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TC15 - Mythic - Iron Legion

Lord Garithos - Iron Marshal
Entry for the Techtree Contest #15

Characterized by minimalist, aggressive play, the Iron Marshal stands between his people and the inhuman beasts that threaten their freedom.

No Elves were harmed in the making of this faction.

Teams cause performance issues, and are not recommended.




PROS
  • Hurtful units

CONS

  • Expensive shit
  • No Air units
  • Lacks affordable defense

Main Hall

Altar of Lords

Training Grounds

Forge

Factory

Others

Halls

Homestead (T1)

Iron Bastion (T3)


btnhomestead1-png.359760


Can upgrade to an Iron Bastion after the construction of a Garrison.

homestead-png.360163


btnironbastion1-png.359747


Can be upgraded from a Homestead after the construction of a Garrison.

iron-bastion2-png.360162


Laborer

Scout (T2)

btnpeasanthd-png.360133
LABORER

Worker unit.


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SCOUT

Swift observer unit.



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TORCHLIGHT [Innate]

Detects invisible units.


Radius: 900

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CAMOUFLAGE [Innate]

The Scout remains unseen while there are no hostile non-worker units within his detection radius.


Radius: 200
pastownwatch-png.360766
RECONNAISSANCE [T2]

Sees beyond cliffs and trees.



Upgrades

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SWIFTNESS [T2]

Improves Windmills' movement-boosting capabilities.


Movement Speed: +20% -> +35%
Radius: 300 -> 450

harbingerarmor-jpg.359985
IRONCLAD [T3]

Reduces the damage Iron Riders and Batteries take from Magic and Mechanical sources.


Damage: -25%



Garrison (T2)

btnfrontiertower1-png.359758

Containing the Attrition and Hail of Thorns upgrades, this multi-purpose structure serves both as a Tier 2 Hall and a defense structure. It serves as a drop-off point for gold, and can load your ground units to increase its attack speed. It cannot load while researching.

Though it can deal serious damage to invading armies once manned, it's an easy target for enemy siege, and is also easily countered by spells.

Garrisons do not produce units.


garrison-png.359990

pasdefendrf-png.359753
ATTRITION [Upgrade]

Demoralizes nearby enemies.


Attack Rate: -30%
Radius: 600

pasarrowstorm2-png.359748
HAIL OF THORNS [Upgrade]

Fires multiple arrows with each attack.


Target Count: 3

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FORTIFY [Innate]

The Garrison receives bonus attack rate for each unit garrisoned.


Attack Rate: +30%
Capacity: 4/5/6 (Scales with Enhanced Armaments)



btnaltaroflords2-png.359777

Summons and revives Lord Garithos. Contains upgrades for him.

altar-png.360000

Skills

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[Q] VANGUARD

Creates a shield that absorbs damage for the Dark Knight. If the shield is broken before it fades, it explodes; damaging nearby ground enemies.

Cooldown: 14
Damage: 70/125/180
Duration: 8
Radius: 270
Shield Health: 120/200/280
fierysword1-png.360002
[W] BLAZING ARMS

Gives nearby allies a bonus to attack rate while reducing their magic resistance.

Attack Rate: +40/60/80%
Cooldown: 11
Duration: 6
Magic Resistance: -15%
Radius: 666

demonicsword-jpg.360003
[E] VANQUISHER AURA

Organic units affected restore health when enemies die to allies within 900 range. Starting from level 2, grants nearby allies bonus movement speed.


Life Restored: 10
Movement Bonus: 0/16/32%
Radius: 900
symbolofstrength-jpg.360004
[R] MARSHAL'S MIGHT

PASSIVE: Increases health regeneration.

ACTIVE: Continually taunts enemies in a mobile radius around the hero, multiplying the bonus regeneration. Ignores enemies dueling Iron Riders.


Cooldown: 24
Duration: 3
Life Regeneration (Passive): 1% Max Health
Life Regeneration (Active): 7% Max Health

Radius: 600

Upgrades

paspetrify-png.360765


Provides the Iron Marshal a chance to critically strike.

Crit Chance: 15 (+Armor) %
Critical Damage: 250%


Costs 1 hero slot and 2 food. The food cost is transferred to the Iron Marshal.
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Restores the Iron Marshal's mana when attacked.

