Overview
Here we cover the weapons involved in Iron Grip: Warlord. Since there’s not much in the realm of stats to work with, this more covers the useability and such of the weapons.
Starting Infantry Weapons
Knife- Starting Melee Weapon
Capable of one hit kills on infantry with some upgrades, this is still an emergency weapon. If the enemy you are fighting actually lets you live long enough to close the gap and slash at him, he’s not that dangerous.
Pistol- Starting Ranged Weapon 1
This thing is terrible. Just terrible. Iffy fire rate, takes 3 shots to kill a basic soldier with the firepower stat maxed. Don’t bother.
Musket- Starting Ranged Weapon 2
Passable, but only as a starting weapon. The fancy reload makes it fire more slowly than it needs to, but it’ll down an infantryman in one shot, even if you skip upgrades completely.
Molotov Cocktail- Starting Explosive
The arc is a little finnicky, but it’s the only starting weapon that will damage a tank. Works fairly well against infantry as well, as the friendly AI often demonstrate. That said, still something of a panic weapon.
Wrench- Starting Tool
Allows players to repair emplacements and the stronghold. That’s it. You can’t even use it to tweak an infantryman’s nose, so don’t use it as a weapon. Doesn’t benefit from firepower upgrades, only the Brute upgrade allows faster repair speed.
Purchaseable Infantry Weapons
Light Machine Gun- Basic Anti-Infantry Weapon- 130 Power
The tool-tip says it’s a low damage weapon, but it seems powerful enough to me. With a rapid fire rate and a hefty 50 round magazine, this weapon excels at clearing groups of infantry in a hurry. Using the ironsights minimizes recoil, so I recommend you use it that way as hipfire gets innaccurate very quickly.
Machine Gun- All-purpose Weapon- 375 Power
Has only a 30 round magazine but still hits hard and comes with 3 rifle grenades. Allows the user to engage tanks and infantry fairly well at the expense of not being great at fighting either. The rifle grenades seem to fire from just above your head, presumably so you don’t hit the cover you’re dug in behind, but it is obnoxious until you learn the resulting firing arc.
Heavy Machine Gun- Cumbersome Anti-Infantry Weapon- 380 Power
It has a 250 round magazine and no recoil. That’s the good news. The bad news is you need to find a low wall or crouch to brace the weapon in order to fire and even reload it. As such, this makes it better for players that don’t move around as much.
Sniper Rifle- Precision Anti-Infantry Weapon- 360 Power
Kills any basic infantry you hit with it, and often the guy standing behind him. However, you need to crouch and scope in in order to get the most use out of it (crouching removes most of the recoil, and it’s only perfectly accurate when scoped in). This makes it impractical in the same ways the HMG is.
HTE 40- Anti-Tank Rocket- 430 Power
Buy this. Please Buy this. It’s the most effective way to attack tanks, and it can take out Officers and groups of infantry in a pinch. Needs to be aimed with the RMB before firing. Blast radius is small compared to other explosives, but the damage is indisputable.
Shotgun- Close Range Weapon- 350 Power
The basic attack isn’t very impressive, given that you need to be close enough to stab your target for all the pellets to hit anyway. The reasonably sized magazine isn’t enough to make up for the lack of power. What it does have going for it are 3 Dragon’s Breath secondary fire rounds, which set all infantry within ~10 feet on fire.
Flamethrower- Other Close Range Weapon- 550 Power
Damage isn’t great, but it sets enemies on fire. Enemies don’t attack while they’re on fire. It also burns right through enemy shield troopers. Secondary Fire throws down flammable liquid to be set on fire later by gunfire. Much easier to buy some mines, if you ask me.
Mines- Trap Weapon- 150 power
They’re cheap, you carry 5 at a time (there’s an upper limit to how many you can place at once, seems to be less than 10), and you can set and forget. Great way to surprise those jerks that keep popping out of the tunnels, or to thin out an approaching wave. They even damage tanks! Just be sure to set some space between them so a soldier doesn’t step on the first one and set off the entire set early. Or don’t, if you’re planning to just run through the column setting as many as you can before someone shoots you.
