UNOFFICIAL GUIDE · Facts reviewed August 24, 2026 · Game-build data extracted August 17, 2026 (build 24750322) · Example values are per-run and marked as examples
CAMPAIGN MISSION DOSSIER · UNOFFICIAL
IRON NEST Iron Road Walkthrough: Train Timing and AP
IRON NEST Mission 5, Iron Road, is a three-phase interception.
Quick Answer
IRON NEST Mission 5, Iron Road, is a three-phase interception. Mark the train's 6 km, 4 km and 2 km waypoints from Main Station, fire so the shell and the train arrive at the same point at the same time, then destroy two armored emplacements with AP, and sound the War Horn only after both are confirmed destroyed.
Mark the train's 6 km, 4 km and 2 km waypoints from Main Station.
Destroy both armored emplacements with AP once the train falls.
Sound the War Horn only after both emplacements are confirmed destroyed.
Evidence: IN-GAME TEXT mechanics · REPORTED guide steps and observations — see how the labels work.
IRON NEST Mission 5 (Iron Road) in-game screenshot captured by the site owner on August 24, 2026.
How to read the evidence labels
Every claim on this page carries a label that says how it was verified:
How to read the evidence labels
Label
What it proves
OFFICIAL
Confirmed by the developer, an official platform, or an official announcement.
IN-GAME TEXT
Read directly from build 24750322 text, or transcribed from in-mission communications where the build was not shown.
OBSERVED
Visible in public footage of the mission.
REPORTED
Described by a guide or community source; the full chain was not visible on screen.
Labels are not interchangeable: a transcription can match the extracted text word for word, but it stays a transcription and does not become an official source.
Mission facts card
Mission facts card
Field
Value
Mission name
Iron Road (Campaign mission 5)
Primary objective
Intercept the troop train before Main Station
Required targets
The train, then two armored emplacements
Ammunition
AP required for the armored emplacements
Medal
Four commendations on offer; conditions on the medals page
Version
Build 24750322 = 1.0 (1622) = Patch #5
Evidence: IN-GAME TEXT build extraction (build 24750322) · OFFICIAL patch record · REPORTED third-party transcriptions.
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.
Iron Road walkthrough, step by step
The mission runs in three phases: stop the train, clear the armored emplacements, and sound the War Horn only when the route is safe. The schedule below comes from the mission briefing text in build 24750322, so the times are stable facts; the bearings, ranges, charges and elevations of any single run are not.
Phase 1 — Intercept the train before Main Station
Read both orders. The main order gives Iron Nest, Main Station, the expected arrival time, and the intercept instruction. The secondary order gives the railway bearing, the waypoint distances and the train's movement schedule.
Mark Iron Nest and Main Station. The rest of the plan is built from those two points.
Draw the railway from Main Station at 90°. The train approaches the station along this line.
Mark the 6 km, 4 km and 2 km waypoints, and write each scheduled arrival beside its marker: 10:06:50, 10:10:10 and 10:13:30.
Choose a waypoint that still leaves preparation time — measuring, loading, rotating and accounting for shell flight. The 2 km marker is the last planned interception point before the station.
Measure the firing solution from Iron Nest to the chosen waypoint. The waypoint distance is measured from Main Station and is not the artillery range.
Set the launch time: waypoint arrival time − shell flight time. The waypoint time tells you when the train will be there, not when to fire.
Fire when the clock reaches the launch time, then wait for the hit confirmation.
If the launch time passes, move to the next waypoint and recalculate every value; do not keep adjusting one marker.
After a hit, the mission continues: a direct hit calls for destroying remaining cars and disembarked reinforcements, and a derail does the same. If the train reaches the station instead, the priority becomes clearing the station area.
Phase 2 — Destroy the two armored emplacements
Read the post-train order. Two armored emplacements block the allied assault route, and allied infantry cannot advance until both are destroyed.
