Scout AH.Mk.1

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Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
Scout AH.Mk.1
scout_ah_mk1.png
GarageImage Scout AH.Mk.1.jpg
Scout AH.Mk.1
AB RB SB
8.7 8.3 8.7
Research:Free
Purchase:390 000 Specs-Card-Lion.png
Show in game

Description

The Scout AH.Mk.1 is a rank V British utility helicopter with a battle rating of 8.7 (AB/SB) and 8.3 (RB). It was introduced in Update 1.91 "Night Vision". It serves as an opening helicopter for British pilots that will familiarise them with the game's helicopter mechanics.

This is not a rookie-friendly vehicle due to several vulnerabilities such as a lack of armour, countermeasures and insufficient weaponry. It will require practice and good tactics to get in tune with it and efficiently provide good close air support without being blown out of the air by enemy air defence. The Scout AH.Mk.1 shares the same qualities as the later British helicopters: it is light, agile and fast.

General info

Flight performance

Max speed
at 1 000 m213 km/h
Max altitude5 400 m
EngineRolls-Royce Nimbus Mk.101
Power685 hp
Take-off weight2 t
Scout taking off from heliport to the mission

The flight performance of the Scout will prove to be rather satisfactory even when stock. It feels light, fast, and agile making it competent in evading the barrage of things that will rain at you, including tank shells. Its speed and acceleration are sufficient to allow good positioning when the match starts; setting the collective to 80% and keeping the pitch at +2.0°/-4.0° will usually be enough to reach top speed without gaining too much altitude or over-revving the propeller. Using the collective at 100% will increase thrust (useful when altitude is needed) but will reduce the horizontal speed drastically, making the helicopter prone to stalling during manoeuvres.

When manoeuvring to a different course keep in mind to not lose speed, the proper way to do this is to bank the helicopter towards the desired location before beginning the turn. This allows pilots to maintain their speed, indicated in the speed vector arrow at the centre of your heads up display (HUD).

The Scout only has one payload, so there is no negative performance impact. Using hover mode and locking the target from the gunner's sight considerably improves the chance of a ATGM impact but it's feasible to also hit tanks when on the move, thanks to the Scout's great agility and stability.

Characteristics Max Speed
(km/h at 1,000 m)
Max altitude
(metres)
AB RB
Stock 194 182 5400
Upgraded 232 213

Survivability and armour

Crew2 people
Speed of destruction
Structural330 km/h
Gear320 km/h

No armour

The Scout does not have any protective armour plates or bulletproof glass, due to the sacrifices this would require in performance. The pilot should keep this in mind when flying. Rushing into the middle of the battlefield will end with disastrous results as the crew and vital components are only protected by the thin fuselage walls.

The pilot, gunner, engine, transmission, main rotor, and tail rotors are all exposed to fire from missiles, rockets, cannons, and even small-calibre machine guns. However, it is sometimes possible to survive multiple hits due to the spacious layout of the vehicle's components. The low velocity of small-calibre rounds is sometimes inadequate to penetrate the Scout's fuselage panels.

The same cannot be stated from 20 mm cannons and beyond that will shred the helicopter into a million pieces.

Survivability improvement

The Flak jacket and Helicopter frame modules should be researched to increase the crew survivability against airburst shells that are extremely dangerous to your helicopter and crew. Pilots will be quick to notice the improvement in their helicopter's durability. A higher crew vitality (Pilot/Gunner) also improves survival.

Modifications and economy

Repair costBasic → Reference
AB12 650 → 17 115 Sl icon.png
RB6 710 → 9 078 Sl icon.png
SB10 110 → 13 678 Sl icon.png
Total cost of modifications129 000 Rp icon.png
238 000 Sl icon.png
Talisman cost2 200 Ge icon.png
Crew training110 000 Sl icon.png
Experts390 000 Sl icon.png
Aces1 800 Ge icon.png
Research Aces780 000 Rp icon.png
Reward for battleAB / RB / SB
160 / 300 / 430 % Sl icon.png
202 / 202 / 202 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Research:
13 000 Rp icon.png
Cost:
24 000 Sl icon.png
280 Ge icon.png
Mods jet engine.png
Engine
Research:
11 000 Rp icon.png
Cost:
20 000 Sl icon.png
240 Ge icon.png
Mods cd 98 main rotor.png
Replacing helicopter blades
Research:
11 000 Rp icon.png
Cost:
20 000 Sl icon.png
240 Ge icon.png
Mods heli flak jacket.png
Flak jacket
Research:
13 000 Rp icon.png
Cost:
24 000 Sl icon.png
280 Ge icon.png
Mods heli structure.png
Helicopter frame
Research:
14 000 Rp icon.png
Cost:
26 000 Sl icon.png
300 Ge icon.png
Mods night vision device.png
NVD
Research:
11 000 Rp icon.png
Cost:
20 000 Sl icon.png
240 Ge icon.png
Mods armor cover.png
Cover
Research:
42 000 Rp icon.png
Cost:
78 000 Sl icon.png
910 Ge icon.png
Mods weapon.png
L8A1_new_gun
Research:
14 000 Rp icon.png
Cost:
26 000 Sl icon.png
300 Ge icon.png

Thanks to great speed and agility, the modules of main concern relate to protection and survivability, such as the NVD or Flak jacket. The "Arcade Assault" game mode can allow rookie pilots to research the main modifications needed to improve the Scout for optimal performance in Mixed Battles.

