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Iron Nest Mission 10 Guide: Fire on call

Iron Nest Mission 10 Fire on call guide: answer support calls fast and in order — TEAR before HE, SMK to reposition allies, no shells near friendlies.

2026-09-12 Last updated: 2026-09-12

Iron Nest Mission 10 Fire on call is the assault on Sevilla, and Iron Nest’s role is pure support: once you sound the war horn, frontline units call in fire missions with deadlines, and the assault succeeds only if you answer those calls quickly and correctly. This is the mission where shell order and shell discipline matter more than raw gunnery.

Quick Answer: Mission 10 Fire on call

  • Verified on build/version: Source-checked 2026-09-12. The cited mission record does not publish a game build number, so no version is claimed here.
  • Fixed rules: The war horn starts the assault; support requests arrive with response deadlines; a pinned unit’s strongpoint request requires TEAR first, then HE — in that order; SMK shells reposition allies, who move to the smoke’s point of impact; lethal shells near allies cause friendly-fire casualties; some enemy positions are inside buildings and invisible to aerial recon.
  • Random or run-specific data: Which units call, their grids, bearings, distances, and deadlines come from the current operation.
  • Starting resources: 300 requisition and 10 powder charges are listed in the mission record; the roster lists 6 entities with no armored targets.
  • Gold conditions confirmed by the mission record: Measured Fire Star (ally kills ≤ 0), No Quarter Cross (kills ≥ 30), Ordnance Efficiency Cross (kills ÷ shots ≥ 2 with ≥ 10 kills), Unaided Fire Distinction (no aerial recon, kills > 18).

1. Sound the Horn, Then Become a Fire Desk

The briefing sets the terms: infantry hold at the walls awaiting your signal, and “the assault succeeds only if you answer these calls quickly and correctly.” Sound the war horn when you are ready to work the queue — with loading trays free and shell types in mind — not while you are still orienting.

2. Answer Each Call the Way It Was Asked

The record shows three request types, and each has a correct answer:

  • HE support requests come with a bearing and distance from the calling unit’s position plus a deadline (“or we will be overrun”). Measure from the caller, not from Iron Nest.
  • Strongpoint requests specify TEAR first, then HE — underlined twice in the request text. The transcript shows why: an HE round landing before the TEAR took effect leaves the strongpoint active, and the assault element pulls back unharmed but stalled.
  • SMK requests are for repositioning, not cover. The field officer explains the mechanic: “Allied units will move to the point of impact of a SMK Shell.” Place smoke where you want the unit to go, and use it to pull allies out of your own firing line.

3. Discipline: Friendlies Are Downrange

The caution is explicit: “Lethal shells landing near our allies will cause unnecessary casualties.” The transcript carries multiple “stopped responding — friendly fire confirmed” outcomes, and a single ally kill forfeits the Measured Fire Star gold. Note also that some enemy positions sit inside buildings, invisible to aerial recon — trust the calling unit’s bearings and distances over your photo interpretation.

Mission 10 Medal Conditions

  • Measured Fire Star: Gold with ally kills ≤ 0.
  • No Quarter Cross: Gold with enemy kills ≥ 30.
  • Ordnance Efficiency Cross: Gold with (enemy kills ÷ shots fired) ≥ 2 and kills ≥ 10.
  • Unaided Fire Distinction: Gold with no aerial recon used and kills > 18.

Common Failures

  • Sending HE before TEAR on a strongpoint request. The documented sequence failure — the strongpoint survives and the push stalls.
  • Measuring from Iron Nest instead of the caller. Requests give bearing and distance from the calling unit’s position.
  • Treating SMK as a screen. Allies move to the smoke’s impact point; it is a relocation tool.
  • Dropping lethal shells near pinned friendlies. Friendly-fire outcomes are all over the transcript.
  • Sounding the horn before you are ready to serve the queue. Deadlines start once the assault does.

Sources / References

Update Log

  • 2026-09-12: Published the source-checked Mission 10 walkthrough. Request contents and deadlines remain run-specific; the answering rules are the record’s stated mechanics.

Previous: Mission 9 — Dead Reckoning. Next: Mission 11 — High Tide.

walkthrough fire-on-call mission-10 smoke tear-shells artillery

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