ACE COMBAT 7

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

ACE COMBAT 7

 

Modern fighter jet operations are a blend of physics, geometry, and high-stakes psychology. To understand them, it is best to categorize them by the combat arena, the number of participants, and the mission objective.

 

1. Air-to-Air Combat (A2A)

This is the "classic" fighter role, divided primarily by distance and the technology used.

Beyond Visual Range (BVR)

Tactics used when the enemy is detected via radar before they are seen with the eye.

  • F-Pole & E-Pole Maneuvers: This involves launching a missile and then turning to a specific angle (the "Crank") to provide radar updates to your missile while minimizing the closing speed between you and the enemy.
  • Skating & Banzai: Tactical "runs" where a flight of jets alternates between pushing forward to launch missiles (Skating) and committing to a full-speed aggressive intercept (Banzai).
  • Notching: Turning 90 degrees to an enemy’s radar to "disappear" by matching the speed of the ground clutter (exploiting the Doppler Notch).

Within Visual Range (WVR / Dogfighting)

Commonly referred to as BFM (Basic Fighter Maneuvers), this is the physics-heavy art of "turning and burning."

  • One-Circle Fight: A nose-to-nose turn where the pilot with the smallest turn radius usually wins.
  • Two-Circle Fight: A "flow" where both jets turn away from each other; the pilot with the better turn rate (degrees per second) wins.
  • High/Low Yo-Yo: Maneuvers used to manage energy. A High Yo-Yo trades speed for altitude to keep from overshooting a slower target; a Low Yo-Yo trades altitude for speed to close the gap.

 

2. Air-to-Ground & Support (A2G)

Strategy here focuses on surviving ground-based threats while delivering precision ordnance.

SEAD & DEAD

Suppression (or Destruction) of Enemy Air Defenses. * Wild Weasel: High-risk missions where pilots act as "bait," intentionally allowing enemy SAM (Surface-to-Air Missile) sites to track them so they can retaliate with anti-radiation missiles like the AGM-88 HARM.

  • Standoff Jaming: Using dedicated electronic warfare (EW) jets (like the EA-18G Growler) to flood enemy radar with "noise," creating a corridor for strike jets to pass through safely.

Strike & Close Air Support (CAS)

  • Low-Level Ingress: Flying at extremely low altitudes (using Terrain Following Radar) to stay beneath enemy radar coverage.
  • Pop-up Attack: Approaching low and fast, then "popping up" to a higher altitude for a few seconds to acquire the target, release weapons, and immediately dive back to low level.

 

3. Formation & Unit Strategy

Air combat is rarely a solo endeavor. It relies on coordinated "sections" and "divisions."

Tactic

Description

The "Loose Deuce"

A two-ship formation where the lead attacks while the wingman (the "eyeball") stays back to scan for threats and provide cover.

Grinder

A rotation of multiple flights of jets. As one group runs low on fuel/missiles and retreats, a fresh group pushes forward to maintain constant pressure.

Chainsaw

A tactic designed to "thin out" an enemy formation by drawing them into a trap where a hidden group of friendly fighters is waiting.

 

4. The OODA Loop

Regardless of the category, every fighter pilot lives by the OODA Loop (Observe, Orient, Decide, Act).

  • Observe: Detect the threat (Radar/RWR).
  • Orient: Understand the geometry (Am I higher? Faster? In the notch?).
  • Decide: Choose the maneuver (Crank? Dive? Notch?).
  • Act: Execute the turn or launch the weapon.
  • Strategy Goal: Cycle through your loop faster than the enemy can cycle through theirs.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

To provide a comprehensive view, fighter maneuvers are categorized into Basic Fighter Maneuvers (BFM), which are individual aircraft movements, and Air Combat Maneuvers (ACM), which involve multiple aircraft working as a team.

 

1. Basic Fighter Maneuvers (BFM)

These are the building blocks of every dogfight, focused on managing energy (speed and altitude) and positioning your nose on the enemy.

The Pursuit Curves

  • Lead Pursuit: Pointing your nose ahead of the target's flight path (to close distance or lead a gun shot).
  • Pure Pursuit: Pointing your nose directly at the target.
  • Lag Pursuit: Pointing your nose behind the target's tail (used to stop an overshoot or "settle in" for a missile lock).

