Vehicles in Angels Fall First

Ground and atmospheric vehicles give Angels Fall First teams speed, firepower, and ticket pressure across maps from Errah deserts to Darsalaam industrial ramps. The United League fields the Hare light assault vehicle, Velius mech, Turtle infantry fighting vehicle, Sturm gunship, and Partisan main battle tank. The Alliance of Independent Actors operates Silverback, Gheist, Basta, Locust, and Dhaka counterparts in parallel roles. Each hull has separate loadout slots, crew positions, and spawn costs — losing a tank hurts Territories tickets as much as losing a flag rotation. This page summarizes roles, crew tips, counters, and links to Vehicle Loadouts for module specifics. Vehicles win when infantry and air support coordinate — solo armor without marks dies to cheap launchers every time. Never spawn a hull without checking whether the current phase even rewards that domain. Fighters are not listed here but counter every ground vehicle once Incursion goes air — plan both trees in hybrid queues.

Light assault vehicles

Hare and Silverback scout, flank, and harass infantry on open maps. Fast, fragile — avoid tank lanes. Ideal for new drivers learning map side routes.

Infantry fighting vehicles

Turtle and Basta move squads between Territories flags under fire. Balance armor and passenger slots. Support engineers extend operational time between caps.

Mechs

Velius and Gheist anchor urban breakthroughs on Fortress and mixed terrain. Slower than LAVs but terrifying to grouped infantry without anti-armor.

Tanks

Partisan and Dhaka hold lanes on Irega and Errah. Vulnerable to interceptors during air phases and shoulder-fired rockets in ambush zones.

Gunships

Sturm and Locust provide atmospheric rocket support between pure ground and orbital fighter phases. Require crew coordination and friendly anti-air when enemy fighters spawn.

Spawn timing and tickets

Vehicles are not free respawns — dying in a Partisan during a fragile Territories lead hands the enemy tempo and map control. Spawn vehicles when your team has infantry near the next cap, not when you alone want a joyride.

IFVs excel when passengers are ready to disembark together. Empty Turtle runs across Darsalaam are bullet magnets without dismount pressure on defenders.

Gunships belong to phases where air superiority is at least contested. Feeding a Locust into four enemy interceptors without escort is worse than staying infantry and marking AA targets.

Full roster reference

ULA ground line: Hare LAV, Velius mech, Turtle IFV, Sturm gunship, Partisan tank. AIA mirrors: Silverback, Gheist, Basta, Locust, Dhaka.

Fighters are separate spawns: Rapier/Iret interceptors, Sword/Firefly multi-role, Katana/Salamander strike, Scimitar/Rakshasa bombers — not interchangeable with ground hulls.

Dropships Dragoon and Cricket bridge ground and capital — not combat vehicles in the traditional sense but critical Incursion assets.

See Vehicle Loadouts and How to Fly Fighters for module details beyond this overview page.

Counter vehicle matrix

LAV: anti-armor infantry, mechs, interceptors strafing open ground. IFV: launchers at dismount, CQB at sides. Tank: coordinated launcher + fighter during air phases.

Gunship: Rapier sorties and shoulder AA — Sturm dies fast when uncontested in sky. Mech: launchers at legs, tanks at range in open lanes.

Vehicle pages complement this overview — module choices on Partisan and Dhaka matter as much as picking the hull itself.

Dragoon and Cricket dropships are Incursion assets, not traditional combat vehicles, but decide capital phases as much as Rapier escorts.

Gunships sit between ground and orbit — treat Sturm and Locust as air-domain vehicles countered by fighters and shoulder AA alike.

Rapier and Iret interceptors counter gunships and bombers — ground vehicles alone cannot secure air phases on hybrid maps.

See Fighter Loadouts for Rapier, Sword, Katana, and Scimitar presets paired with each ground hull role on this page.

Hare and Silverback LAVs remain the safest first vehicle spawns for new pilots learning Errah and Darsalaam exterior flanks without feeding tickets early.

Frequently Asked Questions

Do vehicles respawn instantly?
Spawn timers and team limits apply. Wasting vehicles early leaves teammates foot-bound.
Can one player crew all vehicles?
Some hulls allow solo driving with reduced effectiveness. Gunners dramatically improve kill potential.
Best counter to tanks?
Anti-armor infantry with launcher gadgets plus IFV flanks. Fighters during air phases.
ULA vs AIA vehicles?
Mirrored roles — pick faction for aesthetics; performance targets parity in 1.0.
Where are fighter vehicles listed?
Rapier, Sword, Katana, Scimitar and AIA fighters are covered in Fighter Loadouts — separate from ground hulls.