Strike Fighter
Strike Fighter
The multirole air-to-ground workhorse. Strike Fighters are built to hit both soft and armored ground targets while still retaining enough air-combat capability to survive contested airspace. In the supplied doctrine data, Eastern and Western profiles are extremely close, while the European line separates itself through substantially higher hit points. Combat range, radar range and speed are tracked explicitly below because they materially change patrol geometry, target access and survivability.
Why Players Value This Unit
Doctrine Intelligence // What Actually Changes
Eastern Doctrine
Western Doctrine
European Doctrine
Level Progression // Ground-Strike Damage
| Level | Eastern / Western / European visible ATK line | Operational Read |
|---|---|---|
| L1 | 4 / 4 / 2 / 3 / 6 / 2 / 1 / 2 | Entry tactical-strike profile. The doctrines show the same visible damage pattern in the supplied cards. |
| L2 | 4.5 / 4.5 / 2 / 3 / 7 / 2 / 1 / 2 | Incremental ground-damage improvement with a small HP increase. |
| L3 | 5 / 5 / 3.5 / 4 / 8 / 2 / 1 / 2 | Noticeable multi-target improvement before the second-generation aircraft. |
| L4 | 6 / 6 / 4.5 / 5 / 10 / 3 / 1.5 / 3 | Second-generation profile. Cruise-missile firing is shown on supplied mid-game cards. |
| L5 | 7 / 7 / 4.5 / 5 / 11 / 3 / 1.5 / 3 | Major operational breakpoint because attack range jumps from 650 to 800. |
| L6 | 8 / 8 / 6 / 7 / 13 / 4 / 2 / 4 | Late-game damage jump and radar range increases from 60 to 75. |
| L7 | 9 / 9 / 6 / 7 / 15 / 4 / 2 / 4 | Final supplied level adds more ground damage while range, radar and speed remain at their late-game values. |
Target-Column Note
The numeric sequence above preserves the visible supplied combat-stat columns without renaming ambiguous icons. This avoids inventing target labels that were not explicitly shown as text in the screenshots. The calculator dataset can keep the same column order and map each icon category separately.
Level Progression // Attack Range, Radar Range, Speed & HP
| Level | Attack Range | Radar Range | Speed | Eastern HP | Western HP | European HP | Operational Read |
|---|---|---|---|---|---|---|---|
| L1 | 650 | 60 | 12 | 20 | 20 | 24 | Same reach and speed; Europe starts with the durability edge. |
| L2 | 650 | 60 | 12 | 22 | 22 | 26.5 | HP rises; geometry remains unchanged. |
| L3 | 650 | 60 | 12 | 22 | 22 | 26.5 | Damage improves, but attack range and radar stay at early-game values. |
| L4 | 650 | 60 | 12 | 23 | 23 | 27.5 | Second-generation aircraft; no range increase yet. |
| L5 | 800 | 60 | 12 | 23 | 23 | 27.5 | Attack-range breakpoint. All three doctrines gain 150 more range. |
| L6 | 800 | 75 | 12 | 25 | 25 | 30 | Radar breakpoint. Sensor reach improves while Europe reaches 30 HP. |
| L7 | 800 | 75 | 12 | 25 | 25 | 30 | Late-game refinement: more damage, but no further range/radar/speed increase. |
Research Timing // Supplied Trees
Upgrade Breakpoints // What Is Actually Worth It?
Verdict: L5 and L6 Are the Strategic Breakpoints
L4 is the second-generation aircraft transition and the supplied mid-game profiles show the cruise-missile firing capability.
L5 is the most important reach upgrade: attack range rises from 650 to 800 for Eastern, Western and European. This changes target access, airbase positioning and how safely the unit can operate behind the front.
L6 adds the next operational jump: radar range rises from 60 to 75. European also reaches 30 HP here, while Eastern and Western sit at 25 HP.
L7 improves the visible damage line again, but attack range remains 800, radar remains 75 and speed remains 12. If your immediate goal is geometry and survivability rather than maximum damage, L6 is therefore a meaningful stopping point to evaluate.