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* In ''Franchise/StarWars'' ''VideoGame/EmpireAtWar'', starships like the Marauder and Broadside Cruiser have long range that allow them to strike at targets such as enemy ships and space stations outside their range of attack.
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IFF is a thing, it's not 1959 anymore


* ''VideoGame/{{HAWX}}'': The F-14 Tomcat's loadout in the game includes missiles that can be fired at targets from extreme range, which are used in one of the mid-campaign missions to destroy radar and SAM sites without alerting the enemy to your forces' presence. This is loosely based on the real-life AIM-54 Phoenix air-to-air missile designed for use in the F-14's role as a carrier-based interceptor to destroy incoming Warsaw Pact bomber groups: during the UsefulNotes/IranIraqWar, an Iranian Air Force F-14A shot down three Iraqi [=MiG-23s=] with a single Phoenix from over 80 kilometers--before its own radar had even resolved the radar contact as ActuallyFourMooks.

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* ''VideoGame/{{HAWX}}'': The F-14 Tomcat's loadout in the game includes missiles "Radar-Guided Missiles" that can be fired at targets from extreme range, which are used in suggested for one of the mid-campaign missions to destroy radar and SAM sites without alerting the enemy to your forces' presence. This is loosely based on the real-life AIM-54 Phoenix air-to-air missile designed for use in the F-14's role as a carrier-based interceptor to destroy incoming Warsaw Pact bomber groups: during the UsefulNotes/IranIraqWar, an Iranian Air Force F-14A shot down three Iraqi [=MiG-23s=] with a single Phoenix from over 80 kilometers--before its own radar had even resolved the radar contact as ActuallyFourMooks. Several other missions suggest planes with radar-guided missiles, including the F-15C for the mission immediately after the previously-mentioned one and the Rafale C to defend a space center closer to the end.



* Modern air combat is practically based on eliminating targets from beyond visual range and the range of most conventional weaponry. This includes air-to-ground missiles with the effective range of over 100 km as well as air-to-air missiles with similar properties. Properly identifying your target and hitting it is a different matter altogether as the weapons are still not clever enough to distinguish between friend or foe.

to:

* Modern air combat is practically based on eliminating targets from beyond visual range and the range of most conventional weaponry. This includes air-to-ground missiles with the effective range of over 100 km as well as air-to-air missiles with similar properties. Properly identifying your target and hitting it is a different matter altogether as the weapons are still not clever enough to distinguish between friend or foe.
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[[folder:Real-time Strategy]]

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[[folder:Real-time [[folder:Real-Time Strategy]]



** Zig-zagged with Soviet Siege Chopper of ''VideoGame/RedAlert2'' expansion ''Yuri's Revenge''. It is a DualModeUnit - while airborne, its assault cannon's range is rather short. To deploy its artillery piece, it needs to land and thus become vulnerable to all weaponry.
** The Imperial Giga Fortress of ''VideoGame/RedAlert3'' is a behemoth of a unit that can attack any unit on land or sea and defend itself against air attackers. It can also transform into a ginormous demonic flying head whose God's Breath weapon outranges every AntiAir structure in the game. Its only weakness when transformed is to fighters, and even then Apollo and [=MiG=] fighters won't be able to take one out in a single pass (Tengus, on the other hand, are a perfect counter since they don't need to rearm).

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** Zig-zagged with Soviet Siege Chopper of ''VideoGame/RedAlert2'' ''VideoGame/CommandAndConquerRedAlert2'' expansion ''Yuri's Revenge''. It is a DualModeUnit - -- while airborne, its assault cannon's range is rather short. To deploy its artillery piece, it needs to land and thus become vulnerable to all weaponry.
** The Imperial Giga Fortress of ''VideoGame/RedAlert3'' ''VideoGame/CommandAndConquerRedAlert3'' is a behemoth of a unit that can attack any unit on land or sea and defend itself against air attackers. It can also transform into a ginormous demonic flying head whose God's Breath weapon outranges every AntiAir structure in the game. Its only weakness when transformed is to fighters, and even then Apollo and [=MiG=] fighters won't be able to take one out in a single pass (Tengus, on the other hand, are a perfect counter since they don't need to rearm).
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Solution? Combine the pros of both unit types to negate the weaknesses. Outfit your fighter-bomber with long-range missiles. Teach your dragon to hurl fireballs further than enemy archers can ever hope to shoot. Equip your starship with a PlasmaCannon or WaveMotionGun so the other side wouldn't even know what hit them. And even if they did, there would hardly be anything they could do about it.

