Iron Gryphons

Company doctrine

Strategium

Codex Strategium · Edition M.2026.08

Doctrine of the Iron Gryphons

Read the weapon. Own the exchange. This codex preserves the Company’s sanctioned drill, battle line, and squad doctrine for every Sergeant and Brother.

IG
Live-field verificationGloria Victis relaunch mechanics reviewed 07 August 2026. Doctrine is guild guidance; test changing mechanics in a controlled drill.
Review sources

Liber Tactica · Company issue

Strategium treatise on war and formation

Read the weapon. Own the exchange. This codex records the Company’s approved drill, battle line, and squad doctrine for the Sergeant and every Brother under their command.

01

Defense

Blocking and chambering

Directional block

Match the incoming overhead, left, right, or thrust direction. Raise the guard after reading the wind-up and keep stamina in reserve. A blocked weak attack staggers the attacker; that is your clean punish window.

Chamber

Begin an attack from the matching direction as the enemy commits into release. Your weapon intercepts theirs and your attack continues. Do not pre-load it during the early wind-up: a patient opponent can feint and punish the guess.

Held guard against multiple contacts

Hold a directional block and turn that guarded side toward the attacking group. As you rotate across their attack lines, the held guard can collect a series of contacts rather than only the first hit. Downward slashes and arrows remain separate threats: move out of the overhead line and use a shield, hard cover, or distance against missiles.

Do not plant yourself in the center of the group. Kite around its outside edge or slip through a gap after the formation commits to following you. Pursuers naturally stretch into a line as faster and closer enemies lead while the rest fall behind. That narrows the number of weapons able to reach you at once and turns a surrounding mob into a sequence of smaller contacts.

  1. Turn the guard: keep the blocking direction between you and the nearest weapon.
  2. Orbit the edge: move laterally so opponents obstruct one another instead of forming a complete circle.
  3. Sell the chase: let the group commit, then change angle or pass through the opening they leave.
  4. Fight the front: punish the first pursuer while the rest are still falling into line.

Timing note: no universal chamber duration is published. Weapon speed, reach, animation, latency, and relative movement change the practical window. Train the release cue, not a guessed millisecond count.

02

Pressure

Shield bash, kick, and feint

  • Shield bash: requires the Shield Bash ability. Hold block, then left-click. It is directional, can chamber or be chambered, and has a short anti-chain cooldown.
  • Stab bash: the hardest bash direction to read because the shield moves least.
  • Kick: use against a raised block. A hit stuns; a miss costs stamina and leaves recovery.
  • Feint: cancel the wind-up or switch to block, then attack the opened direction. Each feint costs 5 stamina.
03

Attack cycle

Charge and release

  1. Wind-upDirection becomes readable; feint remains available.
  2. MediumFast, economical pressure and recovery punishes.
  3. Strong / fullHighest damage; interrupts an enemy caught winding up.
  4. DecayHold too long and the strike falls back toward weak.
Published full-power hold0.4 seconds
04

Spacing

Weapon reach and target selection

Reach determines who can threaten first. The value is not permission to stand still: step into release and leave during recovery.

Versus heavy armor

Two-handed hammer or one-handed mace/pick. Bludgeoning is the plate answer; heavy shield builds trade damage for staying power.

Versus medium armor

Spear and guisarme pressure with piercing. Spear has the fastest stab-to-block among the long foot weapons.

Versus light armor

Glaive, sword, halberd, axe, and bardiche exploit slashing damage. Cleavers punish packed formations.

Versus shields and cavalry

Axe pressure damages shields; spear or lance controls cavalry. Brace a lance on foot against a charge.

05

Equipment doctrine

Armor bonuses and weapon pairings

Heavy

Best for Battleline anchors, Apothecaries, breach holders, and players investing in Man of Steel. Four matching pieces activate the set bonus; six are not required for a larger set bonus.

Pair with: heavy shield + mace/axe/spear, or a back-line polearm.

Medium

Balanced protection and damage for bruisers and breakers. Common melee mix: four medium with two heavy, adjusted for the damage profile you expect.

Pair with: two-handed axe, halberd, sword, hammer, or offensive one-hander.

Light

Mobility and damage for Suppressors and skirmishers. Survival comes from distance, stamina, awareness, and a light shield when caught.

Pair with: bow, dagger, sword, or fast side-swing weapons.
06

Company roles

Specific build doctrine

The approved field builds for a Sergeant-led squad. These loadouts are visible without any tabs or interaction so every Brother can reference them in the field.

