IRON NEST targets

IRON NEST Targets

IRON NEST targets: infantry, bunkers, artillery, FDC, mechanized — which shell destroys each class, armored vs soft rules, and counter-battery priority order.

Calibration HE, star-shell illumination, infantry triangulation, and AP neutralization on priority targets.

~11 min read

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At A Glance

IRON NEST targets are map tokens and teleprinter labels — infantry grids, mechanized columns, bunkers, enemy artillery, Fire Direction Centers (FDC), supply caches, and story VIPs. Almost everything dies to one well-placed 800 mm hit; difficulty is armor (which shells penetrate) and threat stars (what High Command prioritizes). This IRON NEST targets database maps each class to shell types — HE for soft singles, HCHE for clusters, AP for hardened emplacements. Verified August 16, 2026.

FactDetail
Kill modelMost targets — one direct hit
Armor gate6+ armored types need AP or HCHE
Soft artilleryHE sufficient on open gun tokens
FDC effectDestroy → counter-battery paused until next enemy fire
Threat stars1–5 scale on database extracts — priority, not HP
Full game scope15 campaign regions · procedural objectives expand roster
Ammo referenceShell types — nine tracked codes

What target classes exist in IRON NEST?

Campaign and demo missions mix target tokens (grid intersections you triangulate) with hostile emplacements (artillery, bunkers) and occasional other VIP or supply entities. Labels appear on the tactical map, teleprinter, and field reports — not in a separate bestiary menu.

IRON NEST fire mission against infantry targets
ClassArmorTypical map cueDefault shell
InfantrySoftSpotter bearings → multiple grid killsHE
MechanizedSoft (DB)Vehicle column tokenHE
Hostile artillerySoftGun line / battery iconHE
Hostile bunkerArmoredHardened structure markerAP
Fire Direction CenterArmoredCounter-battery mission highlightAP
Supply cacheArmored3-star logistics targetsAP
Recon / riotSoftMission-specific — verify textHE or TGAS
High-value VIPArmored5-star story targetsAP

Targets vs kill tokens

Triangulation places kill tokens at intersections; the class comes from mission intel — "five hostile infantry units," "hostile artillery 4," or "destroy FDC." Mixed missions label each sub-target separately; work top to bottom on the teleprinter so you swap shells only when the class changes.

Demo Fire and Light operations may introduce a staging reference point, then list infantry fixes as combined bearings — each infantry number is still a soft HE job unless text demands AP.

Armor tags are the fork between blast and penetration shells — next section explains the soft vs armored rule in one table.

How do soft and armored targets change shell choice?

Iron nest targets use an armor flag, not a hit-point bar. Soft tokens die to HE; armored tokens need AP (or HCHE on some hardened rows per database notes). Firing HE at armored bunkers produces impact reports without mission progress — the classic "shell vs artillery" confusion when a bunker sits on the same grid as open guns.

Armor tagShell efficacyTierImpact report
SoftHESToken removed — objective advances
Soft clusterHCHESMultiple tokens in ~0.55 km
ArmoredAPSPenetration — structure destroyed
Armored (alt)HCHEBSome DB rows — verify patch notes
Illumination orderSTARSNo kill — light only

Reading the map legend under pressure

Before loading, glance at the token tooltip or mission briefing row: Armored never stays on HE unless the teleprinter explicitly overrides (rare). Soft Hostile Artillery is why ammo destroy artillery searches often answer HE — the gun crew token is not a bunker.

When aerial photos show a crater on an armored tile with the token still active, swap to AP on the next salvo — do not tweak range first.

Artillery crews and FDC nodes follow different rules — the section below splits them for counter-battery missions.

What shell destroys enemy artillery and FDC?

Search intent ammo destroy artillery and shell vs artillery splits into two answers: open Hostile Artillery pieces (soft → HE) and Fire Direction Centers that drive enemy counter-battery (armored → AP). Destroying FDC pauses the enemy timer until their next fire mission — often the difference in counter-battery challenge modes.

IRON NEST AP shell impact on hardened target
EntityArmorRecommended shellMission effect
Hostile Artillery 1–4SoftHEGun destroyed — +30s on some timers
Fire Direction CenterArmoredAPCounter-battery paused until next enemy shot
Hostile bunkerArmoredAPClears hardened gun housing
Enemy battery in bunkerArmored shellAPHE impacts — no kill

Why AP orders appear on infantry missions

Some teleprinter lines read "Confirm position then neutralize with AP" even when spotters call infantry — hardened cover or story armored infantry uses the same penetration model as bunkers. Trust the order text over the word "infantry."

