The two Arrows give you the slip as soon as you break atmo, but thanks to your radar and the keen eyes of your gunner, you’ve picked up their trail heading into a vast canyon. Now, the jig is up and the chase is on. Those little suckers may be fast as hell, but you aren't in space anymore. Down here, the wind plays havoc with the Arrows' featherweight frames, but your Super Hornet slices through as you adjust its pitch and ride the breeze. They aren't getting away so easily.
You sense something at seven and five - seems like they called some friends. Your gunner swivels the turret and takes out both interlopers before you can get a make on their ships.
As your gunner swivels back around, you open the throttle and paint targets on both Arrows. This is one fight they shouldn't have picked.