Stage 1 — Turn the reports into search areas
The mission report supplies the input for your run.
Dead Reckoning is a reveal-first mission. Read the three target reports, place TEAR shells into the smallest credible search areas, identify each revealed target before choosing its destructive shell, and sound the War Horn only after all three primary positions are confirmed destroyed.
Dead Reckoning is a reveal-first mission. Read the three target reports, place TEAR shells into the smallest credible search areas, identify each revealed target before choosing its destructive shell, and sound the War Horn only after all three primary positions are confirmed destroyed.
Evidence: IN-GAME TEXT, with REPORTED and OBSERVED material used only where it is labelled.
| Field | Value |
|---|---|
| Mission name | Dead Reckoning (Campaign mission 9) |
| Primary objective | Destroy three hidden primary positions, then signal the advance |
| Primary targets | Enemy Signal Station, Enemy Assembly Area, Enemy Field Command |
| Observation assets | Three Spotters |
| Reveal tool | TEAR Shell reveals hidden units |
| Purchase-cost reference | TEAR 8, STAR 2, AP 10, APHE 15 in the extracted 1.0 card data |
Evidence: IN-GAME TEXT and build data; REPORTED material is used for troubleshooting context.
Official mission description: “Cádiz's garrison has gone to ground, invisible to reconnaissance and unwilling to show itself.” The mission text says that TEAR forces the positions into the open, then instructs you to destroy them in detail.
The task has four practical stages: read the reports, reveal the first positions, resolve Field Command, then signal the advance. The order below is a method for handling the information in your run; it is not a fixed coordinate solution.
The mission report supplies the input for your run.
The extracted card description says TEAR suppresses units and reveals hidden ones; the mission briefing makes the reveal step explicit.
The mission text also says that invisibility to reconnaissance does not confer immunity to artillery fire. A single third-party run reports a successful blind hit on a hidden Signal Station. That makes blind fire a possible, source-limited alternative—not the stable route to build the page around.
The reported late-correction numbers are examples from individual runs, not mission constants.
The useful general rule is: reveal first, classify second, calculate third. The reported late-correction numbers are examples from individual runs, not mission constants.
After the signal is accepted, the completion report says the primary objective is complete and permits stand-down. Remaining hidden enemies may still be available for optional engagement.
The three entries above are the primary targets. The mission also contains other enemy and allied entities; they are not interchangeable with the three War Horn conditions.
The extracted punchcard costs are TEAR 8, STAR 2, AP 10 and APHE 15. These are build-specific price facts, not proof that the mission begins with 30 requisition or that all three primary positions require AP. For the full shell reference, see all shell types. For the card and requisition reference, see all requisition cards.
The available third-party mission card lists Requisition 300 and separately lists an Austere Service gold condition of requisition points spent ≤ 30. Community questions also describe a 30-point budget. Those statements do not establish that the mission starts with 30 points, so this guide treats 30 as a source-limited savings / medal target rather than a confirmed starting resource.
The same boundary applies to No Quarter. Third-party material reports a 15-kill gold value, while the extracted medal data contains multiple same-named No Quarter definitions without a mission field. This page therefore does not publish 15 as the current Dead Reckoning threshold.
What this page can give you is a decision method: spend on the smallest search action that reveals the next primary, avoid buying a destructive shell before its target state is known, and treat extra enemy kills as a separate medal objective until the mission-specific mapping is confirmed.
Confirm the other two primary positions first, then re-read the latest report and inspect the last useful impact point. Some reported runs describe a new correction at this stage. Use that as a troubleshooting lead, not as a fixed “third target always appears here” rule.
Your search area may be too broad, or the impact may have missed the hidden position. Recalculate from the current report, use the most credible overlap, and wait for the map state to update. Do not assume a fixed TEAR radius from a third-party example.
AP is not a substitute for identification. Recheck that the confirmed target is the one you intended to hit, then use its revealed state to choose the destructive shell. The build data does not support a universal AP-only answer for all three primary targets.
The task graph has 48 nodes and 46 edges, with all 48 nodes reached by the reconstructed flow.
The game-build fields and mission text support the three-target structure, hidden starting states, TEAR description and War Horn branches. The player runs, fan walkthrough and Discord reports add troubleshooting context. They do not turn their individual coordinates, 30-point wording, 15-kill value or late-correction distance into current universal rules.
Read the three target reports, build a credible overlap for each, and use TEAR to reveal the hidden position. The exact region, bearing and distance are inputs from your run, not fixed coordinates from a guide.
Confirm Signal Station and Assembly Area first, then inspect the latest useful impact and re-read the new report. Some player runs report a late correction at this point; use that as a troubleshooting method, not a fixed trigger or distance.
TEAR is the reliable reveal route, but the mission text says hidden targets are not immune to artillery. A single reported blind-fire success is not enough to promise a stable TEAR-free route.
After a target is revealed, use its target state to choose the destructive shell. AP is a qualified choice for armour-1 targets in the build data; this page does not claim that all three primary targets require AP.
That is not confirmed as the starting budget. The available third-party material separates Requisition 300 from a spent ≤ 30 medal condition, while community posts use “30 points” as a player goal. Treat it as a source-limited savings question.
This page does not confirm a mission-specific gold threshold. The available third-party value conflicts with the unassigned same-named medal definitions in the extracted data, so use the medals page by mission for the shared table.
Only after the Enemy Signal Station, Enemy Assembly Area and Enemy Field Command are each confirmed destroyed. The mission text warns that an early signal sends allied troops into contested ground.
No. Read the report for your run and calculate from its inputs. A coordinate, bearing, range, charge or elevation from a player run is a worked example and must not be treated as a universal answer.
Sources and version history for this guide: IRON NEST sources and versions.
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