Difference between revisions of "AH-1S Kisarazu"
m (Fixed Some minor spelling errors | Updated the TOW Weapons to TOW-2 and Fixed the 3Km Range info to 3.75Km range.) (Tag: Visual edit) |
|||
Line 68: | Line 68: | ||
[[File:AH1S_Arm.jpg|320px|thumb|right|The '''{{PAGENAME}}''' In-flight, Being redirected to a combat zone]] | [[File:AH1S_Arm.jpg|320px|thumb|right|The '''{{PAGENAME}}''' In-flight, Being redirected to a combat zone]] | ||
<!--Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.--> | <!--Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.--> | ||
− | {{main|FFAR Mighty Mouse|BGM-71 TOW|M134 Minigun (7.62 mm)}} | + | {{main|FFAR Mighty Mouse|BGM-71 TOW-2|M134 Minigun (7.62 mm)}} |
The AH-1S offers a wide range of choice for secondary armament, up to 12 choices: | The AH-1S offers a wide range of choice for secondary armament, up to 12 choices: | ||
Line 78: | Line 78: | ||
*2 x 7.62 mm M134 Minigun machine gun & 14 x FFAR Mighty Mouse rockets | *2 x 7.62 mm M134 Minigun machine gun & 14 x FFAR Mighty Mouse rockets | ||
*2 x 7.62 mm M134 Minigun machine gun & 38 x FFAR Mighty Mouse rockets | *2 x 7.62 mm M134 Minigun machine gun & 38 x FFAR Mighty Mouse rockets | ||
− | *4 x BGM-71 TOW missiles | + | *4 x BGM-71 TOW-2 missiles |
− | *8 x BGM-71 TOW missiles | + | *8 x BGM-71 TOW-2 missiles |
− | *4 x BGM-71 TOW missiles & 38 x FFAR Mighty Mouse rockets | + | *4 x BGM-71 TOW-2 missiles & 38 x FFAR Mighty Mouse rockets |
− | *8 x BGM-71 TOW missiles & 38 x FFAR Mighty Mouse rockets | + | *8 x BGM-71 TOW-2 missiles & 38 x FFAR Mighty Mouse rockets |
− | *4 x BGM-71 TOW missiles & 2 x 7.62 mm M134 Minigun machine gun | + | *4 x BGM-71 TOW-2 missiles & 2 x 7.62 mm M134 Minigun machine gun |
− | *8 x BGM-71 TOW missiles & 2 x 7.62 mm M134 Minigun machine gun | + | *8 x BGM-71 TOW-2 missiles & 2 x 7.62 mm M134 Minigun machine gun |
== Usage in battles == | == Usage in battles == | ||
Line 113: | Line 113: | ||
[[File:AH1fS_Gunner_view.jpg|620px|thumb|right]] <!--class=dynamic_image]] - not sure what this was supposed to do for the image, was the image supposed to span the viewable page?--> | [[File:AH1fS_Gunner_view.jpg|620px|thumb|right]] <!--class=dynamic_image]] - not sure what this was supposed to do for the image, was the image supposed to span the viewable page?--> | ||
− | Playing the AH-1S in ground forces, it is recommended to load up the 8x BG-71 Tow missiles & 38x FFAR Might mouse missiles. The BG-71 will give you the penetration at range in order to terminate tankers and with safety from the Anti-Aircraft Missile equipped anti-air vehicles. It is a wise tactic that Anti-Aircraft Missile equipped anti-air vehicles to be terminated first. Then once terminated, move into the battlefield and dominate the tanks with the 38 x FFAR Might mouse missiles, which can cause a lot of damage and could potentially terminate up to 38 tanks with well-placed shots. | + | Playing the AH-1S in ground forces, it is recommended to load up the 8x BG-71 Tow-2 missiles & 38x FFAR Might mouse missiles. The BG-71 will give you the penetration at range in order to terminate tankers and with safety from the Anti-Aircraft Missile equipped anti-air vehicles. It is a wise tactic that Anti-Aircraft Missile equipped anti-air vehicles to be terminated first. Then once terminated, move into the battlefield and dominate the tanks with the 38 x FFAR Might mouse missiles, which can cause a lot of damage and could potentially terminate up to 38 tanks with well-placed shots. |
− | The ideal tactic is to | + | The ideal tactic is to utilize the helicopter and the terrain. Such as maps which have forests and lots of tree lines, stay low over the trees and select your targets based on the threat to yourself first, then the impact to the team. |