When no shell is named, default soft infantry to HE and armored story targets to AP; mixed lists require a shell swap at the loader between tokens.

Timer missions: artillery extensions vs FDC pause

Under counter-battery pressure, public walkthroughs usually recommend clearing soft artillery first for +30 s extensions, then saving an FDC destroy as your last shot when you need a planning pause — see counter-battery for the full queue-and-pause loop.

Challenge: FDC and similar modes can invert priorities (multiple underground FDCs, score before wipe). Treat FDC-first advice as mode-specific, not universal.

If only open soft guns remain and no pause is needed, HE is faster to load than AP.

Which ammo fits which target type?

Mid-mission iron nest targets lookup — mirror of the shell types hub from the target side. Use when the teleprinter lists multiple classes in one fire mission.

TargetBest shellTierAvoidNotes
Infantry (single)HESAPSoft — cheapest ~3 credits
Infantry (cluster)HCHESHE3+ tokens under one aim point
MechanizedHEASTARSoft in DB unless armored tag
Enemy artillery (open)HESAP unless armoredAnswers shell vs artillery for soft guns
Bunker / hardenedAPSHE / HCHEBlast shells ineffective
FDCAPSHEPauses counter-battery AI
Supply cacheAPAHEArmored logistics — 3-star targets
Personnel + preserve buildingsPGASAHCHEGas — structure-friendly
Screen / withdrawalSMKAHEConcealment — not destruction
  • Do01Identify each token class before loading — mixed missions need mid-mission swaps
  • Do02Soft → HE unless cluster → HCHE
  • Do03Armored → AP — ignore impact craters that leave token alive
  • Do04Counter-battery: HE soft artillery for +30s; save FDC AP for pause window (see counter-battery page)
  • Do05Illumination / smoke orders → STAR or SMK — not damage shells
  • Do06Re-buy at requisition when AP stack runs low on armored-heavy ops

See full shell list

Matched by build plan, shared topics, and guide progression — not random related links.

How do I clear infantry and mechanized tokens?

Soft infantry missions are triangulation-heavy, shell-light: fix each intersection on triangulation, fire HE, confirm the kill token disappears before moving to the next spotter report. Demo and early campaign operations walk five infantry units in sequence — each is a separate range/bearing copy unless the teleprinter batches them under one aim point.

PatternMap workShellCommon fail
Single grid referenceRed pencil range onceHEWrong shell authorization
Two spotter bearingsIntersect → measureHEBearing mirrored left/right
Five infantry chainRepeat per tokenHESkipping re-triangulation
Cluster under one intersectionOne range solveHCHEHE leaves outer tokens alive
Mechanized columnSame as infantry if softHEAssuming armor without tag

Infantry 3 and AP orders

Mission text occasionally demands AP on infantry near hardened cover — the neutralization line overrides soft defaults. Load AP once, confirm kill, return to HE for open soft tokens if the teleprinter allows.

STAR-only side objectives run parallel — finish illumination branches with shell types STAR rules before returning to HE clears.

Mechanized vs armor

Public enemy registry extracts list mechanized rows as soft unless a mission adds an armored flag. Treat mechanized like HE targets until briefing text or an failed HE impact proves otherwise.

When mechanized tokens sit beside bunkers, solve bunker AP first if FDC or counter-battery pressure exists — then HE the column.

Large mechanized markers sometimes share a grid cell with infantry spotters — confirm which token the teleprinter names before copying range; shooting the column while infantry remains leaves objective counters incomplete.

How do spotter reports name targets on the map?

Field reports rarely use database slug names — they say "Infantry 3 at bearing from Alpha" or "Hostile artillery 4." Those strings map to soft or armored rows in the tables above. Cross-reference spotter numbers with teleprinter kill lists so you load HE for a five-infantry chain and AP only when the next line names bunkers or FDC.

