Walkthrough
Operations walkthrough
IRON NEST runs 15 campaign missions plus two Skirmishes. The opening operations teach the full gunnery toolkit one system at a time; the rest assume it. Play them in campaign order — each mission unlocks the next.
Everything below is drawn from the mission data on this site, not press copy. For release date, price, co-op or VR, see the FAQ — those answers track developer announcements, not in-game data. For the operation structure at a glance, see the campaign map.
Suggested play order
Run the campaign in order — each mission unlocks the next, so there is no route to choose. Operations 1–4 share the same core loop (read orders, plot targets, pick charge, fire) and each adds a system; from operation 5 the campaign assumes all of it. Chill is the pressure-off practice mode, unlocked after operation 3; Challenge: FDC is the score attack, unlocked after operation 4.
Operations at a glance
- Calibration Fire (Tutorial) — Calibration fire — High Command gives you a target grid and expects HE on it. Learn traverse, range readout and powder charge without spotters in the way.
- Fire & Light (Campaign) — Triangulation and HE discipline, then a STAR illumination phase over the palace. Wrong shell type halts the mission; recon photos teach adjustment fire.
- Liberation (Tutorial) — Requisition console, three spotters, incomplete intel on some targets, and your first Scout Plane sortie over an ammo cache. AP required for hardened targets.
- Counter-Battery (Campaign) — Enemy artillery across the river, counter-battery timer on first impact, and a hidden second wave. Use the dedicated walkthrough — most players stall here.
- Iron Road (Campaign) — Valle de Mula sits astride the supply corridor High Command intends to sever ahead of the coming advance. The garrison there is expecting reinforcements by rail.
- Siege of Cartagena (Campaign) — Cartagena's garrison remains encircled, its breakout stalled by concealed coastal batteries. Command of the operation passes to Vice Admiral Mendoza.
- The Gorge (Campaign) — Iron Nest and its logistics convoy move through a mountain pass in Andalusia, bound for the Strait.
- Rock of Gibraltar (Tutorial) — A cruiser lies at anchor in Gibraltar harbour, her crew asleep and the night otherwise quiet. High Command has ordered her destruction on time.
- Dead Reckoning (Campaign) — Cádiz's garrison has gone to ground, invisible to reconnaissance and unwilling to show itself. Allied troops cannot advance until it is dealt with.
- Fire on call (Campaign) — Sevilla is the last city holding out against Castile in the south, and allied forces are moving to take it. Iron Nest stands ready to support every call for fire the advance requires.
- High Tide (Campaign) — Lookouts report ships on the horizon at first light, closing on the beach. Iron Nest and a minimal infantry contingent must hold the landing until reinforcements arrive.
- Blind fire (Campaign) — Anti-aircraft batteries over the Turia deny all reconnaissance, holding the advance on Valencia at a standstill.
- Phantom Battery (Campaign) — Iron Nest has drawn counter-battery fire before, but never like this. Something out there is matching Iron Nest shot for shot.
- Final Harvest (Campaign) — The last organised resistance the anti-monarchist cause has left stands on the outskirts of Barcelona. High Command has ordered its total destruction in detail.
- White shells (Campaign) — The anti-monarchists are broken, and the city of Barcelona lays in the sights of the Iron Nest.
- Skirmish — Challenge: Counter battery timer (Challenge) — Timed challenge — counter-battery starts on first hit, columns converging on a crossing, underground FDC bunkers that pause hostile ranging when destroyed.
- Skirmish — Chill: Uncontested Front (Chill) — Relaxed free-fire on Cartagena — no counter-battery clock, mixed soft and armored targets, underground caches that need AP. Good sandbox after the tutorials.
What to have open alongside the game
- Firing solution planner — from Operation 2 onward, when reports use spotter bearings instead of a single grid coordinate.
- Firing table or calculator — charge lookup once you know range.
- First firing solution — the written version of the tutorial loop if Operation 1 still feels opaque.
- Counter-battery walkthrough — keep this ready before Operation 4; the in-game briefing does not spell out phase two.
The two Skirmishes
Chill lets you experiment with mixed target types and requisition economy without a counter-battery clock. Challenge: FDC stacks counter-battery, armor and time pressure — destroy underground fire-direction centers with AP when you need breathing room to plot the next salvo.
Mission briefings, enemy rosters and reward breakdowns for every operation live on the missions database.
More guides
- First firing solutionTurn a spotter report into bearing, range and powder charge — the core gunnery loop.
- Counter-batteryOperation 4 made solvable — triangulate, survive the timer, find the hidden guns.
- How-to guidesQuick answers: loading shells (and why you can't unload one), restart the engine, measure on the map, aim the Scout Plane.
- SpottersReading a forward observer's report, crossing two bearings onto a target, and when the 0.5° margin starts to bite.
- Map icon keysAll 70 counters the tactical map draws — what the frame, the staff and the bracket each tell you before you fire.
- The guns800mm, two guns laid separately, six powder charges and 30 km of reach — and why the 580mm is not yours.
- CheatsThere are none — no codes, no console. What the game gives you instead, and how the requisition economy actually pays.
- Story & settingCastile's war in an alternate 1927 Spain, the dispatch propaganda, and where the gun came from.
- ControlsDefault keyboard and mouse bindings, how the mouse-operated valves work, and the settings to change first.
- Campaign mapThe operation structure at a glance — the tutorial spine, the two free modes, and each op's briefing and rewards.
- All guides →
Top tools
- Firing plannerSpotter report in, bearing · range · charge solution out.
- Ballistics calculatorRange ↔ powder charge with live arc and real shell speed curves.
- Firing tablePowder-charge range card — scan the bracket, dial the charge.
- Loadout guideWhich of the 21 shells to chamber for each kind of target.
- All tools →