Iron Nest DB

Operations

Campaign map

IRON NEST runs 15 missions in a fixed sequence — each one unlocks the next, and three Skirmishes branch off the campaign. This is the structure at a glance, with every mission's map, starting requisition and rewards; for the play-by-play, see the mission pages.

Looking for what to actually do in each mission? Every entry below links to its full briefing, enemy roster and medal criteria. This page is the structural map — how the missions connect and what each one unlocks.

Campaign — play 1 → 15 in order

  1. First contact with the gun: calibration firing, reading a grid, and putting a round on a fixed target.

    “.”

    0 requisition · 100 powderGrants: 7 shell types4 target types
  2. High-explosive fire on living targets — fragmentation, blast radius and timing a shot for effect.

    “High Command to Iron Nest: A hostile element has been identified within the city. Triangulate the target position and destroy it ORDNANCE: HE only NOTE: Check adjacent typewriter for field reports…”

    0 requisition · 100 powderGrants: 8 shell types5 target types
  3. The requisition economy and the Scout Plane: spending cards to reveal targets your spotters can't fix.

    “Repositioning Complete. IRON NEST - [GRID <turret>] - - -”

    300 requisition · 20 powderGrants: 1 punchcards · 1 requisition7 target types
  4. Triangulating multiple batteries against a counter-battery clock — the game's signature difficulty spike.

    “High Command to Iron Nest: The operation has entered its active phase NOTE: Restore Master Power Switch to ON before proceeding Enemy forces have deployed artillery across the river in response to…”

    500 requisition · 0 powderGrants: 1 requisition4 target types
  5. “High Command to Iron Nest: . Allied forces are advancing on Valle de Mula. The town controls the primary supply corridor through La Mancha. Its capture is required to sustain the offensive An enemy…”

    300 requisition · 12 powder15 target types
  6. “High Command to Iron Nest: Operational command of the Cartagena engagement is transferred to Naval Command, effective immediately You are henceforth under the authority of the ranking naval officer…”

    300 requisition · 10 powder8 target types
  7. “COLUMN GUARD: CONTACT NORTH RIDGE. TAKING FIRE. - - -”

    200 requisition · 10 powder10 target types
  8. “High Command to Iron Nest: . An enemy Heavy Cruiser lies moored in Gibraltar harbour, her batteries providing anti-aircraft cover for the port DO NOT FIRE until after T:[TIMER <MissionTime:1+120>].…”

    150 requisition · 10 powder6 target types
  9. “High Command to Iron Nest: . The garrison within Cádiz is invisible to aerial reconnaissance. They have gone to ground, dug into the old city's cellars and stonework ORDNANCE: TEAR shells will forc…”

    300 requisition · 10 powder9 target types
  10. “High Command to Iron Nest: . Sevilla. The Andalusian capital, and the last position still held against us in the south Iron Nest is cleared to support the final assault directly. Our infantry hold…”

    300 requisition · 10 powder6 target types
  11. “High Command to Iron Nest: . Dawn patrol reports the horizon crowded with hulls. What was believed to be routine fleet movement is, as of first light, confirmed as a naval landing in force Your obj…”

    400 requisition · 10 powder10 target types
  12. “High Command to Iron Nest: . Ground forces have entered the outskirts of Valencia. The advance has halted at the Turia River Anti-aircraft batteries there deny reconnaissance aircraft the sky over…”

    300 requisition · 10 powder10 target types
  13. “INCOMING FIRE! ! !”

    400 requisition · 10 powder6 target types
  14. “High Command to Iron Nest: . The Siege of Barcelona, the final bastion of the anti-monarchists, is underway. Allied infantry and armour are engaged along the full front Iron Nest will provide fire…”

    250 requisition · 10 powder18 target types
  15. “High Command to Iron Nest: . Barcelona lies at your feet You know what you must do. You know what shell you must fire to end this as it should be ended Once and for all End this, Operator . IRON NE…”

    700 requisition · 6 powder9 target types

Skirmishes — branch off the campaign spine

  1. A timed fire-direction-control gauntlet: convergent columns, back-to-back solutions, no room for error.

    “High Command to Iron Nest: Three enemy columns are converging on the river crossing. Counter-battery units are operational. Their response is a matter of time Destroy as many hostile elements as po…”

    200 requisition · 40 powderGrants: 1 requisition10 target typesUnlocked by Counter-Battery
  2. A relaxed free-fire range with no timer: practise the gunnery loop and experiment with shells at your own pace.

    “High Command to Iron Nest: Enemy forces have been caught mid-resupply. They are exposed. This will not last Engage and destroy all hostile elements in the sector in detail. No counter-battery threa…”

    350 requisition · 100 powderGrants: 1 requisition13 target typesUnlocked by Liberation
  3. Challenge ships with the war horn, spare allied vessels that answer with three flashes, and stop hostile traffic entering the Mediterranean.

    “High Command to Iron Nest: . The Strait of Gibraltar is the primary passage into the Mediterranean and it must remain secure against enemy infiltration Challenge all incoming traffic and only permi…”

    150 requisition · 12 powder7 target typesUnlocked by Rock of Gibraltar

How the campaign is structured

The opening missions are a deliberate ramp: each adds a single system — laying the gun, high-explosive effect, the requisition deck and Scout Plane, then counter-battery fire — so by the time the campaign proper starts you're running the full fire-direction loop unassisted. Clearing a mission unlocks exactly the next one.

The three Skirmishes sit outside that chain. The Chill range opens after mission 3 and the timed Challenge after mission 4 — one to practise freely, one to test you against the clock. Guarding the Strait opens after mission 8 and asks you to identify allied shipping before firing.

The story is authored and linear — High Command hands you orders in this fixed sequence, and your decisions change how a mission plays, not which one comes next. For the prose behind the orders, the dispatches archive collects the newspaper clippings that frame each operation.

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