Core loop
Every successful shot moves through the same chain: read the order, mark the target clue on the Tactical Map, calculate shell range at the Ballistic Calculator, load shell and powder at the Loader, set bearing and elevation, then fire from the Trigger.
Map solving
Most uncertainty is positional. Forward Observer reports help locate enemies, Position Report confirms Iron Nest's own position, and Scout Plane adds a direct recon strip when clues are not enough.
Shells and powder
Shell choice decides the damage profile; powder charge decides whether the shot can reach the solved range. Use HE as the normal shell, AP for hardened targets, HCHE for heavier burst, and utility shells only when the mission asks for them.
Counter-battery
Counter-battery missions punish slow follow-up. When the timer starts, prioritize enemy artillery and fire direction centers before cleanup targets, and save Emergency Move for pressure that would otherwise end the run.
Progression
The demo tracks unlocked requisition cards, the last operation, mission completion, mission medals, remaining card uses, requisition points, and powder charges. In practice, this is why missions, medals, requisition cards, RP, and powder are the durable things to track.
Firing Protocol
The station-by-station shot checklist.
Map and Triangulation
How to solve target locations from reports.
Shell and Powder
How shells and charges affect shot setup.
Counter-Battery
How to survive enemy artillery pressure.
Controls
Keyboard, mouse, and gamepad bindings.
Leaderboards
Challenge and chill scoring context.
Audio Cues
Recognisable mechanical and timer sounds.