

The M22 Stark is useful because the M19 Knox requires capturing a specific territory near the center of the map, so you’ll probably have the Stark before the Knox. Or the M22 Stark, a short range mech destroyer that’s better at operating alone than the Knox, but why would you have a single unit wandering around by itself in the endgame? Or the field cannon, a generic unit which is an artifact of the game’s initial release, when the devs seemed to think that heavily defensive strategies were at all viable in this game.īut the World Map campaign changes all of this by locking lots of units behind specific territories being conquered.

It could have a role as a fast anti-infantry unit for keeping enemies from snatching your undefended resource points, but it’s not nearly fast enough for that. Infantry specialists take up the same amount of army size as basic infantry, so you could switch to them in the endgame when you have plenty of iron and oil but your army size is still capped, but at that point your infantry are mainly just there to capture resource points while your mechs handle the bulk of the fighting, so there’s not much point in bothering.īut that’s still more useful than the ZR3 Revere, a midgame airship that’s way too fragile to be used in the midgame when there’s mechs everywhere.

Now, in fairness, the M9 Attucks artillery is good against both infantry and mechs so long as you can keep them away from the front line, and the machine gunners and flamethrowers are a potentially worthwhile gambit to win at the early/midgame break, overrunning the enemy with slightly cheaper and faster infantry units right as their mechs are coming online, but if you mess it up their MG mechs will tear up all your infantry specialists and you’ll be like 700 resources in the hole from having upgraded your barracks and pumped out some units for a gambit that didn’t work. I tried my first campaign playing as the expansion American faction because FREEDOM, so normally the only units I’d particularly care about here are the engineers, the basic infantry (they have slightly different rifles from the Polish rifles), the M29 Salem MG mech, and the M19 Knox mech destroyer. So what does Iron Harvest’s new World Map Campaign change about my initial impressions? Well, in the World Map Campaign, you only have a handful of units unlocked by default, and the others are only unlocked if you’ve captured the right territory. Editing this one in would completely mess up the flow of that one, though, and these blog posts are supposed to be whatever I happen to be thinking about right now, it’s not like I’m bundling them into a collection for sale or whatever. The original Iron Harvest post is still well within my buffer and normally I’d edit in my evolving thoughts, only making a separate post if the original had already gone live.