Airborne Artillery is a flying combatant whose weapon outranges all AntiAir, if not all other units effective range. Hovering safely several meters to kilometers above ground it's safe from nearly everything. No ground unit can get in close enough to land a hit without risking [[DeathFromAbove a load of punishment coming down on their head]] and only a handful of enemy aircraft can target it. Static defenses are rendered practically useless, unless the carefree commander lets their flying catapult accidentally wander into their range during their demolition frenzy.

These unit types can sometimes disturb the gameplay balance since, compared to conventional ground-based artillery, Airborne Artillery usually has a movement advantage and isn't restricted by terrain and thus can deal death even from places no other combatants can ever reach, like high mountains or open sea (if the game doesn't feature navy). However, to make up for this such units are often quite high up the TechTree, are much more expensive, can mostly only target ground units and also travel rather slowly, so faster AntiAir and fighter aircraft may have a chance of taking them out.

to:

Solution? Combine the pros of both unit types to negate the weaknesses. Outfit your fighter-bomber fighter bomber with long-range missiles. Teach your dragon to hurl fireballs further than enemy archers can ever hope to shoot. Equip your starship with a PlasmaCannon or WaveMotionGun so the other side wouldn't even know what hit them. And even if they did, there would hardly be anything they could do about it.

Airborne Artillery is a flying combatant whose weapon outranges all AntiAir, if not all other units effective range. Hovering safely several meters to kilometers above ground it's safe from nearly everything. No ground unit can get in close enough to land a hit without risking [[DeathFromAbove a load of punishment coming down on their head]] and only a handful of enemy aircraft can target it. Static defenses are rendered practically useless, useless unless the carefree commander lets their flying catapult accidentally wander into their range during their demolition frenzy.

These unit types can sometimes disturb the gameplay balance since, compared to conventional ground-based artillery, Airborne Artillery usually has a movement advantage and isn't restricted by terrain and thus can deal death even from places no other combatants can ever reach, like high mountains or open sea (if the game doesn't feature navy). However, to make up for this such units are often quite high up the TechTree, are much more expensive, can mostly only target ground units units, and also travel rather slowly, so faster AntiAir and fighter aircraft may have a chance of taking them out.



Subtrope of DeathFromAbove. May partially overlap with OrbitalBombardment, where the attacks actually comes from the planet's orbit where hardly anything besides an ICBM or a WaveMotionGun can reach it. Compare AirborneAircraftCarrier which also attacks from high altitudes, but its range actually depends on carried flyers' active range.

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Subtrope of DeathFromAbove. May partially overlap with OrbitalBombardment, where the attacks actually comes come from the planet's orbit where hardly anything besides an ICBM or a WaveMotionGun can reach it. Compare AirborneAircraftCarrier which also attacks from high altitudes, but its range actually depends on carried flyers' active range.



** Zig-zagged with Soviet Siege Chopper of ''VideoGame/RedAlert2'' expansion ''Yuri's Revenge''. It is a DualModeUnit - while airborne, its assault cannon's range is rather short. To deploy its artillery piece, it needs to land and thus become vulnearable to all weaponry.

to:

** Zig-zagged with Soviet Siege Chopper of ''VideoGame/RedAlert2'' expansion ''Yuri's Revenge''. It is a DualModeUnit - while airborne, its assault cannon's range is rather short. To deploy its artillery piece, it needs to land and thus become vulnearable vulnerable to all weaponry.



