Armed Assault Wiki
« Dominate the skies of Altis in your fighter jet.
Mission Description
»


Fighter Jets is a playable showcase mission in ArmA 3. It was added with the release of the Jets DLC.

Overview[]

This is a premium mission that requires ownership of the Jets DLC.

The player controls U.S. Navy fighter pilot Captain Jeff 'Rocket' Ryan, callsign Hornet-2. The forces of Colonel Georgious Akhanteros have been largely defeated; only his CSAT allies stand in the way of total victory.

The remnants of their troops are surrounded in the north-east region of the island, but have called for reinforcements to back their position. Fighters from Carrier Strike Group 14 (CSG 14) have been tasked with destroying their remaining armour assets and to assist in repelling any aerial counterattacks.

Role/class:

  • Air / Fighter Pilot

Default loadout:

There are no alternate pieces of equipment to choose from.

Objectives[]

Primary[]

  • (1) Equipment
  • (2) Get In
  • (3) Take Off
  • (4) CAP
  • (5) CAS
  • (6) Land

Optional[]

  • (7) Rearm
  • (8) Repair

Mandatory[]

  • Ryan must survive
  • Avoid collateral damage/friendly fire
  • Maintain formation with your wingman
  • Your fighter must not incur critical damage
  • Do not fall off the flight deck
  • Do not leave the AO

Walkthrough[]

Primary 1: Equipment[]

Grab your helmet from the table once the intro briefing is over.

Primary 2: Get In[]

Leave the briefing hall once you have your helmet on and return to the flight deck. Head straight for your fighter jet and get into the cockpit.

Note that you can't get into the plane unless you have your helmet equipped, so don't bother trying to board it until that happens.

Primary 3: Take Off[]

Activate your plane's engines and taxi yourself over into position at the marker for launch via catapult. Your wingman will take off first. Once they're in the air, follow suit by holding the SPACE key until the launch process is completed.

Primary 4: CAP[]

Continue climbing and gaining altitude while trying to maintain formation with your wingman (you don't have to be close to them). Keep your active radar toggled OFF for now - you do not need it switched on yet.

Arma3-mission-fighterjets-00

Don't hesitate to switch to your BIM-9Xs if the ASF is too close for your AMRAAMs to reliably hit.

After flying for several kilometres in the direction of the island's north-east, your wingman will report radar contacts. Moments later, they'll be shot down by two enemy fighters. Activate your radar, switch to AMRAAMs and focus on the enemy air superiority fighter - you can ignore the other CAS jet (for now).

Continue circling around (use the airbrake and adjust flaps down if necessary to dump speed) to manoeuvre into position behind the enemy ASF. If you lose visual sight of it, switch your radar off and watch your passive radar for their signature.

Do not hesitate to fire off all four of your AMRAAMs in a single salvo if needed (after getting a successful lock); infrared-guided BIM-9Xs or 20 mm cannon fire are sufficient to eliminate the CAS jet. Just be sure your missiles are not launched at bad angles so that they don't end up getting wasted.

If either jet manages to achieve a lock-on, go supersonic and dump chaff countermeasures to ward off or break the locks. Avoid being under ~ 250-300 km/h and flying at awkward angles to prevent stalling if they're pursuing you in this way, otherwise the missiles will almost certainly home straight for you and strike successfully.

Now as to why you should focus on the ASF first, the other CAS jet does not have any radar-guided missiles and only carries two short-ranged, IR-guided missiles instead. Once depleted, they can only engage you with their 30 mm cannon which is also quite short-ranged and fairly inaccurate. They aren't that much of a threat so as long as you stay out of range of their two missiles (6 km).

Regardless, how you eventually tackle the ASF is dependent on your flying skills. There is no time limit for destroying the two jets, but it's in your best interests to eliminate both quickly before they manage to pincer you with simultaneous missile locks.

Primary 5: CAS[]

With the skies clear again, it's time to continue with your original mission. You'll see two enemy targets to eliminate on your map; a Main Battle Tank and an Infantry Fighting Vehicle tucked behind barricades.

