Difference between revisions of "A129CBT"

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(SPAA Dueling: - Fixed errors that previously flew over my head. (It was 4 in the morning haha))
(Added lots of pictures. Lots of information on the 'Usage in battles' section. Added more information about rocket payloads in Arcade Assault. Added a .gif to explain SPAA dueling. Added section about SPAA dueling. Added different playstyle options + more)
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{{Specs-Heli-Flight}}
 
{{Specs-Heli-Flight}}
 
<!-- ''Describe how the helicopter behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->[[File:A129CBT 1.1.png|thumb|400x400px|A129CBT - Flight]]
 
<!-- ''Describe how the helicopter behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->[[File:A129CBT 1.1.png|thumb|400x400px|A129CBT - Flight]]
Outfitting the A129CBT with general payload options (Hellfires, rockets, air-to-air missiles) does not make the helicopter any slower than its adversaries, in fact at times you'll easily be one of the fastest helicopters on the battlefield. The A129CBT is able to do manoeuvres other helicopters can only dream about, even with full payload options. In Ground RB matches however, there should not be many times you'll have to move too much to avoid enemies. You are able to to get good positions thanks to your speed and at times, if done right, you will be able to dodge incoming missiles from ground anti-air or enemy jet aircraft.
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Outfitting the A129CBT with general payload options (Hellfires, rockets, air-to-air missiles) does not make the helicopter any slower than its adversaries, in fact at times you'll easily be one of the fastest helicopters on the battlefield. The A129CBT is able to do manoeuvres other helicopters can only dream about, even with full payload options. In Ground RB matches however, there should not be many times you'll have to move too much to avoid enemies. You are able to get good positions thanks to your speed, and, if done right, you will be able to dodge incoming missiles from enemy SPAA or enemy jet aircraft.
  
 
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<!-- ''Examine the survivability of the helicopter. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical systems.'' -->
 
<!-- ''Examine the survivability of the helicopter. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical systems.'' -->
 
[[File:A129CBT armour.png|400px|thumb|A129CBT - Survivability]]
 
[[File:A129CBT armour.png|400px|thumb|A129CBT - Survivability]]
The A129CBT is not very survivable. Like many helicopters above and below its battle rating, it is prone to exploding into many pieces after a hit from an anti-air missile. It does have some armour on the cockpit area, but in battles that won't really protect you from anything you'll face. The A129CBT uses Kevlar boron carbide, composite material which is limited only to instrument, floor and side panels around the cockpit. It does not provide the same level of protection as seen on other helicopters. If your enemy is not very accurate and manages to damage you without hitting key components of your helicopter, you might luck out and be able to make it back to the base to repair. It is advised that you stay away from machine gun fire too, generally just stay away from everything that poses a threat, this is the only way to truly maximize your survivability.
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The A129CBT is not very survivable. Like many helicopters above and below its battle rating, it is prone to exploding into many pieces after a hit from a SAM or AAM. It does have some armour on the cockpit area, but in battles that won't really protect you from anything you'll face. The A129CBT uses Kevlar boron carbide, a composite material which is limited only to instrument, floor and side panels around the cockpit. It does not provide the same level of protection as seen on other helicopters.  
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
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=== Suspended armament ===
 
=== Suspended armament ===
 
{{Specs-Heli-Suspended}}
 
{{Specs-Heli-Suspended}}
<!-- ''Describe the helicopter's suspended armament: additional cannons under the winglets, any bombs, and rockets. Since any helicopter is essentially only a platform for suspended weaponry, this section is significant and deserves your special attention. If there is no suspended weaponry remove this subsection.'' -->
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<!-- ''Describe the helicopter's suspended armament: additional cannons under the winglets, any bombs, and rockets. Since any helicopter is essentially only a platform for suspended weaponry, this section is significant and deserves your special attention. If there is no suspended weaponry remove this subsection.'' -->[[File:Hellfire rack.png|thumb|600x600px|A129CBT missile rack fully loaded with AGM-114B Hellfire air-to-ground missiles]]
[[File:A129CBT carrying ordnance.png|400px|thumb|A129CBT loaded with 70 mm Hydra-70 M247 rockets and AIM-92 Stinger air-to-air missiles]]
 
 
{{main|AGM-114B Hellfire|AIM-92 Stinger|BGM-71C Improved TOW|Mistral}}
 
{{main|AGM-114B Hellfire|AIM-92 Stinger|BGM-71C Improved TOW|Mistral}}
 
{{main|FFAR Mighty Mouse|Hydra-70 M247|FN M3P (12.7 mm)}}
 
{{main|FFAR Mighty Mouse|Hydra-70 M247|FN M3P (12.7 mm)}}
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* 38 x Hydra-70 M247 rockets + 4 x BGM-71C Improved TOW missiles
 
* 38 x Hydra-70 M247 rockets + 4 x BGM-71C Improved TOW missiles
 
* 38 x Hydra-70 M247 rockets + 8 x BGM-71C Improved TOW missiles
 
* 38 x Hydra-70 M247 rockets + 8 x BGM-71C Improved TOW missiles
*[[File:A129CBT 2.1.png|thumb|A129CBT - Firing Hydras and 20mm gatling gun]]38 x Hydra-70 M247 rockets + 4 x AGM-114B Hellfire missiles
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*38 x Hydra-70 M247 rockets + 4 x AGM-114B Hellfire missiles
 
* 38 x Hydra-70 M247 rockets + 8 x AGM-114B Hellfire missiles
 
* 38 x Hydra-70 M247 rockets + 8 x AGM-114B Hellfire missiles
 
* 38 x Hydra-70 M247 rockets + 2 x AGM-114B Hellfire missiles + 2 x Mistral missiles
 
* 38 x Hydra-70 M247 rockets + 2 x AGM-114B Hellfire missiles + 2 x Mistral missiles
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The A129CBT is a great helicopter for its battle rating. Not only are there great line-up options to pair the helicopter up with, but you sit at a battle rating which allows you to be effective both in downtiers and uptiers. For Ground RB, it is recommended you bring in a light vehicle able to scout, with access to the "Air strike" modification. This will mean that once you have captured a point, and scouted a vehicle, you'll be able to get into the helicopter with Hellfires straight away if you happen to get knocked out early. This is the best strategy as if you manage to pull it off inside a match that has only just started, you will likely surprise unsuspecting enemies who might think it's still to early to worry about enemy aircraft.
 
The A129CBT is a great helicopter for its battle rating. Not only are there great line-up options to pair the helicopter up with, but you sit at a battle rating which allows you to be effective both in downtiers and uptiers. For Ground RB, it is recommended you bring in a light vehicle able to scout, with access to the "Air strike" modification. This will mean that once you have captured a point, and scouted a vehicle, you'll be able to get into the helicopter with Hellfires straight away if you happen to get knocked out early. This is the best strategy as if you manage to pull it off inside a match that has only just started, you will likely surprise unsuspecting enemies who might think it's still to early to worry about enemy aircraft.
[[File:A129CBT 1.png|400px|thumb|A129CBT after destroying a T-72AV (TURMS-T).]]
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[[File:A129CBT Desert.png|thumb|600x600px|A129CBT flying over the battlefield.]]
 