Mana Restored: 5

Costs 1 hero slot and 2 food. The food cost is transferred to the Iron Marshal.

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Primary troop production.

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Javelin Thrower

Iron Rider (T2)

Pyromancer (T3)

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Glass cannon starting ranged unit. Relying on their allies to keep opponents at bay, their innate passive allows them to pick off targets from afar. They are heavily dependent on positioning, as their low health makes them susceptible to heavy damage from enemy spells.

They may sting, but most of their damage disappears in close quarters. They are also weak against mechanicals.



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RELENTLESS AIM [Innate]

Landing hits on organic units beyond a distance deals bonus damage. Fly height counts toward the threshold.


Damage: +12/21/30 (Scales with Javelin Training)
Range Threshold: 420
marksmanship-jpg.359744
MARKSMANSHIP [T2]

Increases range by 200.


burning-spears-jpg.359743
BURNING SPEARS [T3]

Each attack burns the target unit.


Damage per Second: 6
Duration (Heroes): 3
Duration (Units): 5

ironrider-png.359762

Heavy melee unit, exceptional at commanding enemy attention. Although they start with abysmal damage, they make for a valuable line of defense.

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IRONCLAD [Upgrade]

Reduces the damage taken from Magic and Mechanical sources.


Damage: -25%

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CHALLENGER [Innate]

The Rider challenges his attack target, forcing it to attack him for a duration. The opponent may not challenge or be challenged again for some time. Cannot target heroes.


Cooldown per Unit: 9/7/5 (Scales with Mounted Warfare)
Duration: 2
pshieldt3-jpg.359991
BROTHERS IN ARMS [T2]

Increases the armor and attack rate of nearby ground allies. Does not stack, nor affect self.


Armor: +3
Attack Rate: +20%
Radius: 170


warstomp2-png.359763
VALIANT CHARGE [T3]

Each attack has a chance to charge through the enemy, dealing damage in a line.


Chance: 20%
Damage: 60
Distance: 180
Width: 160

chaplain-jpg.359768
Offensive spellcaster.

fierysoul-jpg.359764
EMBER SOUL [Innate]

Increases the damage output of the target while causing it to degenerate and exposing its armor.


Armor: -3
Damage: +35%
Cast Range: 500
Duration: 30
Health Degeneration: 2
Mana Cost: 45

fistoffire-png.360807
DISSOLUTION [T3]
Dispels hostile spells in the target area, damaging summoned units. Each buff destroyed restores health and mana for the Pyromancer.


Cast Range: 600
Cooldown: 7
Health and Mana per Buff: +50
Radius: 200
Summoned Unit Damage: 200


supernova-jpg.359766
MARK OF CHAOS [T3]

Reduces the target enemy's attack rate. If it dies under the effect of Mark of Chaos, it explodes; damaging organic enemies and allies alike.


Attack Rate: -50%
Cast Range: 700
Cooldown: 1
Duration (Heroes): 10
Duration (Units): 30
Explosion Damage: 180
Mana Cost: 150
Radius: 250


btnforge2-png.359757

Serves as a drop-off point for lumber. Contains combat upgrades.

In tune with the faction's minimalist design, its combatants are made to scale late into the game. Certain upgrade paths are more expensive, (and take longer!) but are much more rewarding - making up for standard factions having to construct advanced structures to access higher tier units.


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Javelin Training

Mounted Warfare

Enhanced Plating

Enhanced Gunpowder

Enhanced Padding

Enhanced Armaments


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ENHANCED JAVELIN TRAINING [T1]

Increases the damage of Javelin Throwers.

Damage: +2
Research Time: 60

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REFINED JAVELIN TRAINING [T2]

Upgrades Javelin Throwers.

Damage: +7
Health: +120
Relentless Aim Damage: +9

Gold Cost: +65
Lumber Cost: +25
Train Time: +11
Research Time: 90

btnarcaniteranged-png.359752
AUGMENTED JAVELIN TRAINING [T3]

Upgrades Javelin Throwers.

Damage: +7
Health: +120
Relentless Aim Damage: +9

Gold Cost: +65
Lumber Cost: +25
Train Time: +11
Research Time: 120

btnmwf1-png.359756
ENHANCED MOUNTED WARFARE [T1]

Increases the damage of Iron Riders.

