Iron Nest Mission 2: Fire and Light - Solutions
Solve two-station spotter triangulation under night conditions, illuminate hostile infantry with Star Shells, and execute precision follow-up salvos.
Mission Summary & Rapid Solution TL;DR EXECUTION
Plot ray 94° from Spotter 1 and ray 48° from Spotter 2. The intersection gives Target 1 at ~65° bearing and 13.8 km from Iron Nest. Fire a STAR shell at 52.32° (3 charges) to illuminate, then fire H shells to eliminate.
- ✓ Plot Spotter 1 bearing (94°) and Spotter 2 bearing (48°)
- ✓ Identify intersection coordinates and calculate Iron Nest firing solution (~65° / 13.8 km)
- ✓ Fire STAR illumination shell to expose enemy infantry
- ✓ Execute destructive H shell follow-up salvo
Worked example: Bearing, range, charge and elevation figures below come from a sample playthrough. Enemy spawns and your Iron Nest’s position vary each run — always measure on the map and follow the in-game ballistic calculator.
Mission Critical Strategy: The Bearing You Were Given Is Not The Bearing You Fire
Fire and Light is where the campaign stops being a calibration exercise. It is the first mission with a hostile target that you cannot see from Iron Nest, and the first one that punishes a perfectly reasonable assumption.
The trap is built into the briefing. It hands you two bearings — 094° from Spotter 1 and 048° from Spotter 2 — and the instinctive reaction is to dial one of them into the turret. That is a guaranteed failure. Both figures are observer bearings: they describe the direction from an observation post to the enemy. Neither one describes the direction from your turret to the enemy, and the turret is somewhere else entirely.
The only number that matters is the point where the two rays cross. Plot both bearings from their respective spotters, mark the intersection, and then measure a new line from Iron Nest to that intersection. In this mission that line resolves to roughly 65° at 13.8 km — a full 29° away from the bearing the briefing shouted at you.
[!WARNING] A ray from a single spotter is a line, not a position. One ray tells you the enemy is somewhere along that line; it cannot tell you where. Only the intersection of two non-parallel rays collapses the line into a point. Any solution built on one ray is a guess wearing the costume of a measurement.
Night conditions change what “confirm” means
Darkness removes your only direct verification channel. Normally you would watch the impact and adjust; here, the target area is invisible and the hostile infantry is dug in. That is what the STAR shell is for.
The STAR round is an illumination round, not a damage round. Its value is that its airburst lights the sector and lets the forward spotters visually confirm the enemy gun crew, which converts an inferred position into an observed one. Once that confirmation lands, the geometry is settled and the destruction phase is almost mechanical.
The practical consequence: in this mission, the STAR round is not optional garnish. It is the mission’s only confirmation step, and it has to be fired before the H salvo — not alongside it, and certainly not after.
Pre-Calculated Firing Solutions
Spotter rays (map plotting)
| Station | Ray Bearing | Meaning |
|---|---|---|
| Spotter 1 (OP-A) | 094° | Direction from OP-A to the hostile position |
| Spotter 2 (OP-B) | 048° | Direction from OP-B to the hostile position |
| Intersection | — | Hostile position; both rays must cross here |
Turret solutions (Iron Nest)
| Phase | Ammunition | Turret Bearing | Target Range | Powder Charges | Elevation (θ) |
|---|---|---|---|---|---|
| 1. Illumination | STAR (Illumination) | ~65° | 13.8 km | 3 Charges | 52.32° |
| 2. Destruction | H (High Explosive) | ~65° | 13.8 km | 3 Charges | 52.32° |
Step-by-Step Operator Routine
Phase 1: Plot the Two Rays (No Timer)
- Open the map and locate both observation posts, OP-A and OP-B.
- From Spotter 1, draw a ray along bearing
094°. - From Spotter 2, draw a ray along bearing
048°. - Confirm the two rays are cut at a wide angle rather than running almost parallel. Here they cross at roughly
46°, which gives a well-conditioned intersection.
Phase 2: Resolve the Turret Vector (No Timer)
- Mark the exact point where the two rays cross. This is the hostile position — not a guess, not an approximation.
- Draw a new line from Iron Nest to that crossing point. This is your firing vector, and it is a completely different number from either spotter ray.
- Read off the two values:
- Turret Bearing:
~65° - Target Distance:
13.8 km
- Turret Bearing:
- Cross-check the result against the briefing’s expected figures. If your intersection produces a bearing wildly different from
~65°, the plotting is wrong — most often because one ray was drawn from the wrong post.
Phase 3: Illumination Shot — STAR (No Timer)
- Take the
13.8 kmrange to the charge table: this distance requires 3 Powder Charges. - Set elevation to 52.32° and confirm with the in-game ballistic calculator.
- Load 1 STAR Shell plus 3 charge bags.
- Traverse the turret to
~65°and verify the bearing indicator. - Fire. Watch for the airburst.
- The forward spotters will report the hostile gun crew exposed under the flare. That report is the mission’s confirmation gate — do not proceed until it arrives.
Phase 4: Destruction Salvo — H (No Timer)
- Do not re-measure anything. The geometry has not moved: the target is still at
~65°and13.8 km. - Keep the turret bearing at
~65°and the elevation at52.32°. - Load 1 High Explosive (H) Shell plus 3 charge bags. Keep the charge count identical — swapping in a different charge count would move the elevation, and the elevation is already correct.
- Fire for effect to clear the sector.
- If the crew survives the first H round, repeat the same solution. Do not chase the target with a fresh measurement; the position was confirmed by the flare and recalculating only adds a new opportunity for error.
Phase 5: Confirm and Cease (No Timer)
- Confirm the sector is clear and no hostile crew remains under the flare.
- Stand down the gun. Note the pair
~65° / 13.8 km / 3 charges / 52.32°in your own reference notes — this is the first full triangulated solution of the campaign, and later missions reuse exactly this sequence at greater range. - Recover the lesson, not just the result: two observer bearings produced one turret bearing, and the two figures did not resemble each other at all.
[!IMPORTANT] Operator Rule: In Fire and Light, never dial a spotter’s bearing into your turret. A spotter bearing describes where the enemy sits relative to their post, not relative to your barrel. Plot both rays, find the intersection, and then measure your own line to it — the turret only ever fires the resultant vector.
>Frequently Encountered Tactical Problems
Q1Why can't I just fire directly at 94°?
Because 94° is the angle from Spotter 1's observation post to the enemy. From your turret's perspective, the enemy lies at ~65°. Firing 94° will waste ammunition and fail the mission.
Q2Do I need to recalculate anything before the H salvo?
No. The geometry did not move. Keep the same turret bearing (~65°) and the same elevation (52.32°) you used for the STAR round, swap the ammunition, and fire. Re-measuring between the two phases only introduces a chance to make an error.
Q3What if my two spotter rays are almost parallel?
Then the intersection is geometrically unstable and a small plotting error throws the target a long way off. Here the two rays are cut roughly 46° apart (094° vs 048°), which is a healthy intersection — the crossing point is well conditioned.