** The Protoss Tempest in the second game is a flying artillery ship with ridiculously huge range, but needs to be escorted to provide line-of-sight.

to:

** The Protoss Tempest in the second game is a flying artillery ship with ridiculously huge range, range but needs to be escorted to provide line-of-sight.



* ''VideoGame/{{X}}'': In ''X3: Terran Conflict'' and ''Albion Prelude'', M8 Bombers and [=M7M=] Missile Frigates can both fire heavy ordnance from the practically the other side of the sector, outranging any defensive fire (though the missiles themselves are DestructibleProjectiles and have a longer range than the ship's own radar, meaning another ship or a spy satellite has to act as a TargetSpotter). An [=M7M=] with a full cargo bay of missiles can singlehandedly wipe out entire sectors.

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* ''VideoGame/{{X}}'': In ''X3: Terran Conflict'' and ''Albion Prelude'', M8 Bombers and [=M7M=] Missile Frigates can both fire heavy ordnance from the practically the other side of the sector, outranging any defensive fire (though the missiles themselves are DestructibleProjectiles and have a longer range than the ship's own radar, meaning another ship or a spy satellite has to act as a TargetSpotter). An [=M7M=] with a full cargo bay of missiles can singlehandedly wipe out entire sectors.



** Zigzagged with the [[Anime/MobileSuitGundamThe08ThMSTeam Apsalas-II and III]]. As Mobile Armours, they can use their beam cannon well out of enemy range (for comparison, their beam cannons have a range of 5 hexes while most artillery or long range Mobile Suits tend to have max range of 2 or 3 hexes). However, depending on the game their beam cannons may only be MAP attacks and so they're completely helpless if an enemy (even as simple as the Saberfish aerospace fighter, a completely obsolete piece of hardware) manages to get close.
** The [[Anime/MobileSuitGundam Adzam]]'s beam cannons have a range of 4, allowing it to attack enemies with impunity. However, it's fairly slow due to its function as an aerial artillery unit, and so vulnerable if enemies manage to get close. Unlike the Apsalas above, however, the Adzam is also armed with machine guns for close quarters defense in addition to the beam cannons.
** The [[Anime/MobileSuitZetaGundam Psyco Gundam and Psyco Gundam Mk-II]] in their Mobile Fortress modes can function as this, outranging their targets with their beam cannons. In their gigantic [[TransformingMecha Mobile Suit modes]] they lose the range advantage (going from a range of 3 hexes to 2), but they gain access to more of their weapons including melee attacks. Furthermore, in their Mobile Fortress modes they can be targeted by dedicated air-to-air weapons by enemy artillery or aircraft which are not affected by their anti-beam weapon I-Fields.
** The gigantic Garuda-class aircraft are basically flying bases and the best air transport in the game, even by the time of ''Anime/MobileSuitGundamCharsCounterattack''. This is thanks to their huge amount of HP, excellent movement range and the ability to [[AirborneAircraftCarrier carry]] a [[TheBattlestar small army of Mobile Suits aboard]]. In addition, thanks to their long range beam cannons, they can also act as aerial artillery. Like above examples, however, enough fast moving air-to-air units (including Mobile Suits riding flying sleds) can bring them down.

to:

** Zigzagged with the [[Anime/MobileSuitGundamThe08ThMSTeam Apsalas-II and III]]. As Mobile Armours, they can use their beam cannon well out of enemy range (for comparison, their beam cannons have a range of 5 hexes while most artillery or long range long-range Mobile Suits tend to have max range of 2 or 3 hexes). However, depending on the game their beam cannons may only be MAP attacks and so they're completely helpless if an enemy (even as simple as the Saberfish aerospace fighter, a completely obsolete piece of hardware) manages to get close.
** The [[Anime/MobileSuitGundam Adzam]]'s beam cannons have a range of 4, allowing it to attack enemies with impunity. However, it's fairly slow due to its function as an aerial artillery unit, and so vulnerable if enemies manage to get close. Unlike the Apsalas above, however, the Adzam is also armed with machine guns for close quarters close-quarters defense in addition to the beam cannons.
** The [[Anime/MobileSuitZetaGundam Psyco Gundam and Psyco Gundam Mk-II]] in their Mobile Fortress modes can function as this, outranging their targets with their beam cannons. In their gigantic [[TransformingMecha Mobile Suit modes]] they lose the range advantage (going from a range of 3 hexes to 2), but they gain access to more of their weapons including melee attacks. Furthermore, in their Mobile Fortress modes modes, they can be targeted by dedicated air-to-air weapons by enemy artillery or aircraft which are not affected by their anti-beam weapon I-Fields.
** The gigantic Garuda-class aircraft are basically flying bases and the best air transport in the game, even by the time of ''Anime/MobileSuitGundamCharsCounterattack''. This is thanks to their huge amount of HP, excellent movement range range, and the ability to [[AirborneAircraftCarrier carry]] a [[TheBattlestar small army of Mobile Suits aboard]]. In addition, thanks to their long range long-range beam cannons, they can also act as aerial artillery. Like above examples, however, enough fast moving fast-moving air-to-air units (including Mobile Suits riding flying sleds) can bring them down.



** The [[Anime/MobileSuitGundamwingEndlessWaltz Wing Gundam Zero Custom]] naturally comes with flight ability and extremely long range Twin Buster Rifles that allow it to perform this role. Its major weak points include how much energy the Buster Rifles need to fire (depending on the game, it isn't unusual for it to only be able to fire 3 shots before having to refuel), as well as the fact it's often one of the more more expensive Mobile Suits to manufacture. The energy issue can be resolved via equipped items and upgrades, but in games where enemies have anti-beam defenses (e.g. machines from ''Anime/MobileSuitGundamIronBloodedOrphans'' all inherently have anti-beam coating) its usefulness takes a nosedive.
* ''VideoGame/SuperRobotWars'': The various warships that appear throughout the series tend to take this role thanks to often having at least one weapon with superior range (e.g. depending on the game the Main Cannon Barrage of the ''[[Anime/MobileSuitGundamCharsCounterattack Ra Calium]]'' may have a range of 6-7 compared to the 4-5 range for the Geara Doga's beam machinegun or [[Anime/MobileSuitGundamZZ Zaku III]]). Those ships equipped with WaveMotionGun-style attacks like the ''[[Anime/MartianSuccessorNadesico Nadesico]]'' or ''[[VideoGame/SuperRobotWars30 Dreisstrager]]'' can have even longer ranges (e.g. with the right skills, upgrades and equipment the ''Weistregger'' can have a range of '''13''').

to:

** The [[Anime/MobileSuitGundamwingEndlessWaltz Wing Gundam Zero Custom]] naturally comes with flight ability and extremely long range long-range Twin Buster Rifles that allow it to perform this role. Its major weak points include how much energy the Buster Rifles need to fire (depending on the game, it isn't unusual for it to only be able to fire 3 shots before having to refuel), as well as the fact it's often one of the more more expensive Mobile Suits to manufacture. The energy issue can be resolved via equipped items and upgrades, but in games where enemies have anti-beam defenses (e.g. machines from ''Anime/MobileSuitGundamIronBloodedOrphans'' all inherently have anti-beam coating) coating), its usefulness takes a nosedive.
* ''VideoGame/SuperRobotWars'': The various warships that appear throughout the series tend to take this role thanks to often having at least one weapon with superior range (e.g. depending on the game the Main Cannon Barrage of the ''[[Anime/MobileSuitGundamCharsCounterattack Ra Calium]]'' may have a range of 6-7 compared to the 4-5 range for the Geara Doga's beam machinegun or [[Anime/MobileSuitGundamZZ Zaku III]]). Those ships equipped with WaveMotionGun-style attacks like the ''[[Anime/MartianSuccessorNadesico Nadesico]]'' or ''[[VideoGame/SuperRobotWars30 Dreisstrager]]'' can have even longer ranges (e.g. with the right skills, upgrades upgrades, and equipment the ''Weistregger'' can have a range of '''13''').