Position & Energy Management

  • High Yo-Yo: Climbing while turning to reduce your turn radius and prevent overshooting a slower target.
  • Low Yo-Yo: Diving to gain speed and collapse the distance to a target that is pulling away.
  • Lead Turn: Starting a turn before you cross paths with the enemy to "cut the corner" and gain a positional advantage.
  • Break Turn: A maximum-performance turn (highest G-load) used to defeat a missile or force an enemy to overshoot.

Displacement & Defensive Maneuvers

  • The Barrel Roll: A helical maneuver used to stay behind an enemy who is slowing down rapidly.
  • The High-Side Scissors: A series of descending turns where two pilots try to get "behind" one another by flying slower or using more horizontal displacement.
  • The Flat Scissors: Similar to high-side, but performed horizontally; the pilot who can fly at the slowest speed without stalling usually wins.
  • Split-S: Rolling inverted and pulling through a half-loop (trades altitude for a massive 180-degree heading change).
  • Immelmann: The opposite of a Split-S; a half-loop upward followed by a roll to level flight (trades speed for altitude and direction).
  • Chandelle: A climbing, 180-degree "lazy" turn used to gain maximum altitude while changing direction.

 

2. Advanced & Post-Stall Maneuvers (PSM)

Modern "super-maneuverable" jets (like the F-22 or Su-57) use thrust vectoring to ignore traditional physics.

  • The Cobra (Pugachev’s Cobra): Rapidly pitching the nose up beyond 90 degrees to air-brake instantly, letting a pursuing enemy fly past.
  • Herbst Maneuver (J-Turn): Using post-stall technology to execute a high-angle-of-attack turn with a very tight radius, essentially "flipping" the jet around its axis.
  • The Kulbit: A tight, 360-degree somersault performed in a very small space.

 

3. Team-Based Tactics (ACM)

How two or more jets (a "Section" or "Division") coordinate.

  • The Bracket: Two jets spread out horizontally to force an enemy to turn toward one, exposing their tail to the other.
  • The Sandwich: When a wingman maneuvers to get behind an enemy that is currently chasing their flight lead.
  • The Drag-and-Bag: One jet acts as bait (the "Drag"), flying straight and predictable to lure the enemy, while the wingman (the "Shooter") maneuvers for the kill.
  • Pincer: Two jets attacking from opposite sides simultaneously to overwhelm the enemy's sensors and attention.
  • Beam Maneuver: Placing the enemy at your 3 or 9 o'clock (the "beam") to maximize the difficulty for their radar to maintain a lock.

 

4. Defensive Countermeasures

  • The Notch: Flying perpendicular to the enemy's radar to enter their "doppler notch" and disappear.
  • Jinking: Rapid, unpredictable changes in flight path to prevent a gun solution.
  • Flare/Chaff Deployment: Releasing heat sources (flares) or radar-reflective material (chaff) to decoy incoming missiles.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Ace Combat 7: Skies Unknown features a massive roster that blends real-world legends with futuristic "superplanes." The list is generally divided into the Base Game (unlocked via the Aircraft Tree) and DLC/Special Add-ons.

 

1. The Base Game Roster (US & NATO)

These aircraft are the backbone of the Osean Federation's air power.

Series

Models Included

F-14

F-14D Super Tomcat

F-15

F-15C Eagle, F-15E Strike Eagle, F-15J

F-16

F-16C Fighting Falcon

F-18

F/A-18F Super Hornet

F-22

F-22A Raptor

F-35

F-35C Lightning II

A-10

A-10C Thunderbolt II

European

Eurofighter Typhoon, Dassault Rafale M, Gripen E, Mirage 2000-5

Other

F-104C Starfighter, F-4E Phantom II (Pre-order bonus/DLC), F-2A

2. The Base Game Roster (Russian/Sukhoi)

The high-maneuverability counterparts often used by the Erusean forces.

