The sudden appearance of aircraft on the battlefield can be decisive. With their extreme mobility and devastating firepower, a strafing run can cause havoc amongst enemy forces, knocking out key units or forcing them to fall back and potentially abandon crucial objectives. Aircraft can also prove the best way to knock out other flying units, and some factions (Imperium, Crown and Commonwealth) offer dedicated interceptors to stop an enemy aerial attack before it begins. It's all about flexibility; when you purchase close air support, you're buying a resource that can adapt to your needs each turn and strike anywhere on the battlefield, but like almost all units in Armoured Clash, when purchased at a just a basic size, performance can be variable – a basic level squadron (plane) may not have any impact at all, while a full strength unit often has a significant opportunity cost for the rest of your force. Aircraft have a unit size of 1/2/3 for basic/reinforced/full size units.
There are both benefits and drawbacks to buying close air support. Because of their fleeting presence on the battlefield, aircraft never need worry about things like Melee, nor any unit that doesn't have a dedicated Aerial attack. But aircraft also cannot contest objectives nor go ‘On Lookout’. Aircraft are deployed in Reserve and can be deployed on your baseline, (or on a flank with a successful Special Command) to carry out an attack run each turn. From the table edge, they rocket across the battlefield any distance in a straight line, ignoring all terrain, to make an attack run against their target before Escaping straight off the opposite table edge. The only thing that can stop them are units ‘On Lookout’, ready to Opportunity Fire, or Interceptors who try and shoot down the raiders in a spectacular ball of fire before they attack.
This means that the placement of anti-aerial units 'On Lookout' and the range of their weapons, becomes an extremely important consideration for the target selection during an aircraft attack-run. However, even if destroyed, aircraft can still contribute. All aircraft have the FIREY DEMISE Special rule which means that one dice is rolled whenever an aircraft is destroyed; a Strike means a Suppression test for all units within 4", while a Heroic Strike results in a Ranged Attack roll against these units - with 3-5 dice depending on the type of aircraft. So, if you're expecting some flak on the approach to the target, then you should carefully consider the placement of the attacking aircraft for maximum effect if things go wrong and when considering whether you want to try and secure a Short-Range bonus for the attack.
Defiance
Fighter Squadron (Crown)
The
Defiance seems to exemplify the Crown's slow adaption to newfangled
technologies like aeroplanes, represented by the fixed landing gear and
presence of a tail-gunner. Compared with
some of the sleeker aircraft used by other factions, the Defiance feels more
cumbersome and clunky, but it's also better protected with Defence 2 and Damage
Limit 4, meaning it will take a hefty 8 hits to knock one out of the
sky. However, like some others, the low
Defence value makes the Defiance especially vulnerable to Penetrating Aerial
attacks, such as that of the Alliance's Globonauta Sniper who can knock them
out with just 3 hits by putting a large caliber round through the cockpit.
The Defiance can attack both Light and Heavy targets at a range of 4"/10" at 5/8/11 and is even stronger against Aerial targets dealing 6/10/14 which also has a TURRET allowing it to shoot in any direction, but with a penalty if it's shooting behind the main arc. The Definace has also been recently upgraded to be an INTERCEPTOR to help compensate for the Crown’s anaemic choice of anti-aerial units.
This allows
it to be scrambled with a Special Command when an enemy Aerial unit activates
and then make an immediate Interception Sortie on that unit. This is a Command that can be countered, so
it's possible for the opposing General to Interfere and prevent the Defiance’s
arrival, but it also can give the Crown an ace-in-the-hole, for example if an
enemy Scythe squadron is expected. The
TAIL GUNNER rule makes the Defiance one of the best Interceptors in the game,
as it adds +1 to the value of the card used to Intercept an enemy (and also
provides the same bonus if the Defiance itself is being intercepted by another
aircraft).
The
combination of offering the Crown with a much-needed anti-aerial capability,
along with a solid attack against any other target moves the Defiance from
being a good unit, to being an almost essential inclusion, unless you are
confident that your opponent won’t be bringing their own aircraft. In addition, the Crown Airforce has excellent
morale at Discipline 7 and the Defiance is reasonably priced at 80/120/170,
which compares favourably at Reinforced level and above to most other Crown
armoured units. If shot down, the
Defiance will yield 2/3/5 Victory Points.
Doksuri
Fighter Squadron (Empire)
The Doksuri
is a complete contrast to the Defiance in just about every way. The Doksuri is a sleek and fragile-looking
aircraft that specialises in shredding Heavy targets. With Defence 3 and Damage Limit 2 it will
take 6 hits to put one out of commission. The Doksuri can attack with a
range of 5"/12" against both Heavy and Light targets. It attacks 4/6/10 against Light units
but really shines against Heavy targets at 5/8/11 which is DEVASTATING,
meaning you round up any unallocated hits to an extra point of damage. Against Aerial targets it has a range of
3"/8" and attacks with a weaker 3/5/7.
