Aces
Section 5

Missions

Every sortie in the game: the briefing, what you're up against, the objectives, and how to win. Directions like "north" and "behind you" are from where you start. Bearings match the heading tape at the top of the screen.

Choosing your aircraft. Each mission lists a recommended aircraft. It's the one the mission was designed around. Most missions let you choose any aircraft from your side. Guns can't hurt ships, so missions where you have to sink a ship only offer aircraft that carry bombs or a torpedo; the P-38 and P-40 carry neither and don't appear in them.

United States missions

Flight Training

Fly the nav ring, gun the two drones, bomb the hulk, return to base. Nothing here shoots back.

Objectives

  1. Fly through the NAV RING. It's about 1.9 km straight ahead, and a blue diamond points to it.
  2. Destroy both target drones: two unarmed Zeros, about 3 km north, a little higher than you.
  3. Bomb the moored hulk, a stationary cargo ship about 2.7 km to the north-north-west.
  4. Return to HOME BASE, about 1.1 km behind you (south).

Tips

Torpedo Training

A practice hulk holds a slow patrol course north of here. Torpedoes are unlimited: take the Avenger in low and slow, lead the target the way the LEAD marker shows, and put it in her hull.

Objectives

None. It's open practice. The target is a large, very tough hulk (it won't sink quickly) steaming slowly north-north-east, 2.5 km ahead of you. Press R to start the run again.

Tips

Solomons Patrol

Two A6M2 Zeros are inbound on the fleet anchorage from the north. Intercept and destroy both before they reach the naval zone.

Objectives

  1. Destroy both Zeros.
  2. Keep the Zeros out of the FLEET ANCHORAGE zone. The mission fails the moment either one enters it.

What you'll face

Two Zeros about 5 km north, slightly above you, heading straight for the fleet. The fleet zone is just behind you, so you have almost no space to give up.

Tips

Coral Sea Strike

An enemy convoy is steaming for the anchorage. Sink at least one of the two transports (the destroyer escort is a bonus if you have bombs to spare), then return to Task Force 17.

Objectives

  1. Sink at least one transport, MARU 1 or MARU 2. The destroyer (ESCORT) doesn't count.
  2. Return to TASK FORCE 17, 2.5 km south of your start.

What you'll face

No fighters and no guns firing at you. The convoy is 3.7–4 km north, moving slowly. You start at 2,400 m, which is a perfect height for dive-bombing.

Tips

Dusk Strike

At last light, strike the Japanese anchorage. Their ships are vulnerable, but fighters will scramble quickly. Dive-bomb the cargo ships and neutralise the parked aircraft on the northern shelf. Your wingman will provide cover.

Objectives

  1. Sink the ships. At least one ship has to go down.
  2. Destroy all the parked enemy aircraft ashore.

What you'll face

The anchorage is about 2 km south-west of you, and every ship is stationary. There are two cargo ships, a destroyer and a battleship, with four Zeros parked on the shore nearby, each in a camouflaged revetment. The netting hides them from a distance, but it doesn't stop bullets. Two airborne Zeros start behind you to the north-north-east. Your Wildcat wingmen start well ahead of you, so for the first minute you're on your own.

Tips

Fleet Defense

Radar plots a strike package inbound on Task Force 58: Val dive bombers and a Kate torpedo bomber, with Zero escort. Get the Hellcat between them and the fleet, and shoot down the bombers before they reach release range, whatever it costs the escort.

Objectives

  1. Destroy the whole strike package, all five aircraft.
  2. Keep them off TASK FORCE 58. Any enemy aircraft entering the zone fails the mission.

What you'll face

Five aircraft about 5 km north: two Vals at 1,300 m, the Kate lower at 1,100 m, and two Zeros above them at 1,500 m. The fleet zone begins only about 100 m behind you.

Tips

Bougainville Sweep

Fighter sweep ahead of the strike groups. Two Ki-43 Oscars are reported over the channel. Clear them out.

Objectives

  1. Destroy both Oscars. There's no zone to protect and no return to base: the mission ends when they're down.

What you'll face

Two Oscars about 5 km north, slightly above you. The Oscar is the most agile aircraft in the game, and it's also the most fragile.

Tips

Airfield Strike

A volcanic island north of the patrol line hides a forward airstrip on its flat northern shelf, in the shadow of the peak at its southern tip. Strafe and bomb the three Zeros lined up beside the runway, then fight off the scrambling CAP before you RTB.

Objectives

  1. Destroy the three Zeros parked in a row along the north edge of the runway.
  2. Return to the TASK FORCE zone.

What you'll face

The airstrip is about 2 km ahead of you (south). Two Zeros patrol beyond it, about 5 km out. Only the three Zeros on the strip count. The hangars, huts, control tower, flak guns, trucks and the Zero in its revetment are scenery you can shoot up if you like. The ground units don't fire back, but the Zeros will.

Tips

Ground Support

Recon spotted a motor-pool convoy dispersed alongside the airstrip on the northern island. Strafe and bomb the trucks and armour, then clear off the Zero CAP covering the field before you RTB.