Series

Models Included

MiG

MiG-21bis Fishbed, MiG-29A Fulcrum, MiG-31B Foxhound

Su-27/30

Su-33 Flanker-D, Su-30M2, Su-30SM

Su-34/35

Su-34 Fullback, Su-35S Flanker-E

Su-37/47

Su-37 Terminator, Su-47 Berkut

Su-57

Su-57 (Fifth-generation stealth)

3. Original "Superplanes" (Unlockable)

  • X-02S Strike Wyvern: The signature variable-geometry stealth jet of the game’s antagonist, Mihaly.
  • ADF-11F Raven: A massive, unmanned-capable drone fighter (Base game unlock).

 

4. DLC & Anniversary Expansion Aircraft

Bandai Namco added several packs over the years, including the Top Gun: Maverick set.

  • ADF Series: ADF-01 FALKEN, ADFX-01 Morgan.
  • Experimental Pack: F-15-MTD, F-16XL, FB-22 Strike Raptor.
  • Cutting-Edge Pack: F-18F Super Hornet Block III, F-2A -Super Kai-, MiG-35D.
  • Top Gun: Maverick Set:
    • F-14A Tomcat (& Maverick version)
    • F/A-18E Super Hornet (& Maverick version)
    • 5th Gen Fighter (Su-57 equivalent)
    • DarkStar: The fictional hypersonic jet.
  • Series Anniversary Packs: XFA-27, ASF-X Shinden II, CFA-44 Nosferatu.

 

5. Bonus / Special Variants

  • F-104C -Avril-: A special "scrap" version of the Starfighter (cannot use weapons).

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

In Ace Combat 7: Skies Unknown, weapons are divided into Standard Weapons (carried by every plane) and Special Weapons (SP), of which each aircraft can choose one of three specific options.

 

1. Standard Weapons

Every aircraft in the game is equipped with these two by default:

  • Machine Gun (MGP): Fixed forward-firing gun. Some planes have higher damage or auto-strafe capabilities.
  • Missile (MSL): The "Standard Missile." Versatile and can lock onto both air and ground targets.

 

2. Air-to-Air Special Weapons

Designed specifically for dogfighting and intercepting bombers or drones.

Acronym

Weapon Name

Description

4AAM / 6AAM / 8AAM

Multi-Target Air-to-Air Missile

Fires at 4, 6, or 8 targets simultaneously.

HCAA

High-Capacity Air-to-Air Missile

Fast reload and high ammo count; great for sustained dogfights.

HPAA

High-Power Air-to-Air Missile

Massive damage and high speed, but poor homing. One-hit kill on most jets.

HVAA

Hyper-Velocity Air-to-Air Missile

Extreme speed; ideal for targets flying away at high velocity.

LAAM

Long-Range Air-to-Air Missile

Sniper missile with the longest lock-on range in the game.

QAAM

Quick Maneuver Air-to-Air Missile

Extremely high homing; will loop back to hit a target if it misses the first time.

SAAM

Semi-Active Air-to-Air Missile

Requires the pilot to keep the target inside a guidance circle until impact.

SASM

Short-Range Aerial Suppression Missile

Features a proximity fuse that explodes near the target even if it doesn't "hit."

 

3. Air-to-Ground Special Weapons

Used for precision strikes, area denial, or destroying naval fleets.

Acronym

Weapon Name

Description

4AGM / 8AGM

Multi-Target Air-to-Ground Missile

Attacks multiple ground units at once.

LACM

Land Attack Cruise Missile

Massive range and a huge blast radius. Excellent for clearing SAM sites.

LAGM

Long-Range Air-to-Ground Missile

Long-range missile with a decent area-of-effect (AOE).

LASM

Long-Range Air-to-Ship Missile

Specifically tuned to destroy ships in one or two hits.

GPB

Guided Penetration Bomb

High-damage bomb that tracks a single ground target.

UGB / UGBL

Unguided Bomb (Small/Large)

Traditional "dumb" bombs. High damage but requires manual aiming.

SFFS

Self-Forging Fragments Submunitions

Cluster bomb that spreads more the higher you drop it from.

SOD

Stand-Off Dispenser

A gliding bomb that drops submunitions in a straight line along its flight path.

FAEB

Fuel-Air Explosive Bomb

Creates a massive fireball; the largest AOE in the game for ground clearing.

XSDB

Advanced Small Diameter Bomb

A multi-lock guided bomb (usually 4 targets).