You have two ways of neutralising them:

  • Arma3-mission-fighterjets-03
    Laser-guided bombs: You carry two GBU-12s on your hardpoints. However, these GBUs need laser-guidance to work properly and unlike in the Fixed-Wings showcase, you don't have friendly forces lasing targets for you.
    • Fortunately, you can do it yourself instead. First level your plane so that you're flying at a steady altitude and heading straight in the direction of both vehicles. Switch to the jet's integrated targeting camera (Default keys: Left Ctrl + Right-click) and toggle its thermal vision mode.
    • Cycle your "weapons" to the camera's laser marker. Stabilise the camera and lock it to either vehicle (Default keys: Left Ctrl + T). Once you've done this, the camera's crosshairs should automatically lock onto the vehicles directly at all times. Lastly, toggle the laser ON.
    • Now switch "weapons" to the GBU-12s. Fly around and reposition your plane as needed so that the GBUs can lock onto the marker. Once the cursor changes shape (confirming a laser lock), drop the GBU and make sure your targeting camera is locked onto the vehicle until the bomb impacts.
    • Repeat the process for the second vehicle.
  • Arma3-mission-fighterjets-02
    Air-to-ground missiles: Quick and easy. See those two shiny Macer AGMs on your external wing pylons? They're IR-guided and only require you to lock-on to both vehicle's heat signatures.
    • Luckily, those crews happened to keep their engines on (conveniently) and have thus a obtained very large thermal signature for your plane's Infrared Sensor to pick up. Just switch to the AGMs and lock-on when ready.
    • Unlike less advanced aircraft, the Black Wasp's IR sensor has full coverage in all directions horizontally so you do not have to specifically "aim" the targeting pod onto the vehicle.
    • However, do keep in mind that your AGMs have a limited lock-on range and cone. You need to ensure that the missile's boresight is facing directly in the direction of the vehicles and you are within 6 km or less range of them; any more than that and your missiles will not be able to obtain a lock-on (as they have a maximum IR sensor range of 6 km).

Regardless of your weapon(s) of choice, this objective will be completed once both vehicles have been destroyed.

Primary 6: Land[]

Time to head back to the Freedom. Return to the aircraft carrier and circle around so that you're approaching it from the south. You must now land on the flight deck itself but can choose to do it either manually or with the plane's autopilot assist.

Carrier landings are slightly more difficult compared to landing at conventional airports since you don't have the luxury of a long runway. If you're not comfortable with fixed-wing flight to begin with, it may be preferable to let the autopilot handle it for you. This will save you the trouble of having to reload to the last checkpoint or in the case of higher difficulties, having to restart the entire showcase if you mess up and fall off the flight deck.

Arma3-mission-fighterjets-01

...should you insist on manually landing (not recommended):

  • Always aim to keep your airspeeds at ~ 220-250 km/h initially and use the airbrake/flaps to gradually lower speed as you get closer to the flight deck. The Helmet Mounted Display (HMD) will automatically indicate whether you are at an ideal speed or not
  • Once more, watch the HMD's indicators to be sure you're within glidescope (ideally between 5-6 degrees)
  • Be especially careful to adjust your sink rate so that you don't end up stalling, but also so that you do not inadvertently change your angle of attack (extremely vital)
  • When on final approach, remember to lower your tailhook so that the carrier's arrestor wires can tug your plane and help dump speed
  • Immediately cut power to the engines once you hit the deck so that you don't accidentally continue rolling off after landing (and plummeting to your doom)

Lastly, watch where you're heading after landing on the flight deck! Don't run over any of the sailors or crash into the parked jets. Either way, once your jet comes to a complete standstill and the engine switches off it'll be mission complete.

Optional 7: Repair[]

If you take more than 50% of damage during the mission; either from the enemy fighters or somehow via HMGs/autocannons, you'll be presented with the opportunity to land at either the Altis International Airport or back at the Freedom for emergency repairs.