Damage: +2
Research Time: 60

btnmwf2-png.359755
REFINED MOUNTED WARFARE [T2]

Increases the combat capabilities of Iron Riders.

Challenger Cooldown: -2
Damage: +2
Health: +50
Research Time: 90

btnmwf3-png.359754
AUGMENTED MOUNTED WARFARE [T3]

Upgrades Iron Riders.

Challenger Cooldown: -2
Damage: +6
Health: +250
Movement Speed: +20

Gold Cost: +100
Lumber Cost: +50
Train Time: +12
Research Time: 120

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ENHANCED PLATING [T1]

Increases the armor of Javelin Throwers and Iron Riders.

Armor (Iron Rider): +3
Armor (Javelin Thrower): +2
Research Time: 60

btnhumandefup-2-png.359972
REFINED PLATING [T2]

Increases the armor of Javelin Throwers and Iron Riders.

Armor (Iron Rider): +3
Armor (Javelin Thrower): +2
Research Time: 75

btnhumandefup-3-png.359973
AUGMENTED PLATING [T3]

Increases the armor of Javelin Throwers and Iron Riders.

Armor (Iron Rider): +3
Armor (Javelin Thrower): +2
Research Time: 90

btnhumansiegeup-1-png.359982
ENHANCED GUNPOWDER [T1]

Increases the attack damage of Batteries and Citybreakers.

Attack Dice: +1
Research Time: 60

btnhumansiegeup-2-png.359981
REFINED GUNPOWDER [T2]

Increases the attack damage of Batteries and Citybreakers.

Attack Dice: +1
Research Time: 75

btnhumansiegeup-3-png.359995
AUGMENTED GUNPOWDER [T3]

Increases the attack damage of Batteries and Citybreakers.

Attack Dice: +1
Research Time: 90

btnhumandefsiege-1-png.359974
ENHANCED PADDING [T1]

Increases the defense of Batteries and Citybreakers.

Battery Armor: +2
Citybreaker Armor: +3
Research Time: 60

btnhumandefsiege-2-png.359975
REFINED PADDING [T2]

Increases the defense of Batteries and Citybreakers.

Battery Armor: +2
Citybreaker Armor: +3
Research Time: 75

btnhumandefsiege-3-png.359976
AUGMENTED PADDING [T3]

Increases the defense of Batteries and Citybreakers.

Battery Armor: +2
Citybreaker Armor: +3
Research Time: 90

btnhumanoffup-1-png.359979
ENHANCED ARMAMENTS [T1]

Increases the combat capabilities of Garrisons.

Damage: +10
Research Time: 45

btnhumanoffup-2-png.359978
REFINED ARMAMENTS [T2]

Increases the combat capabilities of Garrisons.

Damage: +10
Cargo Capacity: +1
Research Time: 60

btnhumanoffup-3-png.359977
AUGMENTED ARMAMENTS [T3]

Increases the combat capabilities of Garrisons.

Damage: +10
Cargo Capacity: +1
Research Time: 75
btnfactory-png.359778

Manufacturing and outsourcing.

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Battery (T2)

Citybreaker (T3)

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Mid-range siege weaponry. They trade expense, a shorter range, and Medium armor for superior damage and mobility.

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CANNONADE [T2]

Improves splash damage spread.


Medium Damage Radius: 150
Medium Damage Share: +20%
Low Damage Radius: 250
Low Damage Share: +20%

pasbtnliquidfire-png.359772
DEMOLITION [T2]

Siege units' attacks detonate buildings below 12% health.


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ROAD TO RUIN [T3]

Siege units cause an explosion when they destroy buildings.


Damage: 100
Radius: 240 + Target's Collision

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Heavily armored supporting vehicle, effective at breaking down enemy defenses. While sporting minimal damage, they shred the enemy's armor and hinder their movement.

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TAR POOL [Innate]

Attacks hurl elven heads and leave behind tar pools, slowing enemy units and reducing building armor.


Scales with Corrosion, which allows the pools to shred unit armor as well.

Armor (Structures): -4/-6
Armor (Units): -0/-3
Duration: 3
Movement Slow: 25%
Radius: 200
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IRON CHAINS [T3]

Binds the target air unit to the ground, allowing it to be hit as though it were a land unit.


