Ammunition

IRON NEST: Heavy Turret Simulator Shell Tier List

S, A, and B tier picks for each target type —role-first loading before you touch the shell selector lever.

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Shell Tier List

IRON NEST does not reward a single best shell. The tier list below ranks every confirmed round against specific target types so you can load in seconds when High Command leaves the choice to you. Tiers reflect demo and early-access mission data: S-tier rounds consistently clear objectives with minimal requisition waste; A-tier rounds work but cost more credits or demand tighter aim; B-tier rounds are situational, order-restricted, or currently underused in available content.

Powder charge still sets range on the shared firing table —see Physical Gun Controls for loading. This page answers which shell after you know where you are shooting from map work on Map Console Tools.

Tier key

TierMeaning
SDefault pick —highest success rate vs this target class
AStrong alternative —use when S is unavailable, overkill, or forbidden by order
BNiche or future content —correct only for special missions or bad match

Bunkers, armor, and hardened points

ShellTierNotes
APSOnly round with damage above baseline and smallest blast —built to pierce hardened structures
HEBBlast spreads on surface; bunkers shrug off fragmentation
HCHEBWide radius does not compensate for lack of penetration
PGASBArea gas does not crack armor
PYROBFire does not substitute for kinetic penetration

Load AP. Details on Armor-Piercing Shells.

Single soft target (vehicle, gun, building section)

ShellTierNotes
HESEveryday fragmentation round —cheap and reliable
HCHEAOverkill unless target sits near friendlies you must avoid
APAWorks on partial armor; wasted on unarmored tents
STARBNon-damage illumination —wrong tool for destruction

Massed infantry and clustered enemies

ShellTierNotes
HCHESLargest practical HE-class radius —two adjacent squads in one bracket
HEAFine for single cluster; less efficient when enemies stack
PGASAWhen orders allow chemical fires vs unarmored troops
TGASBNon-lethal —limited mission use in current build
APBPinpoint damage misses spread-out infantry

See High-Explosive Shells for HE vs HCHE credit math.

Artillery batteries and fire direction centers

ShellTierNotes
HESStandard counter-battery load
HCHEAWhen battery elements sit tight and friendly grid is clear
APABuried or hardened FDC nodes only

Counter-battery also demands fast map triangulation —Getting Started and Guides hub cover timed operations.

Underground or buried targets

ShellTierNotes
HCHESOverpressure and wide burst reach sub-surface positions
APASpecific hardened entry points
HEBSurface burst alone often fails

Area denial and suppression

ShellTierNotes
PGASSLethal chemical cloud —order-restricted
TGASANon-lethal dispersal when rules of engagement allow
SMKAConcealment without casualties —see Smoke & Star Shells
PYROAFire-based denial —Chemical & Incendiary Shells

Concealment and screening movement

ShellTierNotes
SMKSWhite phosphorus smoke —blocks observation
HEBWrong effect entirely

Illumination and night observation

ShellTierNotes
STARSParachute flare lights grid for correction
HEBDestruction, not visibility

Night missions often pair STAR with a follow-up HE shot on the second barrel.

Civil unrest and infrastructure-preservation orders

ShellTierNotes
PGASSEliminates personnel while leaving structures intact —when authorized
TGASANon-lethal option if missions activate it
HEBCollateral damage fails grading

Quick decision flowchart

  1. Did High Command name a shell? —Load exactly that.
  2. Is the target hardened or buried? —AP or HCHE per tables above.
  3. Are multiple soft targets inside one blast circle? —HCHE.
  4. Is the goal observation, not damage? —STAR or SMK.
  5. Otherwise —HE.

Full shell summary table

ShellBest target classTier average
APBunkers / armorS on hard, B on soft
HEGeneral purposeS on single soft, A on clusters
HCHEClusters / undergroundS when grouped, B on single armor
SMKScreeningS on concealment missions
STARIlluminationS on night observe
PGASChemical personnelS when ordered
TGASNon-lethalB until missions activate
PYROIncendiary flushA on entrenchments
EMPTTrainingN/A

Requisition discipline

HCHE and specialty rounds cost more credits than HE. S-tier for a target type is also the cheapest tier when HE suffices —do not chamber HCHE for a lone tent unless the mission pays for overkill.

After you pick a tier

Deep dives:

Loading sequence: Physical Gun Controls. Controls overview: Controls hub. Ammunition overview: Ammunition hub.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Is AP always the best shell?

No. AP is S-tier only against bunkers and hardened targets. Against infantry and soft structures, HE or HCHE outperform AP and cost less requisition.

When is HCHE S-tier over HE?

When two or more valid targets fall inside HCHE blast radius, or when a buried position needs overpressure HE cannot provide.

Why are smoke and tear gas ranked low on most tables?

Current demo missions rarely grade on concealment or non-lethal loads. They become S-tier on operations that explicitly require those effects.