The Promised Land was a Light carrier-class[3] Zeppelin featured in Crimson Skies. It was a zeppelin owned by Blake Aviation Security and sent to Boeing Field alongside Paladin Blake himself to deal with the Fortune Hunters,[3] who had previously raided the field and stole a prototype Hughes Bloodhawk Blue Streak.[4] As a Light carrier-class zeppelin, the Promised Land unsurprisingly carried a large number of fighter aircraft, totalling three squadrons.[3] This worried the Fortune Hunters, however Zachary had a contact in the form of Slippery Sam, who snuck aboard the zeppelin and locked open the broadside cannon hatches, as well as welding down the docking clamp so the Promised Land would be unable to achieve altitude and launch its fighters.[3]
The Fortune Hunters commenced the raid at a low level, arriving seaward, before strafing the airstrip and destroying a radio communication tower that would have been used to call for reinforcements. With the Promised Land stuck to its mooring and the broadside cannons open for shooting, it was short work for Zachary and his gang to blow up the gas bags of the zeppelin, sending it crashing to the floor alongside all its fighters docked in its hangar.[5] In response, Blake Aviation located the Fortune Hunters own zeppelin Pandora in the clouds above Boeing Field and commenced and attack, while a delayed message eventually reached Blake who arrived on the scene in his own Bloodhawk. It was too late to save the Promised Land, and while Blake forces made a good attempt to avenge the zeppelin by attacking the engines of the Pandora, both he himself and his forces were shot down by Zachary and his crew, who sped away from the area, leaving the burning wreckage of the Promised Land to be put out by fire crews.[5]
Strategy[]
- The Promised Land is locked to its mooring point, meaning you do not need a particularly fast or mobile aircraft to attack it, as the zeppelin will be stationary.
- The zeppelin will not be able to launch any of its fighters due to its close proximity to the ground. As such, you will only be harassed by the fighters already in the air.
- Taking out the defensive armaments appears to be a good choice for making attack runs safer, however since the cannons are permanently exposed, you do not need to wait around for them to open. Remaining low, under the depression angles of the defensive armament, is a safer option as you can easily blow up the gas bags and avoid the defensive fire.
- High Explosive rockets are the best choice of hardpoint equipment as a direct strike on the open cannon hatch will explode it.
- Taking Flak rockets is unnecessary for dealing with the zeppelin as you do not need to slow it down or disable it due to it being stuck on the docking clamp. However flaks will be useful for taking out the defensive fighters.
Appearances[]
Gallery[]
References[]
- ↑ Peril for Blake - briefing
- ↑ Peril for Blake - briefing
- ↑ 3.0 3.1 3.2 3.3 Peril for Blake - briefing
- ↑ The Pilfered Prototype
- ↑ 5.0 5.1 Peril for Blake