Cast Range: 800
Cooldown: 5
Duration: 10
pasbtnliquidfire-png.359772
DEMOLITION [T2]

Siege units' attacks detonate buildings below 12% health.


paskaboom-png.359773
ROAD TO RUIN [T3]

Siege units cause an explosion when they destroy buildings.


Damage: 100
Radius: 240 + Target's Collision


Windmill

btnwindmill-png.359761
Food production building. They allow faster travel through your territory.
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paspathfinder-02-png.359983

SWIFTNESS [Innate]

Increases the movement speed of nearby allies.


Benefits from the Swiftness Upgrade.

Movement: +20%/35%
Radius: 300/450


Marketplace

wc3btnblackmarket-png.360183
market-png.360181
palantirsauron-jpg.360184

ORB OF JUDGEMENT [T3]

Unlocks air attacks. Grants 5 bonus damage and allows the wielder to execute organic non-Humans below 18% health.




23/07/20
  • Uploaded

24/07/20
  • Added 1.30 version
  • Reduced Garrison's Fortify attack speed bonus per unit from +40% to +30%

25/07/20
  • Increased Marshal's Might's passive regeneration from 0.5% to 1% max health
  • Fixed Scouts' Reconnaissance vision

29/07/20
  • Various tooltip fixes
  • New Garithos Upgrades from the altar; costing one hero slot and adding 2 food to his cost
  • Vanguard
    • Cooldown reduced from 16 to 14
    • Damage reduced from 70/140/210 to 70/125/180
    • Shield Health reduced from 120/200/280 to 120/190/260
  • Blazing Arms cooldown reduced from 13 to 11
  • Marshal's Might
    • Mana cost increased from 100 to 110
    • Cooldown reduced from 25 to 24
    • Reduced health regeneration from 9% max hp to 7%
  • Iron Rider
    • Base armor increased from 2 to 4
    • Brothers in Arms attack rate bonus reduced from 30% to 20%
    • Removed Valiant Charge sound
  • Battery food cost increased from 4 to 5
    • Cannonade tier changed from T2 to T3; cost reduced from 100/150 to 75/100
  • Pyromancer
    • Cost adjusted
    • Pyromancer Training no longer improves max health
    • Increased starting mana regeneration
    • Increased Dissolution Health/Mana gained per buff from 40 to 50
    • Mark of Chaos reworked




Systems/Code
  • Archmage Owenalacaster, Alevice, cosmicat - Custom Race System
  • Bribe - Damage Engine
  • Ghostwolf - Distance Calculator Func
  • Spellbound - Angle Calculator
  • T.D.W. - KB3D
  • xyzier_24 - Shockwave

Icons
  • ~Nightmare - DemonicSword, FierySword
  • -Berz- - Symbol of Strength, WarStomp
  • 4eNNightmare - Fade, Fiery Soul
  • 84chrome - Bandit Gilneas
  • Asssssvi - Flibustier
  • bloodyroadkill - Supernova
  • Darkfang - ShadowCapture
  • Deathclaw24 - ArrowStorm
  • D.ee - BloodfilledGlassArrow
  • Eagle XI - Exigo Barracks
  • JollyD - LionsShieldOfCourage
  • JuanAnn - FieryHand
  • Juks - TownWatch
  • L_Lawliet - FlameLance
  • NFWar - DisturbTheDarkness, HorseShoe, Oil
  • Paladon - PExtremeEyeSight, PShieldT3
  • PeeKay - Pathfinder02, Rondache1
  • PrinceYaser - HarbingerArmor
  • Sin'dorei300 - HumanMaster, SylvanasCriticalStrike
  • Solu9 - FistofFire

Models
  • Asssssvi - Cannoneer Team
  • Direfury - Lord Garithos
  • HerrDave - Factory
  • Himperion - Alliance Demolisher
  • Infrisios - Duel
  • KAIL333XZ - HD Peasant
  • Mike - All Types Castle
  • Mythic - Alpha Strike, Besieger Target, Building Fires, Burning Spear & Target, Cannonball II, Chainsnare, Living Bomb, Mighty Finger, Providence Aura, Tar Pool & Target, Tarred Elf Head II, Valiant Rush, Vanquisher Target, Verdant Sphere Fire, Windmill House
  • Nilas Aran - Frontier Tower
  • Rise of the Lich King Team - HumanMaster
  • Skrab - Human Barracks
  • Stefan.K - Lord Garithos
  • Ujimasa Hojo - Altar of Storms (Human), Forge (Human), Gilneas Spear-thrower, Marketplace

