Planes are the fastest mode of transport available to heroes on the battlefield and generally excel against Tanks, Jeeps and infantry.

All planes irrespective of faction are armed with two light, fast-firing aircraft cannons which can quickly rack up damage and perform best against vehicles, particularly thin-skinned planes and jeeps, though they still do decent damage against enemy armour. The fighter's dual armament is somewhat ineffective against infantry heroes as they are smaller and more erratic. However, plane can instead perform what are called wing-clips which involve hitting them with the plane's wings, whether you snag an unwary sniper from his high perch with the wing tip or skim low across the length of an open field taking down clusters of gunners too slow to get out the way.

Although the planes of the Royals and Nationals differ in style, they have identical health, the same armament and transport capacity as their rival equivalent.


Planes are particularly vulnerable to Anti-Air Guns, which are dotted around all air maps and deal formidable damage. These are generally quite easy to avoid as they are fixed and their arc of fire is often obscured by buildings, cliffs and other terrain. In addition to this they cannot fire beneath 180 degrees and are even then often impaired by thick sandbag rings making it a simple matter of searching out the nearest canyon or cliff-face and flying low.

Another major threat to planes are Commandos with Sniper Rifles and the Piercing Shot ability enabled as they can do significant damage with just a few rounds. This tends to be a much greater danger as they as very mobile and can be almost anywhere, including behind your own lines.

Tanks are also a hazard to pilots as a single lucky shot from one can destroy a plane. This isn't really much of a problem when airborne, but is always a major danger taking off. When targeting tanks some players prefer to gain as much altitude as possible and nose-dive the tanks rather than go on a straight strafing run as they can sustain fire for longer and are less likely to get taken out by a well-aimed tank shot.

Perhaps the third and final concern when flying a plane are Soldiers who use Burning Bullets, as the cockpit is generally very exposed and pilots cannot apply bandages, health tonics or heal in any way while flying. As a result their health will steadily drop and they could die if they are on low health and don't switch to the wings to do so.

Also, be wary of gunners as their machine guns can deal large amounts of damage, especially with FF at 5 and for knifing commandos that can kill an unwary pilot that haven't take off his plane.


National Plane Front View

A National Plane taking off on Buccaneer Bay

Aerial Combat TacticsEdit

Dogfights between opposing fighters, though they do happen, are generally a rather rare form of fighting as they are very time intensive, offer few kills and don't even guarantee that the enemy won't bail out at the last minute. During such fights it is general practice to simply try to stay on the enemies tail and don't let them shake you.

Low-Level FlyingEdit

This tactic can be very useful to evade enemy planes, to stay out of the field of fire of Anti-Air Guns and generally cross the map without getting to much attention from the enemy. Flying low behind coastal cliffs like those at Seaside Skirmish and Buccaneer Bay helps pilots to get back to their base with their plane on low health, but be careful of infantry as they can rack up damage on your planes in groups.

Kamikaze TacticsEdit

This is a good, but risky and deadly tactic. Just simply crash your plane at infantry or vehicles. This has a high chance of killing your targets, but for people who want to live, do than this when your plane is under heavy fire, just crash into them. This may kill them. Another option is to head for a target (with guns blazing) and about halfway there, jump out, but this can be very hard because the target can move out of the way.

Ground Attack TacticsEdit

These are tactics best employed when attacking troops or vehicles on the ground.


Nose-Dives involve planes getting as much height as possible before tilting sharply towards the ground and flying downwards at a vertical angle. These are useful for maintaining weapon fire on a single point for an extended period of time and eliminate the chance of being shot out of the air when attacking tanks. This tactic is best thwarted by moving erratically and forcing the plane to constantly adjust its angle and line.

Other TacticsEdit

These are tactics related to planes which don't apply to either air-to-air or air-to-ground combat sections.


Another thing to be aware of around planes is the "Honeytrap Tactic" among some knifing commandos who will hang around near parked planes and knife anybody who gets in. In some cases they will even land a plane in the middle of the map to increase the chances. This doesn't always necessarily apply to commandos and knifing, however, as sometimes people will duplicate the tactic by parking a tank inconspicously behind an airfield. They hide in the turret, switch positions when an enemy hops in a plane and blast it to pieces, earning easy kills. This works even better in some ways as back bases with airfields on maps like Seaside Skirmish, Sunset Showdown and Buccaneer Bay often have spare tanks lying around. As another added bonus, planes with multiple inhabitants will be destroyed instantly which, in the average knifers method, isn't the case and will often result in the other inhabitants dismounting and an imminent and bloody death for said knifer.

