Here’s how you can clear the Always Forward Mission in Battlefield 6: Disable the NXC Launchers, find Kincaid, and more.

Always Forward is the ninth and final mission of Battlefield 6. Dagger 1-3 launches a desperate decapitation strike against the heart of Pax, situated in Tajikistan. With the fate of the world hanging in the balance, you step into the role of Gunner Sergeant Dylan Murphy for the final time and put an end to all this.
This mission pushes you harder than any before it, testing your skills, patience, and strategy at every stage. You will be constantly combating Choppers, Tanks, and Armored Soldiers. If you are reckless, you will have to keep repeating checkpoints.
Below is a walkthrough that provides a detailed overview of what’s to come. Spoiler Alert: You get to avenge Carter’s death by slaying Alex Kincaid, but the real enemy is someone else.
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Always Forward – Reach the Overlook

The mission began with Dagger 1-3 on the ground in Tajikistan. Your first objective is to clear a large Pax outpost guarding the route to the main base. You’ll engage in long-range firefights and close-quarter combat as you pass through the initial defense phase.
Once you clear the objective, you will be required to regroup and wait for Gecko to call in an Airstrike from Viper 1-1. From this point on, prepare yourself, the mission becomes a slaughterhouse. You will have to take down heavily armored soldiers, snipers, choppers, tanks, and even aircraft.
Always Forward – Disable the NXC Launchers

After you make your way to the overlook, your task is to disable the two NXC hypersonic missiles. Disable Alpha and Bravo before they launch and destroy the world. This combat phase will be even more difficult than the overlook; you will have to take down a Pax jet obstructing your team’s way to the Alpha silo.
You must use a lock-on rocket launcher to take it down. If you are familiar with taking down oppressor bikes in GTA Online, then this should be a piece of cake. If not, you may have to try it a few times. That said, after taking down the jet, disable the Alpha launcher and wait inside a bunker.
After a few moments, you must take down the second silo, which will be even more difficult. You have to fight your way into the Bravo control room and disable the second missile. Simple disabling won’t work here, as you’ll have to wait for Hemlock to pierce it and then disable it.
Always Forward – Find Kincaid

With the missiles taken care of, now Dagger 1-3 has one final objective: hunt down and eliminate Alex Kincaid. You must reach the Bunker and Control Room and fight your way through to them.
Over here, you will get to see the return of Commander Volkov, the man who took down McIntyre in the second chapter. The fight will be intense, unfolding through the server room and corridors.
After that, you have to fight your way, breach the control room, and confront Kincaid. From here onwards, the story dramatically shifts. Kincaid, when captured, will not surrender but taunt you about Carter’s death and reveal the shocking truth: Mills and a rogue element within the CIA were backing Pax Armada all along, using them to create a global conflict that would justify a massive expansion of their own power and influence.
Figuring that his plan has completely backfired, Kincaid lays all the chips on the table. He starts revealing the truth, unraveling the conspiracy, and states that Mills and a rogue CIA agent set all of this up.
But just as he was about to reveal more, a single gunshot ended it. Acting on what seems to be a silent command from Mills, Hemlock executes Dagger’s last solution, coldly stating he was reaching for a weapon. Although the situation seemed as if he was indeed reaching for a gun, it clearly appeared to be a lie, and the game does an excellent job setting up a sequel.
Always Forward – Escape the Bunker

With Kincaid lying dead on the floor, the conspiracy was revealed. Mills, realizing she has been exposed, cuts all of Dagger’s comms and abandons them, leaving them for dead as a friendly bomber is en route to level the entire facility.
Your final objective is to escape the bunker, get on the roof, and board a chopper. The mission and the campaign conclude in Dagger 1-3, as the team flees the destruction, having killed Kincaid, but now facing the real enemy: Mills.
They may have won the battle, avenged Carter’s death, and possibly avenged McIntyre, as Volkov is neutralized but not confirmed to be dead. The war is far from over.
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