This objective automatically gets cancelled if you destroy all the targets and are ordered to return to the Freedom.

Optional 8: Rearm[]

Identical to the Repair objective, but just for ordnance. If you somehow run out of AGMs/AAMs and GBUs mid-way through the mission, you'll be told to RTB to rearm.

Likewise, this objective also gets automatically cancelled if you complete the main objectives and return to the Freedom.

Tips[]

  • Bear in mind that since your jet is also semi-stealthed, you technically "outrange" both enemy jets provided that your active radar remains switched off.
    • You can exploit this and your AMRAAM D's ability to use Data Link to your advantage by remaining at a minimum distance of 10.4 km away from the opposing ASF. Adjust your plane's boresight so that it's facing in the direction of the enemy planes, fire the missile and then once it flies more than 2 km away, switch active radar on and get a lock.
    • Don't forget to quickly turn off the radar again once you've done this, otherwise the enemy ASF will start locking onto your signature.
  • Should you take too long during the first phase of the showcase, two of Eagle squadron's fighters will be diverted to assist you.
    • Eagle's jets will almost always complete the objective soon after arriving (you'll be alerted to them once they get within range). However, any kills they make will still be considered as yours, and the mission will go on as if you were the one who shot down the enemy fighters.
  • If lasing the enemy tanks and IFVs with the Black Wasp's targeting camera, be especially careful to maintain a steady altitude before switching over to the camera. You don't want to "accidentally" crash into the ground now, do you?

Achievements[]

  • Bomberman
    • Instead of using the Black Wasp's Macer II AGMs to destroy the IFV/tank, self-designate either one of the targets and drop a GBU-12 bomb. Neither vehicle moves from their starting positions so this is fairly easy to unlock.
  • Deadstick Landing
    • You need to take hits from either of the two ground vehicles or get close enough to the enemy ASF during the aerial dogfight to cause the AI to switch to firing at you with their 30 mm cannon. After you manage to take a decent amount of damage, simply return to the Freedom and get patched up.
    • You may wish to save before attempting this as it is ironically quite a difficult achievement to unlock. Missiles inflict too much damage for you to survive and the anti-air fire may not inflict enough damage (or even hit you at all).

Trivia[]

  • The showcase's overview image depicts the player and enemy ASF flying the dedicated Stealth variants of the F/A-181 Black Wasp II and To-201 Shikra.[1][2] In the final version of the mission however, both the player and enemy only operate the minimal stealth/non-stealthed variants with external pylons.
  • The Freedom's catapult may rarely fail to function properly and instead lock the controls of the Black Wasp, forcing the player to (amusingly and frustratingly) plummet into the sea and fail the mission instantly.
  • The wingman's death cannot be prevented even if they somehow manage to avoid being struck as the mission script will automatically apply maximum damage to their jet.[3]
  • Despite the fact that canonically, CSAT forces were going out of their way to avoid contact with NATO forces during the invasion of Altis[4][5], the showcase strangely depicts them directly counterattacking the NATO brigade.
    • Furthermore, the showcase also states that Carrier Strike Group 14 had only just arrived to repel CSAT's air assault. In canon, the Freedom Battle Group's strike fighters were among the first units to attack targets on Altis.[6][7]
  • Prior to Game Update 1.72, the Black Wasp's fragility made it almost impossible to obtain the Deadstick Landing achievement without being outright destroyed by one or two hits from explosive munitions.[8]
  • When the showcase was initially released with the DLC, the Freedom was unescorted despite operating in hostile waters and remaining within littoral range of enemy forces.
    • The two Liberty-class destroyers (the USS Liberty and USS Constitution) were eventually added after the Encore update's release[9], which gave the Freedom a proper escort force - as one should expect of a CBG deployed to an active warzone.

