Choose by target and mission order
Read the current objective and reports before touching the ammunition controls. The useful question is whether the target is exposed on the surface, protected underground or by armor, or still too difficult to observe. That target description guides the shell choice more reliably than habit. Make the decision before loading because a rammed shell cannot simply be swapped out for another type.
Keep shell selection inside the same firing cycle as the plotted target, charge choice, and calculator result. If the mission changes the target, confirm the shell again even when range and bearing look similar. A correct ballistic solution with the wrong shell can still fail the objective. Treat target, shell, charge, elevation, and bearing as one package that must remain consistent until the shot is fired.
Use HE for exposed and soft targets
HE is the straightforward choice when the report identifies a surface position, exposed emplacement, or other soft target. Its role is explosive effect at and around the impact point rather than penetration through protected structures. Use the mission wording to confirm that the target is actually exposed before committing the round. Do not assume HE is automatically correct only because it is familiar from an earlier operation.
Friendly proximity still matters when using an explosive shell. Read every update that mentions friendly units, protected positions, or a restricted impact area before loading. If the objective changes from a surface target to a buried cache or protected battery, reevaluate the shell instead of reusing the previous load. After any change, compute again with the charge and range intended for the new shot.
Use AP for protected targets
AP is the source-backed branch when the operation identifies a bunker or another target that explicitly requires penetration. The official Steam description gives using an AP shell against a bunker as a concrete example. A near impact with another shell may not satisfy that task because it is solving a different target problem. Select AP only after the objective or displayed target description supports that role.
Penetration does not excuse weak plotting. You still need to build the target from the active reports, draw the final line from IRON NEST, and calculate from the current range and charge. A shell-type correction cannot repair a line drawn from the wrong origin. If an AP shot misses, check the target point and firing solution before assuming the ammunition itself was incorrect.
Use STAR for illumination
STAR is an illumination round used when the mission asks you to light an area or establish a visible burst. Its purpose is different from the direct destructive roles of HE and AP. In Fire and Light, the operation explicitly changes into an illumination phase and expects STAR at that point. Wait for that objective change rather than loading STAR as a general-purpose opening shot.
An illumination shot can require correction just like another firing mission. Plot the requested point, measure from the Nest, calculate with the selected charge, and watch the impact feedback. Use the displayed direction and distance corrections to rebuild the next shot instead of guessing a universal offset. Continue until the current command confirms that the illumination position is acceptable.
Match the shell to the calculator card
The shell shown in your load plan must match the target for the current calculator result. Select the intended shell and charge, compute from the final Nest-to-target range, and compare the resulting card with the physical loading state. If the shell or charge changes after calculation, create a fresh result before loading. Do not carry elevation or flight time from a card made for a different setup.
Use a short final check before ramming the round. Confirm the active objective, target point, shell type, charge count, bearing, and elevation in that order. Stop if any item belongs to the previous target or phase. This pause is especially important when a mission switches from destructive fire to illumination or from a surface target to a protected one.
Do not turn the number 30 into a shell list
The official store description says 30x ammunition types and abilities. Because the phrase combines ammunition with abilities, the number is not a verified count of distinct shells. It also does not justify inventing names, damage values, penetration ratings, or unlock conditions that the current interface does not show. A useful guide should distinguish confirmed examples without pretending to provide a complete hidden inventory.
The same official description names AP against bunkers, smoke for screening a withdrawal, and phosgene as a specialist or narrative example. Current gameplay references also show HE and STAR in operational use, but those examples still do not establish a universal shell table. Describe each additional option from its actual in-game label and mission use. Do not force every tactical ability into the shell category.
Recover from a wrong shell choice
If a well-placed shot does not produce the expected mission response, reread the target description before changing aim. An underground or armored objective may need AP even when an HE impact looked close. An illumination objective may need STAR even when a destructive shell reaches the correct area. Check target role first, then rebuild the calculation if you change ammunition or charge.
Do not try to unload a rammed shell by searching for a hidden reversal step. Once committed, the practical recovery may be to finish the safe firing cycle and prepare the correct round next, subject to the current mission and friendly positions. Avoid making the mistake worse with a hurried shot at an unsafe location. The better prevention is a shell-and-card check before the round enters the breech.