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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