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.
Firing solution math
The firing calculator validates the chosen shell and powder charge, clamps only near-edge range entries, then maps range linearly into the gun elevation range.
| Calculator setting | Value |
|---|---|
| Elevation range | 0 to 60 degrees |
| Range tolerance | 0 |
| Calculate button threshold | 0.01 range |
- Read the desired range from the range dial and the charge from the powder dial.
- Round the powder dial to a whole charge and clamp it to charges 1 through 6.
- Look up the shell range band for that charge. If the exact charge is missing, use the nearest defined charge band for that shell.
- Reject the shot if the desired range is farther than the shell's range band plus the configured tolerance.
- If the desired range is just outside the band but still inside tolerance, clamp it to the nearest edge and mark the solution as clamped.
- Compute elevation from the clamped range by linear interpolation between the shell's minimum and maximum range for that charge.
| Player-facing rule | Meaning |
|---|---|
| Range position | (clampedRange - minRange) / (maxRange - minRange), limited to 0..1 |
| Elevation output | minElevation + normalizedRange * (maxElevation - minElevation) |
| Invalid range band | maxRange <= minRange |
| Out of range | desiredRange < minRange - tolerance or desiredRange > maxRange + tolerance |
- Pick the lowest charge whose maximum range reaches the solved target; higher charge is not automatically more accurate.
- A value slightly beyond a charge edge can still calculate, but the resulting card is clamped to the edge of that charge's band.
- If the calculator refuses a shot, changing charge is the first fix because the range band is charge-dependent.
- The elevation number is a position between the selected charge's minimum and maximum range, not a separate ballistic curve.
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.
Mission Modifiers
Aerial intel, timer, artillery, and tutorial modifiers found in the demo.
Run Progression
What the demo tracks between missions and runs.
Controls
Keyboard, mouse, and gamepad bindings.
Station Glossary
In-game station, shell, map, and tutorial terms.
Leaderboards
Challenge and chill scoring context.
Audio Cues
Recognisable mechanical and timer sounds.