Iron Harvest ━ Guide and Walkthrough 100%01.09.2020
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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, that 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.
About the World
The Polania Republic is a nation and faction in the 1920+ universe.
A large agricultural country with a long history. It is trying to maintain its status and territory, struggling with its aggressive neighbors: The Saxony Empire to the west and the Rusviet Union to the east. Polania initiated a program to modernize its army while a large part of the country is still occupied by Rusviet forces. Polania is most likely a constitutional or parliamentary republic.
Their military doctrine tends to revolve around mobility and hit-and-run attacks, hitting their enemy where they are weakest and having good reconnaissance while building up their heavy armor for a final push. Ever on the move, they make the most of whatever is available at hand. Their mech units are designed largely with left-over farming equipment, while their buildings are constructed of wood and canvas.
Their symbol is a golden eagle, and their unit colors are woodland green and dark red.
The Saxony Empire is a nation and faction in the 1920+ universe.
It is one of the most influential countries in Europa, with powerful industry, developed cities, modern factories, and a strong military tradition. After the unfavorable conditions of surrender in the Great War, the current mood in the Empire is bad, and proud elites and humiliated aristocrats secretly oppose the Emperor’s appeasement policies. Saxony is most likely an absolute monarchy. However, a version of the German Revolution may happen within Saxony.
Their military doctrine typically revolves around armor and firepower superiority, slowly but surely pounding their way to the objective or having a strong defense. Their mechs have intricate, well-engineered (if not complicated) designs with a very “steampunk” aesthetic while their buildings are even more so, covered in sheet metal and pipes.
Their symbol is a golden wolf, and their unit colors are blue and light grey.
The Rusviet Union or simply Rusviet is a nation and faction in the world of 1920+.
It is huge, powerful, and has unmatched industrial and population potential. However, the country is tired and worn out by the Great War, famine, and internal unrest. People are frustrated, and the power of Tsar Nikolaj weakens. Mysterious Grigori Rasputin has become an extraordinarily powerful man and revolution is in the air. Rusviet probably was an absolute monarchy, but is now in a state of Democratic Provisional Government.
Their military doctrine tends to revolve around diverse combined arms and aggressive, forceful tactics, with a lot of anti-infantry capabilities and units fo. Their mechs have simplistic but rugged designs, while their buildings are oppressive and fairly simple, built to last with lots of concrete and steel.
Their symbol is a red five-pointed star, and their unit colors are bright red and black or dark grey.
There is base-building in Iron Harvest. In some maps players build a base from scratch, in others they conquer existing buildings. Generally speaking, a base consists of at least a headquarters, and up to 2 additional production structures – a barracks and a workshop.
Bases can be further established by the construction of bunkers and field fortifications (i.e. sandbags, mines, barbed wire, etc.)
All buildings and fortifications, not present at the beginning of the mission, must be built. All construction is handled by Engineers. Among their abilities, is a build menu where the player may select from a variety of production buildings and fortifications.
Production buildings, such as Barracks and Workshops, can only be built in the players Base Zone, however fortifications such as bunkers or landmines can be built anywhere where space allows. After selecting a building, a silhouette of the building will appear – red indicates that the build zone is obstructed/non-viable, while green indicates and acceptable build location. By placing the silhouette, the engineers will then set to work building the structure.
Most of the structures in Iron Harvest do have optional upgrades available. Activated from the action bar, these upgrades can enhance various aspects of the building’s operation. By activating the upgrade ability, after some upgrade time, the building will convert into its upgraded version
There are the following resource buildings that can be upgraded, which increases the production rate of the building:
- Iron Mine Site (0 Iron per 5 Sec.) –> Iron Mine (4 Iron per 5 Sec.) -> Big Iron Mine (8 Iron per 5 Sec.)
- Oil Pump Site (0 Oil per 5 Sec.) –> Oil Pump (1 Oil per 5 Sec.) -> Big Oil Pump (3 Oil per 5 Sec.)
There are the following production buildings that can be upgraded, which unlock more advanced units:
- Polanian Barracks -> Advanced Polanian Barracks
- Polanian Workshop -> Advanced Polanian Workshop
- Saxon Barracks -> Advanced Saxon Barracks
- Saxon Workshop -> Advanced Saxon Workshop
- Rusviet Barracks -> Advanced Rusviet Barracks
- Rusviet Workshop -> Advanced Rusviet Workshop
There are the following fortifications that can be upgraded. Upgrading a bunker changes its weapon configuration.
- Polanian Unarmed Bunker -> Polanian MG Bunker -> Polanian Cannon Bunker
- Saxon Unarmed Bunker -> Saxon MG Bunker -> Saxon Cannon Bunker
- Rusviet Unarmed Bunker -> Rusviet MG Bunker -> Rusviet Cannon Bunker
Resources are needed to construct bases and mechs. There are two collectable resources (iron and oil) and a resource (population) which sets a limits to the amount of units a player is able to have at the same time.
The resources iron and oil can be obtained by:
- Having a headquarters (which grants a base income for both of the resources over time)
- Having resource buildings under control (grants resources over time, where upgraded resource buildings grant more resources)
- Gathering iron crates, which grants a one-time bonus to iron.
- Gathering oil crates, which grants a one-time bonus to oil.
- Recycling mech-wrecks.