Armaments

Night vision devices
Improves visibility by enhancing natural light or active illumination.
Scout engaging enemy tanks from the flanks

Offensive armament

Weapon 12 x 7.62 mm L8A1 machine gun
Ammunition500 rounds
Fire rate600 shots/min
Main article: L8A1 (7.62 mm)

The Scout AH.Mk.1 is armed with:

  • 2 x 7.62 mm L8A1 machine guns, skid-mounted (250 rpg = 500 total)

The L8 MGs are rather inaccurate when not ungraded. British pilots should not rely on this to attack any ground target as they mostly serve to defend against pestilent air targets or helicopters on attack runs. A gun convergence of 600 m is enough to fire effectively without getting too close to the enemy.

Suspended armament

List of setups (1)
Setup 14 x AS.11 missiles
Main article: AS.11

The Scout AH.Mk.1 can be outfitted with the following ordnance:

  • 4 x AS.11 missiles

The AS.11 missiles are usually good and enough to end with an armoured treat. Their SACLOS (Semi-Automatic Command to Line Of Sight) guidance requires the gunner to hold the reticle over the target until impact. It is recommended to aim for the sides of armoured vehicles, as some tanks are able to survive frontal ATGM impacts. Keep in mind the maximum range of 3.5 km and always anticipate a target's movement.

Usage in battles

As the Scout is such a weak target, the pilot must be aware of their surroundings and fight from the enemy's blind spots or flank, because a destroyed helicopter only assists the enemy's victory. Analyse and choose your side to engage in battle and preserve your helicopter.

Pilots should avoid high-altitude combat with this helicopter for several reasons:

  • Increased vulnerability to SPAA and SAMs
  • Increased visibility to enemy pilots
  • Decrease in flight performance
  • Lack of cover

Helicopter PvE (AB)

Since this mode is a decent way to grind through modifications, it can be used to train basic understanding of helicopter controls and interface. The enemy aircraft also won't necessarily hunt you specifically, unless you get in their way, so it's also less stressful. Due to the arcade mode rules, helicopter will also recover ATGMs without having to go to the airfield. Until MG upgrade is researched, it is better to set gun convergence to 400 m here.

The primary role of this helicopter in this mode is anti-SPAA. Since enemy SPAA AI doesn't have the best aim in the world, and does not intentionally dodge missiles, you will be able to dodge their shots easily while also attacking, as long as you don't fly into their optimal range. You will also be able to outrange M163 which generally obliterates allied helicopters relying on their rockets. But, you cannot destroy bases and the weapons are very weak against bombers. Try to team up with some less agile helicopters to clear objectives faster.

Against static ground targets - Simply approach the enemy ground forces. At about 4.5 km range their long range SPAA will start firing, but it doesn't use overwhelming fire tactics, so you can casually shift flight angle or roll to not get hit. Do not sleep on them though, as a direct hit to the pilot cabin can be fatal. Once you reach 3.5 km range, aim and lock the gun scope in their general direction (F key by default) and quickly shift to the gunner seat. Here, fix your aim as fast as you can, so that the scope is actually aiming at the SPAA, and shift to a different view. Now, as long as you don't turn the helicopter too far away from the target, your ATGMs will fly exactly where you were initailly aiming - simply fire the ATGM (spacebar key by default), stall the helicopter so that you don't continue to fly directly into the SPAA nest and start rolling to the sides to evade enemy fire until they explode. After that, designate new target while dodging, fix aim after roll and repeat. If you feel like it, you can also fly as close as 2.5 km to practice dodging M163 volleys or to simply draw their fire from your allies, but these must be actively dodged and will not forgive mistakes. In case the gunner got shot and you lost the ability to correct ATGM aim, you can return to the airfield to get a replacement.

Once SPAA were dealt with, attack ground forces. When attacking into enemy territory, you can destroy AT cannons with MG (much easier to do so from the cockpit view) and destroy pileboxes with ATGMs in the same manner you dealt with the SPAA - first designate target, then do a run-by or simply adjust helicopter hull so that the ATGM is launched directly into the target and does not miss. When defending, you can simply hover the helicopter and manually attack them with ATGM, as the MG cannot damage them anyway.