 

4. Multirole & Special Systems

These weapons often bridge the gap between air and ground or utilize futuristic technology.

  • EML (Electromagnetic Launcher): A railgun that fires a high-velocity slug. No homing, but instant travel time and massive damage.
  • PLSL (Pulse Laser): Fires rapid-fire laser bolts. Effective against both air and ground, but cannot fire through clouds.
  • TLS (Tactical Laser System): A continuous laser beam that can be swept across multiple targets.
  • MGP (Machine Gun Pod): Extra gun pods (exclusive to the MiG-21bis) that turn the jet into a "flying chainsaw."
  • RKT / GRKT: Rocket Launchers (Unguided or Guided). Fires a volley of rockets for high burst damage.
  • MPBM (Multi-Purpose Burst Missile): (DLC) A "mini-nuke" missile that creates a massive shockwave damaging everything in the air and on the ground.
  • IEWS (Integrated Electronic Warfare System): A support tool that jams enemy missiles and boosts the performance of friendly missiles.
  • UAV (Unmanned Aerial Vehicle): (DLC) Deploys small drones (bits) that automatically hunt and shoot at your target.
  • ADMM (All Direction Multi-Purpose Missile): (DLC) Fires 12 missiles simultaneously at a mix of air and ground targets.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

In Ace Combat 7: Skies Unknown, ground "vehicles" are primarily targets for your missiles and bombs. They are categorized by their role—specifically whether they are defensive (anti-air) or offensive (armored units).

 

1. Anti-Air Units (Defensive)

These are your primary threats on the ground. They are designed to track and shoot you down.

  • SAM (Surface-to-Air Missile): Standard missile launchers that fire guided missiles.
  • XSAM: A more advanced, rapid-fire version of the standard SAM.
  • AD Tank (Air Defense Tank): Mobile armored vehicles equipped with anti-air capabilities (visually similar to a Tunguska or Pantsir).
  • AA Gun (Anti-Air Gun): Rapid-fire flak cannons or Gatling guns. They don't lock on but can shred your health if you fly in a straight line at low altitude.
  • CIWS (Close-In Weapon System): Found mostly on ships and some bases; these act as automated point-defense, capable of shooting down your incoming missiles.

2. Armored & Combat Vehicles (Offensive)

These usually serve as mission objectives (TGT) or ways to pad your score.

  • Tank: Standard armored units (modeled after T-72/T-80 variants).
  • APC (Armored Personnel Carrier): Lighter, faster armored vehicles (modeled after the BTR-80).
  • Howitzer / Heavy Artillery: Long-range cannons that fire on friendly ground forces.
  • Rocket Launcher: Truck-based units that fire unguided salvos at ground targets.
  • Technical: Light trucks with mounted machine guns, usually found in guerrilla or insurgent-themed missions.

3. Specialized & Support Vehicles

These are mission-specific units often tied to unique objectives.

  • Radar Vehicle: Essential targets in stealth missions; destroying them creates holes in enemy radar coverage.
  • Control Vehicle: Mobile units used to command drones or other automated systems.
  • Supply Truck / Tanker Truck: Soft targets often found in convoys or at airbases.
  • Train / Armored Train: Large, multi-segmented targets found on specific rail-based maps.
  • Hovercraft: Amphibious vehicles used for beach landings or coastal defense.

4. Massive Ground Targets

While not "vehicles" in the traditional sense, these are mobile or semi-mobile ground threats:

  • Stonehenge: Massive railgun batteries.
  • The Alicorn: A submersible aviation cruiser (functioning as a massive mobile platform).
  • Core / Power Generators: Static targets that power specific enemy defenses.

 

Pro-Tip for Ground Attack

If you are hunting AD Tanks or SAMs, weapons like the LACM (Land Attack Cruise Missile) or XSDB (Advanced Small Diameter Bomb) are ideal because they allow you to destroy them from outside their engagement range or hit them before their CIWS can intercept your missiles.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

In Ace Combat 7, the naval and unmanned (UAV) units represent the high-tech, automated evolution of the Erusean and Osean militaries. Here is the categorized list:

 

1. Naval Ships

Ships are major point-earners and usually require you to aim for specific subsystems (like AA Guns or SAMs) or the "Bridge" to sink them quickly.

