Anti-Air: Difference between revisions

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(Undo revision 1713762 by RabidTanker (talk))
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**The Missile Launcher, meanwhile, is anti-air artillery capable of attacking aircraft up to five squares away. Being a SAM launcher [[Crippling Overspecialisation|it cannot attack non-aircraft at all]].
* ''[[Fire Emblem]]'': bows are effective against winged enemies such as Pegasus and Wyvern units, and even [[Ninja Pirate Zombie Robot|Draco Zombies]] in ''The Sacred Stones''.
** Wind magic occasionally fills this role as compensation for being weaker than the other schools of magic. Although, the only downside is that some of the fliers (usually Falcon Knights) tend to have an high enough Resistance stat to negate the bonus damage.
* ''[[Final Fantasy]]'' series
** Aero spells, which are quite effective against flying enemies.
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* All ranged units in ''[[Rise of Legends]]'' can attack aircraft, but the Alin's Eternal Flame structure constantly spits bolts of fire at aircraft, and the Alin's Heartseeker unit is especially effective against air units. The Vinci and Cuotl prefer to use their own fighters to counter other air units, especially the Cuotl's Storm Disk.
* ''[[Supreme Commander]]'' has two levels of ground-based mobile anti-air units. With the exception of the Cybran T1 anti-air gun, none of these units can target anything on the ground. On the other hand, all those guns on naval units aren't just for show; most ships have at least some kind of AA defenses in addition to their big guns: autoguns, flak cannons, SAMs/nanodart launchers, etc. Cruisers have ''[[Macross Missile Massacre|serious]]'' anti-air capabilities in addition to their surface-to-surface cruise missiles. And we haven't even got to the kind of AA firepower some [[Super Prototype|experimentals]] carry...
 
 
== Real Life ==