The Doksuri's special sauce is the VETERAN (2) Special Ability, which allows it to convert up to two regular Strikes, into Heroic Strikes, transforming two hits into four automatically. This makes the Doksuri a solid tank-hunter and a reasonable threat to other targets as well. The Doksuri also has BANK (5") which enables it to turn, post attack run, and thereby exit the table avoiding as much anti-air fire as possible.
The Doksuri
has a respectable (for the Empire) Discipline of 6 and costs an absolute
bargain 70/105/170 points, giving up 2/3/5 Victory Points. Any Empire general expecting to face a
significant amount of armour would be well advised to add a squadron to the
roster.
Corsair
Fighter Squadron (Union)
With the
classic look of its folding-wing carrier aircraft namesake, the Corsair is hot
stuff in more ways than one. The Corsair
has Defence 2 and Damage Limit 3 meaning that it will take 6 hits to
destroy a model. The Corsair is strong
against Light targets, with a range of 6"/10" shooting 5/8/11
that's also DEVASTATING. Against Heavy
and Aerial targets it has a range of 4"/10" with an extremely
unimpressive 2/4/6 against Heavy targets. It inflicts a slightly more respectable 4/6/10
against AERIAL targets, which is also DEVASTATING.
The Corsair is fitted with a SUPERCHARGER meaning that an enemy can only shoot at it once during its movement (either before, or after it attacks) and HOTHEADED means that it automatically passes a Rally Test. This is an especially good when paired with the GIVE ‘EM HELL Special Command used by the Union Faction Battlegroup, as (if your Special Command is not countered) the Corsair gets to turn each hit into two hits, then it automatically sheds the Suppressed status it adds as a consequence of this boost, at the start of its next activation.
This
veritable hot-rod of the skies can hunt Light and Aerial units effectively, but
it doesn't come cheap, costing 90/135/210 and yielding 2/4/5 Victory
Points. At that price it's not
necessarily a slam-dunk inclusion in a Union list given the aerial offence
available, costing more than the Talon Rotor which can also carry troops and
less than the heavily-armed Spectre Gunship.
Scythe
Drone Squadron (Enlightened)
The Scythe
is unlike many other aircraft, in that it's not especially aerodynamic looking
and is very likely to be tasked with a one-way trip to the battlefield - but
when it arrives you can expect a big impact.
The Scythe has Defence 2 and Damage Limit 3 meaning that it will take 6
hits to destroy a model, and it should be noted that it also has the
highest value FIREY DEMISE (5) of any aircraft, meaning that it's likely to go
out with a bang.
The Scythe shoots Light and Heavy targets with -/10" range shooting 3/5/7 but this attack is CORUSTCATING which means that attack is a single 10" beam that hits everything in its path, friend or foe. And then the hammer; this attack can be OVERCHARGED, allowing the player to draw and discard a card from the top of their deck and then roll extra dice equal to the value of that card (2-12). The catch is that for each blank dice, the attacking unit takes 1 damage themselves. So, this beam can be massively destructive to both the enemy and the Scythe itself (which is then likely to go down in a FIREY DEMISE inflicting further destruction).
The Scythe
can also BRAKE TURN, allowing the unit to change direction during either its
Approach or Escape to try and avoid Opportunity Fire and get that perfect line
of attack and avoid anti-air fire.
Overall, this unit can have a significant impact on the game and as a
result it's very likely that enemy Generals will seek to use anti-air defences
or employ interceptors, if they suspect that a Scythe squadron is inbound.
On top of
all this, the Scythe is ridiculously cheap, at just 60/95/130 yielding 2/3/4
Victory Points. It's a shock weapon,
perfect for blasting tightly packed enemies near objectives, or huddled near
Commanders, and the only question an Enlightened Overseer must answer is when
to OVERCHARGE, to ensure a favorable return on the Victory Points given up.
Messer
Interceptor Squadron (Imperium)
The Messer
is another iconic aircraft design with style to spare. The Messer has Defence 2 and Damage Limit 3
meaning that it will take 6 hits to destroy a model. The Messer can attack Light units at a range
of 4"/10 shooting an unimpressive 3/6/9
but packs a punch against Heavy targets it has a 6"/12 range with 4/6/8
that has the PENETRATING Special Rule, which means a model which suffers at
least one damage and still has an unallocated hit after the attack,
automatically loses a model - a potentially powerful attack if the Messer is
fielded at higher reinforcement levels, or if your dice are hot. Finally, it shoots 4/6/8 against
Aerial units with a 6"/12 range which is DEVASTATING.
As an INTERCEPTOR the Messer can provide Imperium Generals who have spent all their points on heavily armoured knights and need some anti-air cover. If not scrambled for interception duties, the Messer still has a fair chance of destroying smaller Heavy targets (like transports or artillery) with their PENETRATING attack as they swoop in from overhead. The Messer has Discipline 6 and will set you back 90/145/200 and giving up 2/3/4 Victory Points if shot down.
