Campaign mission 10

Fire on Call

Sevilla is the last city holding out against Castile in the south, and allied forces are moving to take it. Iron Nest stands ready to support every call for fire the advance requires.

VERIFICATION VERIFIED FOR GAME VERSION 1.0LAST UPDATED August 16, 2026
Sevilla Tactical Map used in Fire on Call
Sevilla Tactical MapTargets use mission zones; exact grids can differ between playthroughs.
01
Mission record

OPERATION OVERVIEW

MAPSevillaCampaign area
RC MINIMUM300Higher carried balance is preserved
POWDER MINIMUM10Higher carried inventory is preserved
AWARDS4 medalsMeasured Fire Star · No Quarter Cross · Ordnance Efficiency Cross · Unaided Fire Distinction
RESOURCE RULE

These campaign values are guaranteed minimums when the mission loads, not a forced reset. Existing RC or Powder Charges above the listed amount are retained. Learn how the balance is used in the Requisition Credits guide.

Completion unlocks

Completing Fire on Call unlocks the following Punchcards. Select a card to open its guide.

02
High Command order

OBJECTIVES

  1. 01

    Sound the war horn to begin the allied assault on Sevilla.

  2. 02

    Answer conventional HE fire missions against reported hostile positions.

  3. 03

    Use TEAR to expose a hidden strongpoint, then destroy it with HE.

  4. 04

    Place SMK on allied positions when troops request protective smoke.

  5. 05

    Keep the advance moving until the city falls.

03
Battlefield setup

TARGETS AND PROTECTED UNITS

Hostile infantry map icon
Enemy infantry

Hostile infantry

Quantity
11
Priority
0 stars
Armor
Unarmored
Placement
Enemy city and frontline areas

Nine and two infantry are created by separate mission spawns.

Hostile mechanized-infantry map icon
Enemy mechanized

Hostile mechanized units

Quantity
4
Priority
0 stars
Armor
Unarmored
Placement
Enemy area

These support the city's infantry defence.

Hostile field-artillery map icon
Enemy artillery

Field guns

Quantity
3
Priority
2 stars each
Armor
Armored
Placement
Enemy artillery areas

These are the mission's armoured high-priority field positions.

REVEAL MAP DETAILS (SPOILER)View possible battlefield locations and mission-specific map information.REVEAL MAP DETAILS

These outlines show the areas from which the mission can select positions. They are possible placement zones, not fixed spawn coordinates. A numbered badge identifies an area; it does not enlarge that area.

HostileProtected or alliedNeutral or non-targetMixed useReference
Fire on Call possible battlefield placement zones123
  1. 1
    Enemy Frontline

    9 Enemy Infantry, 4 Enemy Mechanized Infantry, 3 Enemy Field Gun, 2 Enemy Infantry. Mission-defined placement area.

  2. 2
    Allied Frontline

    12 Infantry, 4 Spotter, 6 Mechanized Infantry, 4 Armour. Mission-defined placement area.

  3. 3
    Turret Spawn

    1 Iron Nest. Mission-defined placement area.

The Tactical Map uses a 20 × 10 main grid, with ten subdivisions on each axis inside every square. The overlay follows those same boundaries. Large overlapping allied areas mean that individual units can appear across a broad part of the battlefield.

04
Spoiler section

MISSION WALKTHROUGH

MISSION SPOILERSReveal the complete objective order and firing guidance.REVEAL WALKTHROUGH
PHASE 01

Start the advance

Sound the war horn when ready. The assault then generates fire missions tied to the position and condition of allied formations.

PHASE 02

Match the requested effect

Use HE for reported hostile targets, TEAR before HE against the concealed strongpoint, and SMK on an allied position when protective smoke is requested.

PHASE 03

Prevent the assault from stalling

Calls must be answered with the requested effect and within their active mission window. Continue supporting the advance until Sevilla falls; surviving targets can remain afterward.

Operational notes

  • The mission varies its support request rather than presenting one fixed sequence of target grids.
  • Allied positions are part of the mission logic, so a Smoke request is aimed at the friendly formation named in the report.
  • The setup creates 18 hostile units and 26 protected allied units before later mission-state movement.
05
Mission awards

MEDAL REQUIREMENTS

MedalBronzeSilverGold
Measured Fire Star2 or fewer allied kills1 or fewer allied killsNo allied kills
No Quarter Cross10 enemy kills20 enemy kills30 enemy kills
Ordnance Efficiency CrossRequires at least 10 target kills at every rank.0.8 kills/shot1.5 kills/shot2 kills/shot
Unaided Fire DistinctionNo recon; more than 5 killsNo recon; more than 10 killsNo recon; more than 18 kills

Compare these awards with every other mission requirement in the Medal Guide.