01 · Line squad

Battle Line

Armor
Heavy armor
Shield
Heavy shield
Weapons
Spear; axe or sword; mace; Lordly Halberd

02 · Assault squad

Assaults

Armor
Medium armor; heavy chest armor; heavy helm optional
Weapons
2H Spear; 2H Guisarme; 2H Hammer; Crusher; Lordly Halberd
Position
One step behind the Battle Line until the Sergeant calls the strike.

03 · Flank squad

Suppressors

Armor
Light armor with a medium chest piece
Weapons
Longbow; dagger; 2H Hordun Spear
Position
Left and right flanks; deny wraps, healers, and exposed targets.

04 · Relief squad

Apothecaries

Armor
Heavy armor
Shield
Heavy shield
Weapons
Mace; axe or sword; 2H Hordun Spear; Lordly Halberd
07

Company maneuver

Shieldwall assault rotation

This formation wins by keeping one dependable front while every other role supports its movement. The Battle Line absorbs the contact; Assaults work safely from behind; Suppressors deny the flanks; Apothecaries keep the wall alive as its tired front rotates out.

1

Battle Line

Heavy shields form the front and hold a connected wall. Face the strongest threat, maintain shoulder-to-shoulder spacing, and call before opening a gap.

2

Assaults

Stand one step behind the shields. Use over-shield strikes and cleave weapons through safe lanes; do not push through the wall unless the Sergeant calls a breach.

3

Suppressors

Work left and right of the formation, not in its firing lane. Punish flankers, exposed healers, and anyone trying to wrap around the wall.

4

Apothecaries

Stay protected behind the center. Heal the active front, call for damaged shields to rotate back, then restore them before they return to the line.

Example A

Hold the doorway

  1. Set: Battle Line locks shields across the door and keeps the center closed.
  2. Work: Assaults cleave over the shield line only when a target commits to the door.
  3. Protect: Suppressors cover both exterior angles to stop a side wrap or ranged pressure.
  4. Refresh: The weakest front fighter calls out, steps back through the center, and is replaced before the wall breaks.

Example B

Advance under pressure

  1. Set: Battle Line calls a short forward step while shields remain aligned.
  2. Work: Assaults follow the moving wall and use halberd or cleave swings into targets caught on the front.
  3. Protect: Suppressors move with the flanks, stopping anyone who tries to pass the line or attack its rear.
  4. Refresh: Apothecaries heal the rearward fighter first, then rotate them back in once they are ready.

Example C

Recover after a breach

  1. Call: The nearest Battle Line fighter calls the opening; the wall closes sideways instead of chasing forward.
  2. Cover: Assaults stop overextending and turn their cleave weapons toward the entry point.
  3. Deny: Suppressors punish the enemy’s follow-up and protect the open side until the wall reconnects.
  4. Restore: Apothecaries stabilize the damaged front while the Assault Sergeant confirms the line is ready to move again.

Command rule: calls should be short and shared: hold, step, rotate, left flank, right flank, breach, reset. A formation that communicates early can recover before a small opening becomes a rout.

08

Command folios

Expandable battle plans

Open a folio before the march. Every plan fields the same Sergeant-led strength: 5 Battle Line, 5 Assaults, 3 Suppressors, and 2 Apothecaries. The Sergeant owns the calls; every warrior owns their place.

Battlemap legend — applies to every plan below
Battle Line Assault Suppressor Apothecary Enemy Move / strike
Plan IThe Praetorian ReliefHeavy Apothecaries hold the line while shields are restored.

Historical study: the disciplined reliefs of the Roman line, adapted for heavy shields and armored healers.

Sergeant’s task: name the side, send the relief pair, and call the return before the wall thins.

Call: “Praetorian relief — Apothecaries hold.”

  1. The Battle Line calls the damaged shield pair by side: left, center, or right.
  2. Heavy-armored Apothecaries step into the named gap with shields up, becoming a temporary holding wall rather than exposed healers.
  3. The relieved Battle Line pair falls straight back, restores shields and stamina, then returns to the rear of the rotation.
  4. Assaults stay behind the shield face and punish any enemy that commits to the temporary Apothecary wall.
Plan IIThe Carthaginian MawThin the center, entice the push, then cave in both enemy flanks.

Historical study: the double envelopment at Cannae, scaled into a controlled shield-wall maneuver.

Sergeant’s task: count the center’s yielding steps and release the wings together.

Call: “Carthaginian maw — wings close.”