* Modern air combat is practically based around eliminating targets from beyond visual range and the range of most conventional weaponry. This includes air-to-ground missiles with the effective range of over 100 km as well as air-to-air missiles with similar properties. Properly identifying your target and hitting it is a different matter altogether as the weapons are still not clever enough to distinguish between friend or foe.

to:

* Modern air combat is practically based around on eliminating targets from beyond visual range and the range of most conventional weaponry. This includes air-to-ground missiles with the effective range of over 100 km as well as air-to-air missiles with similar properties. Properly identifying your target and hitting it is a different matter altogether as the weapons are still not clever enough to distinguish between friend or foe.

Changed: 616

Removed: 328

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the Yamato Cannon is a thing in both games


** The Imperial Giga-Fortress of ''VideoGame/RedAlert3'' is a behemoth of a unit that can attack any unit on land or sea and defend itself against air attackers. It can also transform into a ginormous demonic flying head whose God's Breath weapon outranges every AntiAir structure in the game. Its only weakness when transformed is to fighters, and even then Apollo and [=MiG=] fighters won't be able to take one out in a single pass (Tengus, on the other hand, are a perfect counter since they don't need to rearm).

to:

** The Imperial Giga-Fortress Giga Fortress of ''VideoGame/RedAlert3'' is a behemoth of a unit that can attack any unit on land or sea and defend itself against air attackers. It can also transform into a ginormous demonic flying head whose God's Breath weapon outranges every AntiAir structure in the game. Its only weakness when transformed is to fighters, and even then Apollo and [=MiG=] fighters won't be able to take one out in a single pass (Tengus, on the other hand, are a perfect counter since they don't need to rearm).



** ''VideoGame/StarCraftI'':
*** The Zerg Guardian is their sole support unit - a large flying crab-like creature which flings balls of goo at considerable distance. None of the stationary AntiAir have a chance to land a hit.
*** The Terran Battlecruiser can fire its [[WaveMotionGun Yamato Cannon]] (essentially a focused nuclear explosion) at a range greater than AntiAir defenses, but it takes time to recharge.
** ''VideoGame/StarCraftII'':
*** The Zerg Guardian is replaced by the Brood Lord, replacing the flying crab design with a flying manta ray that flings tiny broodlings at the enemy with great force.
*** The Protoss Tempest is a flying artillery ship with ridiculously huge range, but needs to be escorted to provide line-of-sight.

to:

** ''VideoGame/StarCraftI'':
*** The Zerg Guardian is their sole support unit - a large flying crab-like creature which flings balls of goo at considerable distance. None of the stationary AntiAir have a chance to land a hit.
***
The Terran Battlecruiser can fire its [[WaveMotionGun Yamato Cannon]] (essentially a focused nuclear explosion) at a range greater than AntiAir defenses, but it takes time to recharge.
** ''VideoGame/StarCraftII'':
***
The Zerg Guardian is replaced by the in ''VideoGame/StarCraftI'' and Brood Lord, replacing the Lord in ''VideoGame/StarCraftII'' are large flying crab design with a flying manta ray creatures that flings tiny broodlings at the enemy with great force.
***
outrange all stationary AntiAir structures.
**
The Protoss Tempest in the second game is a flying artillery ship with ridiculously huge range, but needs to be escorted to provide line-of-sight.
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Fixing the name


* ''VideoGame/SuperRobotWars'': The various warships that appear throughout the series tend to take this role thanks to often having at least one weapon with superior range (e.g. depending on the game the Main Cannon Barrage of the ''[[Anime/MobileSuitGundamCharsCounterattack Ra Calium]]'' may have a range of 6-7 compared to the 4-5 range for the Geara Doga's beam machinegun or [[Anime/MobileSuitGundamZZ Zaku III]]). Those ships equipped with WaveMotionGun-style attacks like the ''[[Anime/MartianSuccessorNadesico Nadesico]]'' or ''[[VideoGame/SuperRobotWars30 Weistregger]]'' can have even longer ranges (e.g. with the right skills, upgrades and equipment the ''Weistregger'' can have a range of '''13''').

