Hammer Gunship
Air-to-ground dominance. Breaks armor columns and dug-in holds — but a priority target for AA.
Cut from the same cloth as the AH-1Z Viper, Mi-28 Havoc, and Z-10 — a dedicated vehicle hunter.

- Stay mobile — a hovering aircraft is a dead aircraft.
- Mark targets for your squad even when you can't fire.
- Break off before AA locks; live to strafe again.
The role
Area control and vehicle hunting — air-to-ground dominance with a coordination tax.
The attack helicopter is the sky's answer to armor. High damage, the reach to break armor columns and dug-in holds, and the altitude to pick its fights — a well-flown gunship dictates where the enemy is allowed to move on the ground. It's a force multiplier that turns a stalled push into a rout.
The price is coordination and exposure. It leans on a gunner and a pilot working together, it's a priority target for every AA piece on the field, and it lives or dies on breaking locks. Fly it like it's already being shot at, because it is.
Hunt the armor
Its guns and missiles are built to break tanks and APCs. Prioritise the vehicles choking the push over chasing infantry you could ignore.
Strafe, don't hover
Commit to a pass, deal the damage, break off. A hovering gunship is the easiest AA kill on the map — come in from a new angle each run so nobody can pre-aim you.
Pop the lock
Assume a missile is tracking the moment you engage. Flare on the tone, break behind terrain, and never straight-line between two points a launcher can see.
AA vehicles and emplacements built to deny the sky.
Massed small arms and a lucky AT rocket when it flies low.
Decisive in Conquest and Breakthrough; its area control shapes whole sectors of the map.
Loadout

Crew positions
Runs strike passes on armor and holds; breaks off before AA locks.
Locks and kills armor from standoff range.
- AA (Sentinel turret, shoulder Stingers)
- Enemy jets
- Lock-on launchers from cover