Ship Type

Modeling / Real-World Inspiration

Notable Units

Aircraft Carrier

Nimitz-class (Osea) / Kuznetsov-class (Erusea)

OFS Admiral Andersen, ERN Njörðr

Aegis Ashore / Ship

Ticonderoga-class (Cruiser) / Arleigh Burke (Destroyer)

OFS Kestrel II, Aegir Fleet units

Battle Cruiser

Kirov-class (Massive, heavily armed)

Found in Anchorhead Raid / DLC

Destroyer

Udaloy-class / Arleigh Burke-class

Standard screen ships for fleets

Frigate

Admiral Gorshkov-class / Oliver Hazard Perry-class

Smaller, agile escort ships

Cruiser

Slava-class (Heavily armed with missiles)

Primary targets in "Fleet Destruction"

Submarine

Various (Nuclear & Attack)

Dragonet-class, Scinfaxi-class

Special Naval Units (Bosses)

  • The Alicorn: A 495-meter "Submersible Aviation Cruiser" (DLC). It acts as a mobile fortress with railguns and its own fleet of drones.
  • P-1112 Aigaion: (Referenced/DLC) A massive flying aircraft carrier from previous lore.

 

2. Unmanned Aerial Vehicles (UAVs)

Drones are the primary "nuisance" enemy in AC7, known for their high G-turns and rapid response.

Mass-Produced Drones

  • MQ-99: The most common drone. Launched from shipping containers; small, fast, and agile.
  • MQ-101: Deployed specifically by the Arsenal Bird. They act as a defensive swarm, often flying in "barrier" formations to protect the mothership.

Specialized & Prototype Drones

  • ADFX-10: A prototype "Raven" drone encountered early in the game to test your abilities.
  • Weapon UAV: Small laser-equipped drones deployed by the ADF-11F Raven.
  • Barrier Drone: Specialized drones used by the Alicorn to project an electromagnetic shield against missiles.
  • SLUAV: Small sensor/recon drones used for targeting.

Boss Drones (The "Ravens")

  • ADF-11F Raven: The final evolution of the drone program. It features a detachable flight unit (the ADF-11) and carries internal mini-drones.
  • Hugin & Munin: Two specific ADF-11F units that serve as the final bosses, programmed with the flight data of the legendary ace Mihaly.

 

3. Aerial Fortresses

Technically "vehicles," though they function more like mobile levels.

  • Arsenal Bird (Liberty & Justice): Giant flying wings that carry 80+ MQ-101 drones and are equipped with the "Helios" long-range burst missiles and a Pulse Shield.

 

 

 

 

 

Taking down the superweapons in Ace Combat 7 requires a mix of high-speed energy management and specific weaponry to overcome their advanced defense systems.

 

1. The Arsenal Bird (Liberty & Justice)

These massive flying wings are protected by an Active Protection System (APS)—an energy shield that makes them invincible while active.

Weaknesses

  • Propellers: The primary way to slow it down. The main propellers take about 4–6 standard missiles each.
  • The Rectenna: Located on the underbelly. This is the power source. In Mission 19, you must destroy the Sub-Propellers first to expose the Rectenna Base.
  • Supply Unit Hooks: During its final stand, the joint that connects its supply ship is a critical vulnerability.

Strategy

  • Weapon Choice: Use high-damage or high-capacity air-to-air weapons like HPAA (High-Power Air-to-Air) or 8AAM. The PLSL (Pulse Laser) is also devastating because it has high "DPS" and can snip sub-targets quickly from a distance.
  • The "Behind and Below" Rule: Stay behind the bird to avoid its forward-facing lasers and AA guns. When the APS shield is down, dive under it to hit the Rectenna or AAM launchers on the belly.
  • Drone Management: Don't get hyper-focused on the Bird. If the MQ-101 swarm gets too thick, break off, pop a Flare, and thin out the drones before returning to the main target.

 

2. The Alicorn (Submersible Aviation Cruiser)

The final boss of the DLC "SP" missions, this sub is a "bullet sponge" with layers of defensive weaponry and railguns.

