The final battle is at hand; the main O.C.C. fleet is directly ahead of the E.D.A.F. fleet, and is protecting the O.C.C.'s L-2 Colony. It will be a do-or-die battle; if the E.D.A.F. lose this fight, the war is over, having truly a scratch fleet against the O.C.C.'s incredible power. And the worst part is, they're not even sure of the sheer scope of the enemy fleet due to a lack of radar signal. And even more unfortunately, the E.D.A.F. fleet will fire nigh-indiscriminately when the enemy is in sight. The enemy is seemingly against the wall, so the battle will be fierce, especially since the E.D.A.F. is running out of firepower.
Delta 1st and 3rd Element is sent to protect the fleet from spacecraft during the battle, much like the previous skirmish. They manage to protect the fleet as the enemy is dealt a significant blow, winning the battle. However, after returning to base, it is discovered that what they assumed was the L-2 Colony wasn't their main base after all; and in fact, have been sending an receiving freights to and from Mars. The mysterious Navigator "group" that the E.D.A.F. assumed was in control of the O.C.C. doesn't even seem to be a "group" at all, rather a single being, and is most likely not a human. Indeed, it turns out that the O.C.C. had sold out Earth to Mars to win the war against the E.D.A.F. with the Mars aliens' incredible technology. And such, they must now go to Mars and put a stop to the radical O.C.C. members, being led by the Navigator, once and for all...
It's Skirmish except slightly more complicated. The waves are exactly the same as Skirmish; at first, you're dealing with A-27Ps, and then you must deal with Type-R3: Comps and Francine Davout in a Vamp, who attack the fleet. The gameplan of this mission is honestly the exact same as Skirmish, so treat it much the same way.
The reward for this mission is 150,000 credits plus a variable amount depending on how the enemies were taken out. Rush Into the Red Star is also unlocked.
- This and The Decisive Battle are derivatives of one another, having identical enemy layouts, but different required targets, similarly to the later Intercepts.
- Unlike its counterpart, the post-mission text scroll does not play after completing this mission.
|Airforce Delta Strike Missions |
Missions in Bold indicate missions that must be completed before the phase ends (10 turns) or else a game over will happen.
Phases 1, and 10 to 14 don't have turns and won't end until a specific mission is completed.
Missions in Italics are secret missions; view their respective pages for details on how to unlock them.
Underlined missions are missions that end the game and allow the player to enter new-game plus.
|Phase 1||BLUE WING KNIGHTS · operation code H4 · The "GALE"|
|Phase 2||Force Scout (Team Bravo) · *Rail Road (Old Foxes) · Fleet Attack (The Newbie)|
|Phase 3||Over the Cloud · Roller Games|
|Phase 4||Twister (Encount) · Lone Wolf · Far Behind|
|Phase 5||Doll Master · Iceberg · Priority*|
|Phase 6||Night Blitz (Encount) · Big Bird · Armed Fighting Walker · Hyper Speed Rick · Metro|
|Phase 7||Tiger's Cave (Encount)|
|Phase 8||Wind Valley (New Generation)|
|Phase 9||Turning Point (R-Mite) · operation code T8|
|Phase 10||Up Stream · Meteor Structure|
|Phase 11||Departure · Decision|
|Phase 12||Skirmish · The Defender · The Decisive Battle · Rush Into the Red Star · The Last Duel|
|Phase 13||Battle of Under Ground · Mother Ship · Inside · The Asteroid|
|Phase 14||The Confront|