Death From Above
You run the sensor and guns on a gunship circling the battlefield. The view slowly rotates as the aircraft orbits, but your crosshair stays locked on the ground point you aim at.
Shells take a moment to reach the ground, so lead moving targets. They leave the gun carrying the aircraft’s own speed, then gravity and drag bend their path; the fire-control computer still puts them on your crosshair.
SAM sites and AA teams fire guided missiles at you. An AA team is a few soldiers with two shoulder-launched missiles each; their missiles are quicker than a SAM’s but do less damage. One missile hit brings the gunship down, so when you hear the warning tone and see “MISSILE LAUNCH”, deploy flares. Flares are unlimited, but the dispenser needs a few seconds to recycle after each salvo. Kill an AA team to stop its launches.
Heavy tanks shrug off the 25 mm: hit them with the 105. APCs carry a squad and unload it near the fight; fast attack vehicles are quick but fragile.
Attack helicopters circle their target and strafe it with guns and rockets. Transport helicopters fly troops in, land, unload and fly home. Your rounds burst when they pass close to a helicopter, so put the crosshair on it and lead it. It takes two 40 mm rounds to down an attack helicopter; a short 25 mm burst does it too. Shoot a transport down on the way in and its troops never make it.
Every mission has a theme. Military missions bring soldiers, vehicles, armor, SAM sites and AA teams. Zombie missions bring the dead instead, and they show up cooler than the living on thermal. Hordes shamble toward friendlies and defended buildings and attack up close. Runners sprint in bursts. Brutes are giants that take many rounds and smash vehicles and walls. Zombies never flee, and zombie missions have no SAM sites or AA teams.
Radio calls come in as bursts of garbled chatter over a crackling channel. What was said appears as a subtitle, with the name of who is talking. Turn the chatter off or change the subtitle size in Settings.
Pick a theme (Military or Zombie), a difficulty and a mission type, and the game builds a new battlefield for you: roads, towns, an objective, and enemies to match. Tap New map for another one, or Save to keep a map you like.
Friendly troops carry blinking IR strobes and a blue marker. Killing too many of them ends the mission.
Enemy markers (in Settings, and when you tap Deploy on a briefing) set how much help you get spotting hostiles: All enemies, Key threats (SAM sites, AA teams, helicopters and fast vehicles) or Off. Mission targets and friendlies are marked in every mode. Each operation records which modes you cleared it with.