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Iron Nest Mission 11 Guide: High Tide

Iron Nest Mission 11 High Tide guide: hold the Defensive Line until relief and lead incoming landing ships with the supplied speed conversions.

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

Iron Nest Mission 11 High Tide is a beach defense against a naval landing in force: the Defensive Line is vastly outnumbered, relief is on the way, and Iron Nest’s job is to thin the landing before it reaches the line. It will hold against a few. It will not hold against all of them.

Quick Answer: Mission 11 High Tide

  • 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: Survive until relief arrives; first contact is expected early; the Defensive Line collapses = mission failed; landing ships arrive on stated courses and speeds with conversions supplied for lead calculation; gyro recon overflights support you as the landing develops; target priority is yours to set; every target is soft — HE alone clears the board.
  • Random or run-specific data: Contact timing, ship identities, crossing grids, and wave composition come from the current operation.
  • Timer note: The record states relief at one time in the briefing (T+1080) and a shorter “hold 15 minutes” deadline (T+900) in a later message. The record does not reconcile the two; plan to hold for the longer value.
  • Starting resources: 400 requisition and 10 powder charges are listed in the mission record; the roster lists 10 entities with no armored targets.
  • Gold conditions confirmed by the mission record: Unbroken Volley Medal (kill streak ≥ 6), Marksman’s Cross (average impact distance ≤ 0.3). The record also lists a Salvo Commendation whose displayed comparison direction conflicts with its “rapid succession” description; this page does not publish that threshold until the ambiguity is resolved.

1. Survive the Clock, Not the Whole Fleet

The objective is not annihilation: prevent the landing forces from reaching the Defensive Line until reinforcements arrive. The record even tells you the intelligence channel “will send constant reports throughout the invasion” and that target priority is yours to set. Shoot what closes on the line, not what merely looks big on the horizon. Every kill that is not heading for the line is ordnance spent off the objective — though destroyed landing ships obviously never disembark marines at all.

2. Lead the Ships: Intercept on Course

Landing ships are moving targets, and the mission hands you the math: spotted vessels report a course (e.g. 180°) and speed in knots, with conversions — at the record’s example of 19.4 knots, that is 0.10 km per 10 seconds, 1.00 km per 1m40s, 3.00 km per 5 minutes. The intercept message gives two options in one breath: hit the ship on course, or prepare for the beach landing at a stated time and position. Sinking a ship at sea removes its entire landing party; missing it means fighting the marines it drops at the waterline.

3. Use the Gyro Overflights

The first-contact message notes that gyro reconnaissance has been diverted to your position, with overflights as the landing develops. Combined with the constant reports channel, you have better information here than in most missions — the bottleneck is shell throughput and priority, not intel. Keep the guns cycling and the queue of solutions moving.

Mission 11 Medal Conditions

  • Unbroken Volley Medal: Gold with longest kill streak ≥ 6. (The record lists this medal twice; treated here as one entry.)
  • Marksman’s Cross: Gold with average impact distance from nearest target ≤ 0.3.
  • Salvo Commendation: Listed in the record, but its gold threshold displays a comparison direction that conflicts with the “rapid succession” description. Omitted until the source or a current-build check resolves the ambiguity.

Common Failures

  • Chasing ships that are not heading for the line. Priority is yours; the line is the objective.
  • Aiming at the ship’s current position. Use the supplied speed conversions and lead the intercept.
  • Ignoring the beach-landing fallback. If a ship gets through, the landing point and time are announced — be there first.
  • Planning around the shorter timer. The record’s two relief times conflict; the longer hold is the safe plan.
  • Bringing specialty shells. All targets are soft; the record recommends HE alone.

Sources / References

Update Log

  • 2026-09-12: Published the source-checked Mission 11 walkthrough. The two conflicting relief times are flagged rather than reconciled; the Salvo threshold is omitted as ambiguous, matching the treatment on Mission 4.

Previous: Mission 10 — Fire on call. Next: Mission 12 — Blind fire.

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