Reference

Recon planes

A reconnaissance flight is the only way to see ground no spotter is watching. It is also one of the most expensive things on the Requisition Console, and it photographs a line — not an area.

The IRON NEST Requisition Console: a wooden desk with punch cards laid out in slots, a mechanical credit counter reading IR00086, a green banker's lamp and a card slot on the right.
The Requisition Console. A reconnaissance flight is a card you stamp here, and the counter on the right is what it leaves you to fire with. Screenshot: IRON NEST: Heavy Turret Simulator.

Ordering a flight

Reconnaissance is bought like everything else: put the card in the stamper on the Requisition Console, then fill in two numbers.

  1. A starting point. Grid coordinates for where the camera run begins. This is not a takeoff point and not a target — it is the first frame.
  2. A heading. The bearing the aircraft flies from that start point. It photographs a strip along that line.

Everything under the flight path gets revealed: terrain, and any targets sitting in the strip. Everything outside it stays dark, however narrowly you missed.

Route it through your uncertainty, not over your best guess

The common instinct is to fly directly over the single spot you suspect. That wastes most of the frame. A flight is a line, so lay that line along the long axis of the area you are unsure about — down a valley, along a treeline, across the arc where two range circles both plausibly put the target. One well-chosen heading can eliminate four candidate positions at once.

An IRON NEST reconnaissance photograph: a black and white aerial strip of coastline and rough terrain under a white measuring grid, with small circled targets marked on it.
What a flight brings back — a strip of ground, photographed once. Everything outside the strip stays dark, and everything inside it is only true for the moment the shutter opened. Screenshot: IRON NEST: Heavy Turret Simulator.

Photos go stale

This is the single most expensive misunderstanding in the game. A photograph records what was there when the shutter opened. It is not a live feed and it does not update.

When a mission spawns reinforcements — artillery rolling out of camouflage, a second battery arriving — those units do not appear on photographs taken before they existed. Ground you have already photographed and cleared can become the most dangerous square on the map, and your map will keep showing it as empty. If a mission has waves, budget for re-photographing ground you have already covered. This is exactly what catches people out in Counter-Battery.

The cost, and when it is worth it

Recon flights are priced high on purpose. Requisition spent on a flight is requisition not spent on powder charges, shells and other abilities, and the developers have been explicit that this trade is the point. You are meant to feel it.

Reach for a flight when:

Do not buy one when:

Where recon fits in the loop

no observation → recon flight → plotted candidates → probe round → confirmed target → fire mission

Each step is cheaper than the one before it in requisition and more expensive in time. Skipping from "no observation" straight to "fire mission" is how a run ends with an empty console and a live enemy battery.

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Sources

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