Weaknesses

  • Railguns: The twin railguns on the deck are the biggest threat. They have a long "charge up" visible by white/blue light. Hit them the moment they surface.
  • Ballast Tanks: To keep the sub from diving, you must destroy the four ballast tanks located on the sides of the hull.
  • CIWS & SAMs: The Alicorn is bristling with point defense. Stripping these away first makes your life much easier.

Strategy

  • Weapon Choice: * LACM (Land Attack Cruise Missile): Widely considered the "easy mode" for this fight. It has massive range and a huge blast radius that can take out multiple turrets or ballast tanks in one hit.
    • SFFS (Cluster Bombs): If dropped from the correct altitude, one bomb can saturate the entire deck, destroying almost all AA guns in one pass.
    • EML (Railgun): If you’re a good shot, use the railgun to snipe its railguns from miles away.
  • The Dive Cycle: The Alicorn will dive and resurface. Use the time it is submerged to clear out the SACS Rafale escorts or the Barrier Drones.
  • Final Stage (The Core): In the final phase, you must fly into the "trench" of the main rail cannon to hit the Core. Aim for the base of the gun where it connects to the ship; standard missiles or the internal gun are sufficient if your angle is low.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Ace Combat 7 features 20 main campaign missions and 3 DLC "Special" missions. The story follows the "Lighthouse War" through the eyes of the pilot Trigger.

 

1. The IUN-PKF Arc

Trigger starts as a formal Osean Air Force pilot during the initial Erusean invasion.

  • M01: Charge Assault – Intercept Erusean bombers and fighters over Fort Grays Island.
  • M02: Charge the Enemy – Launch a retaliatory strike on an Erusean airbase and engage UAVs for the first time.
  • M03: Two-pronged Strategy – Support an assault on the Chopinburg rainforest and survive the first encounter with the Arsenal Bird.
  • M04: Rescue – Infiltrate radar nets to rescue former President Harling. Ends in a disaster where Trigger is accused of a war crime.

2. The Spare Squadron (Penal) Arc

Sent to a "fake" airbase (444th), Trigger must fly high-risk missions as a prisoner.

  • M05: 444th Air Base – Defend the fake base from bombers using a jet with "locked" weapons until the warden gives permission.
  • M06: Long Day – A target-rich environment; destroy Erusean bases and ground assets to earn points.
  • M07: First Contact – Escort recon planes through a thunderstorm in the Yinshi Valley; first duel with the legendary Mister X.
  • M08: Pipeline Destruction – Destroy an oil facility before a sandstorm hits, then hunt tankers hidden in the dust.
  • M09: Faceless Soldier – Fly below the clouds to stay hidden from satellite-guided missiles while destroying radar towers.
  • M10: Transfer Orders – Escort the base commander's transport while fending off SAMs and an advanced prototype drone.

3. The LRSSG (Strider/Cyclops) Arc

Pardoned for his skills, Trigger joins the elite Long Range Strategic Strike Group.

  • M11: Fleet Destruction – Systematic destruction of the Erusean northern fleet and their ocean platforms.
  • M12: Stonehenge Defensive – Protect the ancient Stonehenge railgun so it can be used to shoot down an Arsenal Bird.
  • M13: Bunker Buster – Identify and destroy IRBM (ballistic missile) silos by guiding bombs directly into the vents.
  • M14: Cape Rainy Assault – Fly through a narrow canyon at night to launch a surprise attack on an Erusean airbase.
  • M15: Battle for Farbanti – A massive urban battle for the Erusean capital; ends with a satellite network collapse.

4. The Chaos Arc

With satellites down and communications dark, Trigger must navigate a world of "blind" warfare.

  • M16: Last Hope – Navigate a city in chaos to identify and protect a high-ranking Erusean officer.
  • M17: Homeward – Defend Osean forces on Tyler Island amidst a three-way civil war.
  • M18: Lost Kingdom – Infiltrate Shilage Castle to secure supplies and have a final showdown with Mister X.
  • M19: Lighthouse – A massive multi-national coalition attack to retake the Space Elevator and destroy the final Arsenal Bird.
  • M20: Dark Blue – The final hunt for the AI-controlled Hugin & Munin drones, ending in a high-speed tunnel run.

