IRON NEST: Heavy Turret Simulator

Counter-Battery Fire: How to Stop the CBT Timer

The Counter-Battery Timer (CBT) starts the moment your first shell lands. Nothing resets it to zero, but destroying enemy artillery, FDCs, and using Emergency Move can pause or extend it long enough to finish the mission.

+30s per artillery kill FDC = pause +120s Emergency Move 3 FDCs in Challenge

What the CBT actually does

Once your first shell impacts, enemy counter-battery fire begins zeroing in on your Iron Nest. The CBT counts down to a lethal strike on your position. It cannot be reset to zero, but it can be paused or extended. If it runs out, your Nest is destroyed.

How to affect the timer

Destroy artillery
+30s

Each enemy artillery unit destroyed adds 30 seconds. Kill all of them in a normal mission and the timer stops permanently.

Destroy an FDC
Pause

Fire Direction Centers fully pause the timer until your next shell lands. Typically 3 FDCs in Challenge mode - treat each as a limited pause button.

Emergency Move
+120s

Bought at the requisition station (~35 points). Instantly relocates the Nest, adds 120 seconds, and pauses until you fire again. You must re-locate your new position afterward.

Normal repositioning does little or nothing unless the distance is large (over ~2 km). Do not rely on small moves to buy time.

The recommended timer-control workflow

1Do not fire the first shell until everything is ready. Use the time before the timer starts. Spot with forward observers (cheap, 1 point each; they point to the closest enemy) or recon planes. Plot all targets, print the fire cards, buy ammo and powder, and line up bearings. Queue 5-7+ targets in one salvo before anything lands.
2Prioritize and sequence targets. Hit artillery early or mid-salvo for the +30s. Save FDCs for the end of a salvo so the pause happens after multiple impacts. Group targets on similar bearings so you spend almost no time turning the turret. Use both guns constantly - fire one while you adjust and reload the other. Start with longer-range shots so flight time gives you a larger working window before impacts.
3Execute the salvo, then pause. Fire the prepared sequence. When the last (or near-last) shot is an FDC, the timer pauses. Use the pause to re-scout, replot, reload, and prepare the next volley. Repeat for each of the 3 FDCs.
4When FDCs are gone, use Emergency Move. Line up one more big salvo, fire it, then trigger Emergency Move right after the last shell lands. Recalculate your new Nest position (from convoy reports or a move-direction order plus calculation) and continue. This is the final major pause and time extension for Challenge runs.
5In the campaign Counter-Battery mission specifically: Plan and destroy the first 3 artillery pieces before or right as the timer starts - you can prep cards in advance. After they die the timer stops. Later, when more artillery spawn (after you kill some infantry), use star shells plus recon planes to locate them quickly; each kill still adds time. Scout planes do not trigger the timer.

When to spend each lever

FDC timing

Use early only if the clock is already critical. Best used after a multi-kill salvo so the pause covers your next prep window. Once the last FDC is gone you have no more free pauses.

Emergency Move

Only when out of FDCs and the clock is low. It is expensive (~35 points) and forces you to re-locate yourself. Save it as the final safety net.

Scout method

Forward observers are preferred by high-score Challenge players - cheaper and more reliable volume of intel. Recon planes cover area but cost more and can miss.

Ammo and charge

Higher powder charges reduce elevation time (faster cycle) at the cost of more resources. Group HE or HCHE for multi-kills on clustered targets.

Common mistakes that get your Nest killed

!Firing the first shell before all cards are printed and guns are loaded and pre-aimed. You lose the free prep window you will never get back.
!Treating FDCs as ordinary targets. Burning them too early leaves you with no safety later. Save them for the end of multi-kill salvos.
!Standing still or working only one gun. Elevation and reload time are the biggest killers. Always cycle both guns.
!Ignoring flight time. If an FDC is destroyed but another shell is still in the air, the pause can end the moment that second shell lands.
!Forgetting to re-mark the Nest position after Emergency Move. You cannot fire accurately until you know where you are again.
!In the campaign mission, panicking on the second artillery wave and not using star shells and recon planes together to locate them quickly.