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.
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.
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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.
| Fact | Detail |
|---|---|
| Kill model | Most targets — one direct hit |
| Armor gate | 6+ armored types need AP or HCHE |
| Soft artillery | HE sufficient on open gun tokens |
| FDC effect | Destroy → counter-battery paused until next enemy fire |
| Threat stars | 1–5 scale on database extracts — priority, not HP |
| Full game scope | 15 campaign regions · procedural objectives expand roster |
| Ammo reference | Shell types — nine tracked codes |
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.

| Class | Armor | Typical map cue | Default shell |
|---|---|---|---|
| Infantry | Soft | Spotter bearings → multiple grid kills | HE |
| Mechanized | Soft (DB) | Vehicle column token | HE |
| Hostile artillery | Soft | Gun line / battery icon | HE |
| Hostile bunker | Armored | Hardened structure marker | AP |
| Fire Direction Center | Armored | Counter-battery mission highlight | AP |
| Supply cache | Armored | 3-star logistics targets | AP |
| Recon / riot | Soft | Mission-specific — verify text | HE or TGAS |
| High-value VIP | Armored | 5-star story targets | AP |
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.
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 tag | Shell efficacy | Tier | Impact report |
|---|---|---|---|
| Soft | HE | S | Token removed — objective advances |
| Soft cluster | HCHE | S | Multiple tokens in ~0.55 km |
| Armored | AP | S | Penetration — structure destroyed |
| Armored (alt) | HCHE | B | Some DB rows — verify patch notes |
| Illumination order | STAR | S | No kill — light only |
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.
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.

| Entity | Armor | Recommended shell | Mission effect |
|---|---|---|---|
| Hostile Artillery 1–4 | Soft | HE | Gun destroyed — +30s on some timers |
| Fire Direction Center | Armored | AP | Counter-battery paused until next enemy shot |
| Hostile bunker | Armored | AP | Clears hardened gun housing |
| Enemy battery in bunker | Armored shell | AP | HE impacts — no kill |
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.
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.
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.
| Target | Best shell | Tier | Avoid | Notes |
|---|---|---|---|---|
| Infantry (single) | HE | S | AP | Soft — cheapest ~3 credits |
| Infantry (cluster) | HCHE | S | HE | 3+ tokens under one aim point |
| Mechanized | HE | A | STAR | Soft in DB unless armored tag |
| Enemy artillery (open) | HE | S | AP unless armored | Answers shell vs artillery for soft guns |
| Bunker / hardened | AP | S | HE / HCHE | Blast shells ineffective |
| FDC | AP | S | HE | Pauses counter-battery AI |
| Supply cache | AP | A | HE | Armored logistics — 3-star targets |
| Personnel + preserve buildings | PGAS | A | HCHE | Gas — structure-friendly |
| Screen / withdrawal | SMK | A | HE | Concealment — not destruction |
Community blast radii and credit costs live on shell types (verify in your build). This table assumes default armor tags from public database extracts — mutators or challenge modes may override.
Matched by build plan, shared topics, and guide progression — not random related links.
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.
| Pattern | Map work | Shell | Common fail |
|---|---|---|---|
| Single grid reference | Red pencil range once | HE | Wrong shell authorization |
| Two spotter bearings | Intersect → measure | HE | Bearing mirrored left/right |
| Five infantry chain | Repeat per token | HE | Skipping re-triangulation |
| Cluster under one intersection | One range solve | HCHE | HE leaves outer tokens alive |
| Mechanized column | Same as infantry if soft | HE | Assuming armor without tag |
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.
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.
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 phrasing | Likely class | Shell | Map action |
|---|---|---|---|
| "Infantry N at…" | Infantry | HE | Triangulate → one token |
| "Hostile artillery N" | Artillery | HE | Soft gun — HE unless armored tag |
| "Neutralize with AP" | Hardened / covered | AP | Trust order over label |
| "FDC" / fire direction | FDC | AP | Pause counter-battery |
| "Starburst / illumination" | None — light only | STAR | No kill token expected |
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.
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.
| Target | Stars (DB samples) | Shell | Why HE fails |
|---|---|---|---|
| Hostile bunker | 2 | AP | Armored flag — blast absorbed |
| Supply cache 5 | 3 | AP | Armored logistics container |
| Ammo cache | 3 | AP | Same armor class as supply |
| King / General (story) | 5 | AP | High-value armored VIP |
| Target 1 (generic armored) | 1 | AP | Tutorial hardened token |
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.
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.
| Priority | Target | Shell | Payoff |
|---|---|---|---|
| 1 — extend time | Soft artillery | HE | +30s on many timers when destroyed |
| 2 — pause window | FDC | AP | Timer pause — usually saved last for planning |
| 3 — objectives | Supply cache / bunker | AP | Mission gate under timer |
| 4 — cleanup | Spotter infantry | HE | Stops corrections |
| Support | Friendly reposition | SMK | Concealment — not a kill |
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.
Run before every fire mission when tokens multiply on the map.
| Mistake | Result | Fix |
|---|---|---|
| Treat all "artillery" as armored | HE works on soft guns — AP wastes reload time | Read armor tag per token |
| HE on FDC or bunker | Crater + alive token + ticking timer | Swap to AP |
| One shell for mixed mission | First kill OK, second fails | Reload when class changes |
| Wrong infantry intersection | HE lands off-grid — token remains | Re-triangulate on triangulation |
| STAR on kill objective | Light OK, destruction fail | Match order type to target need |
| Ignore supply cache armor | HE impact, no cache destruction | AP on 3-star armored logistics |
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.
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.
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.
Demo covers calibration HE, star-shell illumination, and multi-infantry triangulation. Full release adds bunkers, FDC, supply caches, and armored VIPs across campaign regions.
Destroying FDC pauses counter-battery until the next enemy fire event — exact respawn rules vary by mission and mutator. Treat FDC as priority AP.
Both are soft in public database extracts — HE default. Armored mission text overrides to AP.
Public enemy registry samples show 17+ entries with armor and star fields; full procedural missions expand beyond static lists.
Shell types for blast radius and costs, then counter-battery for timer priority.
August 16, 2026
Matched by build plan, shared topics, and guide progression — not random related links.