For Ground RB, you have two options:
 
For Ground RB, you have two options:
  
With enough spawn points, you can bring the best overall loadout for the A129CBT: Hellfires. With the Hellfires, you'll easily be able to pick off players from a distance. If spawning in during the early minutes of a match, the Hellfires will be a dangerous weapon for pretty much any enemy vehicle you'll be able to track. Do keep in mind who exactly you are choosing to engage, as you'll realise soon enough that killing a player with spawn points backed up will usually lead them to spawn in either as an anti-air ground vehicle or an aircraft. In that case you'll get overwhelmed with everything you need to watch out for, which will lead you to be less effective in the CAS department for your team. If you run out of Hellfires during your match, it is advised you return to base to get rearmed. If not, and you haven't had the chance to use your rocket pods yet, there can be situations where you'll be able to utilize them whilst still being useful to your team. With rockets, you'll need to stay low to avoid any incoming SPAA. Usually, sticking behind mountains or tree lines will suffice. Once you feel you've gotten close enough to the battlefield, it's time for you to come out, quickly find your targets, and engage. This should not pose a challenge as the A129CBT has access to ballistic computer. You'll need to quickly scan, engage and then disengage. If you feel as if you are still able to fight, you still have access to your main 20 mm cannon, which is able to be effective against lightly armoured vehicles.
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With enough spawn points, you can bring the best overall loadout for the A129CBT: Hellfires. With the Hellfires, you'll easily be able to pick off players from a distance. If spawning in during the early minutes of a match, the Hellfires will be a dangerous weapon for pretty much any enemy vehicle you'll be able to track. If you run out of Hellfires during your match, it is advised you return to base to get rearmed. If not, and you haven't had the chance to use your rocket pods yet, there can be situations where you'll be able to utilize them whilst still being useful to your team. With rockets, you'll need to stay low to avoid any incoming SPAA or, if there are no SPAA, fly above the battlefield and take out priority targets. Usually, sticking behind mountains or tree lines will suffice. This should not pose a challenge as the A129CBT has access to the ballistic computer. You'll need to quickly scan, engage, and then disengage. If you feel as if you are still able to fight, you still have access to your main 20mm cannon, which is effective against soft targets and Western MBTs.
  
For a first spawn, bringing AIM-92 Stinger air-to-air missiles and Hydra-70 M247 rockets is the best choice. You won't be as manoeuvrable whilst bringing a full rocket load, so it is unwise, unless you can be precise with the ballistic computer. This is where bringing the Stingers comes into play. Since you can't be fully functional with a full rocket load, the Stingers are great for hunting enemy first-spawn helicopters, specifically Russian helicopters. The Mistrals are a mixed bag with this helicopter; they may pull more Gs than the Stinger, but the Stingers are much more resistant to enemy countermeasures. The Mistrals will go right for countermeasures fired by, most frequently, enemies that get a laser warning or enemies with MAW systems on board.
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For a first spawn, you can bring the AIM-92 Stinger air-to-air missiles and Hydra-70 M247 rockets, or a full load of Hydra-70s. Do keep in mind that the A129CBT flies a bit sluggish with the full rocket load compared to the Stingers and half rocket load for obvious reasons. You won't be as manoeuvrable whilst bringing a full rocket load, so you must be sure that you can score multiple frags with them and the ballistic computer. This is where bringing the Stingers comes into play, and the idea starts to make sense. The Stingers are great for hunting enemy first-spawn helicopters, specifically Russian helicopters. The Mistrals are a mixed bag with this helicopter; they may pull more Gs than the Stinger, but the Stingers are much more resistant to enemy countermeasures. The Mistrals will go right for countermeasures fired by, most frequently, enemies that get a laser warning or enemies with MAW systems on board like the [[Ka-50]]. Mistrals are only recommended if you're going after enemy CAS jets primarily; the Mistrals are way better at their job when dealing with enemy jets.
[[File:Lurk.png|thumb|A129CBT - Flying above the battlefield. This is a great example of what is described here.]]
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[[File:A129CBT Stinger.png|left|thumb|500x500px|A129CBT firing an AIM-92 Stinger AAM]]
This unearths a new playstyle for the A129CBT: playing tactically. You can bide your time and shoot down enemy CAS jets and helicopters that may spawn both early and later in the match, or you can fly around terrain, even capturing zones, supporting a team to a strategic point, and destroying ground targets with the sizeable amount of Hydras on board the helicopter. The A129CBT is very functional when supporting allied ground units right on top of them. Make sure not to put yourself into the fray and crosshairs of half the enemy team. To avoid this, fly up a bit as soon as you spawn. If you are prompted with a laser warning, dive while firing countermeasures. Use the thermal sight to determine where most of the enemy is going and where they will be, and who will be the knot in your team's battle on the ground (for instance, an MBT in a sniper spot or a M3A3 Bradley in a hull down position.) Also, try to plot a route where you can engage while taking as minimal fire as possible. Then, fly back down to the safety of the terrain and initiate your attack. For example, in Domination matches with three capture points, the amount of enemies at each capture point is rarely balanced evenly. This leaves you to attack the capture point with the least amount of enemies and potentially capture the point if the enemies are eradicated from said point. Long range maps like Maginot Line and Fields of Poland are great for this.
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38 rockets are more than enough if you are precise with the ballistic computer. You have 19 clicks - 19 shots to destroy the enemy with 38 rockets. With enough luck and precision, especially accounting for the ballistic computer, that could be 19 frags, not even mentioning the usage of the 20mm cannon with an armoured targets belt on top of this. With 38 rockets, you'll be more manoeuvrable compared to a full rocket load, as well as have an early anti-air capability for your team if there are no first-spawn SPAAs on your team. This is a great way to deter all helicopters, especially the first-spawn [[Ka-52]]<nowiki/>s and [[Mi-28N]]<nowiki/>s that can wreak havoc on your team in the early game with liquid explosive rockets. They may need more than one Stinger fired at them sometimes though, as they are quite tanky helicopters.
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Against aircraft however, the Stingers become a bit more tricky to use. The key to Stingers against enemy aircraft is to fire them at the right time. Since the Stingers only have a maximum overload of 10Gs, they won't be as manoeuvrable during flight. However, if all the missile has to do is fly straight, there's a good change that it will hit the target in question. The best time to fire Stingers is when an enemy aircraft is diving. They will be more focused on getting their weapons on target; a helicopter-borne AAM is the last thing that will be on their mind. It is advised to get a bit low when aircraft spawn so that they don't spot you if you're up high already. If all goes well, it's one less CAS plane for your team to worry about.
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'''The tactical part'''
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All of this unearths a new playstyle for the A129CBT: playing tactically. You can bide your time and shoot down enemy CAS jets and helicopters that may spawn both early and later in the match, or you can fly around terrain, even capturing zones, supporting a team to a strategic point, and destroying ground targets with the sizeable amount of Hydras on board the helicopter. The A129CBT is very functional when supporting allied ground units right on top of them.  
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One strategy is to actually take a capture point yourself. For example, in Domination matches with three capture points, the amount of enemies at each capture point is rarely balanced evenly. This leaves you to attack the capture point with the least amount of enemies and potentially capture the point yourself if the enemies are eradicated from said point and there are no nearby enemies to fire at you. Long range maps like Maginot Line and Fields of Poland are great for this. It is best to do this on long range maps, but this is doable in close range/urban matches if the player amount is small during that match or the capture point has a lot of cover for you to hide behind while capturing.[[File:Lurk.png|thumb|A129CBT - Flying above the battlefield searching for priority targets. This is a great example of what is described here.|550x550px]]
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Make sure not to put yourself into the fray and crosshairs of half the enemy team. To avoid this, fly up a bit as soon as you spawn. If you are prompted with a laser warning, dive while firing countermeasures and lower your collective to prevent a crash at low altitude. If not, you can utilize the thermal sight to determine where most of the enemy is going and where they will be, if there are any SPAAs that haven't spotted you yet, and who will be the knot in your team's battle on the ground (for instance, an MBT in a sniper spot or a M3A3 Bradley in a hull down position.) While you're up there, try to plot a route where you can engage while taking as minimal fire as possible, while also setting yourself a priority target like an SPAA, an MBT in a good position, or a group of light tanks/MBTs going to one area. Then, fly back down to the safety of the terrain and initiate your attack OR stay high up if you haven't been spotted by enemy tanks. There are both advantages and disadvantages for flying high and low, and choosing which way to fly is usually map dependent.
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'''Pros of flying high:'''
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* You are able to see the battlefield and identify priority targets for both you and your team
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* You can initiate SPAA duels if enemy SPAA happen to spawn first
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* Mark nearby enemies for teammates and squadmates
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* Diving back down low gets you to the helicopter's cruising speed of around 230kph-250kph, where you can initiate your attack run
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* You are able to destroy tanks of all types with the turret alone (top-down) once directly above the battlefield
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'''Cons of flying high:'''
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* You run the risk of being spotted by the entire enemy team
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* No radar clutter for the enemy SPAAs - you're on your own
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* Diving back down can result in crashing
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* CarA129CBT lurking at low altitudeefully guided ATGMs, if not spotted, spell doom for the helicopter
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'''Pros of flying low:'''
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[[File:CBT Turret.png|thumb|500x500px|A129CBT - Firing the cannon]]
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* Gives you the element of surprise
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* Keeps you safe from potential SPAA
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* Able to retreat faster as the helicopter is at maximum speed
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'''Cons of flying low:'''
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* Crashing is more likely
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* Entering the battlefield will have you subjected to a hail of bullets
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* If you bleed all of your speed in a turn, you are a sitting duck
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* Finding good targets is way harder while flying 230kph through the warzone
  
