IRON NEST: Heavy Turret Simulator
Requisition Priorities
How to spend requisition points on shells, powder, scout planes, observers, and movement cards.
Cost table
| Card | Cost | Type | Effect |
|---|
Forward Observer | 1 | Observer | Adds observer intel, usually a bearing or distance report to help locate the nearest enemy. |
SMK Shell | 1 | Shell | Get 1 white phosphorus smoke shell. |
STAR Shell | 1 | Shell | Get 1 illumination star shell. |
Position Report | 2 | Observer | Reports Iron Nest's own position so you can plot bearings and distances from the turret on the tactical map. |
AP Shell | 3 | Shell | Get 1 hardened bunker-piercing small burst shell. |
HE Shell | 3 | Shell | Get 1 high-explosive fragmentation shell. |
Move Direction | 3 | Movement | Moves Iron Nest by a selected bearing and distance. |
Powder Charges | 4 | Powder | Adds 20 powder charges for the loader. |
HCHE Shell | 5 | Shell | Get 1 high-capacity bursting charge shell. |
Scout Plane | 20 | Recon | Requests an aerial flyover report for the selected location. |
Emergency Move | 35 | Movement | Immediately repositions Iron Nest, pauses counter-battery pressure, and adds 120 seconds. |
Priority order
- Buy the exact shell your next target needs. Do not stockpile expensive cards before solving the current shot.
- Buy Powder Charges before the loader becomes the bottleneck.
- Buy Scout Plane or Forward Observer when target position, not firepower, is the hard part.
- Use Emergency Move only when counter-battery pressure or bad position is likely to end the run.