Operation: Iron Reign is the 29th Special Event to be presented in War Commander.
In most cases Commanders are challenged to complete increasingly more difficult objectives against one or more Rogue Factions. With the successful completion of each objective in the allotted time the Player is awarded with special Event Experience Points (eXP) which they may in turn use to unlock Special Event Prizes in the Event Shop. The Event Format for each Special Event may vary, see below for more information.
Successful Defense- The Player's Base is considered successfully defended when all attacking Rogue Units have been eliminated while preventing the Player's Command Center from being destroyed.
Repeatable Waves - The Player must repeat any stage in which the Command Center is destroyed in order to move on to the next Wave.
Surrender - The Player may surrender a Defense Wave at any time during the Rogue Attack. After which the Player may then Repair and Adjust the Base Defenses and restart that Wave from the beginning.
360 Deg. Defense - The Rogue Faction may attack the Player's Base from any direction. This is also true for each repeated Wave.
Attack Waves - Rush Base
Rush Base - One of the non-Fortress Event Bases the player will be required to Attack and Destroy this Event will be the Rush Base. These Bases are lightly Defended but the Players is required to completely destroy the base to complete in a very limited amount of time.
Exclusive Rush Base - Each Player has a Rush Base attached to their Base for each Rush Attack Wave. Only the attached Player may attack this base, to all other Players the Event Base appears as in a Protected Bubble.
Unlimited Attacks - The Player may stop and start an attack on a Rush Base as many times as they find necessary to complete the wave.
Time Limit - There is a 7 Minute Attack Time Limit for completing a Rush Base. Failure to complete the Rush Base within the Time Limit will cause the Base to completely reset. The Player may then try again to complete the Base within 7 Min.
Wave Completion -To complete a Rush Base, the Player must destroy all Buildings andTurrets found within in the allotted time.
Frequency - The Player faces a Rush Wave every 10 Waves starting with Wave 4.
Attack Waves - Ironstrike Base
Event Base - Another non-Fortress Event Bases the player will be required to Attack and Destroy this Event will be the Ironstrike Base. Most of these bases will contain one or more Radar Jammers reducing the Players Attack Range on all Units used in the battle, this will be indicated by an orange triangle above all effected units (). This reduction will remain in effect until all Radar Jammers are destroyed.
Exclusive Event Base - Each Player has a Ironstrike Base attached to their Base for each Ironstrike Base Attack Wave. Only the attached Player may attack this base, to all other Players the Event Base appears as in a Protected Bubble.
Single Attack Direction - Players may surround a Ironstrike Base with Platoonsto use during the attack, however, regardless of the Platoon's position all Unitswill enter the battle from a single direction, the Southwest.
Unlimited Attacks - The Player may stop and start an attack on an Event Base as many times as they find necessary to complete the wave.
Unlimited Time - There is NO Attack Time Limit for completing an Ironstrike Base.
Wave Completion -To complete a Ironstrike Base, the Player must destroy all Buildings andTurrets found within.
Frequency - The Player faces a Ironstrike Base Attack Wave every 10 Waves starting with Wave 5.
Attack Waves - Island Bases
Island Base - Occasionally the Player will be required to Attack and Destroy an Island Base which being surrounded by water limits the type of Offensive Weapons which may be deployed in an attack.
Island Base Weapon Restrictions - The Player may only Attack an Island Base from the air, NO Ground Units may deployed as they cannot travel across the water. This Limits the weapons that may or may not be use to the following :
Unavailable - All Vehicles & Infantry Units ( Including the Valkyrie ). In addition, all Special Op Units are also unavailable since they require Ground Troops to be deployed in order to activate.
Player Specific Island Bases - Each Player will have solo access to the Island Bases when they are required to complete the wave. To all other players these bases will appear to be under a Damage Protection Bubble.
Unlimited Attacks - The Player may stop and start an attack on an Island Base as many times as they find necessary to complete the wave.
Unlimited Time - There is NO time limit for completing an Island Base.
Island Base Wave Completion -To complete a Island Base, the Player must destroy all Buildings andTurrets located on the Island.
Frequency - 8 of the first 50 Waves are Island Bases.
Coalition Fortress Location - As a Player reaches a Fortress Wave they will have a Coalition Fortress attached to their Base that only they may attack. The Coalition Fortress icon will only be visible on the World Map during a Fortress Wave.
Coalition Fortress Layout - Each Coalition Fortress Wave will be a different Layout each with a progressively stronger Defense setup.
Single Attack Direction - Players may surround a Coalition Fortress with Platoons to use during the attack, however, regardless of the Platoon's position all Units will enter the Attack from the Southeast.
Coalition Fortress Time Limit - Players must completely destroy all Buildings and Turrets found in the Coalition Fortress within 70 minutes in order to complete the Wave. Failure to do so in the allotted time will cause the Coalition Fortress to completely RESET back to full Health. This Timer is shown in the base's info box on the World Map. The Timer Starts with your first attack on the Coalition Fortress. Once the Coalition Fortress has Reset the Player may make another attempt at completing the Wave.
Unlimited Attacks - The Player may stop and start an attack on a Coalition Fortress as many times as they find necessary to complete the wave as long as they still have time remaining on the Coalition Fortress Clock.
Coalition Fortress Frequency - The Player must complete a Coalition Fortress every 10th Wave ( Starting Wave 10 ).