 
==== SPAA Dueling ====
 
==== SPAA Dueling ====
[[File:Unknown (8).png|thumb|Enemy SPAA locked with the sight stabilisation system in the missile sight.[[File:Laser warning.png|thumb|Red box with crosshair. Note the laser warning the helicopter is receiving and where the rocket aiming reticle (ballistic computer on shown by spikes surrounding it) is aimed. [[File:Firing.png|thumb|Firing. Note that the rocket aiming reticle is now at the top crosshair in the box. [[File:Kill.png|thumb|Target destroyed! In the top left corner you can see a flare. The FlaRakPz 1 fired a missile so defensive action was taken and countermeasures were deployed.]]]]]]]]
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Engaging at close range is a problem for all helicopters on some scale, small or large. Long range won't be a problem however, especially with the ballistic computer. This is where SPAA dueling comes in. SPAA dueling is a form of long-range combat between an aircraft or rotorcraft and an SPAA. Essentially, to ensure your safety while flying to the battlefield, it's essential that your thermal sight, if unlocked, is on and pointing at the enemy spawn(s). If there are any SPAAs, you will get a warning on the RWR for most of them (Exceptions include hand-aimed firing from an SPAA, or a heat-seeker-only SAM system like the Type 93.), unless their radar is hiding behind some hard cover. It is much easier to SPAA duel a gun SPAA rather than a missile SPAA.
Engaging at close range is a problem for all helicopters on some scale, small or large. Long range won't be a problem however, especially with the ballistic computer. This is where SPAA dueling comes in. SPAA dueling is a form of long-range combat between an aircraft or rotorcraft and an SPAA. Essentially, to ensure your safety while flying to the battlefield, it's essential that your thermal sight, if unlocked, is on and pointing at the enemy spawn(s). If there are any SPAAs, you will get a warning on the RWR for most of them (Exceptions include hand-aimed firing from an SPAA, or a heat-seeker-only SAM system like the Type 93.), unless their radar is hiding behind some hard cover. It is much easier to SPAA duel a gun SPAA rather than a missile SPAA.  
 
  
For starters, let's say you have spotted an enemy missile SPAA aiming right at you in the thermal sight. Lock him as soon as possible with the sight stabilisation system in the missile sight view by pressing the default key: F. If you've used top helicopters with ATGMs before, you'll know what this screen will look like.  
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For starters, let's say you have spotted an enemy missile SPAA aiming right at you in the thermal sight. Lock the SPAA up as soon as possible with the sight stabilisation system in the missile sight view by pressing the default key: F. If you've used top helicopters with ATGMs before, you'll know what this screen will look like.  
 
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[[File:FlaRakPz-1-duel.gif|left|thumb|400x400px|Tutorial via .gif on how to effectively duel an SPAA from range.]]
Say it's an enemy FlaRakPz 1 that spawned first, like in the first image here. What you want to do is, once locked via sight stabilisation, enter third person view. There will be a red box with crosshairs in it (as shown in the second image). What you want to do is aim your ballistic computer rockets on the bottom line of the crosshair and once you fly about halfway above that line, fire all of your rockets, best done by holding the 'Fire rocket salvo' button, and then pitch the helicopter up to the top line of the crosshair in the box. Once all the rockets are fired, beat a hasty retreat. If the SPAA has fired a missile at you, fire countermeasures and get back to your helipad to rearm and retry if your rockets happen to have missed. If you end up destroying the enemy SPAA, good on you. You can somewhat guarantee your survival for the early part of the game and possibly even the entire game if you're lucky. This strategy also works in late game if you're strapped from your ATGMs.
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Say it's an enemy FlaRakPz 1 that spawned first, like in the GIF here. What you want to do is, once locked via sight stabilisation, enter third person view. There will be a red box with crosshairs in it (as shown in the second image). What you want to do is aim your ballistic computer rockets on the bottom line of the crosshair and once you fly about halfway above that line, fire all of your rockets, best done by holding the 'Fire rocket salvo' button, and then pitch the helicopter up to the top line of the crosshair in the box. Once all the rockets are fired, beat a hasty retreat. If the SPAA has fired a missile at you, fire countermeasures and get back to your helipad to rearm and retry if your rockets happen to have missed. If you end up destroying the enemy SPAA, good on you. You can somewhat guarantee your survival for the early part of the game and possibly even the entire game if you're lucky. This strategy also works in late game if you're strapped from your ATGMs.
  