Objectives

  1. Destroy the motor-pool convoy: four trucks and a building.
  2. Clear the Zero CAP (both Zeros).
  3. Return to the TASK FORCE zone, which is just behind you where you start.

What you'll face

The motor pool is about 1 km ahead of you, to the west-south-west. Two Zeros start about 4.4 km behind you (east), and their patrol takes them to the convoy. That means they'll arrive while you're busy strafing.

Tips

Operation Vengeance

Intelligence has fixed Admiral Yamamoto's flight over Bougainville. You and your wingman have one fast pass to reach the bomber before its three Zero escorts can pin you down. The G4M Betty is the target. Break away once it is down.

Objectives

  1. Destroy Yamamoto's G4M Betty. It's the only objective, and the mission ends when it goes down, even if every escort is still flying.

What you'll face

The Betty is about 5.5 km straight ahead at 1,800 m, flying away from you. The three Zeros fly a little closer and higher, at around 1,950 m.

Tips

Midway Torpedo Run

A Japanese carrier is holding position north of the atoll. You carry one torpedo. Take the Avenger in low and slow, put it square into her hull, then egress. Zeros are up on CAP and a single Wildcat is flying cover for you. Let it tie them up, descend early and don't get caught high and slow.

Objectives

  1. Sink the carrier Akagi.
  2. Egress to TASK FORCE 16, about 4.6 km south of your start.

What you'll face

The Akagi is 2.5 km straight ahead, steaming slowly north-north-east. Two Zeros circle above her at about 1,400 m. A single Wildcat flies on your left wing and goes after the nearest Zero once they close.

Tips

Submarine Hunt

A coastwatcher on Guadalcanal spotted an I-boat running on the surface at first light, recharging batteries and lining up on the resupply convoy. Catch her before she dives. Dive-bomb her, then RTB to Henderson Field.

Objectives

  1. Sink the submarine.
  2. Return to HENDERSON FIELD, 2.5 km south of your start.

What you'll face

A surfaced I-boat about 3.4 km north, heading slowly south-east. Nothing shoots at you. The challenge is accuracy: a submarine is only about 66 m long and 3 m wide, the smallest target in the game.

Tips

Moonlight Torpedo Raid

A Japanese carrier has been spotted moving under the cover of darkness. In the moonlight, your torpedo's wake is less visible, but so is your target. You must close to within 1000 m at low altitude for a successful drop. Beware of the carrier's destroyer screen.

Objectives

  1. Sink the carrier.
  2. Egress to the OPEN SEA zone, about 1.5 km south of your start.

What you'll face

The carrier is 4.5 km straight ahead, steaming toward you at speed, with a destroyer on each side of her. Two Zeros fly cover above. It's night, so the ships are hard to see.

Tips

The Turkey Shoot

Pure score attack: layered waves of attackers. Vals high, Kates low, Zeros escort. You and your wingmen, three Corsairs, hold the line. Destroy everything before they reach the fleet.

Objectives

  1. Destroy the entire strike package. That's the only objective. No zone can fail you here: the mission ends when every attacker is down, or when you are.

What you'll face

WaveWhenAircraft
1At the start, 6.5–7 km north6 Vals (about 1,500 m), 2 Kates (about 800 m), 2 Zeros (about 1,700 m)
215 seconds in, about 4 km north4 Vals, 2 Kates, 2 Zeros, at the same heights

Tips

Wake: Kajioka Turned Back

Wake Island, 11 December 1941. At dawn Admiral Kajioka's invasion force closed to within a few thousand yards; Major Devereux held fire until the last moment, and the 5-inch guns of Battery L have just sunk the destroyer HAYATE. The force is turning away southwest. VMF-211's last four Wildcats are up with two 100 lb bombs each. Go after the retiring destroyers. KISARAGI is the rearmost, southwest of Wilkes.

This is Wake as it was in 1941, traced from the Marine Corps' own map of the island's defences. On the real day, Captain Henry Elrod's bombs hit Kisaragi and she blew up with all hands, the only time an amphibious landing was thrown back in the Pacific war.

Objectives

  1. Sink the destroyer KISARAGI. Only she counts; the rest of the force doesn't have to be sunk.
  2. Return over WAKE ISLAND AIRFIELD, about 2 km south of your start. You can fly over it on the way out; it only counts once Kisaragi is down.

What you'll face

You start at 2,400 m over the east side of the atoll. Kisaragi is about 8 km away, west-south-west (bearing about 245°), steaming slowly away to the south-west. The rest of the force is spread between her and the atoll, 4–6 km south and south-west of you: the light cruisers Yubari, Tenryu and Tatsuta, five more destroyers, two transports and two patrol boats. There are no enemy fighters. The danger is flak: every warship fires at you from about 3 km out, and the cruisers fire hardest.

Tips

Free Flight

Open sea, no objectives. Enemy fighters keep coming. A practice ground for dogfighting and just flying around.

There are no objectives, and it never ends. Shot-down enemies are replaced after a few seconds, and if you're shot down you respawn automatically. Use it to practise lead pursuit, breaks and boom-and-zoom, or to try every US aircraft against the Zero.

