AFF
Errah battlefield in Angels Fall First

Errah

Ground · Incursion · Territories

Theatre
Ground
Modes
Incursion, Territories
Objectives
5 control points (Territories) / 3 stages (Incursion)

A bombed-out town centred on an administration tower. Long empty roads open sightlines between buildings - expect urban combat at every range.

How Errah plays

Ground maps are combined-arms puzzles: infantry holds buildings, armour owns open lanes, and gunships punish anyone who forgets to look up. On Errah the objective string is 5 control points (Territories) / 3 stages (Incursion), in Incursion and Territories modes. Learn the first sixty seconds — spawn exits, first vehicle offers, and which approach is actually covered — before you invent a hero flank.

Available vehicles

Infantry only (Territories); limited vehicles (Incursion)

If the roster includes armour or gunships, at least one squadmate should spawn with anti-vehicle tools. If the roster is infantry-heavy or interior-focused, shotgun and SMG loadouts climb in value. Space rosters demand a pilot plan: who takes the first fighter offer, who stays on the capital, who stages the dropship.

Tactics that win here

  • Incursion attackers (ULA) must take the pump platform first; the two stairways are brutal chokepoints - smoke them.
  • The third stage moves indoors to office towers covered by mounted turrets. Infantry outmanoeuvre the turrets; vehicles should stay back.
  • Snipers rule the long avenues. Cross streets through buildings, not along them.

Translate those notes into orders. A commander or squad leader who restates “hold the interior point” or “screen the bomber run” every stage change keeps bots and pubs pointed at the same problem. Silent teams bleed score even when individuals are mechanically good.

Loadouts for Errah

Save a map-specific kit before you queue. Use the best loadouts guide for role templates, the budget calculator for point checks, and the ground vehicles guide for the hardware you will face. After the first death, swap rather than stubbornly rebuying a loadout that the layout punished.

Think in roles, not lone-wolf fantasy: someone must cover anti-vehicle if armour is on the roster, someone must repair if you rely on a single MBT or gunship, and someone must stay on the objective while the rest chase kills. Errah rewards the squad that assigns those jobs before the war room ends.

New to the game modes themselves? The beginner guide explains Incursion stages, Territories scoring and the war-room flow that happens before you ever see Errah.

Other ground maps

If you are practising this theatre, rotate these siblings so you do not overfit one layout:

  • Fortress (Incursion, Territories) — Fought in and around an imposing hilltop fortress.
  • Irega (Incursion, Territories) — The bombed-out downtown of a city.
  • Plains (Incursion) — Open ground built for combined arms.
  • Yin Tao Shan (Territories) — An open refinery and factory crossed by roads, hills and treelines.
  • Igneous Platform (Incursion) — AIA attacks a ULA platform installation.

Pre-match checklist

  • Read the war-room briefing for which stage or points matter first.
  • Confirm your squad has anti-vehicle or pilot coverage if the roster needs it.
  • Set one fallback loadout for interiors / hangars.
  • Agree on a simple callout name for the hottest approach.

Frequently Asked Questions

What modes does Errah support?

Errah runs Incursion and Territories. Objectives: 5 control points (Territories) / 3 stages (Incursion).

What vehicles spawn on Errah?

Infantry only (Territories); limited vehicles (Incursion)

How should I prepare a loadout for Errah?

Bring anti-vehicle options and read the ground vehicles guide before queueing. Save a map-specific loadout before the war room so you are not rebuilding under fire.