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COMBAT MANUAL

Complete field guide — controls, AI squad tactics, game speed, wave modifiers, upgrades, and survival tips.

GETTING STARTED

Run the game

Use a local web server so HD sprites load correctly:

Terminal: cd tank && python3 -m http.server 8080
Then open http://localhost:8080 in your browser.

Opening index.html directly may show procedural graphics instead of HD tank sprites.

Your first mission

  1. Pick a tank class (Phantom, Frost, or Vanguard).
  2. Set AI SQUAD (0–4 teammates; default 2) if you want backup.
  3. Optionally enable AUTO FIRE for continuous main-gun fire.
  4. Optionally enable AI PILOT to watch the computer play your tank.
  5. Open SETTINGS for volume, shake, and game speed.
  6. Click DEPLOY — clear waves, pick upgrades, chase the high score.

CONTROLS

Your turret auto-locks the nearest enemy. Strafe with WASD; hold Space to fire, or enable Auto Fire on the main menu for continuous fire. The crosshair tracks your locked target and glows while firing.

InputAction
W A S DMove tank hull
AUTO FIRE (menu)Toggle — fires at nearest enemy without holding Space
SPACEFire main gun (hold; skip when Auto Fire is on)
RMB / EHoming missile
SHIFTBoost dash (~2s cooldown)
QDeploy mine (max 3, arms after ~0.8s)
FEMP — stun nearby enemies
PPause / resume
⏸ PAUSEHUD button — same as P
Note: Manual controls and Auto Fire are disabled when AI PILOT is on. The mouse is not used to aim — only for HUD buttons and right-click missiles. The system cursor stays visible.

MAIN MENU

TANK CLASSPhantom (green), Frost (cyan), Vanguard (gold) — cosmetic hull colors.
AI SQUAD0–4 AI teammates. Dead allies respawn next wave; their deaths don't end your run.
AI PILOTReplaces your controls with AI. Separate from squad.
AUTO FIREFires continuously at the nearest enemy — toggle before deploy.
SETTINGSVolume, screen shake, and five game speed presets.
HELPThis manual — also linked from the pause screen.
ACHIEVEMENTSPermanent medals saved in your browser.

Load status under the logo: HD TANK SPRITES READY, STANDARD SPRITES READY, or PROCEDURAL.

SETTINGS

Open ⚙ SETTINGS on the main menu before deploying.

SettingDescription
Master Volume0–100% audio level
Screen Shake0–200% impact camera shake
Game SpeedSimulation speed — saved automatically on click

Game speed

SpeedMultiplierBest for
SLOW0.5×Learning controls and enemy patterns
NORMALDefault experience
FAST1.75×Shorter sessions, more action
SUPER2.5×Veteran players
LIGHTNINGMaximum chaos — great with AI Pilot

Speed applies during deploy, combat, and the upgrade shop — not on the menu or while paused. Combo slow-motion still stacks on top. Change speed mid-fight for an on-screen toast.

AI SQUAD & AI PILOT

These are separate features — mix manual play + squad, or AI Pilot + no squad, or both.

AI Squad (0–4 teammates)

SlotCallsignHull
1WARDENCyan
2SPEARGold
3BLADEGreen
4HAVOCCyan
  • Allies use smart AI — dodging, lead aim, abilities, wall cover.
  • Enemies target the nearest friendly (you or a squadmate).
  • Ally deaths do not game over — respawn at the next wave.
  • HUD shows SQUAD x/y during combat.

AI Pilot

When enabled, AI controls your tank: auto-aim, dodging, missiles, mines, EMP, boost, and upgrade picks. Toggle before DEPLOY on the main menu.

HEADS-UP DISPLAY

The battlefield uses the left side of the screen. Combat UI lives in a right-side panel so the play area stays wide. The COMBO banner floats over the play area when you chain kills.

Right HUD rail

ElementMeaning
SCORE / WAVE / KILLSRun progress
RANK / THREATTitle and danger level for current wave
SQUADAlive AI teammates (when squad is active)
AI PILOT badgeShown when the AI flies your tank
RADARMinimap — walls, enemies, allies, sweep line
⏸ PAUSEPause combat — same as P
ARMORYour health — 0 ends the mission
BOOST / MISSILE / MINES / EMPAbility cooldown meters (glow when ready)
Power-up barActive timed buff and time remaining

Play-area overlay

ElementMeaning
CrosshairLocked enemy reticle — glows while firing (Space or Auto Fire)
Laser sightDashed line from turret to locked target
COMBOKill streak multiplier — chain kills for bonus score and slow-motion

GAMEPLAY

Objective

Destroy all enemies in each wave. Between waves, choose one upgrade from three random options. Every 5th wave spawns the WARLORD boss.

Wave flow

  1. Deploy sequence (~3 seconds)
  2. Mission briefing — enemy types, modifier, threat
  3. Countdown, then combat
  4. Wave clear bonus: +100 × wave number
  5. Upgrade shop, then next wave

Tactical abilities

AbilityDetails
Mines (Q)Proximity explosives — retreats and choke points
EMP (F)Radius stun + damage — use when surrounded
Missile (E/RMB)Homing rocket with AoE — elites, groups, boss
Boost (Shift)Short dash — escape sniper lines
Supply dropMid-wave crate (every 3rd wave from wave 2+)

Wave modifiers

ModifierEffect
Standard OpsNo special conditions
Armored ColumnEnemies +25% armor
Hyper AssaultEnemies +20% speed
Bounty HuntDouble kill score
Combat FogReduced visibility
Swarm Tactics+4 extra enemies

Combat notes

  • Arena is 2400 × 1800 with open left and right — flank through the sides.
  • Top and bottom have indestructible border walls; interior cover is random each run.
  • Destructible walls (orange tint) break for +5 score and new lanes.
  • Critical hits (purple glow) deal double damage — ~12% base chance.
  • Elite enemies have a gold ring and extra health.
  • High combos trigger slow-motion and bonus score.