For example, if you have seen no enemy SPAA vehicles or other helicopters, climb in height, hover, then fire one or two missiles. Then quickly break off the hover and move to another part of the map, this way it allows you to stay undetected, remain stealthy and become a major threat to the enemy team. | For example, if you have seen no enemy SPAA vehicles or other helicopters, climb in height, hover, then fire one or two missiles. Then quickly break off the hover and move to another part of the map, this way it allows you to stay undetected, remain stealthy and become a major threat to the enemy team. | ||
Line 165: | Line 165: | ||
'''Pros:''' | '''Pros:''' | ||
− | * Great | + | * Great maneuverability |
* Very agile, with secondary load outs installed | * Very agile, with secondary load outs installed | ||
* Good secondary weapon loadout | * Good secondary weapon loadout | ||
Line 182: | Line 182: | ||
* No IRCM | * No IRCM | ||
* No air-to-air missiles | * No air-to-air missiles | ||
− | * Poor missile range of | + | * Poor missile range of 3.75km (TOW-2 missiles) |
* Somewhat heavy even without additional ordinances, | * Somewhat heavy even without additional ordinances, | ||
− | ** Strong | + | ** Strong tendency to fall into a vortex ring state |
* Joystick specific handling characteristics: | * Joystick specific handling characteristics: | ||
** Retains energy rather poorly in turns<!-- compared to the UH-1D, Mi-24 A/V, Ka-50 and Allouette II --> | ** Retains energy rather poorly in turns<!-- compared to the UH-1D, Mi-24 A/V, Ka-50 and Allouette II --> | ||
Line 191: | Line 191: | ||
** Has a light tendency to nose over but generally doesn't tend to fall into an inverted spin | ** Has a light tendency to nose over but generally doesn't tend to fall into an inverted spin | ||
** Moderately poor adverse yaw/roll/pitch stability characteristics | ** Moderately poor adverse yaw/roll/pitch stability characteristics | ||
− | ** | + | ** Center of gravity sits behind the stub wings' center of lift<!-- flight model error? It's significant enough that I can feel it! Generally speaking this is a significant issue in aircraft design --> |
== History == | == History == |
Revision as of 17:24, 17 April 2020
Contents
This page is about the Japanese attack helicopter AH-1S Kisarazu. For other uses, see AH-1 (Family). |
Description
The AH-1S Kisarazu is a gift rank VI Japanese attack helicopter
with a battle rating of 9.7 (AB/RB/SB). In addition, the AH-1S Kisarazu is the first vehicle in the game to feature a female flight crew. This helicopter was introduced in Update 1.89 "Imperial Navy".
General info
Flight Performance
The AH-1S is a single turboshaft T53-L-703 power plant, it provides up to 1300 BHP & 210 Kgf with a mass of 350 Kg. This turboshaft engine is able to push the AH-1S to speeds in excess of 277 km/h whilst carrying wing mounted armaments (maximum tested speed is up to 295 km/h in RB).
Characteristics | |||
---|---|---|---|
Stock | |||
Max Speed (km/h at 1,000 m) |
Max altitude (meters) | ||
AB | RB | ||
266 | 259 | 3475 | |
Upgraded | |||
Max Speed (km/h at 1,000 m) |
Max altitude (meters) | ||
AB | RB | ||
288 | 277 | 3475 |
Survivability and armour
The AH-1S is an armoured attack helicopter offering protection to the crew and engine:
- Composite boron carbide seat enclosures, for both of the crew, with a thickness of 20 mm.
- A steel seat, which offers a thickness of 12 mm for the pilot only.
- Steel plate covers, offering 12 mm of thickness over the turboshaft engine.