 
SPAA dueling is very important to know at all battle ratings, especially when facing more powerful SAM systems like the FlaRakRad, ADATS, ItO 90M, etc. In downtiers, which happen a good amount, SPAA dueling becomes way easier as the worst SPAA you'll see is just a FlaRakPz 1 or the Roland 1 at 9.7. The rest of them are gun SPAA. Tracer fire is much easier to dodge than a missile; however you'll find that gun SPAA can be harder to take out at times from long range as they can fire on the move with usually stabilised guns.  
 
SPAA dueling is very important to know at all battle ratings, especially when facing more powerful SAM systems like the FlaRakRad, ADATS, ItO 90M, etc. In downtiers, which happen a good amount, SPAA dueling becomes way easier as the worst SPAA you'll see is just a FlaRakPz 1 or the Roland 1 at 9.7. The rest of them are gun SPAA. Tracer fire is much easier to dodge than a missile; however you'll find that gun SPAA can be harder to take out at times from long range as they can fire on the move with usually stabilised guns.  
  
For gun SPAA, you'll want them to stop moving first. It's common knowledge that it is way easier to hit a target that isn't moving than a target that is moving. You want the gun SPAA to take aim at you. The tracers will need a fair bit of time to get to your helicopter once fired from the gun SPAA. When a gun SPAA locks the helicopter, usually they stay still as they can only see you moving in one direction and looking like an easy target. This is far from the case however. Once the RWR gives you a long beep, it's time to repeat the steps explained earlier. Lock the enemy SPAA via sight stabilisation if you haven't done so already. Aim the rockets, fire, and head back to base and await results.  
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For gun SPAA, you'll want them to stop moving first. It's common knowledge that it is way easier to hit a target that isn't moving than a target that is moving. You want the gun SPAA to take aim at you. The tracers will need a fair bit of time to get to your helicopter once fired from the gun SPAA. When a gun SPAA locks the helicopter, they will only see a helicopter moving in one direction, assuming you are just another easy target for them. This is far from the case however. Once the RWR gives you a long beep, and the SPAA has stopped moving and has started firing, it's time to repeat the steps explained earlier. Lock the enemy SPAA via sight stabilisation if you haven't done so already. Aim the rockets, fire, and head back to base and await results.  
  
 
With enough practice (and enough rockets), you can even clear out groups of light tanks rushing the capture points early in the game. SPAA dueling can be applied to soft targets as well, however it is advised that you avoid sniping MBTs unless absolutely necessary as it is seen as a waste of rockets as they can take more hits than light targets.  
 
With enough practice (and enough rockets), you can even clear out groups of light tanks rushing the capture points early in the game. SPAA dueling can be applied to soft targets as well, however it is advised that you avoid sniping MBTs unless absolutely necessary as it is seen as a waste of rockets as they can take more hits than light targets.  
  
Sometimes the enemy SPAA isn't an SPAA at all! Enemy IFVs and tanks like the Leopard 2K and the AMX-40 will proudly take the role of an SPAA if one didn't spawn early on their team. This is what you need to watch out for. While flying above the battlefield, 20mm autocannon fire and well-placed shots with ATGMs is nothing to sneeze at. Make sure to always stay vigilant against these types of tanks. The turret is more than enough to deal with the light targets like the M3A3 Bradley or the Type 89, but the bigger targets like the Leopard 2K may need some Hydras to take out swiftly if you aren't high above them.
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Sometimes the enemy SPAA isn't an SPAA at all! Enemy IFVs and tanks like the Leopard 2K and the AMX-40 will proudly take the role of an SPAA if one didn't spawn early on their team. This is what you need to watch out for. While flying above the battlefield, 20mm autocannon fire and well-placed shots with ATGMs is nothing to sneeze at. Make sure to always stay vigilant against these types of tanks. The turret is more than enough to deal with the light targets like the M3A3 Bradley or the Type 89, but the bigger targets like the Leopard 2K may need some Hydras down range to take out swiftly if you aren't high above them already.
  
In '''Arcade Assault''', you won't have to worry about going back to base to reload your weapons as they will automatically replenish once every munition has been used up. It's recommended you bring either Hellfires + rockets, or rockets + air-to-air missiles, or a full loadout of rockets.
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In '''Arcade Assault''', you won't have to worry about going back to base to reload your weapons as they will automatically replenish once every munition has been used up. It's recommended you bring either Hellfires + rockets, or rockets + air-to-air missiles, or a full loadout of rockets. A full rocket load is also a good choice because the rockets fire individually, meaning you can clear out entire rows of enemy tanks and greatly benefit you and your team in their fight towards victory.
  
 
'''Helicopter Battles'''
 
'''Helicopter Battles'''
  
When playing helicopter battles, your best shot at staying alive and being effective is to bring a load-out of air-to-air missiles and rockets. The air-to-air missiles should be used against the more dangerous, unsuspecting helicopters, who don't have access to countermeasures. They can be easily taken down, and considering that you have 4 missiles at your disposal, that is a potential of 4 easy kills. With rockets, you'll be able to take out ground AI targets. Usually, they will take 1 or 2 shots at minimum to destroy. Rockets are also quite effective in close range as a last ditch effort to come out on top when fighting a 1v1. Your main 20 mm cannon is an absolute monster in this mode. Although it doesn't shine in Ground RB, here you'll be able to easily get kills with it. It does overheat however, so shoot with moderation and pick your targets whilst keeping any other nearby enemies in mind.
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When playing helicopter battles, your best shot at staying alive and being effective is to bring a load-out of air-to-air missiles and rockets. The air-to-air missiles should be used against the more dangerous, unsuspecting helicopters like the [[Ka-50]]. They can be easily taken down, and considering that you have 4 missiles at your disposal, that is a potential of 4 easy kills. With rockets, you'll be able to take out ground AI targets. Usually, they will take 1 or 2 shots at minimum to destroy. Rockets are also quite effective in close range as a last ditch effort to come out on top when fighting a 1v1. Your main 20 mm cannon is an absolute monster in this mode. Here you'll be able to easily get kills with it. It does overheat however, so shoot with moderation and pick your targets whilst keeping any other nearby enemies in mind.  
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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* Deadly 20 mm autocannon
 
* Deadly 20 mm autocannon
 
* Can carry AIM-92 Stinger or Matra Mistral air-to-air missiles
 
* Can carry AIM-92 Stinger or Matra Mistral air-to-air missiles
* Effective anti-tank capabilities
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* Very effective anti-tank capabilities
 
* Functional in almost every lineup
 
* Functional in almost every lineup
  
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* Fragile - cannot tank as many hits as its counterparts
 
* Fragile - cannot tank as many hits as its counterparts
* Armament is lacklustre compared to other helicopters
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* Armament is lackluster compared to other helicopters
 
* Air-to-air missiles launch downwards
 
* Air-to-air missiles launch downwards
 
* Slower than its counterparts (230-250 km/h in average with armament)
 
* Slower than its counterparts (230-250 km/h in average with armament)
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* [https://live.warthunder.com/feed/camouflages/?vehicle=a_129_cbt Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 
* [https://live.warthunder.com/feed/camouflages/?vehicle=a_129_cbt Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]

Revision as of 06:57, 11 July 2021

Rank 7 USA
F-5C Pack
A129CBT
a_129_cbt.png
GarageImage A129CBT.jpg
A129CBT
Research:400 000 Specs-Card-Exp.png
Purchase:1 020 000 Specs-Card-Lion.png
Show in game

Description

The A129CBT Mangusta is a rank VII Italian attack helicopter with a battle rating of 9.7 (AB/SB) and 11.0 (RB). It was introduced in Update "Hot Tracks".

