that are unranked or below the top 50 on the leader board
Date – April 24, 2021
Sign ups Close on April 23, 2021
Host – LemonPi - Mod Tournament
Reduced price of the workshop to test a cheaper workshop in attempt to encourage more workshop first play.
Date – May 1, 2021
Sign ups Close on April 30, 2021
Host – Steel Legionaire
Hope you enjoy the Guide about Iron Harvest – General Basics, if you think we should add extra information or forget something, please let us know via comment below, and we will do our best to fix or update as soon as possible!
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