Overview
This guide details a viable Iron Brigade build that allows you to go to wave 90+ on any survival mission
Introduction
This guide has been created in order to give a rather simple guide that will allow you to to get through waves 90+ on solo survival, and potentially further in multiplayer. Many of the items used in this build require some competency in survival in order to earn these items, but once this gear has been unlocked you’ll have a powerful set of weapons to use.
The Build
This build is primarily reliant on emplacements so you’re going to want an engineering chasis to have more efficient scrap usage. I prefer the honeychurch Mk IV because of its emplacement set up and how available it is to heavy weapons, but the selker MK V could be made to work despite its inferior weapon and emplacements. Both of these chasis drop from loot boxes and the Mars Landing and Settlement mission boxes, as well as the Swamp survival mission.
Use whatever legs you want, I like speedy legs though.
Early in the game your weapon selection will be vital, but as the round goes on your weapons will become more dedicated to taking out jacobs than anything else. I like to Use the Albert sniper rifle because of its piercing and range. Carrying two Muerte Fiesta Numero 6 is another viable alternative, you’ll do more damage but shots will be harder to make because of the range and the lack of piercing. You cannot use the Albert and the Selker because of the weapon slot limits. The Muerte Fiesta Numero 6 and the Albert drop from Settlement survival wave 5 and 10 respectively
Extremely important. The Piercing Sniper Turret is essential to this build. Chances are it will not work without it. This is a Heavy emplacement that is unlocked by progressing to wave 20 of Swamp survival. This may sound difficult, but i believe in you.
In terms of light turrent you can either bring the Super Shredder Turret or the Camo Shotgun Turret. To be quite honest i never use light turrets while playing with this build. I often bring the Super Shredder Turret just in case i need more scrap in a mission. The Camo Shotgun Turret is another good choice because it cannot be targeted by enemy tubes, this is great because replacing lost turrets can be very pricely. The Super Shredder Turret drops from the Cathedral mission aswell as from Settlement survival. The Camo Shotgun Turret drops from making it to wave 30 in Swamp survival.
If you choose to go with the Honeychurch Mk IV you’ll have access to two support emplacements. I would suggest the usage of the Impeccable Collection Pod in order to pick up scrap that you may not be able to get to in time. Dampening Generator Mk III is another good support emplacement to have since it will give you more time to take out the Tubes. If you don’t want to have to revive yourself bringing along a repair crane could be adviseable, although not as much as the Impeccable Collection Pod or Dampening Generator MK III. All of these emplacements can be bought from the store.
Theory
Using this build alone isn’t going to get you to Wave 90, you’re going to need to play smart in order to keep your Emplacements and objectives safe.
Study the above image of Swamp survival. You’ll notice most of the turrets are not in the direct path of tubes . Berthas and other large tubes will destroy heavy, light, and some support Emplacements that are directly in their path , so this is something to be avoided. Collection pods in the direct path of large tubes will not be destroyed.
Piercing Sniper Turrets are your bread and butter. They have a large range, they do massive damage, they penetrate enemies so with the right line of sight they’re hitting multiple tubes in the lane. Early game should be focused on setting up a number of Piercing Sniper Turrets in spots that are free of Knobs and have good coverage of the spawn points of the Tubes. After things start dying quick you can start setting up Collection Pods and Dampeners to ensure you’re getting all that precious scrap.
Turret Emplacements should also be elevated away from the main path but should still be capable of firing at Tube walking on it. A properly elevated turret will not be able to be hit by Knobs so you’ll spend a lot less on scrap replacing them. They will still be vulnerable to Burst Transmitters so they will need to be reduced to scrap quickly before they can destroy your turrets.
Above all, your enemy is the Jacob. Jacobs make nearby Tubes invulnerable. Don’t let them do this, focus them and kill them as soon as they spawn. Jacobs ruin runs. Fun Fact: Jacobs always follow the slowest Tube.
Afterword
You can do it