 

5. DLC Missions (The Alicorn Saga)

Chronologically set between Mission 13 and 14.

  • SP01: Unexpected Visitor – Intercept Erusean forces during a routine air show/patrol.
  • SP02: Anchorhead Raid – A massive score-attack mission to cripple Anchorhead Bay's defenses before a giant sub arrives.
  • SP03: Ten Million Relief Plan – The final battle against the Alicorn submersible cruiser to prevent a nuclear catastrophe.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

To complete every mission in Ace Combat 7 successfully, you need to match your aircraft and special weapons to the specific "gimmick" or objective of the stage.

Here is the tactical breakdown for each mission:

 

M01 – M05: The Basics

  • M01 (Charge Assault): Standard dogfighting. Use 4AAM to clear bomber formations quickly.
  • M02 (Charge the Enemy): Focus on ground targets first to reach the score threshold. Use UGB or LASM. When UAVs appear, stay behind them; don't joust head-on.
  • M03 (Two-Pronged Strategy): Use 4AAM/6AAM for the swarms of drones. When the Arsenal Bird arrives, ignore it and focus on the TGT drones until the retreat order.
  • M04 (Rescue): Fly through the radar gaps (blue circles on the map). Once through, use AGM to clear SAMs around the elevator. Note: In the final phase, stay close to Mother Goose One but do not fire until the specific cutscene triggers.
  • M05 (444th Air Base): Prioritize Bombers (Tu-95/Tu-160). If they reach the base, you fail. Use LAAM to snipe them from a distance before they even get close.

 

M06 – M10: The Penal Unit

  • M06 (Long Day): A pure score attack. Go to the Airbase (South East) first to destroy planes while they are still on the ground. Use UGB or FAEB.
  • M07 (First Contact): Use the clouds to hide from radar, but watch your icing (don't stay in clouds too long). When fighting Mihaly, don't waste all your missiles; he has "plot armor" and won't go down until the dialogue finishes.
  • M08 (Pipeline Destruction): Destroy the Oil Tanks to cause chain explosions. In the sandstorm, use your Map/Radar (zoom in) to see the truck pings. Move fast; they are trying to escape.
  • M09 (Faceless Soldier): Stay below the clouds to avoid the satellite missiles. Pop up only to hit the Radar Towers (TGT), then dive back down immediately.
  • M10 (Transfer Orders): Follow the smoke trails of the SAMs to find them. Don't stray too far from the transport. When the prototype drone appears, use high-G turns to stay on its tail.

 

M11 – M15: The Counter-Attack

  • M11 (Fleet Destruction): Use LASM or LACM. Aim for the Cores of the sea platforms to collapse the entire structure in one hit.
  • M12 (Stonehenge Defensive): Multirole is key. Use SFFS or AGM for the ground waves, then immediately switch to intercepting Bombers. Don't let the tanks reach the Stonehenge rails.
  • M13 (Bunker Buster): Fly high and dive-bomb the silos. The wind will push your targeting reticle; use Rudders to compensate. In the second half, chase the IRBMs at max speed and fire from directly below them.
  • M14 (Cape Rainy Assault): Stay below the searchlight beams. Go slow in the tight turns and fast in the straights. Once at the base, use UGB to wipe the parked jets.
  • M15 (Battle for Farbanti): Focus on the Aegis ships and clusters of tanks in the city. When Mihaly arrives, it’s a marathon, not a sprint. Keep up the pressure until the satellite cutscene.

 

M16 – M20: The Final Stretch

  • M16 (Last Hope): You must Identify (ID) targets by holding the "Change Target" button while looking at them. Do not fire on "Unknowns." Protect the General’s car at all costs.
  • M17 (Homeward): Similar to M16, ID the bombers first. Use the MiG-31 for its extreme speed to reach the different bomber waves across the island.
  • M18 (Lost Kingdom): Reach the castle in under 3 minutes for a better rank. For the Mihaly fight, use QAAMs. When he uses his Railgun (EML), do not fly in a straight line.
  • M19 (Lighthouse): Clear the first wave of 20+ jets. When the Arsenal Bird’s shield goes down, fly underneath it to hit the Rectenna. Use PLSL to shred its sub-systems.
  • M20 (Dark Blue): Fight the drones near the space elevator. In the Tunnel Run, keep your speed steady (around 600-800) and use your Rudders for small adjustments. In the final shaft, fly straight up and hold the afterburner.