References[]

  1. ARMA 3: Jets 2017 [Video Game], Bohemia Interactive a.s., \a3\missions_f_jets\data\img\showcase_jets_briefing_ca.paa
  2. ARMA 3: Jets 2017 [Video Game], Bohemia Interactive a.s., \a3\missions_f_jets\data\img\showcase_jets_overview_ca.paa
  3. ARMA 3: Jets 2017 [Video Game], Bohemia Interactive a.s., \a3\missions_f_jets\showcases\showcase_jets.altis\missionflow.fsm, FSM >> States >> Savegame_Activate >> BIS_Plane_Wingman setDamage 1;
  4. ARMA 3 2014 [Video Game], Bohemia Interactive a.s., The East Wind, Moral Fiber, "With the help of the FIA, we were able to seize the main airport. We've been handed a major strategic advantage in this invasion, but we cannot give the AAF any time to breathe. Plus, with CSAT consolidating their forces in the north, we've managed to regroup and push deeper into enemy-controlled territory with little resistance. Now, we're poised to strike at Pyrgos: the capital city of Altis and their last true base of power. However, with one of the largest AAF bases nearby, it's a heavily fortified target. We'll launch a coordinated assault, securing both the base and the city. Cutting any remaining forces in two, we'll isolate our enemy in the north and south-west. Keep in mind: taking this objective will represent a significant blow to the Altis regime, and could help bring about a swift end to this conflict."
  5. ARMA 3 2014 [Video Game], Bohemia Interactive a.s., The East Wind, Preventive Diplomacy, "Having taken control of the capital, Pyrgos, our offensive in the east continues. We need to kick on, using our momentum to seize the initiative. Now, although weakened, enemy forces still occupy important locations in the north and south east of Altis. So, before they have the chance to organize and fortify these positions, we need to strike on both fronts. In addition to a swift operation in the south, we'll launch a combined arms assault on Kalochori. Securing this town - alongside the solar power station - will put us in a strong position to push further into enemy-controlled territory. Time is of the essence here. For now, CSAT forces seem to be under orders not to interdict our operations; they've once again pulled back. Command is trying to work out what exactly's going on. We need to bring an end to this conflict before the global situation escalates beyond our control."
  6. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., The East Wind, Beyond Recognition, "FIA GUERILLA: Hey... look, look! Neochori! KERRY: Well, God damn - at last. Looks like that's our cue, then. Omega to Slingshot, I think it's safe to say the invasion's started. Over."
  7. ARMA 3: Tanks 2018 [Video Game], Bohemia Interactive a.s., Altis Requiem, Salient Force, \a3\missions_f_tank_data\img\intros\t02\t02_intro_04\t_intro_02_04_plane_front.paa, "By July, 2035, our enemies were no longer in the shadows. And our government became subservient to the will of foreign powers. Distrusting the Americans, we aligned ourselves with the Canton Strategic Alliance Treaty. They gave us technology, weapons. Economic and political support - and in return, we allowed them to use our island. They even had us train with their fourth generation Angara battle tanks. I mean, we didn't know it then, but, we were caught in a whirlwind; a series of events we could scarcely comprehend. NATO were helping the guerrillas: when they attacked, we hit back - and they responded with a whole invasion force. Needless to say, the conflict that followed? It didn't go well. In the final days our allies handed over their armored assets and we used them to cover their retreat, outside Pyrgos."
  8. Kovařič, V 2017, SPOTREP #00069, Arma 3, viewed 30 January 2024, <https://dev.arma3.com/post/spotrep-00069>.
  9. Kovařič, V 2018, SPOTREP #00081, Arma 3, viewed 30 January 2024, <https://dev.arma3.com/post/spotrep-00081>.

See also[]

Playable showcases in ArmA 3

Infantry

Armed AssaultCombined ArmsCommandingCultural PropertyDronesEnd GameFiring From VehiclesInfantryMarksmenNightSCUBASupports

Ground vehicles

TanksTank DestroyersVehicles

Aircraft

Fighter JetsFixed-WingsGunshipsHelicoptersSling LoadingVTOL
NOTE: Showcases which do not involve combat are deliberately excluded.
Helicopters DLC | Marksmen DLC | Apex DLC | Jets DLC | Tanks DLC