How to Board Capital Ships
Boarding a capital ship is one of Angels Fall First’s signature moments — infantry squads ride Dragoon or Cricket dropships through flak and fighter fire, breach hull doors at yellow markers, and fight room-to-room toward reactor or bridge objectives that can decide an Incursion phase. Interior combat punishes lone wolves and long-range loadouts. Success requires reading phase timers, coordinating with escort fighters, choosing CQB gear, and understanding where defenders spawn. This guide walks through the full boarding loop from hangar spawn to objective destruction, with tips for both attackers and defenders on ULA and AIA capitals.
When boarding activates
Incursion phases mark when capital assault or defense begins. The UI shows which ship is vulnerable, which systems must be destroyed or protected, and how much time remains. Do not spawn boarding gear during open ground phases unless the timer confirms an imminent transition.
Attacking teams must typically disable external defenses or win an air phase before dropships can approach safely. Defenders spawn inside with shorter routes to objectives — attackers need numbers and coordination to overcome the layout advantage.
Dropship approach
Spawn at the dropship hangar when the phase opens. Dragoon (ULA) and Cricket (AIA) variants carry infantry toward the capital hull. Pilot or gunner roles vary by server rules; even as passenger, watch for fighter threats and capital AA.
Escort fighters should clear interceptors and strafe external turrets. Dropship passengers should equip CQB primaries — shotguns, SMGs, or carbines — plus grenades for chokepoints. Long-range sniper kits underperform in narrow corridors.
Land at or near the yellow door marker highlighted on the hull. The marker indicates the breach point where infantry can enter the interior. Missing the marker forces a slow reposition under fire.
Press F to board
At the yellow door marker, press F to board the capital interior. The transition loads the internal map segment. Squad leaders should enter together to avoid staggered spawns feeding defenders one-by-one fights.
If F does not appear, verify the phase is active, the ship is the correct objective, and you are at the marked door — not a decorative airlock. External explosions can temporarily disable breach points on some maps; wait for UI confirmation.
Interior navigation and objectives
Corridors funnel movement into defender crossfires. Use grenades and flash tools to clear junctions. Mark cleared paths for teammates behind you. Objectives — reactors, command nodes, or similar — appear on the HUD; plant explosives or interact as prompted.
Defenders hold chokepoints and fall back toward secondary spawns. Attackers should push with numbers after each breach; defenders win by delaying until phase timers expire. Both sides benefit from Support-rank medics and engineers for sustain and door repairs.
Extraction and phase outcomes
Destroying critical systems triggers phase resolution — either ticket swings or immediate phase victory depending on mode settings. If extraction is required, reverse your entry path before internal timers collapse the segment.
After boarding resolves, prepare for the next Incursion phase on the map overview. Winning boarding with tickets remaining sets up a strong ground or air follow-up; losing it often means defensive spawns next phase.
Attacker and defender checklists
Attackers: confirm escort fighters are up before dropship launch; equip CQB inside the Dragoon or Cricket; enter the yellow breach together; plant objectives while Support repairs downed teammates in corridors.
Defenders: spawn interior early, hold chokepoints with shotguns or SMGs, and fall back toward reactor spawns rather than dying in the first doorway. Delay matters — phase timers favor defenders who trade space for time.
Both sides should read the phase clock. A stalled attacker push with ten seconds left should prioritize one objective interaction over hunting stragglers. Defenders with a lead should avoid reckless pushes outside that expose rear spawn routes.
Interior callouts and timing
Name corridors and objectives using compass or map labels your squad already knows — "reactor room" beats vague "go go go" when four humans and six bots pile through the same hatch.
Grenades clear junctions before pushes; flash tools win defender chokepoints without full wipes. Support medics stay one step behind breachers to revive rather than leading and dying first.
If the phase timer hits two minutes and progress stalls, sacrifice outer rooms and commit every remaining body to the primary reactor mark. Half-hearted boarding loses both tickets and time.
Defenders with a comfortable timer should not chase wiped attackers back to the hull — hold interior spawns and let the clock finish the work.