  1. Battle Line deliberately reduces the center to a resilient screen; it yields only by called steps, never a panic retreat.
  2. Suppressors pin both enemy wings and punish any fighter attempting to widen the gap.
  3. Once the enemy center pushes beyond its support, both friendly flanks turn inward; Assaults cleave into the trapped shoulders.
  4. Apothecaries remain behind the thin center, restoring its shields so the lure does not turn into a collapse.
Plan IIIThe Gryphon TalonHold the enemy in front while Assaults circle behind the fight.

Historical study: the reserve-and-rear pressure seen in the wider encirclement tactics of Alesia.

Sergeant’s task: forbid pursuit, confirm the shield wall is stable, then release the talon.

Call: “Gryphon talon — strike behind.”

  1. Battle Line plants a full shield wall and refuses pursuit; its only duty is to keep the enemy looking forward.
  2. Suppressors cover the exposed outer lane and prevent the enemy from peeling off to chase the Assaults.
  3. Assaults move wide and quiet, then strike from behind with cleave weapons only after the Sergeant confirms the wall is stable.
  4. Apothecaries stay with the wall, keeping it alive until the hook lands and the enemy’s formation turns in confusion.
Plan IVThe Iron PhalanxAdvance one measured shield-length at a time without exposing the Assaults.

Historical study: the steady press of a shielded infantry advance, where formation matters more than individual speed.

Sergeant’s task: call the cadence — set, step, lock — and halt the squad if a shield loses contact.

Call: “Iron phalanx — set, step, lock.”

  1. Battle Line advances one shield-length, then locks shoulders before the next command.
  2. Assaults remain behind the wall and strike only through the safe openings the Battle Line creates.
  3. Suppressors walk the outer edges, denying a wraparound while the line moves.
  4. Apothecaries trail the center, healing the last fighter hit before the next step is called.
Plan VThe Aegis RetreatFall back in order, preserve the wounded, and force the enemy to chase into bad ground.

Historical study: disciplined rearward movement by shielded infantry, preserving cohesion instead of turning retreat into a rout.

Sergeant’s task: choose the rally point, call each rearward step, and stop the squad from turning its backs.

Call: “Aegis retreat — back and lock.”

  1. Battle Line steps back on command, keeps shields facing the enemy, and reforms the wall immediately.
  2. Assaults guard the inner corners and counter-cleave anyone who breaks through the chase.
  3. Suppressors slow the enemy’s flanks so they cannot race around the withdrawing wall.
  4. Apothecaries shepherd wounded fighters behind the formation and call who is ready to return to the shield face.
09

Combat setup

Key binds and directional settings

Required manual bind

Protect the Kick bind

Q is the default Kick bind. Do not overwrite it without assigning Kick elsewhere: a landed kick against a raised block creates the stun window for a full attack. Bind Feint where it does not interfere with movement or block control.

Common setup

Mouse-first combat

  • Left mouse: attack and release.
  • Left Ctrl: left block.
  • Space Bar: center block.
  • Right Click: right block.
  • Q: Kick by default; preserve it or assign Kick elsewhere.
  • Mouse 4 or Mouse 5: popular alternatives for Kick, Feint, or weapon swap.
  • Shift: sprint; keep it reachable while changing attack direction.

Directional combat adjustments

Make the input readable

  • Use mouse-directed attack and block directions so the guard follows the threat you are looking toward.
  • Lower mouse sensitivity if small corrections accidentally select the wrong direction.
  • Raise sensitivity slightly if you cannot rotate a held guard across multiple contacts quickly enough.
  • Keep the attack-direction indicator visible while learning; remove visual assistance only after direction selection is consistent.
  • Test every change in a duel or training area before taking it into a shieldwall.

Setup note: Q and the side-mouse assignments are guild recommendations, not mandatory defaults. Avoid binding Feint and Kick where they interfere with directional movement or block control.

10

Movement study

Breaking a multi-opponent formation

Watch for three decisions

  • The guard stays oriented toward the active contact while the defender turns.
  • The defender moves around or through the group instead of accepting a stationary surround.
  • The chase stretches the attackers into a line, reducing how many can make contact simultaneously.

Training clip supplied by Iron Gryphons. Use the movement pattern as a reference; exact results still depend on weapon direction, spacing, stamina, latency, and missile pressure.

Doctrine sources

Mechanics reviewed against the live 2026 relaunch references. Values and controls can change with patches; recommendations remain Iron Gryphons doctrine, not developer-issued meta rules.

Official Steam newsLive game pageAttack timingKicks, bashes & feintsWeapon reach & roles