WAVE UPGRADES

After each cleared wave, pick one of three random options. Upgrades stack for the run.

UpgradeEffect
REINFORCED PLATING+30 max armor & instant repair
AP ROUNDS+20% damage
TURBOCHARGER+15% move speed
AUTO-LOADER+25% fire rate
WARHEAD CACHEMissile ready + faster recharge
LASER SIGHT+8% crit chance (caps at 45%)
NANO REPAIRPassive armor regen
CLAYMORE KIT+1 mine capacity, faster deploy
EMP OVERCHARGE+30% EMP radius, faster recharge

ENEMY TYPES

TypeRoleBase Score
ScoutFast harasser — Wave 2+100
StandardBalanced all-rounder200
HeavySlow, high armor — Wave 3+400
SniperLong range — Wave 4+350
WARLORDBoss — every 5th wave1200 (+500 bonus)

Each kill adds +10 × current wave. Combos and Bounty Hunt multiply further.

POWER-UPS

~22% drop chance from destroyed enemies. Drive over them to collect (+50 score).

Power-UpEffectDuration
♥ REPAIR+40 armorInstant
» TURBO+60% move speed8 sec
◈ SHIELD80% damage reduction6 sec
⚡ RAPID FIRE2.5× fire rate10 sec
✦ OVERCHARGE2× damage8 sec

SCORING & RANKS

Rank titles

Wave reachedRank
1RECRUIT
2–3SERGEANT
4–6LIEUTENANT
7–9CAPTAIN
10–14COMMANDER
15+LEGEND

Threat levels

ConditionThreat
Waves 1–2MODERATE
Waves 3–5ELEVATED
Waves 6–9HIGH
Waves 10+EXTREME
Boss waveCRITICAL

Beat your personal best to enter initials on the top-5 leaderboard.

ACHIEVEMENTS

Unlocked permanently in your browser:

AchievementRequirement
First BloodDestroy your first tank
Tank Hunter10 kills in one run
Annihilator50 kills in one run
SurvivorReach wave 5
VeteranReach wave 10
Warlord SlayerDestroy the WARLORD boss
Kill StreakReach a 5× combo
Trap MasterKill an enemy with a mine
UntouchableClear a wave without taking damage
Sharpshooter10 critical hits in one run

MENUS & SCREENS

ScreenActions
Main menuDEPLOY, tank class, AI squad, AI pilot, auto fire, settings, help, achievements
Pause (P or ⏸ PAUSE)Resume, Help, or Abort Mission — combat frozen, low GPU
Upgrade shopPick one enhancement after each cleared wave
Game OverRetry, main menu; enter initials on a new record

TIPS & TACTICS

  1. Use destructible cover — break walls when you need firing lanes.
  2. Keep moving — hull and turret aim are independent; auto-aim handles the gun.
  3. Try Auto Fire for arcade mode; use Space for manual burst control.
  4. Save boost for escapes and breaking sniper aim.
  5. Prioritize snipers and the WARLORD first.
  6. Drop mines when retreating through choke points.
  7. Save missiles for elites, clusters, and bosses.
  8. EMP when surrounded — then reposition.
  9. Chain kills for combo multipliers.
  10. Watch RADAR for flankers from the sides.
  11. Pick armor or regen upgrades if you die between waves.
  12. AI squadmates draw fire — flank while they engage.
  13. Start on SLOW speed when learning; ramp up once comfortable.
  14. On Bounty Hunt waves, push aggressively for score.

PERFORMANCE & BATTERY

SituationBehavior
CombatFull-speed rendering — highest GPU/CPU use
Pause (P)Gameplay stops; canvas draws once then idles
Upgrade shopFrozen battlefield behind the overlay
Main menuCanvas throttled to ~30 FPS
Tab in backgroundGame fully idles until you return

Pause when stepping away. Lower Game Speed in SETTINGS for less simulation work during combat.

TROUBLESHOOTING

ProblemFix
DEPLOY does nothingHard-refresh (Cmd+Shift+R). Use a local server, not file://. Check console (F12).
No HD spritesRun python3 -m http.server 8080. Verify assets folder exists.
No soundClick DEPLOY first. Unmute browser tab. Check SETTINGS volume.
Scores resetData is per-browser. Clearing site data removes saves.
Game too fast / slowOpen SETTINGS → change Game Speed.
Lag at LIGHTNINGDrop to SUPER or FAST; close heavy tabs.
High GPU while pausedFixed in v2.4 — canvas draws once then idles. Hard-refresh (Cmd+Shift+R).

FOR DEVELOPERS

See README.md for the full architecture reference (v2.4, 51 JS modules).

ModuleChange when…
game-loop.jsRAF loop; calls RenderScheduler before tick/draw
render-scheduler.jsPause/menu draw rate, tab-hidden idle, invalidate()
player-combat.jsManual aim, auto-fire, Space firing (refreshFrameState)
targeting-service.jsEnemy/friendly queries, AI target scoring, lead aim
input-router.jsHuman vs AI Pilot input routing
crosshair-controller.jsReticle position and firing glow
ai-player.jsAI Pilot and squad tactics
tank-control.jsMovement, boost, enemy AI

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