 

DLC Missions (Alicorn Saga)

  • SP01: Pure air-to-air. Use IEWS to buff your missiles and survive the Mimic Squadron's ambush.
  • SP02: Use LACM or LASM. Focus on the Aegis Ashore and Battlecruisers. Take out the supply ships to stop drone launches.
  • SP03: Use LACM to snipe the Alicorn's ballast tanks and railguns from 10km away. When it launches the Barrier Drones, use your Gun to pop them quickly.

 

 

 

 

 

Gemini said

To achieve an S-Rank on the highest difficulties, you must maximize your Destruction Score while minimizing your Clear Time. In most cases, endgame fighters or multirole jets like the F-22A Raptor, Su-57, or X-02S Strike Wyvern are preferred.

Below are the optimal builds for each mission.

Key Performance Parts (The "Golden Setup")

For almost every mission, these parts are essential to boost your plane's efficiency:

  • Variable Cycle Engine (Lv.2): Increases top speed and acceleration.
  • Superior Maneuverability (Lv.2): Enhances pitch, roll, and yaw.
  • Queen’s Custom: A unique part (unlocked by completing the game once) that boosts overall performance.
  • Thrust-Adjusting Steering Device (MSL/SPW): Improves missile homing—critical for high-speed targets.

 

Mission 1 – 5: The IUN-PKF Arc

Mission

Recommended Aircraft

Special Weapon

Tactical Build Note

01

Su-35S

LAAM

Sniper build; snipe bombers from 10km+ to save time.

02

F-35C

8AGM

Target the clusters of ground units early to finish in under 6 mins.

03

F-22A

8AAM

Save 8AAM for the Arsenal Bird's drone swarm.

04

F-22A

8AAM or QAAM

Use 8AAM to clear the radar towers and UAVs rapidly.

05

MiG-31B

LAAM

Speed is everything; use the Foxhound to reach bombers instantly.

Mission 6 – 10: The Spare Squadron Arc

Mission

Recommended Aircraft

Special Weapon

Tactical Build Note

06

F-15E

SFFS

Drop cluster bombs on the airbase (SE) for massive score.

07

F/A-18F

QAAM

High homing is needed for the Yinshi Valley drones and Mihaly.

08

F-15E

SFFS

SFFS creates huge fireballs to wipe out oil tanks instantly.

09

Rafale M

LACM

Fire cruise missiles from below the cloud cover to hit radar towers.

10

Gripen E

LACM

Use LACM to clear ground units from a distance while escorting.

Mission 11 – 15: The LRSSG Arc

Mission

Recommended Aircraft

Special Weapon

Tactical Build Note

11

Rafale M

LACM

Aim for "Platform Core" targets; LACM's blast destroys the whole rig.

12

F-22A

XSDB

Multi-ground bombs are vital to keep the tanks away from Stonehenge.

13

MiG-31B

PLSL

Need extreme speed to catch the missiles at the end.

14

Su-57

PLSL

Pulse Laser shreds ground targets instantly once you exit the canyon.

15

Su-57

PLSL

Highest DPS for clearing the massive urban fleet and dogfighting.

Mission 16 – 20: The Chaos Arc

Mission

Recommended Aircraft

Special Weapon

Tactical Build Note

16

F-15C

PLSL

Snipe targets from afar once they are identified.

17

F-22A

8AAM

Clear the bomber waves and ground targets with high-capacity weapons.

18

X-02S

EML

The Railgun can "one-shot" Mihaly as soon as his invincibility drops.

19

Su-57

PLSL

Best weapon for destroying Arsenal Bird sub-systems (AAMs/Propellers).

20

F-22A

QAAM

Use QAAM for the final drones; they are too agile for standard missiles.

DLC Missions

  • SP01: Su-57 with PLSL (Highest point potential).
  • SP02: Rafale M with LACM (Necessary for the massive score attack).
  • SP03: Rafale M or F-18 Block III with LACM (Destroys the Alicorn's sub-systems from 10km away).

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

THE WIKI SAYS..

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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