General info

Flight performance

Max speed
at 1 000 m292 km/h
Max altitude5 400 m
Engine2 х Rolls-Royce GEM 2-1004D
Take-off weight5 t
A129CBT - Flight

Outfitting the A129CBT with general payload options (Hellfires, rockets, air-to-air missiles) does not make the helicopter any slower than its adversaries, in fact at times you'll easily be one of the fastest helicopters on the battlefield. The A129CBT is able to do manoeuvres other helicopters can only dream about, even with full payload options. In Ground RB matches however, there should not be many times you'll have to move too much to avoid enemies. You are able to get good positions thanks to your speed, and, if done right, you will be able to dodge incoming missiles from enemy SPAA or enemy jet aircraft.

Characteristics Max Speed
(km/h at 1,000 m)
Max altitude
(metres)
AB RB
Stock 269 253 5400
Upgraded 319 295

Survivability and armour

IRCM
Protects against IR-guided missiles
Crew2 people
Speed of destruction
Structural460 km/h
Gear420 km/h
A129CBT - Survivability

The A129CBT is not very survivable. Like many helicopters above and below its battle rating, it is prone to exploding into many pieces after a hit from a SAM or AAM. It does have some armour on the cockpit area, but in battles that won't really protect you from anything you'll face. The A129CBT uses Kevlar boron carbide, a composite material which is limited only to instrument, floor and side panels around the cockpit. It does not provide the same level of protection as seen on other helicopters.

Modifications and economy

Repair costBasic → Reference
AB8 203 → 14 798 Sl icon.png
RB3 702 → 6 678 Sl icon.png
SB4 578 → 8 258 Sl icon.png
Total cost of modifications313 900 Rp icon.png
459 000 Sl icon.png
Talisman cost2 800 Ge icon.png
Crew training290 000 Sl icon.png
Experts1 020 000 Sl icon.png
Aces2 800 Ge icon.png
Research Aces1 080 000 Rp icon.png
Reward for battleAB / RB / SB
100 / 280 / 430 % Sl icon.png
232 / 232 / 232 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
340 Ge icon.png
Mods cd 98 main rotor.png
Replacing helicopter blades
Research:
9 700 Rp icon.png
Cost:
14 000 Sl icon.png
330 Ge icon.png
Mods jet engine.png
Engine
Research:
11 000 Rp icon.png
Cost:
16 000 Sl icon.png
380 Ge icon.png
Mods heli flak jacket.png
Flak jacket
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
340 Ge icon.png
Mods heli structure.png
Helicopter frame
Research:
9 700 Rp icon.png
Cost:
14 000 Sl icon.png
330 Ge icon.png
Mods jet engine extinguisher.png
EFS
Research:
11 000 Rp icon.png
Cost:
16 000 Sl icon.png
380 Ge icon.png
Mods armor cover.png
Cover
Research:
33 000 Rp icon.png
Cost:
48 000 Sl icon.png
1 100 Ge icon.png
Mods counterMeasures.png
IRCM
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
340 Ge icon.png
Mods gunpods.png
FN HMP400 LCC
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
340 Ge icon.png
Mod arrow 0.png
Mods pilon block rocket.png
HL-19-70
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
340 Ge icon.png
Mod arrow 0.png
Mods heli false thermal targets.png
Flares/Chaff
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
340 Ge icon.png
Mods ammo.png
t_160_belt_pack
Research:
9 700 Rp icon.png
Cost:
14 000 Sl icon.png
330 Ge icon.png
Mod arrow 0.png
Mods rocket gun.png
FN RMP LC
Research:
9 700 Rp icon.png
Cost:
14 000 Sl icon.png
330 Ge icon.png
Mods ammo.png
bmg50_belt_pack
Research:
9 700 Rp icon.png
Cost:
14 000 Sl icon.png
330 Ge icon.png
Mod arrow 0.png
Mods atgm heli preset.png
TOW
Research:
9 700 Rp icon.png
Cost:
14 000 Sl icon.png
330 Ge icon.png
Mod arrow 0.png
Mods air to air missile.png
AIM-92 Stinger
Research:
9 700 Rp icon.png
Cost:
14 000 Sl icon.png
330 Ge icon.png
Mods weapon.png
t_160_new_gun
Research:
11 000 Rp icon.png
Cost:
16 000 Sl icon.png
380 Ge icon.png
Mods weapon.png
bmg50_new_gun
Research:
11 000 Rp icon.png
Cost:
16 000 Sl icon.png
380 Ge icon.png
Mods thermal sight.png
NVD
Research:
11 000 Rp icon.png
Cost:
16 000 Sl icon.png
380 Ge icon.png
Mods atgm heli preset.png
TOW-2
Research:
11 000 Rp icon.png
Cost:
16 000 Sl icon.png
380 Ge icon.png
Mod arrow 0.png
Mods air to air missile.png
ATAM
Research:
11 000 Rp icon.png
Cost:
16 000 Sl icon.png
380 Ge icon.png
Mods atgm heli preset.png
AGM-114
Research:
33 000 Rp icon.png
Cost:
48 000 Sl icon.png
1 100 Ge icon.png
Mod arrow right 0.png
Mods atgm heli preset.png
AGM-114 2
Research:
33 000 Rp icon.png
Cost:
48 000 Sl icon.png
1 100 Ge icon.png

Armaments

Night vision devices
Improves visibility by enhancing natural light or active illumination.
Thermal imager
Allows to see thermal radiation in the infrared range day and night

Offensive armament

Main article: M197 (20 mm)

The A129CBT is armed with:

  • 1 x 20 mm M197 cannon, nose-mounted ball turret (750 rpg)

Suspended armament

A129CBT missile rack fully loaded with AGM-114B Hellfire air-to-ground missiles

The A129CBT can be outfitted with the following ordnance:

