How to Fly Fighters
Fighter combat in Angels Fall First sits between arcade dogfighting and combined-arms objective play. ULA pilots field the Rapier interceptor, Sword multi-role fighter, Katana strike craft, and Scimitar bomber; AIA mirrors include the Iret, Firefly, Salamander, and Rakshasa. You are not fighting for scoreboard glory alone — Incursion phases demand air superiority, bomber strikes on capitals, and escorts for boarding dropships. This guide covers takeoff procedures, energy management basics, role-specific loadouts, capitol attack vectors, and common mistakes that waste team air slots. Watch the embedded tutorial video for visual reference, then practice in low-population matches before queuing into contested space phases.
Before you launch
Confirm the current Incursion phase actually needs air assets. Spawning a bomber during a ground-only segment wastes tickets and hangar slots. Read the objective panel and listen for squad requests for anti-air or strike support.
Configure key binds for throttle, pitch, roll, target cycling, countermeasures, and weapon groups. Many players reuse infantry mouse sensitivity at first, then lower pitch sensitivity for smoother tracking.
Select a fighter loadout appropriate to role: interceptors minimize weight for agility; bombers prioritize ordnance and structural integrity over turn rate.
Takeoff and basic handling
From the hangar spawn, throttle up smoothly and avoid over-pitching on takeoff — striking the runway edge costs precious seconds and hull integrity. Raise landing gear when indicated and climb to operational altitude before turning toward the combat box.
Use the map to identify friendly capitals, ground targets, and expected interceptor engagement lanes. On hybrid maps like Eye of God or Ixion, terrain and station structures create blind spots — fly with brief wingman callouts when possible.
Countermeasures are not infinite. Pop flares or ECM when locked, not preemptively on every beep. Good pilots bait locks then break; bad pilots dump all countermeasures before the missile arrives.
Dogfighting and interception
Rapier and Iret interceptors excel at hunting bombers and protecting capitals. Enter engagements with an altitude or speed advantage when possible. Boom-and-zoom passes beat turning fights against heavier Katana or Salamander strike craft.
Lead your shots — fighters at high closure speeds need generous lead on crossing targets. Burst fire conserves heat and ammo; sustained fire overheats guns and leaves you vulnerable during cooldown.
When outnumbered, disengage toward friendly AA or capital point defense rather than dying for one trade. Living interceptors deter enemy bombers even without kills.
Bombers and capital strikes
Scimitar and Rakshasa bombers carry payloads meant for capital ships and grouped ground targets. Approach from angles that minimize exposure to capital point defense and enemy interceptors. Coordinate with friendly fighters for escort — unescorted bombers die quickly in Incursion finales.
Drop ordnance on marked reactor segments or phase objectives rather than random hull sections. Post-strike, exit the blast zone and re-arm if the phase allows multiple runs.
Escorting boarding and dropships
Dragoon and Cricket dropships carrying infantry need top cover during final approach to yellow hull markers. Strafe enemy turrets and interceptors that threaten the drop. Do not hover in front of the dropship — clear the lane and let infantry board.
After boarding starts, some phases shift entirely interior. Either provide overwatch outside or despawn and join ground/boarding loadouts if air is no longer scoring objectives.
Practice progression
Start in empty or low-population servers to practice takeoff, landing, and basic turns without griefing live teams. Crashing twice on hangar exit during a competitive Incursion air phase wastes tickets and frustrates squadmates waiting for escort.
Replay the embedded tutorial video before each practice block until muscle memory handles throttle and countermeasure timing separately. Dogfighting is less about trick moves and more about energy — enter with speed or height, exit before you bleed both.
Once comfortable, graduate to Sword or Firefly multi-role loadouts in hybrid maps like Eye of God. Only then specialize into Rapier interceptors or Scimitar bombers where one mistake costs your entire team’s capital push.