to:

* ''VideoGame/SuperRobotWars'': The various warships that appear throughout the series tend to take this role thanks to often having at least one weapon with superior range (e.g. depending on the game the Main Cannon Barrage of the ''[[Anime/MobileSuitGundamCharsCounterattack Ra Calium]]'' may have a range of 6-7 compared to the 4-5 range for the Geara Doga's beam machinegun or [[Anime/MobileSuitGundamZZ Zaku III]]). Those ships equipped with WaveMotionGun-style attacks like the ''[[Anime/MartianSuccessorNadesico Nadesico]]'' or ''[[VideoGame/SuperRobotWars30 Weistregger]]'' Dreisstrager]]'' can have even longer ranges (e.g. with the right skills, upgrades and equipment the ''Weistregger'' can have a range of '''13''').
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crosswicking


With a FloatingContinent it [[PlayingWithATrope might be possible]] to turn regular artillery units into this trope. {{Cumulonemesis}} may also possess long-ranged attack.

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With a FloatingContinent it [[PlayingWithATrope might be possible]] to Outfitting an OminousFloatingCastle with long-ranged weaponry will turn regular artillery units it into this trope. {{Cumulonemesis}} may also possess long-ranged attack.
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None


{{Cumulonemesis}} may also possess such long-ranged attack.

to:

With a FloatingContinent it [[PlayingWithATrope might be possible]] to turn regular artillery units into this trope. {{Cumulonemesis}} may also possess such long-ranged attack.
Is there an issue? Send a MessageReason:
crosswicking

Added DiffLines:

{{Cumulonemesis}} may also possess such long-ranged attack.
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crosswicking


Subtrope of DeathFromAbove. Compare OrbitalBombardment, where the attacks actually comes from the planet's orbit where hardly anything besides an ICBM or a WaveMotionGun can reach it.

to:

Subtrope of DeathFromAbove. Compare May partially overlap with OrbitalBombardment, where the attacks actually comes from the planet's orbit where hardly anything besides an ICBM or a WaveMotionGun can reach it.it. Compare AirborneAircraftCarrier which also attacks from high altitudes, but its range actually depends on carried flyers' active range.
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Created from YKTTW

Added DiffLines:

In {{strategy game}}s, artillery units provide you the luxury of picking away at your enemies from beyond the range of their weapons, unless they close in on you or also employ artillery. Unfortunately, being mostly ground-borne, the artillery units can be attacked by basically anything, rendering them rather vulnerable.

Air forces on the other hand don't need to worry about most enemy combatants as their weapons cannot target them. Except AntiAir. Which happens quite often as most flyers simply have to wander into their range to be able to deliver their payload.

Solution? Combine the pros of both unit types to negate the weaknesses. Outfit your fighter-bomber with long-range missiles. Teach your dragon to hurl fireballs further than enemy archers can ever hope to shoot. Equip your starship with a PlasmaCannon or WaveMotionGun so the other side wouldn't even know what hit them. And even if they did, there would hardly be anything they could do about it.

Airborne Artillery is a flying combatant whose weapon outranges all AntiAir, if not all other units effective range. Hovering safely several meters to kilometers above ground it's safe from nearly everything. No ground unit can get in close enough to land a hit without risking [[DeathFromAbove a load of punishment coming down on their head]] and only a handful of enemy aircraft can target it. Static defenses are rendered practically useless, unless the carefree commander lets their flying catapult accidentally wander into their range during their demolition frenzy.

These unit types can sometimes disturb the gameplay balance since, compared to conventional ground-based artillery, Airborne Artillery usually has a movement advantage and isn't restricted by terrain and thus can deal death even from places no other combatants can ever reach, like high mountains or open sea (if the game doesn't feature navy). However, to make up for this such units are often quite high up the TechTree, are much more expensive, can mostly only target ground units and also travel rather slowly, so faster AntiAir and fighter aircraft may have a chance of taking them out.