The AH-1S compensates with its small and nimble size compared to the Mi-24 Hind's which are incredibly well armoured but are huge and slow in comparison. However, the AH-1S does not protect all of its critical components, such as: fuel tanks, transmission, propeller shaft & control surfaces with armour plating. Nor does it have armoured glass installed around the cockpit.
Armaments
Offensive armament
The AH-1S Kisarazu is armed with:
- 1 x 20 mm M197 cannon (750 rpg = 750 total)
Suspended armament
The AH-1S offers a wide range of choice for secondary armament, up to 12 choices:
- Without load
- 28 x FFAR Mighty Mouse rockets
- 76 x FFAR Mighty Mouse rockets
- 2 x 7.62 mm M134 Minigun machine gun
- 2 x 7.62 mm M134 Minigun machine gun & 14 x FFAR Mighty Mouse rockets
- 2 x 7.62 mm M134 Minigun machine gun & 38 x FFAR Mighty Mouse rockets
- 4 x BGM-71 TOW-2 missiles
- 8 x BGM-71 TOW-2 missiles
- 4 x BGM-71 TOW-2 missiles & 38 x FFAR Mighty Mouse rockets
- 8 x BGM-71 TOW-2 missiles & 38 x FFAR Mighty Mouse rockets
- 4 x BGM-71 TOW-2 missiles & 2 x 7.62 mm M134 Minigun machine gun
- 8 x BGM-71 TOW-2 missiles & 2 x 7.62 mm M134 Minigun machine gun
Usage in battles
When playing the AH-1S, select the helipad which is in the ideal tactical location for your playstyle. Climb to around 1,500 meters, find a target, then descend on to them. For optimal effectiveness, it is important that you engage them from the rear of the side. As pilots primarily scan in front of themselves for targets, attacking from behind will give you the advantage of not being seen. When shadowing the target, approach as fast as possible to close the gap to within TOW range. After slowing, engage the sight stabilizer and fire the TOW missile and guide it to the target.
If the target tries to evade, keep the missile on the target and adjust to counter any manoeuvres your adversary may attempt.
Perhaps most importantly, if out of TOW range, the missile will self-detonate and could give your position away, if your adversary is attentive and sees the explosion.
Remember you only have around one and a half miles before the missiles will denote by them self, you can only select to carry either 4 or 8 BG-71 Tow missiles. |
After gaining experience while playing with the BGM-71 missiles, you will be able to determine when you are within range based on that experience. This also applies to any other type of missile in the game too.
When engaging in close quarters combat with other helicopters, the biggest threats are air to air missiles- The AH-1S does not offer any protection against them with countermeasures such as flairs or IRCM. This means you need to stay alert, active & on the lookout for fast moving dots. If you see a small fast dot heading towards you, make very sharp abrupt turns, change height at the same time while turning and rolling.
These are the biggest threats to you in battle since they can carry air-to-air missiles |
You may even be able to shoot down missiles with the installed 20 mm triple rotary M197 cannon. |
When engaging other helicopters, the triple barrel rotary cannon makes short work of any adversary. Make sure to load it with the air target belt, aim for critical elements of the rival helicopters such as cockpit, engine and fuel tanks. If you have equipped your helicopter with the additional twin M134 miniguns, bring your target in front of you and open fire. They will obliterate the target and send a flaming wreck to the ground. The fast fire rate will chew through ammo at a rapid rate, but when fully loaded have 3,000 rounds in total. That’s 1,500 Rounds per mini gun, in addition to the 750 cannon rounds for the M197, potentially up to 3,750 rounds total!
Ground forces
Playing the AH-1S in ground forces, it is recommended to load up the 8x BG-71 Tow-2 missiles & 38x FFAR Might mouse missiles. The BG-71 will give you the penetration at range in order to terminate tankers and with safety from the Anti-Aircraft Missile equipped anti-air vehicles. It is a wise tactic that Anti-Aircraft Missile equipped anti-air vehicles to be terminated first. Then once terminated, move into the battlefield and dominate the tanks with the 38 x FFAR Might mouse missiles, which can cause a lot of damage and could potentially terminate up to 38 tanks with well-placed shots.