Kometa
Interceptor Squadron (Commonwealth)
The Kometa
looks the business as well; less aerodynamic than some, but still a whole lot
of flying menace. Where the Messer uses
special weapon qualities to achieve its mission, the Kometa is just about raw
firepower. The Kometa has Defence 2 and Damage Limit 3 meaning that it will
take 6 hits to destroy a model.
The Kometa has no special weapon rules, just lots of guns that fire at a range of 4"/10" against Light, Heavy and Aerial targets. Against Light targets it shoots 6/10/14, against Heavy targets 4/8/12 and against Aerial targets 5/8/11. As an INTERCEPTOR it also gives the Commonwealth another solid anti-air asset as well as providing solid all-round fire support, especially at a Reinforced squadron size and above. For this you''ll pay a fairly standard 80/135/185 points and give up 2/3/4 Victory points.
Malinois
Interdictor Squadron (Alliance)
Chunky and
imposing, the Malinois bring some Alliance quirkiness to the skies; its quite
unlike other aircraft. First, the
Malinois is the toughest aircraft in service, with Defence 3 and Damage Limit 3
meaning that it will take 9 hits to destroy a model. Next it has ALL OUT ATTACK (2) ability, which
means that it can use any two of its attacks per turn!
The Malinois has three attacks to choose from; a Light attack at 10"/20" range for 5/7/9 and an Aerial attack with the same range at 4/6/8. But the most interesting attack is made against either Light or Heavy targets dealing 4/8/12 which is SUPPRESSIVE (if an enemy fails two SUPRESSIVE tests (by losing a model and failing a morale check) then they must fall back). The key is that this attack is made with the TRAIL Special Rule which means that, rather than drawing a line-of-sight when firing, this is a Neutral attack, that is made against a unit that the Malinois has passed over during its movement.
So, while
it's not an INTERCEPTOR, like the Messer or Kometa, the Malinois can enter the
battlefield and blast two different targets during a single sortie, spreading
chaos amongst the enemy. As the aircraft
with the longest-range weapons, it may also be able to engage targets while
avoiding some shorter range anti-air fire, prolonging its survival. This combination of unique abilities (and
robust construction) makes the Malinois one of the most expensive of aircraft
options of all factions, costing 100/150/220 and yielding 2/3/4 Victory Points.
Sabiha
Fighter Squadron (Sultanate)
Shunning
some of the more ornamental aspects of Sultanate design, the Sabiha looks
fairly rugged and has a profile to match.
It’s nearly as tough as the Malinois, with Defence 2 and Damage Limit 4,
meaning that it will take 8 hits to destroy a model.
The Sabiha can attack Light and Heavy targets with a 5”/10” range. Against Light targets it deals 5/9/13 while it can also hunt Heavy targets with 4/7/10 that’s also PENETRATING. Against Aerial targets it has a shorter 3”/10” range dealing 4/7/10 with no Special Rules. This makes the Sabiha a versatile workhorse that can be effective against any target allowing Sultanate Generals to task it to attack whatever is the most pressing enemy priority each turn. Like all Sultanate units, there’s a premium price tag, at 100/160/240 which keeps the Sabiha amongst the most expensive aircraft and yielding 2/3/4 Victory Points.
In the
final analysis…
aircraft offer Generals the ultimate in terms of flexible support, a unit that
can attack a completely different place each turn and respond to the ebb and
flow of battle in a timely way. At
higher reinforcement levels, this can translate into a decisive attack by
destroying a unit or forcing them to fall back an objective at a critical
moment. But the trade off for this
flexibility is that the Aircraft themselves can’t contest objectives, making
them a fleeting presence in the game.
Bringing
aircraft also forces your opponent to invest in anti-air capability and then
put those units ‘on lookout’ or suffer the consequences of your unlimited air
strikes. The flipside of this, is the need to effectively to plan your sortie
each turn, threading the needle of enemy air defence and making a decision
about whether to try and get a close-range bonus, or preserve your options in
terms of placement for the attack, but potentially have weaker fire.
A key
question for Generals to answer when pondering the worth of aircraft, is what
their respective attack brings to the table when compared to the other forces
they are bringing to the game. For
example, a Union force with lots of Light attacks may not see much value in
adding a Corsair unit, but the Empire’s Doksuri may be a welcome addition if
the San Lei Heavy Artillery are being left at home. In particular, Interceptors offered by the
Crown, Imperium and Commonwealth offer a dual use benefit, providing their
generals with a valuable anti-aircraft tool as well as a conventional
air-strike capability.
This post reflects the view and opinions of the author – your experiences may vary. It was written based on the state of the game at the time of the Armoured Clash Global Update in May 2026 (Rules v1.04). All game rules, descriptions and pictures created by Warcradle remain their Intellectual Property.










