How to Play IRON NEST — Master the Firing Loop

Every mission in IRON NEST is solved with one repeated loop. Once you internalize it, the campaign becomes about adapting the same process to harder problems — moving targets, timers, hidden positions, and chained intelligence.
Build One Final Firing Solution
- Keep the current Iron Nest marker, confirmed target, and final firing line
- Remove old positions, destroyed targets, and expired waypoints
- A complete card needs bearing, range, powder charges, and elevation
Left and Right Guns Are Separate
- Each side has its own shell, charges, elevation, target, and launch time
- Check the loaded side, firing card, elevation, and armed side match
- Don't let a new target overwrite the card of a loaded gun
Choose the Shell for the Problem
H is general destructive fire. AP breaches armored and hardened targets. STAR illuminates. SMK screens withdrawals. TEAR exposes hidden positions. HCHE is for clustered soft targets.
FAQ
How do I read the map?
Keep the origin attached to every number. A spotter bearing starts at the spotter. A correction starts at the previous impact. A Position Report starts at its reference point.
Why does the map matter?
The map is your window to the battlefield. You move markers to solve a location, but the scars — and consequences — stay.
What if I miss?
Return to the station that owns the error. If the target is unclear, go back to the teleprinter and map. If the bearing is wrong, redraw the final line. Don't restart the whole solve.