The population resource sets a limit to the amount of units a player can control at the same time. It can be increased by building or upgrading the barracks- or workshop-buildings.
There is strong support in the population. It’s easy and cheap for Polania troops to reinforce their lines. Polania units are generally lighter and faster than others, but lack armor.
The Rusviet army is huge. Units are cheap and numerous. In close combat, it’s almost impossible to stop them. Rusviet forces are not that well equipped.
Saxony uses the most advanced technology with its strong long-range capabilities. They are reasonably fast and well armored, but expensive.
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This article reflects beta content, so content is subject to change.
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An infantry unit’s weapons and abilities are determined by the “weapon kit” the unit is carrying. In addition to the option of building specific infantry units in the polanian, saxon or rusviet barracks, players are also able to order their infantry units to pick up weapon kits found on the battlefield. Weapon kits can be aquired by opening weapon crates or by killing enemy infantry units.
When a unit is ordered to pick up a different weapon kit, after a brief delay, the unit will swap out its entire weapon and ability loadout, for the selected kit. When a unit picks up a new kit, the unit type changes to match the new kit, so loadouts cannot be combined or customized. Kits found on the battlefield, no matter the source, will always convert to the specific equipment appropriate to the faction (i.e. If a Polanian Gunner picks up a Saxon Stormtrooper’s weapon kit, it will become a Polanian Rifleman unit).
Please note that there are also weapon-systems on the battlefield, that can be captured. These are working in a different way. Any infantry unit can be ordered to capture any abandoned weapon-system. The unit will then change to a weapon-system-unit of the appropriate type. If a weapon-system gets destroyed, the surviving infantry-unit will revert to their original infantry type.
There are the following 7 types of weapon kits, which correspond to the 7 types of infantry:
|Image||Type||Converts Polanians to|
Converts Saxons to
Converts Rusviets to
|Engineer Kit||Polanian Engineer||Saxon Engineer||Rusviet Engineer|
|Rifleman/ Stoormtrooper/ Vanguard Kit||Polanian Rifleman||Saxon Stormtrooper||Rusviet Vanguards|
|Grenadier Kit||Polanian Grenadier||Saxon Grenadier||Rusviet Grenadier|
|Gunner Kit||Polanian Gunner||Saxon Gunner||Rusviet Gunner|
|Flamethrower Kit||Polanian Flamethrower||Saxon Flamethrower||Rusviet Flamethrower|
|Machine Gunner Kit||Polanian Machine Gunner||Saxon Machine Gunner||Rusviet Machine Gunner|
|Medic Kit||Polanian Medic||Saxon Medic||Rusviet Medic|
There are four armor classes in Iron Harvest that relate directly to units and one armor class that relates to Structures.
Currently all infantry units are unarmored. There aren’t any mechs or weapon systems with this armor class. Unarmored Units can be easily damaged by light weapons like handguns, rifles, SMGs, shotguns or heavy machine guns. Furthermore explosives like hand grenades do a lot of damage against this armor class.
This is the armor class for small and fast mechs like the PZM-9 “Straznik” or the PZM-7 “Smialy”, as well as for exosuits. Like unarmored units, Light armor can be damaged by light weapons, even if it takes clearly longer to do to serious damage. Light armor is very vulnerable to field cannons, gunners and mechs with anti-mech weapons.
This is currently the armor class for the most mechs. Medium armor can only be slightly damaged by light weapons, but it is vulnerable to field cannons and mechs with anti-mech weapons.
This armor class relates to the heaviest mechs in the game. The PZM-16 “Nosidelko” is an example for a mech that is equiped with heavy armor. Heavy armor is very well armored against light weapons. Only field cannons and mechs with anti-mech weapons can inflict meaningful damage.
Structures have this armor class.
A lot of mechs in the game have weak points (often at their back), which allow to inflict higher damage (the damage is doubled), when hitting these weak points.
Apart from decelerating gameplay, the cover system in Iron Harvest also provides an extra layer of tactical depth. Not all units can use cover; some units can build cover and some are more effective than others to destroy it. While a light mech might win against a grenadier infantry squad in open field, the infantry might win when there is cover that mechs can’t destroy fast enough.
Cover features allows players to send infantry squads into relative safety, at least for a certain amount of time. That gives the opportunity to take a breath, formulate a plan, and focus on other tasks on the battlefield.
Getting into cover
There are two approaches to make use of cover in Iron Harvest:
- Players can explicitly order infantry squads to make use of cover, for instance behind a wall or in trenches. There is clear visual feedback where the selected squad and each of its members will take cover, even before players give the order to move. Soldiers will move into cover and – if low cover – will attack from behind it if possible.
- However, players do not have to send units into massive cover to get an advantage. If they keep, for example, one of their mechs between their soldiers and the enemy, some of their men will be protected by the mech, because Iron Harvest calculates each bullet in the game and the enemy units can’t just shoot through a giant mech to get to the soldiers in its shadow.
Most objects and structures that are providing cover in Iron Harvest can be destroyed, which means the battlefield is constantly changing. Mechs can explode an entire structure enemies are hiding in or walk right through it; but even then, a destroyed building can provide plenty of cover. Each remaining wall is a perfectly suitable cover for infantry units.
If there is no structural cover, mech remains are great cover spots for infantry. If there is absolutely no cover nearby, engineers can build sandbag barriers.