The ideal tactic is to utilize the helicopter and the terrain. Such as maps which have forests and lots of tree lines, stay low over the trees and select your targets based on the threat to yourself first, then the impact to the team.
For example, if you have seen no enemy SPAA vehicles or other helicopters, climb in height, hover, then fire one or two missiles. Then quickly break off the hover and move to another part of the map, this way it allows you to stay undetected, remain stealthy and become a major threat to the enemy team.
Handling radar and Surface to Air missiles, when an enemy missile equipped SPAA is achieving a lock on, you will be notified with red arrows on the screen saying radar. To break the lock start rolling, gaining speed and the arrows will go away. If you are not successful, keep a close watch around the helicopter. At this, you will see white smoke coming from the ground, make very sharp abrupt turns. Change height at the same time while turning and rolling to avoid the missile.
Keep a close watch out for aircraft and other attack helicopters! |
Modules
Tier | Flight performance | Survivability | Weaponry | ||
---|---|---|---|---|---|
I | Compressor | Flack jacket | Offensive 20 mm belts | Flares | |
II | Helicopter frame | New 20 mm cannons | M200A1 | ||
III | Engine | Replacing helicopter blades | Gun pod M18A1 | TOW | |
IV | Cover | New 7 mm MGs | TOW 4 |
Pros and cons
Pros:
- Great maneuverability
- Very agile, with secondary load outs installed
- Good secondary weapon loadout
- Increased research points + silver lion gain
- IR Thermal vision for cannon/ATGM camera and image intensifier for the pilot/gunner
- Fully spaded, all modules and armaments unlocked
- Joystick specific handling characteristics:
- Easy to recover from adverse roll (retreating blade stall) at high speeds
- Has SAS mode assistance support (Dampening mode only)
- Good pitch authority at high speeds
Cons:
- Slow takeoff spool-up and acceleration
- No missile protection
- No IRCM
- No air-to-air missiles
- Poor missile range of 3.75km (TOW-2 missiles)
- Somewhat heavy even without additional ordinances,
- Strong tendency to fall into a vortex ring state
- Joystick specific handling characteristics:
- Retains energy rather poorly in turns
- Rotor RPM tends to drop easily
- Moderately strong adverse roll (retreating blade stall) at high speeds with poor roll control
- Has a light tendency to nose over but generally doesn't tend to fall into an inverted spin
- Moderately poor adverse yaw/roll/pitch stability characteristics
- Center of gravity sits behind the stub wings' center of lift
History
The AH-1S Kisarazu is an AH-1S Step III of the JASDF, manufactured under license by Fuji Heavy Industries. It is similar to the American AH-1F, except that it lacks systems as the infrared jammer, chaff/flare dispensers, and laser rangefinder found on it.
Media
- Images
- Videos
See also
- Related development
- Aircraft of comparable role, configuration and era
- Agusta A129 Mangusta
External links
Bell Aircraft Corporation | |
---|---|
Aircraft | |
Fighters | P-39N-0 · P-39Q-5 |
P-400 | |
P-63A-10 · P-63A-5 · P-63C-5 · ␠Kingcobra | |
Jet Fighters | P-59A |
Export | ▂P-39K-1 · ▂Pokryshkin's P-39N-0 · ▂P-39Q-15 · ▄P-39Q-25 |
▂P-63A-5 · ▂P-63A-10 · ▂P-63C-5 · ▄P-63C-5 | |
Helicopters | |
Attack | AH-1F · AH-1G · AH-1Z · AH-1W |
OH-58D | |
Utility | UH-1B · UH-1C · UH-1C XM-30 |
Export/Licensed | ▅UH-1B · ◄UH-1D |
Tzefa A · Tzefa B · Tzefa D/E · ▅AH-1S early · ▅AH-1S · ▅AH-1S Kisarazu · ␗AH-1W | |
␗OH-58D | |
See Also | Fuji Heavy Industries · Agusta |