Skins
  • Spellbound - Fiery Lightning
  • X-OMG-X - HumanMage

Other
  • ClosedBoudy
  • Directive255
  • Spellbound
  • StormKnight

Contents

TC15 - Iron Legion 1.30 (Map)

TC15 - Iron Legion 1.31 (Map)

Reviews
Shar Dundred
My personal favorite of the contest entries. I just realized that I forgot to vote. Damnit... Approved!
@Daffa I think 1.29 can run it, because that's when the SFX natives were added. Unfortunately, 1.31 changed the orientation native, so Valiant Charge won't rotate in patches below it. I'll upload a map version for those patches soon.

You can also get 1.31 here: Patch 1.31.1 Backup Files
 

Might take a while before it's up.


BOW BEFORE THE MIGHT OF LORD GARITHOS!

I would say this is a very fancy faction, the capability of this faction is astoundingly interesting and the mechanics are well made. Garrison reminds me of Bank in Night Empire, albeit different functions. The major bummer is the gameplay gets laggy, probably due to many effects triggering during combat.

Javelin Thrower is pretty good, like absurdly good. The damage bonus put a lot on the emphasis of positioning.
Iron Riders are useful as well. They really show that combined with Javelin Throwers, they can be a powerful force to reckon with.
Other units are not that much utilized here, though I would say Battery is a beast during sieges.
Citybreakers help a lot in siege too.
The priest unit (forgot the name) is great in support, but the cost is quite otherworldly for my taste. Overall, pretty good faction we have here.

As always, we have Mythic graphic seal of approval :p
 
Thanks a lot for the playthrough! Sorry about the lag. I don't know what I'm doing wrong, but I've noticed that using teams lags like hell. FFA performs much better.

Are the Javelin Throwers overpowered?

but the cost is quite otherworldly for my taste.
Oof, I just increased their cost. :D Looking into reworking their E though.

I usually build a Forge near the expansion mine and woods near creep camps to help with the lumber costs.
 
Thanks a lot for the playthrough! Sorry about the lag. I don't know what I'm doing wrong, but I've noticed that using teams lags like hell. FFA performs much better.

Are the Javelin Throwers overpowered?

Oof, I just increased their cost. :D Looking into reworking their E though.

I usually build a Forge near the expansion mine and woods near creep camps to help with the lumber costs.

Javelin Throwers seems okay from my perspective, it's just that they're crazy effective against air, though I'm sure that's intentional since the faction only have them as anti-air.

Great to hear the change.

Thanks for the tip!
 
29/07/20
  • Various tooltip fixes
  • New Garithos Upgrades from the altar; costing one hero slot and adding 2 food to his cost
  • Vanguard
    • Cooldown reduced from 16 to 14
    • Damage reduced from 70/140/210 to 70/125/180
    • Shield Health reduced from 120/200/280 to 120/190/260
  • Blazing Arms cooldown reduced from 13 to 11
  • Marshal's Might
    • Mana cost increased from 100 to 110
    • Cooldown reduced from 25 to 24
    • Reduced health regeneration from 9% max hp to 7%
  • Iron Rider
    • Base armor increased from 2 to 4
    • Brothers in Arms attack rate bonus reduced from 30% to 20%
    • Removed Valiant Charge sound
  • Battery food cost increased from 4 to 5
    • Cannonade tier changed from T2 to T3; cost reduced from 100/150 to 75/100
  • Pyromancer
    • Cost adjusted
    • Pyromancer Training no longer improves max health
    • Increased starting mana regeneration
    • Increased Dissolution Health/Mana gained per buff from 40 to 50
    • Mark of Chaos reworked
 
Level 26
Joined
Aug 18, 2022
Messages
637
Base defending with only towers are gonna very costly and time consuming. Still tho, I always have a broken heart, when peasants using food supply. (I'm very addicted to the concept like in Legends of Arkain: peasants are not have a requirement for Food Supply, you only buy them and that's it). Still, very good faction.
 
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