Mechabellum War Factory Guide

All units War Factory
Mechabellum War Factory
War Factory

Used against

Arclight Arclight
Marksman Marksman
Rhino Rhino
Sledgehammer Sledgehammer
Steel Ball Steel Ball
Vulcan Vulcan
Stormcaller Stormcaller
Overlord Overlord
Fire Badger Fire Badger
Typhoon Typhoon
Sabertooth Sabertooth

Countered by

Melting Point Melting Point
Scorpion Scorpion

How to play War Factory

The best use case for the War Factory is to use is as a Missile interceptor device. It's very good at doing so since the intercepting effect doesn't diminish when the round goes on (like with the AM device).
You can go shielded fangs to bait out a fire from stormcallers and immediately follow it up with a War Factory to intercept the missiles. It also works against Fortress anti-air barrage which is quite useful sometimes.

The missile interceptor also works against Overlords but it's not usually good since they go launcher overload and overwhelm the factory. If this tech isn't available for them, going AM factory is a great choice.

The unit has an upkeep of 200 per round, so it truly is a late game unit and I think it doesn't make any sense economy wise to start building them before round 5. If you deploy it too early, you will make your board vulnerable to flanks and lose economy in the progress.

If you want to be proactive with the factory, you need to start with the summoning technologies and setup them early game somehow by using the same units and upgrading them. Or picking up improved steel ball/sledge/ball cards as the war factory will summon the improved versions. The summoning factory is easily countered because you lose so much economy in the process of building them so I wouldn't recommend it.

The usual response to the factory is going acid scorpion or a melting point. Against the acid you can move it around with mobile beacon to further delay it going in harms way. Against the melter and the acid you can tech the range to actually shoot from the backline and kill the threats.

Some undocumented features of the War Factory:
- The spawned units will be the same level as your War Factory.
- You can't equip an item on it.

Mechabellum War Factory counter

The best counter to the War Factory is usually a Scorpion with range/siege mode and acid. The second best is a Melting Point.

If you already have leveled, agressively deployed steel balls, they are enough if you commit harder to them.

Vulcans with ignite is also a viable counter. If you are already into Fortresses, going fang summon and ignite on the fangs works as well.

If you know your enemy is running the missile interceptor on their factories, don't commit hard into overlords or stormcallers and give him a perfect round to build his factories.

War Factory Builds

Listed below are all some highlighted War Factory builds.

Surrey's War Factory build

Phoenix Production
Steel Ball Production
Missile Intercept
Sledgehammer Production
Range Enhancement
Launcher Overload

I think the factory is best used as strong anti-missile device. After you commit into it, you should seek to keep your factories safe and doing massive amounts of damage with the range tech. Phoenix summoning can also be used if you lack anti-air. Going fully into the summoning techs has not been great in recent patches.

War Factory Technologies

Listed below are all available technologies for War Factory, their viability and how to use them.

Efficient Maintenance

Efficient Maintenance

The upkeep cost of War Factory is reduced by 100.

supply cost
50

The problem with this technology is that it increases the cost of other technologies by 200. This is usually like picking a top supply specialist on round 7, so it's a little bit too late to give value. It gives you leeway on when you can commit to war factories though. So if you find yourself in a situation where you are going war factories often on turn 4, this might be useful. The other question is, can such a strategy ever be good?

High-Explosive Ammo

High-Explosive Ammo

Increases the splash damage range of the main guns by 5m, but decreases ATK by 40%.

supply cost
150

The high explosive ammo has a really niche use case - to counter rhino/crawler all ins, but there a better tool for that - the wraith.

Sledgehammer Production

Sledgehammer Production

Produces 1 Sledgehammer to join the battle every 4.4s

supply cost
250

The Sledgehammer production is a good choice because the speed of Sledgehammers and the War Factory is similar, so they join the battle as a group, protecting each other. The sledgehammer production line is usually the best summoning tech since it summons more units than the other ones and costs a little bit less (good vs melting points)

Steel Ball Production

Steel Ball Production

Produces 1 Steel Ball to join the battle every 5.5 sec

supply cost
300

It's a great chaff generation tool, especially if you tech mechanical division for your steel balls. Against Acid there's 2 options: Mech div steel ball summoning or Range.

Phoenix Production

Phoenix Production

Produces 1 Phoenix to join the battle every 11s

supply cost
350

It is the only anti-air unit the War Factory can spawn and since it doesn't hit air itself it is valuable.

Photon Coating

Photon Coating

Covers the unit with a photon coating, reducing damage received by 30% for the first 25s of battle and grants immunity to electromagnetic, ignition and acid effects

supply cost
200

The photon coating is not good vs acid or stuff like that if you are wondering about that. It's best used as a one round trick to deploy a factory on the line to tank the maximum amount of damage, but its usually not a good idea.

Launcher Overload

Launcher Overload

Decreases War Factory's attack interval by 50%, reduces range by 20m

supply cost
200

You usually cannot go launcher overload without going range first. It's best in War Factory mirrors. Sometimes they come up but not often. Good vs Fortresses also.

Missile Intercept

Missile Intercept

Try to intercept enemy missiles within 150 meters (Battlefield powers can't be intercepted), continuous interception for a long time will lead to a decline in interception efficiency. Interception efficiency is independent of the War Factory's attack and level.

supply cost
200

Very powerful technology. Usually the reason to build a War Factory. It matches something like 4-6 anti-missile devices, and it will interrupt all the missiles steadily throughout the round (normal AM devices are worse as the round goes on). The missile intercept technology can interrupt even rocket punch fortresses and 2 EMP barrages from melting points at the same time. Good vs teched & leveled Stormcallers especially. Not good vs launcher overload Overlords.

Armor Enhancement

Armor Enhancement

HP is increased by 35% and 60 damage is blocked when attacked. The damage blocking effect increases with the level, and each level blocks additional 60 damage.

supply cost
200

This technology will make the war factory invincible to small units, but it already is. Melting point and acid is what you should be scared of.

Range Enhancement

Range Enhancement

Increases attack range by 40m

supply cost
300

The range will keep your factory safe after the enemy counters it. Good vs acid and good vs Melting Points.

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Written by Surrey

Surrey is known also as the RAT. High mmr player with an interesting playstyle. He makes YouTube-videos regularly and sometimes streams on Twitch

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