Plot both emplacements from the spotter reports, keeping the blue allied route clear of any firing line.
Load AP. The order states explicitly that the armored emplacements require armor-piercing shells.
Fire one emplacement at a time and wait for each destruction confirmation before finalizing the next marker.
Do not treat two explosions or two spent AP shells as confirmation that both required positions are gone. The teleprinter or reconnaissance report is the signal.
Phase 3 — Sound the War Horn and complete the mission
Confirm before the horn: the train is destroyed, Emplacement 1 is destroyed, Emplacement 2 is destroyed, and both AP reports have arrived.
Sound the War Horn — it hangs to the left of the trigger console or at the back right of the map table.
Wait for the completion report: the approach is clear, allied infantry advance, the primary objective is complete, and Iron Nest may stand down.
Treat remaining town targets as optional after the horn. Continued fire support is authorized at your discretion, but allied infantry are already moving through the area.
The War Horn is the commitment that the route is safe. Sounding it early causes mass casualties, and ordering assaults without confirmations fails the mission outright.
Targets and ammunition
Targets and ammunition
Target
Type
Notes
Train (locomotive + 4 cars)
Moving target
Five cars, locomotive leads, troop carriers to the rear; schedule-driven timing
Armored emplacements ×2
Armored pillbox
Required targets; AP required
Disembarked reinforcements
Infantry and armor
Appear after the train is hit or derailed
Train station
Fortification
Priority objective if the train arrives; a high-value optional target otherwise
Town targets after the horn
Enemy
Optional; no longer required after the primary objective
The build's mission entity table lists 21 rows across 18 types, with hostile spawns totaling 19 across the train and ground units. That is a structural count from build 24750322, not a promise about which kills count toward a medal.
The ammunition rule is one-way: the emplacements demand AP, and the briefing states no shell requirement for the train. Observed release-era runs used HE and HCHE against the train successfully, and build 24750322 contains the HCHE shell definition; the per-mission unlock condition for HCHE has not been decoded, so treat its availability here as observed rather than rule-like. For the full shell reference, see all shell types; for punchcards and requisition budgets, see the requisition reference.
Medal conditions at a glance
Iron Road offers four commendations, and the medals page owns the full thresholds:
Measured Fire Star — keep allied casualties at or below the tier threshold.
Unrelenting Volley Medal — sustain consecutive kills across successive fire missions.
Ordnance Efficiency Cross — achieve a high kills-per-shot ratio over enough kills.
Unaided Fire Distinction — destroy a significant number of targets without requisitioning aerial reconnaissance.
The one open question on this page is the Unrelenting Volley gold tier. Community reports dated up to Patch #4 say the mission fields at most 19 hostile targets while a 20-streak variant of the medal needs 20 consecutive kills; the developer's Patch #5 record says the impossible kill-streak medal on Iron Road was fixed, and a test-branch report of seven added enemies has not been confirmed on the live branch. Which threshold variant this mission awards is not resolved from the build data, so this page does not state a current gold requirement. See the medals page by-mission section for the full table and any later findings.
Stuck points and troubleshooting
I missed the launch window and the train got past me
Move to the next waypoint and recalculate instead of chasing the train's live position. If the train reaches Main Station, the mission changes: surviving reinforcements disembark, and the priority becomes destroying enemy presence around the station.
I keep missing the moving train
The waypoint distance is not the firing range. Measure from Main Station to place the waypoints, then measure the shot from Iron Nest to the chosen waypoint, and subtract shell flight time from the train's arrival time. Aiming at the train's current position ignores both the schedule and the shell's travel time.
The emplacements will not die
They are armored and require AP. HE, HCHE and other shell types will not do the job here; the order states the requirement explicitly.
I sounded the horn early, or the assault failed
The horn must come after both destruction confirmations. Ordering assaults without confirmations produces a mission-failed report and heavy allied losses. Two explosions alone are not proof.