Satchel Charge- Remote Explosive- 750 power
Getting close enough to actually use the darn thing is a trial, but it seems to hit even harder than the launcher and has a better blast radius to boot. If you can find a bridge or window that allows you to chuck this at a tank without getting shot first, it can deal some serious damage.
Hidden Infantry Weapons
This covers weapons that you can’t purchase. Ammunition from these weapons CANNOT be replenished via Supply Stations
Gatling Gun- High Power Automatic Weapon- Found on Officers
It fires fast, it has 250 rounds, and you don’t need to crouch just to use the thing. As with the other hidden weapons, you can’t replenish the ammunition in any way, but it’s a great reward for taking out an Officer.
IPE Device- Extremely Desperate Weapon- Found in maps
This is a suicide vest. No, seriously. When you switch to it, you’ll have a button. The button triggers a 5 second timer. After the 5 seconds are up, you explode. The fact that you have to run up to the enemy without dying, combined with the 5 second timer, makes it a very questionable weapon. Not to mention you have to sit through the respawn timer every time you use it. That said, it’s not a bad idea to grab it on your way out to an area, to use as a last resort.
Dynamite- High Explosive- Found in maps
Takes a few seconds to burn through the fuse, but after that, it unleashes a powerful explosion, along with 4 more submunitions. Bounces noticeably when thrown with significant horizontal force. Great for wiping out infantry while also damaging the tanks they’re escorting. If you can land it somewhere where the submunitions can’t spread out much, it’ll also do heavy damage to a tank as well.
[DLC] Rocket Launcher- High Powered Launcher- Found in maps
It’s a single shot rocket with a slow flight speed but massive power and blast radius. The spawn seems to be randomized, however. EDIT- I have since noticed that you can, in fact, resupply the rocket launcher at a supply station. Just load the rocket provided with the launcher, and stand near said station to receive an additional round. This can be repeated, and the launcher will remain in your inventory, as long as you have a single rocket for it. This makes them much more valuable, as you don’t have to hunt down the new spawn point every time you use it.
[DLC] Propaganda Radio- …. – Found in maps
When set down, this drives all nearby enemies into a omnicidal rage, making them shoot everything in sight, including each other for several seconds. Running into a group of enemies to place it is going to hurt, but the resulting damage is impressive.
Emplacements
Seeing as darn near everything in the build menu is a weapon of some sort, it seemed wrong to leave these out of the guide.
Machine Gun Nest- 250 Power
Eats infantry for breakfast. Will fire on tanks, but doesn’t actually damage them. Has 4 upgrade stages.
Anti-tank Gun- 450 Power
A tank cannon on a turret. Good for softening up incoming tanks, but struggles to land the killing blow before being destroyed. Especially because it’s difficult to place these where more than 1 can see an oncoming vehicle at the same time. Will also shoot at infantry which, understandly, don’t last very long.
Poison Gas Trap- 100 Power
Releases poison gas when enemies are near, slowing them and sapping their health. Enemies don’t seem to actively target them. Unless you use them en masse or combine with other defenses, they’re more of a nuisance to the enemy than anything.
Fuel Barrel Bomb- 75 Power
You shoot it, it starts to explode. You can wait for it to finish, using the explosion sequence as a crude timer, or you can keep shooting to speed up the process. Appears to have a wide blast radius.
Trip Mine- 85 Power
First click starts the wire, second click places the end and attached explosive. They don’t trigger on friendlies, so they’re great for trapping tunnel exits.
Supply Station- 150 Power
Heals and supplies ammo to players that stand close to it. Enemies won’t actively target it, but it tends to get shot up anyway.
Rebuild Stronghold- 150 Power
Only available when a stronghold is destroyed. Having a destroyed stronghold is extremely bad for morale. Fix this immediately.