  • Without load
  • 28 x FFAR Mighty Mouse rockets
  • 14 x FFAR Mighty Mouse rockets + 4 x Mistral missiles
  • 14 x FFAR Mighty Mouse rockets + 4 x AIM-92 Stinger missiles
  • 38 x Hydra-70 M247 rockets
  • 76 x Hydra-70 M247 rockets
  • 38 x Hydra-70 M247 rockets + 6 x FFAR Mighty Mouse rockets
  • 38 x Hydra-70 M247 rockets + 4 x Mistral missiles
  • 38 x Hydra-70 M247 rockets + 4 x AIM-92 Stinger missiles
  • 38 x Hydra-70 M247 rockets + 4 x BGM-71C Improved TOW missiles
  • 38 x Hydra-70 M247 rockets + 8 x BGM-71C Improved TOW missiles
  • 38 x Hydra-70 M247 rockets + 4 x AGM-114B Hellfire missiles
  • 38 x Hydra-70 M247 rockets + 8 x AGM-114B Hellfire missiles
  • 38 x Hydra-70 M247 rockets + 2 x AGM-114B Hellfire missiles + 2 x Mistral missiles
  • 38 x Hydra-70 M247 rockets + 2 x AGM-114B Hellfire missiles + 2 x AIM-92 Stinger missiles
  • 38 x Hydra-70 M247 rockets + 4 x AGM-114B Hellfire missiles + 2 x Mistral missiles
  • 38 x Hydra-70 M247 rockets + 4 x AGM-114B Hellfire missiles + 2 x AIM-92 Stinger missiles
  • 38 x Hydra-70 M247 rockets + 2 x BGM-71C Improved TOW missiles + 2 x Mistral missiles
  • 38 x Hydra-70 M247 rockets + 2 x BGM-71C Improved TOW missiles + 2 x AIM-92 Stinger missiles
  • 38 x Hydra-70 M247 rockets + 4 x BGM-71C Improved TOW missiles + 2 x Mistral missiles
  • 38 x Hydra-70 M247 rockets + 4 x BGM-71C Improved TOW missiles + 2 x AIM-92 Stinger missiles
  • 2 x 12.7 mm FN M3P machine guns (500 rpg = 1,000 total)
  • 2 x 12.7 mm FN M3P machine guns + 6 x FFAR Mighty Mouse rockets
  • 2 x 12.7 mm FN M3P machine guns + 4 x Mistral missiles
  • 2 x 12.7 mm FN M3P machine guns + 4 x Mistral missiles + 6 x FFAR Mighty Mouse rockets
  • 2 x 12.7 mm FN M3P machine guns + 4 x AIM-92 Stinger missiles
  • 2 x 12.7 mm FN M3P machine guns + 4 x AIM-92 Stinger missiles + 6 x FFAR Mighty Mouse rockets
  • 2 x 12.7 mm FN M3P machine guns + 4 x BGM-71C Improved TOW missiles
  • 2 x 12.7 mm FN M3P machine guns + 4 x BGM-71C Improved TOW missiles + 6 x FFAR Mighty Mouse rockets
  • 2 x 12.7 mm FN M3P machine guns + 8 x BGM-71C Improved TOW missiles
  • 2 x 12.7 mm FN M3P machine guns + 8 x BGM-71C Improved TOW missiles + 6 x FFAR Mighty Mouse rockets
  • 2 x 12.7 mm FN M3P machine guns + 4 x AGM-114B Hellfire missiles
  • 2 x 12.7 mm FN M3P machine guns + 4 x AGM-114B Hellfire missiles + 6 x FFAR Mighty Mouse rockets
  • 2 x 12.7 mm FN M3P machine guns + 8 x AGM-114B Hellfire missiles
  • 2 x 12.7 mm FN M3P machine guns + 8 x AGM-114B Hellfire missiles + 6 x FFAR Mighty Mouse rockets
  • 2 x 12.7 mm FN M3P machine guns + 2 x BGM-71C Improved TOW missiles + 2 x Mistral missiles
  • 2 x 12.7 mm FN M3P machine guns + 2 x BGM-71C Improved TOW missiles + 2 x Mistral missiles + 6 x FFAR Mighty Mouse rockets
  • 2 x 12.7 mm FN M3P machine guns + 2 x BGM-71C Improved TOW missiles + 2 x AIM-92 Stinger missiles
  • 2 x 12.7 mm FN M3P machine guns + 2 x BGM-71C Improved TOW missiles + 2 x AIM-92 Stinger missiles + 6 x FFAR Mighty Mouse rockets
  • 2 x 12.7 mm FN M3P machine guns + 4 x BGM-71C Improved TOW missiles + 2 x Mistral missiles
  • 2 x 12.7 mm FN M3P machine guns + 4 x BGM-71C Improved TOW missiles + 2 x Mistral missiles + 6 x FFAR Mighty Mouse rockets
  • 2 x 12.7 mm FN M3P machine guns + 4 x BGM-71C Improved TOW missiles + 2 x AIM-92 Stinger missiles
  • 2 x 12.7 mm FN M3P machine guns + 4 x BGM-71C Improved TOW missiles + 2 x AIM-92 Stinger missiles + 6 x FFAR Mighty Mouse rockets
  • 2 x 12.7 mm FN M3P machine guns + 2 x AGM-114B Hellfire missiles + 2 x Mistral missiles
  • 2 x 12.7 mm FN M3P machine guns + 2 x AGM-114B Hellfire missiles + 2 x Mistral missiles + 6 x FFAR Mighty Mouse rockets
  • 2 x 12.7 mm FN M3P machine guns + 2 x AGM-114B Hellfire missiles + 2 x AIM-92 Stinger missiles
  • 2 x 12.7 mm FN M3P machine guns + 2 x AGM-114B Hellfire missiles + 2 x AIM-92 Stinger missiles + 6 x FFAR Mighty Mouse rockets
  • 2 x 12.7 mm FN M3P machine guns + 4 x AGM-114B Hellfire missiles + 2 x Mistral missiles
  • 2 x 12.7 mm FN M3P machine guns + 4 x AGM-114B Hellfire missiles + 2 x Mistral missiles + 6 x FFAR Mighty Mouse rockets
  • 2 x 12.7 mm FN M3P machine guns + 4 x AGM-114B Hellfire missiles + 2 x AIM-92 Stinger missiles
  • 2 x 12.7 mm FN M3P machine guns + 4 x AGM-114B Hellfire missiles + 2 x AIM-92 Stinger missiles + 6 x FFAR Mighty Mouse rockets

Usage in battles

Ground RB

The A129CBT is a great helicopter for its battle rating. Not only are there great line-up options to pair the helicopter up with, but you sit at a battle rating which allows you to be effective both in downtiers and uptiers. For Ground RB, it is recommended you bring in a light vehicle able to scout, with access to the "Air strike" modification. This will mean that once you have captured a point, and scouted a vehicle, you'll be able to get into the helicopter with Hellfires straight away if you happen to get knocked out early. This is the best strategy as if you manage to pull it off inside a match that has only just started, you will likely surprise unsuspecting enemies who might think it's still to early to worry about enemy aircraft.

A129CBT flying over the battlefield.