Against convoys - The general strategy is similar, but the MG is only useful against trucks here (those only spawn on certain maps) and you can't just lock the ATGM scope, as both tanks and SPAAs will be moving. Instead, you have to deal with the long-range SPAAs yourself and dodge their shots while aiming in the sniper seat. By maintaining maximum range you can ensure that helicopter will dodge incoming shots with minimal movement. After dealing with them, you can just hover the helicopter and bombard remaining vehicles at your leisure. Try to intercept convoys from the front to have easier time aiming, as it is much more difficult to hit targets moving at an angle. If you can't - try to hit the first tank in the column into engine to make all of them temporarily stop (assuming it doesn't immediately explode).

Against AI planes - there are two wings of bombers that spawn regularly. In general, it is a very bad idea to fight bombers in this helicopter due to the lack of armour and proper anti-air weapons (even helicopters with bulletproof glass, turret and rockets can easily get obliterated in a 1v6 fight), but you might just accidentally get in their way, then there is no choice. The bombers will usually keep their altitude and pretend to not notice you, but sometimes they also choose to fly low. If you got within ~3 km range, the leading bomber wing will approach you at about 30 degree angle and then attack with all of their side guns, which the scout certainly will not survive. If initial attack failed, the second wing will attempt to shred you from the other side shortly after. The best counter is to not get in their way to begin with, but if you must, at least keep 3 km of height, which allows you to try and snipe the lead bomber with ATGM to break their formation and immediately drop your altitude by falling to the side to avoid incoming fire. After doing so you should run for your life while monitoring the second wing behaviour. The bombers are unlikely to just let you go, but they also aren't very fast and prefer to circle around the target at first, so you might break away and manage to get help before they caught up with you.

Mixed battles (RB)

The best flight approach is low as possible to the ground. The Scout can pass trees, houses, and mountains remaining almost undetected. Try to stay out of the enemy's half of the map, as their base AAA will likely detect you, and you are closer to newly spawned vehicles.

Instead, the Scout should support the allied offensive from a low, hidden spot, launching the ATGMs to strategically eliminate enemies causing problems to the allied team.

In a winning match, opt for SPAA hunting as they mostly will focus on protecting themselves from allied tanks or jets. If losing, pilots could look for a window of opportunity and quickly cap a distant point to assist the allied team in turning the tide of the battle.

  • In empty or flat maps, the Scout is of minimal effectiveness due to the lack of cover. Instead, an aircraft fitted with ATGMs or rockets would be more suitable.

Pros and cons

Scout leaving the combat zone swiftly after depletion of ATGMs

Pros:

  • Light and nimble - useful for evading enemy fire
  • Small and stealthy - one of the smallest helicopters, makes hiding easy
  • Perfect for nap-of-the-earth (NoE) flying
  • Decently fast even when stock
  • Powerful AS.11 missiles. Able to destroy most tanks' frontal armour at its BR
  • Quite a strong frame, will often be heavily damaged but remain operable

Cons:

  • Limited weaponry: only 4 x AGMs and 2 x defensive 7.62 mm machine guns
  • Exposed engine won't take a lot of damage before failing
  • No countermeasures
  • Poor survivability due to lack of armour
  • Prone to accidents when pushed to its limits, especially when piloted in a third person view - can fall into uncontrollable spin if not immediately stopped with opposite direction inputs

History

Development on the Westland Scout began in the late 1950s, however not at the Westland company, but at Saunders-Roe. Saunders-Roe developed their Saro P.531 light utility helicopter, which itself was based on the design of a previous piston-powered helicopter. The Saro P.531 already had several prototypes built and tested by the time the company was acquisitioned by Westland, who in turn, decided to continue development of the P.531.

As a result, in the early 1960s, the Westland Scout was created. The Scout conducted its maiden flight in August 1960 and was well-received with both the British Army and Royal Navy during testing. Following the favorable reception, the helicopter was subsequently ordered into production for the Army as the Scout AH Mk.1.

As work on the Scout steadily progressed, Westland continued developing a navalized version of the vehicle in parallel. The 'Sea Scout', as it was initially designated, only featured several minor design differences from the base model, such as a wheeled undercarriage and foldable blades and tail section, along with some other differences. After being reviewed by the Royal Navy, the 'Wasp' as it eventually became known, entered service with the Royal Navy in 1963, alongside the Army's Scout.

Both versions of the helicopter took part in combat operations during their service, most notably in Borneo, the Falklands and Northern Ireland. In the end, around 280 machines of both types were built, including export models.

- From Devblog

Media

Skins
Images
Videos

See also

External links


Westland Aircraft Limited
Aircraft 
Fighters  Whirlwind Mk I · Whirlwind P.9
Turboprop  Wyvern S4
Helicopters
Attack  AH Mk.1 Apache**
Utility  Scout AH.Mk.1 · Lynx AH.Mk.1 · G-LYNX · Wasp HAS.Mk.1
  *After World War II, Westland Aircraft focused on building helicopters and changed its name to Westland Helicopters.
  **Licensed AH-64D
See Also  Boeing Aircraft

Britain helicopters
Attack  AH Mk.1 Apache
Utility  Scout AH.Mk.1 · Wasp HAS.Mk.1 · Lynx AH.Mk.1 · G-LYNX