Bonus XP Targets - Coalition Fortress Waves give the Player a chance to earn Bonus XP by destroying the Bonus XP Targets identified with Bonus Icons above them. However, these bonuses are only available for the first 5 minutes of the attack ( Timer on screen ) at which time any undestroyed bonuses will expire. The Wave XP and collected Bonus XP are added together and paid out when the Coalition Fortress is fully destroyed. If the Coalition Fortress is RESET, so are the Bonuses.
Experience Point Bonus
XP Modifier - The XP Bonus Modifier, once active will apply a percentage increase ( base on the Level of the Modifier ) to the awarded Experience Point at the completion of every Wave for a limited time. This XP Modifier may be found as part of the Event Box.
XP Modifier Activation & Increase - The XP Bonus Modifier is given or increased at the successful completion of any ATTACK WAVE ( Event Base or Fortress ) and will remain active for 3 hours. If additional attack waves is completed while the current XP Bonus Modifier is still active the Modifier Clock is reset and then the modifier level is increase unit the maximum level is reached. If the Modifier is at the maximum percentage the it will cease to increase but the Clock will still be reset again to 3 hours.
XP Modifier Level - The XP Bonus Modifier has 5 levels : 4%, 8%, 12%, 16% and 20%. The level is increased 4% for each attack done within the an active modifier duration. If the modifier is allowed to expire the level is reset to the beginning and must be re-stacked.
XP Modifier Duration - Once obtained the XP Bonus Modifier will last for a duration of 3 hours. If no other attack wave are completed within this time the modifier will expire and the bonus will be returned to zero. If another attack wave is completed in this time the clock will be reset to 3 hours. This could potentially allow a Player, once reached to maintain a 20% bonus for as long as they can continue to play.
Ending of a Special Event
A Special Event ends in one of two ways :
The Official Event Clock expires. The event runs for a limited time of 6 days, after which time the Special Event Rogue Base ( if any ) will be removed from the World Map and all waves will be halted.
The Player reaches a Wave that he or she can not successfully defend or complete, thus forcing the Player to resign from the event.
Event Shop
Event Experience Points (eXP)
The Player is awardedeXP for every successfully completed wave during an active Event. These points may be tracked by the Player in the Event Panel located above the Mission Panel while both on the World Map and in the Player's Base.
Special Event Prizes
The Event Shop may only be accessed while inside the Player's Base.
As the Player acquires eXP, they may at any time during and up to 48 hours after the end of the Event, choose to spend all or a portion of their eXP on one or more of the newly introduced Special Event Prizesin the Event Shop.
Any unused eXP at the time the Event Shop closes will be lost.
If a Player has no remaining eXP at the end of the Event the Event Shop will close immediately.
Event Base & Fortress Layouts
Rush Base Layouts
Wave
Layout
Wave
Layout
4
54
14
64
24
74
34
84
44
94
Ironstike Base Layouts
Wave
Layout
Wave
Layout
5
55
15
65
25
75
35
85
45
95
Coalition Fortress Layouts
Wave
Layout
Wave
Layout
10
60
20
70
30
80
40
90
50
100
Island Base Layouts
Wave
Layout
Wave
Layout
29
69
39
79
49
89
59
99
Wave Attack / Defense Breakdown
NOTE: Numbers for first 100 Waves.
Attack vs Defense Breakdown
Attack Waves
Defense Waves
Wave Count
38
62
Attack Wave Breakdown
Wave Count
% of Attacks
Rush Bases
10
26%
Jammer Bases
10
26%
Island Bases
8
21%
Fortresses
10
26%
States of Repair - Event Command Center
Normal
Damaged
Destroyed
100% - 50% Health
49% - 1% Health
0% Health
Wave Notes & Highlights
Listed here are Highlights of significant Waves. Shown waves may contain content not listed. Press [Expand] to see full list.. Click Expand to View Additional Wave Notes
Wave 01 - (D) -Demonstration Wave to show the Wraith & Vanquisher Commander in action. At its conclusion the Player is awarded 600 eXP and their Base is Restored to its prior state.
Operation: Iron Reign introduced the Radar Jammer. This powerful Ironstrike defensive structure reduces the range of all attacking Units. Destroying all Radar Jammers will restore full combat range.
Operation: Iron Reign also saw the introduction of the Ion Turret, developed by Ironstike with Shield Disabling Ion Technology.
Operation: Iron Reign was the first Special Event to feature a Non-Fortress Base with a Time Limit for its completion. The Rush Base has a Time Limit of 7 minutes on its completion.
Operation: Iron Reign is the secound Special Event to feature more than one Rogue Faction working together. The first was Operation: Crossfire, which had the Armored Corps & Hell Hounds form a temporary alliance.
Due to several delays in the start of Operation: Iron Reign the event was extended the event by 1 day, ending on August 28th, 2014.
The wrath of Mech Mercenaries has been felt far and wide, but the remnants of MAYHEM won't stay quite for long. Even with the World Map in chaos, Odin has not yet begun to fight. Operation: Iron Reign begins 8/21 - prepare fo the worst, Commander.
”
— Event Message #1
“
In a tactical play to regain supremacy, M.A.Y.H.E.M., Armored Corps, and Highway Zealots have joined forces as the Ironstrike. With Odin at the helm, this new faction is a force to be reckoned with. Be ready for anything, Commander - war begins 8/21!
”
— Pre-Event Description #2
“
Operation: Iron Reign begins in less than 24 hours, Commander! Resist the Ironstrike uprising and the Vanquisher Commander will be yours. Think you're up to the challenge? Prepare for war.