Subtrope of DeathFromAbove. Compare OrbitalBombardment, where the attacks actually comes from the planet's orbit where hardly anything besides an ICBM or a WaveMotionGun can reach it.
----
!! Your pitiful flak cannon can't possibly land a hit on any of the following Video Game examples:

[[folder:Real-time Strategy]]
* The Scrin Devastator of ''VideoGame/CommandAndConquer3TiberiumWars'' is a capital class spaceship, whose plasma cannon outranges everything else except artillery units, but those can't target airborne units.
* ''VideoGame/CommandAndConquerRedAlertSeries''
** Zig-zagged with Soviet Siege Chopper of ''VideoGame/RedAlert2'' expansion ''Yuri's Revenge''. It is a DualModeUnit - while airborne, its assault cannon's range is rather short. To deploy its artillery piece, it needs to land and thus become vulnearable to all weaponry.
** The Imperial Giga-Fortress of ''VideoGame/RedAlert3'' is a behemoth of a unit that can attack any unit on land or sea and defend itself against air attackers. It can also transform into a ginormous demonic flying head whose God's Breath weapon outranges every AntiAir structure in the game. Its only weakness when transformed is to fighters, and even then Apollo and [=MiG=] fighters won't be able to take one out in a single pass (Tengus, on the other hand, are a perfect counter since they don't need to rearm).
** The Allied Harbinger gunship is for all intents and purposes an AC-130 gunship that fires either mini-nukes or a chaingun. Its main weakness is that it circles around a target, usually bringing it in range of AntiAir defenses (while it doesn't have the range to attack them with impunity, it certainly has the firepower to kill them very quickly).
* ''Franchise/StarCraft'':
** ''VideoGame/StarCraftI'':
*** The Zerg Guardian is their sole support unit - a large flying crab-like creature which flings balls of goo at considerable distance. None of the stationary AntiAir have a chance to land a hit.
*** The Terran Battlecruiser can fire its [[WaveMotionGun Yamato Cannon]] (essentially a focused nuclear explosion) at a range greater than AntiAir defenses, but it takes time to recharge.
** ''VideoGame/StarCraftII'':
*** The Zerg Guardian is replaced by the Brood Lord, replacing the flying crab design with a flying manta ray that flings tiny broodlings at the enemy with great force.
*** The Protoss Tempest is a flying artillery ship with ridiculously huge range, but needs to be escorted to provide line-of-sight.
[[/folder]]

[[folder:Simulation Games]]
* ''VideoGame/{{HAWX}}'': The F-14 Tomcat's loadout in the game includes missiles that can be fired at targets from extreme range, which are used in one of the mid-campaign missions to destroy radar and SAM sites without alerting the enemy to your forces' presence. This is loosely based on the real-life AIM-54 Phoenix air-to-air missile designed for use in the F-14's role as a carrier-based interceptor to destroy incoming Warsaw Pact bomber groups: during the UsefulNotes/IranIraqWar, an Iranian Air Force F-14A shot down three Iraqi [=MiG-23s=] with a single Phoenix from over 80 kilometers--before its own radar had even resolved the radar contact as ActuallyFourMooks.
* ''VideoGame/{{X}}'': In ''X3: Terran Conflict'' and ''Albion Prelude'', M8 Bombers and [=M7M=] Missile Frigates can both fire heavy ordnance from the practically the other side of the sector, outranging any defensive fire (though the missiles themselves are DestructibleProjectiles and have a longer range than the ship's own radar, meaning another ship or a spy satellite has to act as a TargetSpotter). An [=M7M=] with a full cargo bay of missiles can singlehandedly wipe out entire sectors.
[[/folder]]

