INIRON NEST Wiki

IRON NEST: Heavy Turret Simulator

Requisition Priorities

How to spend requisition points on shells, powder, scout planes, observers, and movement cards.

Cost table

CardCostTypeEffect
Forward ObserverForward Observer1ObserverAdds observer intel, usually a bearing or distance report to help locate the nearest enemy.
SMK ShellSMK Shell1ShellGet 1 white phosphorus smoke shell.
STAR ShellSTAR Shell1ShellGet 1 illumination star shell.
Position ReportPosition Report2ObserverReports Iron Nest's own position so you can plot bearings and distances from the turret on the tactical map.
AP ShellAP Shell3ShellGet 1 hardened bunker-piercing small burst shell.
HE ShellHE Shell3ShellGet 1 high-explosive fragmentation shell.
Move DirectionMove Direction3MovementMoves Iron Nest by a selected bearing and distance.
Powder ChargesPowder Charges4PowderAdds 20 powder charges for the loader.
HCHE ShellHCHE Shell5ShellGet 1 high-capacity bursting charge shell.
Scout PlaneScout Plane20ReconRequests an aerial flyover report for the selected location.
Emergency MoveEmergency Move35MovementImmediately repositions Iron Nest, pauses counter-battery pressure, and adds 120 seconds.

Priority order

  1. Buy the exact shell your next target needs. Do not stockpile expensive cards before solving the current shot.
  2. Buy Powder Charges before the loader becomes the bottleneck.
  3. Buy Scout Plane or Forward Observer when target position, not firepower, is the hard part.
  4. Use Emergency Move only when counter-battery pressure or bad position is likely to end the run.