INIRON NEST Wiki

IRON NEST: Heavy Turret Simulator

Mechanics

Player-facing explanations of IRON NEST map solving, shell loading, requisition, and counter-battery systems.

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.