Dead Zone SnipingEdit

Planes can go further out than infantry and land vehicles before the out of bounds timer activates which allows heroes, mostly snipers, to land on completely inaccessible cliffs out in the dead zone far beyond the area which infantry can travel and switch to the wings and snipe, having to fear only other snipers.

Bridge DivingEdit

If any enemy is staying on a bridge,you can attack him and fly under the bridge, it's difficult but it works very good against tanks and infantry, or in a dogfight.

How To FlyEdit

To gradually turn left or right, hold the buttons you use to move sideways. To fly higher, pull your mouse back. To fly lower, push your mouse up. To turn sharply, press the button you use to move sideways, and push your mouse the same way at the same time. To do a flip, pull your mouse back hard. to do a flip turn, press the move sideways button and move your mouse the opposite way.

Shaking An Enemy OffEdit

To shake an enemy off, fly low to land. Do a flip turn, and a regular flip. Fly as high as you can. Turn sharply left and right, up and down, and do a nose dive. Be careful when you do your flip close to land, because you might hit the ground. Fly a little higher before you do the regular flip.

Roll in any direction to prevent the enemy from hitting your wings.

You may initiate a rolling scissors if the enemy is near your six o' clock, this is done by keep an eye on the enemy plane by looking back at what he is doing and rolling when the timing is right. Turn in one direction and as human reaction time is not perfect, it will take a while before he starts turning with you and his plane will also have to roll, increasing his time to follow your turn, then when they are about to finish their roll, you should roll into the other direction and begin turning, soon enough you will find that you and the enemy are now canopy-to-canopy and are in a scissors, a scissors if where you both turn into each-other, trying to slow down and slip in behind the enemy, this will take several reversals and it doesn't depend on pitch ability as it is roll ability, as the one who rolls first, turns first; therefore coming behind the enemy and into a comfortable guns solution behind them.

If an opponent is in a turning fight with you and you are both getting seemingly nowhere, this maneuvre may also be performed as if you reverse your turn, the enemy will be compelled to continuing turning in the same direction by instinct to get on your six, but once he comes into firing range, reverse your turn and he will be compelled to reverse his turn as well, continue onwards as previously until you are in a scissors.

ACM (Air Combat Maneuvers)Edit


Performing an Immelman turn will change your direction by 180 degrees whilst giving you higher altitude at the price of speed, though gravity does not apply, no speed is lost. A split-S is the opposite of an Immelman, used to dive upon a lower altitude target, if you are on the other end of the gun, turn into the dive at above 90 degrees, but not directly at the enemy, as this will throw off their aim and if they manage to correct their aim, reduce time to fire.


Yoyos will let you stay on the tail of a slower moving plane, if you are going too fast, then you should perform a high-yoyo (pulling upwards and diving back down) or else you will overshoot and will give the enemy a guns solution. Although, this is uncessessary as slowing down an aircraft is performed quickly.

Leading your targetEdit

You should always lead your target, as if you aim at the enemy aircraft while in a turn, by the time the bullets have travelled far enough, then the target will have moved into a different place. There is no trick to leading your target, it will come with time and practice.

Hints Edit

  • Jeeps are much more fragile than tanks and can carry a larger cargo. Try to prioritize them over tanks on strafing runs.
  • Don't try wingclipping in an area with a lot of enemies or buildings. More likely, you might crash into a structure, or even if you don't, the enemy infantry can easily damage or even destroy your plane quickly with teamwork.
  • When diving at a tank, be sure you don't go down too low. Even if the tank doesn't duck hunt you, you're surely going to damage or even blow up your plane.
  • Out of both planes,the National plane seems to have an advantage because it seems to have larger wings.
  • Gunners using FF at level 5 against a plane is a great way to heal as every 4 shots you will recover 12 hp and the increased accuracy means that you'll get plenty of shots and health. This is a great alternative to using a bandage, tonic or just for those who don't have/want to use a bandage and/or tonic.
  • The best way to take off is the vertical take off,Because they could have larger chance of evading tank shots.
  • You can always slow down your plane in the sky by pressing S but be sure not to go slow and low enough, as it takes a long time to restart the engines to make it fly and makes you a hostle target for enemies.



  • The Supermarine Supermarine Spitfire is the inspiration for the Royal plane. There is controversy over the Royal plane because it has shark-mouth nose paint commonly seen on the P-40 Warhawk. Also, unlike the planes found in other Battlefield games, these Spitfires are not equipped with bombs.
  • The National plane is inspired by the Messerschmitt BF109.