For Ground RB, you have two options:

With enough spawn points, you can bring the best overall loadout for the A129CBT: Hellfires. With the Hellfires, you'll easily be able to pick off players from a distance. If spawning in during the early minutes of a match, the Hellfires will be a dangerous weapon for pretty much any enemy vehicle you'll be able to track. If you run out of Hellfires during your match, it is advised you return to base to get rearmed. If not, and you haven't had the chance to use your rocket pods yet, there can be situations where you'll be able to utilize them whilst still being useful to your team. With rockets, you'll need to stay low to avoid any incoming SPAA or, if there are no SPAA, fly above the battlefield and take out priority targets. Usually, sticking behind mountains or tree lines will suffice. This should not pose a challenge as the A129CBT has access to the ballistic computer. You'll need to quickly scan, engage, and then disengage. If you feel as if you are still able to fight, you still have access to your main 20mm cannon, which is effective against soft targets and Western MBTs.

For a first spawn, you can bring the AIM-92 Stinger air-to-air missiles and Hydra-70 M247 rockets, or a full load of Hydra-70s. Do keep in mind that the A129CBT flies a bit sluggish with the full rocket load compared to the Stingers and half rocket load for obvious reasons. You won't be as manoeuvrable whilst bringing a full rocket load, so you must be sure that you can score multiple frags with them and the ballistic computer. This is where bringing the Stingers comes into play, and the idea starts to make sense. The Stingers are great for hunting enemy first-spawn helicopters, specifically Russian helicopters. The Mistrals are a mixed bag with this helicopter; they may pull more Gs than the Stinger, but the Stingers are much more resistant to enemy countermeasures. The Mistrals will go right for countermeasures fired by, most frequently, enemies that get a laser warning or enemies with MAW systems on board like the Ka-50. Mistrals are only recommended if you're going after enemy CAS jets primarily; the Mistrals are way better at their job when dealing with enemy jets.

A129CBT firing an AIM-92 Stinger AAM

38 rockets are more than enough if you are precise with the ballistic computer. You have 19 clicks - 19 shots to destroy the enemy with 38 rockets. With enough luck and precision, especially accounting for the ballistic computer, that could be 19 frags, not even mentioning the usage of the 20mm cannon with an armoured targets belt on top of this. With 38 rockets, you'll be more manoeuvrable compared to a full rocket load, as well as have an early anti-air capability for your team if there are no first-spawn SPAAs on your team. This is a great way to deter all helicopters, especially the first-spawn Ka-52s and Mi-28Ns that can wreak havoc on your team in the early game with liquid explosive rockets. They may need more than one Stinger fired at them sometimes though, as they are quite tanky helicopters.

Against aircraft however, the Stingers become a bit more tricky to use. The key to Stingers against enemy aircraft is to fire them at the right time. Since the Stingers only have a maximum overload of 10Gs, they won't be as manoeuvrable during flight. However, if all the missile has to do is fly straight, there's a good change that it will hit the target in question. The best time to fire Stingers is when an enemy aircraft is diving. They will be more focused on getting their weapons on target; a helicopter-borne AAM is the last thing that will be on their mind. It is advised to get a bit low when aircraft spawn so that they don't spot you if you're up high already. If all goes well, it's one less CAS plane for your team to worry about.

The tactical part All of this unearths a new playstyle for the A129CBT: playing tactically. You can bide your time and shoot down enemy CAS jets and helicopters that may spawn both early and later in the match, or you can fly around terrain, even capturing zones, supporting a team to a strategic point, and destroying ground targets with the sizeable amount of Hydras on board the helicopter. The A129CBT is very functional when supporting allied ground units right on top of them.

One strategy is to actually take a capture point yourself. For example, in Domination matches with three capture points, the amount of enemies at each capture point is rarely balanced evenly. This leaves you to attack the capture point with the least amount of enemies and potentially capture the point yourself if the enemies are eradicated from said point and there are no nearby enemies to fire at you. Long range maps like Maginot Line and Fields of Poland are great for this. It is best to do this on long range maps, but this is doable in close range/urban matches if the player amount is small during that match or the capture point has a lot of cover for you to hide behind while capturing.
A129CBT - Flying above the battlefield searching for priority targets. This is a great example of what is described here.

Make sure not to put yourself into the fray and crosshairs of half the enemy team. To avoid this, fly up a bit as soon as you spawn. If you are prompted with a laser warning, dive while firing countermeasures and lower your collective to prevent a crash at low altitude. If not, you can utilize the thermal sight to determine where most of the enemy is going and where they will be, if there are any SPAAs that haven't spotted you yet, and who will be the knot in your team's battle on the ground (for instance, an MBT in a sniper spot or a M3A3 Bradley in a hull down position.) While you're up there, try to plot a route where you can engage while taking as minimal fire as possible, while also setting yourself a priority target like an SPAA, an MBT in a good position, or a group of light tanks/MBTs going to one area. Then, fly back down to the safety of the terrain and initiate your attack OR stay high up if you haven't been spotted by enemy tanks. There are both advantages and disadvantages for flying high and low, and choosing which way to fly is usually map dependent.

Pros of flying high:

  • You are able to see the battlefield and identify priority targets for both you and your team
  • You can initiate SPAA duels if enemy SPAA happen to spawn first
  • Mark nearby enemies for teammates and squadmates
  • Diving back down low gets you to the helicopter's cruising speed of around 230kph-250kph, where you can initiate your attack run
  • You are able to destroy tanks of all types with the turret alone (top-down) once directly above the battlefield

Cons of flying high:

  • You run the risk of being spotted by the entire enemy team
  • No radar clutter for the enemy SPAAs - you're on your own
  • Diving back down can result in crashing
  • CarA129CBT lurking at low altitudeefully guided ATGMs, if not spotted, spell doom for the helicopter

Pros of flying low:

A129CBT - Firing the cannon
  • Gives you the element of surprise
  • Keeps you safe from potential SPAA
  • Able to retreat faster as the helicopter is at maximum speed

Cons of flying low:

  • Crashing is more likely
  • Entering the battlefield will have you subjected to a hail of bullets
  • If you bleed all of your speed in a turn, you are a sitting duck
  • Finding good targets is way harder while flying 230kph through the warzone

SPAA Dueling

Engaging at close range is a problem for all helicopters on some scale, small or large. Long range won't be a problem however, especially with the ballistic computer. This is where SPAA dueling comes in. SPAA dueling is a form of long-range combat between an aircraft or rotorcraft and an SPAA. Essentially, to ensure your safety while flying to the battlefield, it's essential that your thermal sight, if unlocked, is on and pointing at the enemy spawn(s). If there are any SPAAs, you will get a warning on the RWR for most of them (Exceptions include hand-aimed firing from an SPAA, or a heat-seeker-only SAM system like the Type 93.), unless their radar is hiding behind some hard cover. It is much easier to SPAA duel a gun SPAA rather than a missile SPAA.

For starters, let's say you have spotted an enemy missile SPAA aiming right at you in the thermal sight. Lock the SPAA up as soon as possible with the sight stabilisation system in the missile sight view by pressing the default key: F. If you've used top helicopters with ATGMs before, you'll know what this screen will look like.

Tutorial via .gif on how to effectively duel an SPAA from range.