Report phrasingLikely classShellMap action
"Infantry N at…"InfantryHETriangulate → one token
"Hostile artillery N"ArtilleryHESoft gun — HE unless armored tag
"Neutralize with AP"Hardened / coveredAPTrust order over label
"FDC" / fire directionFDCAPPause counter-battery
"Starburst / illumination"None — light onlySTARNo kill token expected

Kill tokens vs intelligence markers

Yellow bearing lines and red pencil range solve where to shoot; teleprinter class text solves what to load. Operators who finish triangulation then default to HE without re-reading the kill list waste AP opportunities on the next armored sub-target.

Reset map markers between unrelated fire missions when the briefing says "delete all map markers" — stale infantry tokens from a prior HE volley confuse classification on the follow-up AP line.

When must I switch to AP for bunkers and supply caches?

Armored iron nest targets — bunkers, supply caches, ammo stores, 5-star VIPs — reject blast shells. AP is the default S-tier pick; HCHE appears as B-tier alternate in some database rows but AP's damage-2 profile is the reliable choice.

TargetStars (DB samples)ShellWhy HE fails
Hostile bunker2APArmored flag — blast absorbed
Supply cache 53APArmored logistics container
Ammo cache3APSame armor class as supply
King / General (story)5APHigh-value armored VIP
Target 1 (generic armored)1APTutorial hardened token

HCHE on armored rows

Some community sheets list HCHE as alternate on armored targets when AP stock runs dry — verify in your save. If impact reports show damage but no token removal, return to AP before spending more credits.

Stock AP at requisition before bunker-heavy regions; HE stacks do not help armored lanes.

Which targets matter first in counter-battery missions?

Counter-battery missions add a clock — iron nest targets priority shifts from "destroy everything" to "extend time, then pause for planning." Destroying soft artillery adds +30 s on many rulesets; destroying FDC with AP pauses counter-battery until the next enemy fire event — often saved last so you can queue more solutions.

PriorityTargetShellPayoff
1 — extend timeSoft artilleryHE+30s on many timers when destroyed
2 — pause windowFDCAPTimer pause — usually saved last for planning
3 — objectivesSupply cache / bunkerAPMission gate under timer
4 — cleanupSpotter infantryHEStops corrections
SupportFriendly repositionSMKConcealment — not a kill

Emergency move vs AP spend

When AP is loaded and FDC is armored, firing beats requisition emergency move if range is already solved — walkthroughs cite ~+120 s on emergency move, but credits may be needed for the next AP stack.

If FDC location is unknown, scout plane intel (punchcard) targets the recon class — separate from this shell table but part of the same timer puzzle.

Target ID mistakes that waste salvos

Run before every fire mission when tokens multiply on the map.

MistakeResultFix
Treat all "artillery" as armoredHE works on soft guns — AP wastes reload timeRead armor tag per token
HE on FDC or bunkerCrater + alive token + ticking timerSwap to AP
One shell for mixed missionFirst kill OK, second failsReload when class changes
Wrong infantry intersectionHE lands off-grid — token remainsRe-triangulate on triangulation
STAR on kill objectiveLight OK, destruction failMatch order type to target need
Ignore supply cache armorHE impact, no cache destructionAP on 3-star armored logistics

After-action habit

If the kill token remains after impact, classify armor again before adjusting range — half of "short" reports are wrong shell class, not wrong ballistics.

When classification feels solid, deepen ammo stats on shell types or timer play on counter-battery.

IRON NEST targets FAQ

What shell destroys artillery in IRON NEST?

Open Hostile Artillery tokens are soft — HE destroys them in one hit. Bunkered guns and FDC need AP. See the artillery vs FDC section above.

Shell vs artillery — HE or AP?

HE for soft artillery pieces on the map. AP when the target row says armored, FDC, or bunker. Mixed missions may require both in sequence.

What are iron nest targets in demo vs full game?

Demo covers calibration HE, star-shell illumination, and multi-infantry triangulation. Full release adds bunkers, FDC, supply caches, and armored VIPs across campaign regions.

Does FDC respawn?

Destroying FDC pauses counter-battery until the next enemy fire event — exact respawn rules vary by mission and mutator. Treat FDC as priority AP.

Infantry vs mechanized — same shell?

Both are soft in public database extracts — HE default. Armored mission text overrides to AP.

How many enemy types exist?

Public enemy registry samples show 17+ entries with armor and star fields; full procedural missions expand beyond static lists.

Last verified?

August 16, 2026

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

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