Imperial Japan missions

Coral Sea Interception

American dive bombers are inbound on the convoy, with Warhawks flying escort. Get the Zero between them and the transports. Every SBD you splash before it reaches the convoy is a ship that makes it home.

Objectives

  1. Destroy the American strike: both Dauntlesses and both Warhawks.
  2. Keep them off the CONVOY. Any American aircraft entering the convoy zone fails the mission. That includes the escorts.

What you'll face

You start right over your own convoy. The Americans are about 5 km south and heading straight for it: the Dauntlesses high at 2,300 m, and the Warhawks lower at 1,300 m.

Tips

Guadalcanal Intruder

An American destroyer is screening the transports off Guadalcanal. You carry one torpedo. Take the Kate in low and slow, put it square into her hull, then egress. Wildcats are up on CAP: descend early and don't get caught high and slow.

Objectives

  1. Torpedo the destroyer USS Hale.
  2. Egress to RABAUL, about 4.6 km south of your start.

What you'll face

The destroyer is 2.5 km ahead, heading north-north-east at a good speed. Two Wildcats circle at about 1,400 m.

Tips

Dawn Strike (IJN)

At first light, strike the American anchorage. Their ships are vulnerable, but fighters will scramble quickly. Dive-bomb the cargo ships and neutralise the parked aircraft on the northern shelf. Your wingman will provide cover.

Objectives

  1. Sink one of the cargo ships.
  2. Destroy some ground targets.
  3. Return to RABAUL (shown on screen as Rabul), about 3.4 km west-north-west of your start.

What you'll face

The American anchorage is about 2–3 km to the south-south-east, with two cargo ships and a Liberty ship at anchor, and parked aircraft and a building on the shore nearby. Two Wildcats start about 6 km to the east-south-east. You have a second Val and two Zeros on your side.

Tips

Wake: Silence the Guns

Wake Island, 21 December 1941. The first landing was thrown back by the island's guns. Now SORYU and HIRYU have come south to break the defences before the second attempt. Your target is the Marine 3-inch anti-aircraft battery dug in beside the airstrip: Battery E, four guns about 80 m apart.

The other side of the Wake story, on the same 1941 map. Every gun position is where the Marines' map puts it.

Objectives

  1. Destroy all four guns of Battery E, beside the airstrip. The other batteries, the machine-gun pits and the buildings don't count.
  2. Return to SORYU, about 3.5 km north-west of your start. Passing near her early doesn't end the mission; it only counts once Battery E is destroyed.

What you'll face

You start at 3,000 m north-west of the atoll. Battery E is about 7 km away, south-east (bearing about 130°), on the north side of the runway. Every battery on the island fires at you: Battery D's 3-inch guns on Peale, Battery F's on Wilkes, and Battery E itself, plus .50 cal machine-gun pits round the airstrip. The Marines' last two Wildcats are up near the airfield. You have two other Vals and three Zeros with you.

Tips

Free Flight (IJN)

Open sea, no objectives. American fighters keep coming. A practice ground for dogfighting and just flying around.

The Japanese side's dogfighting practice. You're alone against three Wildcats that keep coming back. This is the best place to learn how to turn-fight in the Zero or Oscar.

Quick reference

MissionSideAircraftWingmenOppositionMain danger
Flight TrainingUSWildcat—2 passive drones, 1 hulkNone
Torpedo TrainingUSAvenger—Practice hulkNone
Solomons PatrolUSWildcat12 ZerosZone breach
Coral Sea StrikeUSDauntless13 ships (sink 1 transport)Your own dive
Dusk StrikeUSHellcat22 Zeros, 4 ships, 4 parked ZerosZeros from behind
Fleet DefenseUSHellcat12 Vals, 1 Kate, 2 ZerosZone breach, outnumbered
Bougainville SweepUSCorsair12 OscarsGetting drawn into a turning fight
Airfield StrikeUSCorsair—2 Zeros, 3 parked ZerosBounced while strafing
Ground SupportUSWildcat22 Zeros, 5 ground targetsBounced while strafing
Operation VengeanceUSP-3811 Betty, 3 ZerosGetting pinned by the escort
Midway Torpedo RunUSAvenger1Carrier, 2 ZerosCaught high and slow
Submarine HuntUSDauntless11 submarineA tiny target
Moonlight Torpedo RaidUSAvenger—Carrier, 2 destroyers, 2 ZerosDarkness, fast closure
The Turkey ShootUSHellcat310 Vals, 4 Kates, 4 ZerosNumbers, ammunition
Wake: Kajioka Turned BackUSWildcat312 ships with flakFlak, picking the right ship
Free FlightUSWildcat2Endless ZerosNone (practice)
Coral Sea InterceptionIJNZero12 Dauntlesses, 2 WarhawksZone breach, the Warhawk's dive
Guadalcanal IntruderIJNKate—Destroyer, 2 WildcatsCaught high and slow
Dawn Strike (IJN)IJNVal32 Wildcats, 3 shipsHeading home too early
Wake: Silence the GunsIJNVal52 Wildcats, island flakFlak, a long shallow dive
Free Flight (IJN)IJNZero—Endless WildcatsNone (practice)