The mission soft-locked, or a medal or achievement did not unlock
Both were fixed in Patch #5 — see the version notes below. If you are still on an older build or an old save, update the game and retry; a test-branch report of a save-reload issue has not been confirmed on the live branch.
If you are stuck on another mission instead, the missions hub covers the full mission list and general help.
Version and patch notes
This guide is anchored to build 24750322, which maps to Version 1.0 (1622), Patch #5, pushed to the public branch on August 15, 2026. Patch #5 fixed four Iron Road problems per the developer's patch message: a softlock when the train was hit by two shells at once, the impossible kill-streak medal, the Steam gold achievement not unlocking, and a missing mission-exit save-and-continue. Older community threads about 19 versus 20 targets and the kill-streak medal describe the state before that fix.
The Discord archive this page draws on is an initial export and not complete; a later archive pass may adjust the community notes above. If you are looking for the game's update plan instead, see the roadmap.
FAQ
When should I fire at the train?
Choose one of the three scheduled waypoints and fire so the shell arrives when the train does: launch time = waypoint arrival time − shell flight time. The waypoint times 10:06:50, 10:10:10 and 10:13:30 come from the mission briefing in build 24750322; the station arrival time 10:16:50 is the deadline, not the firing time.
Why did my shot miss the train?
Most misses come from one of three mistakes: measuring the waypoint from the wrong point, forgetting shell flight time, or firing after the launch window passed. Measure waypoints from Main Station, subtract flight time, and move to the next waypoint when the current window closes.
What ammunition do the armored emplacements need?
Armor-piercing. The order states it explicitly, and the two emplacements are the mission's only armored targets. HE and HCHE are useful against the train and soft targets but will not destroy the emplacements.
When should I sound the War Horn?
Only after both emplacement destruction confirmations arrive. The horn hangs to the left of the trigger console or at the back right of the map table; sounding it early causes mass casualties, and assaulting without confirmations fails the mission.
Is HCHE available in Iron Road?
Two release-era playthroughs used HCHE successfully in this mission, and build 24750322 contains the HCHE shell definition. The per-mission unlock condition has not been decoded from the build data, so this page reports availability as observed rather than as a guaranteed rule.
Why can't I get the Unrelenting Volley gold medal?
Community reports dated up to Patch #4 describe a mission that fields at most 19 hostile targets while the 20-streak variant of the medal needs 20 consecutive kills. Patch #5 (build 24750322) includes an official fix for the impossible kill-streak medal on Iron Road; which threshold variant the mission awards today is not resolved from the build data, so no current gold requirement is stated here.
What medals does Iron Road offer?
Four commendations: Measured Fire Star, Unrelenting Volley Medal, Ordnance Efficiency Cross, and Unaided Fire Distinction. Full thresholds and variants live on the medals page.
Did Patch #5 fix the Iron Road softlock?
Yes. Patch #5 (Version 1.0 (1622), build 24750322, August 15, 2026) fixed the softlock from two shells hitting the train at once, the impossible kill-streak medal, the Steam gold achievement not unlocking, and added mission-exit save and continue, per the developer's patch message.
Sources and version notes
Reviewed August 24, 2026. Evidence types and dates are stated beside each claim above.
Official: developer patch message in the official Discord (August 15, 2026) — Patch #5 fixed the Iron Road softlock, the impossible kill-streak medal, the Steam gold achievement unlock, and added mission-exit save and continue.
In-game text: briefing, comm messages, entity registry, shell values and medal definitions extracted from the 1.0 game build (build 24750322) via the shared game-data extraction (August 2026); matching mission communications transcribed by a third-party mission database (retrieved August 23, 2026; build not stated).
Reported: dated community questions and playtest notices in the official Discord (August 2026), one fan walkthrough (updated August 7, 2026), one mission database page (retrieved August 23, 2026), and auto-captions from three release-era player runs (August 7–18, 2026; no build number displayed).