[[folder:Turn-based Strategy]]
* ''VideoGame/GihrensGreed'':
** Zigzagged with the [[Anime/MobileSuitGundamThe08ThMSTeam Apsalas-II and III]]. As Mobile Armours, they can use their beam cannon well out of enemy range (for comparison, their beam cannons have a range of 5 hexes while most artillery or long range Mobile Suits tend to have max range of 2 or 3 hexes). However, depending on the game their beam cannons may only be MAP attacks and so they're completely helpless if an enemy (even as simple as the Saberfish aerospace fighter, a completely obsolete piece of hardware) manages to get close.
** The [[Anime/MobileSuitGundam Adzam]]'s beam cannons have a range of 4, allowing it to attack enemies with impunity. However, it's fairly slow due to its function as an aerial artillery unit, and so vulnerable if enemies manage to get close. Unlike the Apsalas above, however, the Adzam is also armed with machine guns for close quarters defense in addition to the beam cannons.
** The [[Anime/MobileSuitZetaGundam Psyco Gundam and Psyco Gundam Mk-II]] in their Mobile Fortress modes can function as this, outranging their targets with their beam cannons. In their gigantic [[TransformingMecha Mobile Suit modes]] they lose the range advantage (going from a range of 3 hexes to 2), but they gain access to more of their weapons including melee attacks. Furthermore, in their Mobile Fortress modes they can be targeted by dedicated air-to-air weapons by enemy artillery or aircraft which are not affected by their anti-beam weapon I-Fields.
** The gigantic Garuda-class aircraft are basically flying bases and the best air transport in the game, even by the time of ''Anime/MobileSuitGundamCharsCounterattack''. This is thanks to their huge amount of HP, excellent movement range and the ability to [[AirborneAircraftCarrier carry]] a [[TheBattlestar small army of Mobile Suits aboard]]. In addition, thanks to their long range beam cannons, they can also act as aerial artillery. Like above examples, however, enough fast moving air-to-air units (including Mobile Suits riding flying sleds) can bring them down.
* ''VideoGame/SDGundamGGeneration'':
** The [[Anime/MobileSuitGundamwingEndlessWaltz Wing Gundam Zero Custom]] naturally comes with flight ability and extremely long range Twin Buster Rifles that allow it to perform this role. Its major weak points include how much energy the Buster Rifles need to fire (depending on the game, it isn't unusual for it to only be able to fire 3 shots before having to refuel), as well as the fact it's often one of the more more expensive Mobile Suits to manufacture. The energy issue can be resolved via equipped items and upgrades, but in games where enemies have anti-beam defenses (e.g. machines from ''Anime/MobileSuitGundamIronBloodedOrphans'' all inherently have anti-beam coating) its usefulness takes a nosedive.
* ''VideoGame/SuperRobotWars'': The various warships that appear throughout the series tend to take this role thanks to often having at least one weapon with superior range (e.g. depending on the game the Main Cannon Barrage of the ''[[Anime/MobileSuitGundamCharsCounterattack Ra Calium]]'' may have a range of 6-7 compared to the 4-5 range for the Geara Doga's beam machinegun or [[Anime/MobileSuitGundamZZ Zaku III]]). Those ships equipped with WaveMotionGun-style attacks like the ''[[Anime/MartianSuccessorNadesico Nadesico]]'' or ''[[VideoGame/SuperRobotWars30 Weistregger]]'' can have even longer ranges (e.g. with the right skills, upgrades and equipment the ''Weistregger'' can have a range of '''13''').
[[/folder]]

!!These non-video game examples attack from beyond your AA Gun's range as well.

[[folder:Literature]]
* ''Literature/CountZero'': Immediately after Turner botches Dr. Mitchell's extraction, an unidentified attacker craters his base camp. While Turner at first suspects an orbital laser strike or a tactical nuke, he eventually concludes that the attack must have come from a massive railgun hidden on one of the corporate blimps he had spotted on radar prior to the extraction run but dismissed as weather balloons because they stayed hundreds of kilometers away from the base camp.
[[/folder]]

[[folder:Real Life]]
* Modern air combat is practically based around eliminating targets from beyond visual range and the range of most conventional weaponry. This includes air-to-ground missiles with the effective range of over 100 km as well as air-to-air missiles with similar properties. Properly identifying your target and hitting it is a different matter altogether as the weapons are still not clever enough to distinguish between friend or foe.
[[/folder]]
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