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Ballistics Calculator
Calculate the required gun elevation from target distance and powder charges.
Patch Notes
IRON NEST update history with official changes, build identifiers and independent verification.
Missions
Campaign missions with verified objectives, targets, unlocks and medal requirements.
Medal guide
Exact Bronze, Silver and Gold medal requirements for every Iron Nest mission.
The firing cycle
The essential workflow from receiving an order to confirming a hit.
The Iron Nest
A colossal walking artillery fortress built around two 800 mm guns.
Map measurements
How to read the tactical map, use its plotting tools, identify units and triangulate positions.
Requisition Credits
How Requisition Credits are earned, displayed and spent during an Iron Nest operation.
Requisition Table
Where to find the Requisition Table and how to use Punchcards at the station.
Map Icons
Identify Tactical Map symbols, combined target modifiers, enemy units and friendly units.
Armor-Piercing
Armour-piercing shell, minimal bursting charge. Minimal blast radius.
Armor-Piercing High-Explosive
Armour-piercing shell, medium bursting charge. Medium blast radius.
Atomic
Experimental fissile-core shell. Theorised sustained chain-reaction. Effects untested.
Cluster Munition
Cluster shell, six HE bomblets scattered on impact. Effective against infantry and vehicles.
Cyanogen Gas
Cyanogen gas shell. Lethal to units in the open. Fortified units unaffected.
Drill / Practice
Blind-loaded practice shell. Concrete-filled, inert. Minimal effective radius.
Earthquake
Armour-piercing shell, deep-penetrating delayed subterranean burst. Large blast radius.
Flechette
Flechette shell. Large area of effect. Lethal only to infantry on foot in the open.
High-Capacity High-Explosive
High-capacity high-explosive shell. Thin-walled, maximum bursting charge. Large blast radius.
High-Explosive
Medium-capacity high-explosive shell. Medium blast radius.
Incendiary
Incendiary shell. Ignites a fire on impact, medium radius. Chance to spread.
Low-Grade Explosive
Medium-capacity low-grade explosive shell. Small blast radius.
Parachute Cluster Munition
Parachute-delayed cluster shell. Six HE bomblets. Staggered impacts 10 seconds apart.
Phosgene
Phosgene choking gas shell. Units flee the cloud. If suppressed, they die in it.
Propaganda Leaflet
Propaganda leaflet shell. Suppresses enemy troops under the glory of Castile. Chance to induce desertion.
Smoke
Covering smoke shell. Non-lethal, allied units advance toward the impact point.
Illumination / Star
Parachute-delayed illumination shell. Lights the target area for scouting.
Tear Gas
Chloroacetophenone gas shell. Suppresses units, and reveals any hidden ones.
Thermal Incendiary
Thermal incendiary shell. Ignites a fire on impact, large radius. High chance to spread.
White Phosphorus
White phosphorus shell. Units flee the cloud, or die if suppressed. Chance to ignite fires.
Move Direction
Move the Iron Nest a set distance in a specific direction.
EMERGENCY MOVE !
Immediately reposition to an unknown location, pause CBT.
Powder Charges
20 Powder Charges
Scout Plane
Request Scout Plane Flyover Location
Scout Plane
Request Scout Plane Flyover Location
Forward Observer
Forward Observer (FO) gives intel to nearest enemy.
Position Report
Local logistics convoy report Iron Nest: positional intel.
Calibration Fire
Plot the designated target from its reported grid and complete the Iron Nest's first live-fire calibration.
Fire & Light
Triangulate and destroy three hostile targets with HE, then place STAR bursts over the Royal Palace.
Liberation
Clear five hostile infantry positions in Ciudad Real, reconnoitre the priority supply cache and destroy it with AP.
Uncontested Front
A Chill skirmish against an exposed force, including armoured bunkers, tanks and an underground supply cache.
Counter-Battery
Destroy enemy artillery under the Iron Nest's first live counter-battery deadline, then clear the remaining force.
Counter-Battery Timer
A timed Challenge skirmish: score as many kills as possible while enemy fire-direction centres control the counter-battery clock.
Iron Road
Intercept a five-car reinforcement train, clear its surviving troops and time the assault signal after two armoured emplacements fall.
Siege of Cartagena
Neutralise Cartagena's coastal batteries and command network, then support the Royal Marine breakout with correctly timed fire missions.
The Gorge
Survive a convoy ambush in the Andalusian pass and destroy the enemy's forward element with a damaged turret system.
Rock of Gibraltar
Destroy HMS Rockingham at the ordered time, then intercept the optional RMS Lusitania as it crosses the harbour map.
Dead Reckoning
Use Tear Gas to expose three concealed command structures, destroy them and signal the advance only after all three fall.
Fire on Call
Begin the assault on Sevilla and answer changing allied fire missions with HE, Tear Gas and Smoke.
High Tide
Hold the beach for 15 minutes, intercept recurring landing craft and stop disembarked marines from reaching the defensive line.
Blind Fire
Destroy four anti-aircraft batteries without recon imagery, using spotter reports and impact corrections to restore air observation.
Phantom Battery
Relocate under fire, destroy twelve enemy spotters and use their accumulated intelligence to defeat an armoured rival Iron Nest.
Final Harvest
Break the last organised resistance under counter-battery fire while intercepting reinforcements and answering optional allied support calls.
White Shells
Choose what shell to fire over Barcelona; the selected effect—or an attack on Castilian command—determines one of four endings.
Version 1.0 (1663) patch notes
Patch #6 adds mission Save & Resume and fixes Iron Road progression, medal achievements, visual effects and missing supporter names.
Version 1.0 (1618) patch notes
Mission fixes, accessibility settings, reduced memory use and balance changes for IRON NEST: Heavy Turret Simulator.