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The McGarry is a model of Assault Chassis that can be installed on a Mobile Trench.

Description[]

"Perfect for the Trench Pilot that's looking for action. The McGarry trades an Emplacement Slot for the ability to carry a 3-slot weapon."

Layout[]

Weapon Slots: 3x2

Emplacement Slots: Light / Light

Models[]

McGarryMK1

Mk I[]

Requisite Rank: 1

Store: $500

Mission: Airfield

Armor: 48

Speed: 18

McGarryMK2

Mk II[]

Requisite Rank: 6

Store: $1,000

Mission: Hospital / Port

Armor: 69

Speed: 18

McGarryMK3

Mk III[]

Requisite Rank: 7

Store: N/A

Mission: Drydock

Armor: 100

Speed: 18

McGarryMkIV

Mk IV[]

Requisite Rank: 12

Store: N/A

Mission: Settlement / Foundry / Survival: Swamp / Survival: Settlement

Armor: 206

Speed: 18

Tactical Appraisal[]

The McGarry is likely to be the first of the two Assault Trenches one encounters - it's also the less taken, as many pilots prefer the larger Karlsson.

The differences between the McGarry and the Karlsson is intended to be a one for one trade-off, with the Karlsson having one additional weapon slot (3x3) while the McGarry trades one (3x2) to gain an additional Light Turret emplacement slot.

The primary issue with this trade-off that leaves the McGarry behind is that the McGarry doesn't GAIN a Green slot, it TRADES for a Green slot as it loses the Support Turret slot that the Karlsson enjoys.

So instead of being a one for one trade, the McGarry trades two (Weapon and Blue slot) for one (Green slot).

While losing one weapon slot is already a pretty big disadvantage for an Assault chassis, as Assaults live and die by how much DPS they can put out on specific targets (usually targets that Turrets can not fire effectively upon such as Jacobs or long range Volt Droppers), losing a Support emplacement is borderline ridiculous.

At least in terms of Survival.

In Survival, the most important emplacements are arguably Support, followed closely by Heavy, and trailing far behind are Light which often live and die by one emplacement total (Super Shredder Turrets). This means, in terms of the end-game content in Iron Brigade, the McGarry gives up one of the most important turret types for one of the worst turret types, and it even tosses out a weapon slot to do it. AND it's competition still has a single Light emplacement slot, meaning it can bring the primary Light Emplacement in Survival just fine.

Outside of Survival or end-game the McGarry enjoys an adequate level of appreciation as throughout the campaign nearly everything is equal in terms of viability. Bringing two Light emplacements can allow a player in the campaign to bring along powerful Shotgun turrets AND Flak turrets if they so wish, though, then they must confront the increased Scrap cost of playing an Assault while doing so.

Overall, the McGarry is in the running for the worst trench chassis in the game due to effectively being all cons and no pros considering where power is localized in Iron Brigade. More weapons is better than less, and Blue turrets beat Green.

Player Notes[]

  • The McGarry appears to have a faster rotation speed on controller when compared to the Karlsson, though not by much if accurate. This is entirely negated by Mouse controls on PC though, whom can snap to any direction in no time flat.
  • The McGarry shares a "Side Grade" quirk with the Hamer and Honeychurch, that being that their version numbers don't match up with the "Pure" chassis like the Karlsson, Woodruff, and Selker. These three "Side Grade" chassis end in Mk IV instead of Mk V, this is purely superfluous as the "Side Grade" chassis stats line up perfectly with the "Pure" alternatives, at the various progression points. IE: the Mk IV McGarry has the same stats as the Mk V Karlsson because both are the final upgrade attained at the same point in the story.
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