Iron Nest DB

Operations

Campaign map

IRON NEST's campaign is a four-operation tutorial spine that teaches the gun one system at a time, with two free modes branching off the end. This is the structure at a glance, with each operation's briefing, battlefield and rewards — for the play-by-play advice, see the operations walkthrough.

Looking for what to actually do in each mission? The operations walkthrough covers play order and what to keep open alongside the game. This page is the structural map — how the operations connect and what each one unlocks.

Tutorial spine — play 1 → 4 in order

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

    --- TARGET MISSED! ! ! . Review your Iron Nest position: <u>[GRID <turret>]</u> . Review your BEARING and RANGE <u>from</u> your Iron Nest to The Target position: [GRID <Target1>] and fire again. -…

    Unlocks: 7 shell types5 target types
  2. High-explosive fire on living targets — fragmentation, blast radius and timing a shot for effect.

    High Command to Iron Nest: Targets destroyed. Phase one complete A second fire mission is now authorised. High Command orders STAR bursts over the Royal Palace ORDNANCE: STAR shell only. This is a…

    Unlocks: 8 shell types9 target types
  3. The requisition economy and the Scout Plane: spending cards to reveal targets your spotters can't fix.

    High Command to Iron Nest: Forward observers report a probable enemy ammunition cache across the river. Priority target designated PRIORITY: Conduct recon flight over grid [REGION <ammoCache>]. Con…

    Unlocks: 5 punchcards · 1 requisition9 target types
  4. Triangulating multiple batteries against a counter-battery clock — the game's signature difficulty spike.

    Additional Requisition points granted. - - -

    Unlocks: 5 punchcards · 1 requisition7 target types

Free operations — branch off after the tutorials

  1. A relaxed free-fire range with no timer: practise the gunnery loop and experiment with shells at your own pace.

    [POINT <{ID}>] Repositioned to Grid [GRID <{ID}>]

    Unlocks: 1 requisition16 target types
  2. 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…

    Unlocks: 1 requisition15 target types

How the campaign is structured

The four tutorial operations are a deliberate ramp: each one adds a single system — laying the gun, high-explosive effect, the requisition deck and Scout Plane, then counter-battery fire — so by the end you're running the full fire-direction loop unassisted. The Chill range and the Challenge sit outside that ramp: one to practise freely, one to test you against the clock.

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.