Unofficial field manual · PC — Steam
Iron Nest Missions — Mission List & Verified Guides
Use the 15-mission route map to find source-checked Iron Nest walkthroughs for Missions 1–13, from Calibration Fire through Blind fire and Phantom Battery. The final two campaign missions remain planned until their pages are verified.
Campaign Mission Route Map
13 / 15 guides liveThe campaign mission list covers all 15 missions. Missions 1–13 have published, source-checked guides; the final two entries remain planned and do not link to unpublished pages.
Mission 1 — Calibration Fire
Calibration Fire has one documented target objective: use the supplied coordinates to calculate bearing and range from Iron Nest, then fire HE. The published guide keeps the task to that source-supported loop and does not add a calibration routine or extra target groups.
The target coordinates are mission data, not a universal fixed answer. If the shot misses, re-check the Iron Nest position, target grid, bearing, and range before trying again. Gold is tied to one shot or fewer in the cited mission record.
Read the Mission 1 Calibration Fire guide.
Mission 2 — Fire & Light
Fire & Light begins with a hostile-target fire mission: triangulate the reported position and use HE only. Recon then adds two hostile elements. Only after that combat phase does High Command order a separate, non-combat STAR-shell display over the Royal Palace.
The yellow numbers and arrows on the impact recon photo are correction data — distance and direction from impact to target. Bearings and distances vary by run, so the guide uses the method rather than presenting sample values as fixed answers.
Read the Mission 2 Fire & Light guide.
Mission 3 — Liberation
Mission 3 Liberation is the requisition-and-recon mission. Reposition Iron Nest, use the requisition console and Scout Plane recon flight to locate the armoured ammo supply cache, then destroy five hostile infantry targets and use AP on the cache in the designated urban sector.
The target count and AP cache requirement are fixed in the cited record. Some field reports are explicitly marked incomplete intelligence, while bearings and distances vary by run; the published guide keeps those facts separate and lists only source-confirmed gold thresholds.
Read the Mission 3 Liberation guide.
Mission 4 — Counter-Battery
Counter-Battery begins with three artillery fixes in the initial field report: two bearing intersections and one distance intersection. Plot all three before the first shell lands, because that first impact activates the counter-battery timer.
Artillery kills extend the clock. When later batteries appear without an actionable spotter fix, prior reconnaissance is unreliable; the Recon Plane card remains active and STAR-shell ordnance is authorised for locating the hidden guns.
Read the Mission 4 Counter-Battery walkthrough.
Mission 5 — Iron Road
Iron Road is a two-phase operation: intercept the troop train before it reaches Valle de Mula station — the schedule lives on the secondary typewriter — then silence two armoured emplacements blocking the allied assault.
The emplacements require AP, and the war horn must not sound before both are confirmed destroyed; an early signal is the mission's documented failure.
Read the Mission 5 Iron Road guide.
Mission 6 — Siege of Cartagena
Siege of Cartagena chains measurements to three concealed installations — with up to 0.5° error per bearing compounding at every link — while two coastal batteries can come online at any moment and start the counter-battery timer.
Destroy the primaries, deal with the batteries, kill 8 more units, answer smoke calls before their deadlines, and only then sound the breakout horn.
Read the Mission 6 Siege of Cartagena guide.
Mission 7 — The Gorge
The Gorge opens with Iron Nest damaged in an ambush: restart the engine manually, then take the briefing at its word — you are expected to finish the mission without the broken system, not to restore it.
Every target is soft, so HE alone clears the forward element holding the pass; rear contacts are optional once the column moves.
Read the Mission 7 The Gorge guide.
Mission 8 — Rock of Gibraltar
Rock of Gibraltar is a timed night ambush: hold fire until the window opens, chain the Alpha–Bravo–Cruiser fix with no impact photography to correct you, and kill HMS Rockingham with AP.
The optional strait intercept supplies the vessel's course and speed conversions — lead the shot; missing it does not fail the mission.
Read the Mission 8 Rock of Gibraltar guide.
Mission 9 — Dead Reckoning
Dead Reckoning hides the Cádiz garrison from all aerial reconnaissance: TEAR shells force the defenders into the open so their positions can be confirmed and destroyed in detail.
Invisible does not mean invulnerable — the record says so — but the war horn waits until all three primary positions are confirmed destroyed.
Read the Mission 9 Dead Reckoning guide.
Mission 10 — Fire on call
Fire on call turns Iron Nest into a fire desk for the Sevilla assault: answer each support request before its deadline, exactly as asked — TEAR before HE on strongpoints, and measure from the calling unit's position.
SMK shells reposition allies to the smoke's impact point, and lethal shells near friendlies are the transcript's recurring failure.
Read the Mission 10 Fire on call guide.
Mission 11 — High Tide
High Tide is a beach defense: hold the outnumbered Defensive Line until relief arrives, with target priority left to you and landing ships incoming on stated courses and speeds.
Use the supplied knots-to-distance conversions to lead intercepts at sea — a sunk ship never lands its marines.
Read the Mission 11 High Tide guide.
Mission 12 — Blind fire
Blind fire denies all imagery — including impact photography — until every anti-aircraft battery is destroyed. Chain the Alpha–Bravo reference fixes, then walk teleprinter impact corrections onto the targets.
Corrections read as bearing and distance from your impact point to the nearest enemy; friendly-fire reports in the same stream mean stop and re-plot.
Read the Mission 12 Blind fire guide.
Mission 13 — Phantom Battery
Phantom Battery opens under lethal fire: restart the engine, execute the Emergency Move, and rebuild your own position before trusting any firing solution. Three listening posts collect bearings on an armored battery that repositions after every hit, and each enemy spotter destroyed adds 90 seconds to the Counter-Battery Timer.
Published out of campaign order because verified player demand concentrated here. The guide keeps four publicly conflicting mechanics (APHE, timer pause, engine restart, spawn position) labeled as unresolved rather than guessing, and covers the player-reported accuracy medal problem.
Read the Mission 13 Phantom Battery guide.
Core Mechanics You Need to Know
These systems recur across the campaign; the published pages currently apply them to Missions 1–13.
Triangulation
Two spotters at different positions each call in a bearing to the same target. You draw a line from each spotter along its reported bearing — where the two lines cross is the target. The bearings are generated per run (one example: a 90° line from one spotter and a 33° line from the other); the method is identical every time.
Shell Types
Shell choice is mission-specific. The published pages document HE for Calibration Fire, separate HE and STAR phases for Fire & Light, AP for Liberation's armoured cache, and HE against Counter-Battery's soft artillery and infantry targets.
Star Shell (Illumination)
In Fire & Light, STAR shells belong to a separate Royal Palace display after the HE hostile-target phase. In Counter-Battery, STAR shells help locate hidden artillery after Scout Plane recon when no actionable spotter fix is available. These mission-specific uses should not be generalised.
Spotters
Where a mission provides spotters, use their reported bearings and keep their positions out of your firing solution. Their locations and the exact data they provide are mission-specific, so check the current briefing rather than assuming a fixed layout.
Frequently Asked Questions
Quick answers to the questions players ask most about Iron Nest.