Say it's an enemy FlaRakPz 1 that spawned first, like in the GIF here. What you want to do is, once locked via sight stabilisation, enter third person view. There will be a red box with crosshairs in it (as shown in the second image). What you want to do is aim your ballistic computer rockets on the bottom line of the crosshair and once you fly about halfway above that line, fire all of your rockets, best done by holding the 'Fire rocket salvo' button, and then pitch the helicopter up to the top line of the crosshair in the box. Once all the rockets are fired, beat a hasty retreat. If the SPAA has fired a missile at you, fire countermeasures and get back to your helipad to rearm and retry if your rockets happen to have missed. If you end up destroying the enemy SPAA, good on you. You can somewhat guarantee your survival for the early part of the game and possibly even the entire game if you're lucky. This strategy also works in late game if you're strapped from your ATGMs.

SPAA dueling is very important to know at all battle ratings, especially when facing more powerful SAM systems like the FlaRakRad, ADATS, ItO 90M, etc. In downtiers, which happen a good amount, SPAA dueling becomes way easier as the worst SPAA you'll see is just a FlaRakPz 1 or the Roland 1 at 9.7. The rest of them are gun SPAA. Tracer fire is much easier to dodge than a missile; however you'll find that gun SPAA can be harder to take out at times from long range as they can fire on the move with usually stabilised guns.

For gun SPAA, you'll want them to stop moving first. It's common knowledge that it is way easier to hit a target that isn't moving than a target that is moving. You want the gun SPAA to take aim at you. The tracers will need a fair bit of time to get to your helicopter once fired from the gun SPAA. When a gun SPAA locks the helicopter, they will only see a helicopter moving in one direction, assuming you are just another easy target for them. This is far from the case however. Once the RWR gives you a long beep, and the SPAA has stopped moving and has started firing, it's time to repeat the steps explained earlier. Lock the enemy SPAA via sight stabilisation if you haven't done so already. Aim the rockets, fire, and head back to base and await results.

With enough practice (and enough rockets), you can even clear out groups of light tanks rushing the capture points early in the game. SPAA dueling can be applied to soft targets as well, however it is advised that you avoid sniping MBTs unless absolutely necessary as it is seen as a waste of rockets as they can take more hits than light targets.

Sometimes the enemy SPAA isn't an SPAA at all! Enemy IFVs and tanks like the Leopard 2K and the AMX-40 will proudly take the role of an SPAA if one didn't spawn early on their team. This is what you need to watch out for. While flying above the battlefield, 20mm autocannon fire and well-placed shots with ATGMs is nothing to sneeze at. Make sure to always stay vigilant against these types of tanks. The turret is more than enough to deal with the light targets like the M3A3 Bradley or the Type 89, but the bigger targets like the Leopard 2K may need some Hydras down range to take out swiftly if you aren't high above them already.

In Arcade Assault, you won't have to worry about going back to base to reload your weapons as they will automatically replenish once every munition has been used up. It's recommended you bring either Hellfires + rockets, or rockets + air-to-air missiles, or a full loadout of rockets. A full rocket load is also a good choice because the rockets fire individually, meaning you can clear out entire rows of enemy tanks and greatly benefit you and your team in their fight towards victory.

Helicopter Battles

When playing helicopter battles, your best shot at staying alive and being effective is to bring a load-out of air-to-air missiles and rockets. The air-to-air missiles should be used against the more dangerous, unsuspecting helicopters like the Ka-50. They can be easily taken down, and considering that you have 4 missiles at your disposal, that is a potential of 4 easy kills. With rockets, you'll be able to take out ground AI targets. Usually, they will take 1 or 2 shots at minimum to destroy. Rockets are also quite effective in close range as a last ditch effort to come out on top when fighting a 1v1. Your main 20 mm cannon is an absolute monster in this mode. Here you'll be able to easily get kills with it. It does overheat however, so shoot with moderation and pick your targets whilst keeping any other nearby enemies in mind.

Pros and cons

Pros:

  • Very good and in most cases, unmatched manoeuvrability
  • Respectable speed
  • Deadly 20 mm autocannon
  • Can carry AIM-92 Stinger or Matra Mistral air-to-air missiles
  • Very effective anti-tank capabilities
  • Functional in almost every lineup
  • Has access to countermeasures and a ballistic computer

Cons:

  • Fragile - cannot tank as many hits as its counterparts
  • Armament is lackluster compared to other helicopters
  • Air-to-air missiles launch downwards
  • Slower than its counterparts (230-250 km/h in average with armament)

History

The story of the A129 Mangusta "Combat", (also known as A129 ESS, A129 CBT and A129 Mangusta) began during the late stages of the Cold War. The helicopter began to be developed at the request of the Italian Army, whom saw the need to equip its air units with a dedicated attack helicopter with anti-tank capabilities. The A129 was the first dedicated attack helicopter fully designed and built in Western Europe. Its project began in 1978 and its final project was ready only in 1982. The A129 made its first official maiden flight on the 15th of September of 1983, at the Agusta company Cascina-Costa facilities. The flight lasted about 30 minutes. Agusta pilots were extremely happy with the results, and went on record and said that the helicopter had great handling. They had previously only performed shake down flights twice prior to the first official flight. It was given the name Mangusta by the Italian army and Agusta employees. This name was mainly chosen due to the fact that the A129 was a direct competitor of the Bell A-1 Cobra that at that time rivaled the Agusta project. (The mongoose is known for its ease in killing poisonous snakes).

One of the many characteristics that pushed the A129 Mangusta was also how versatile it was. It was able to carry many types of weapons, such as Hellfires, BGM-TOW, anti-tank missiles, Mistral/Stinger air-to-air missiles, 81 mm Medusa rockets, 70 mm Hydra rockets, and much more. At the time, the first variants of the A129 had access to the latest avionics, and incorporated both day and night capabilities and also was able to be used in bad weather, where there is low visibility. The testing and evaluation program lasted until mid-1987, when a production contract would be signed for that model, that would later generate several different variants during its career. That early version would only ever be seen with BGM TOW ATGM's and rockets. However, more armament options would be able to be fitted if needed.

Later down the line, Agusta had generated a lot of interest for this type of helicopter, so they developed a newer version of the A129 Mangusta in line with export market specifications and needs. This new version of the A129 would go under the designation A129 "International". The International went through several variations, each version had different armaments and engines fitted, such as one having access to the T800 engine, and different types of thermal imaging sights, a .50 cal turret, an enclosed 20 mm cannon, or what is now staple of the A129CBT, the 20 mm M197 three-barrel Gatling-type rotary cannon.

No country had decided to pick up the A129 International, however in 1986, the governments of Italy, Netherlands, Spain and the UK signed a memorandum of understanding to develop an improved version of the A129, called the Joint European Helicopter. The memorandum called for the installation of more powerful engines, a new rotor system, retractable landing gear, better sensors, and more powerful weaponry, but the project collapsed in 1990, when Great Britain and the Netherlands decided to buy the American AH-64 Apache, while Spain opted for the joint made French-German Eurocopter Tiger. This however was not the end of the A129 International. Although it was not bought, everything that had been learned from that version of the helicopter would actually be re-utilized for an upgrade for the Italian Army's A129s. This lead to what we know as the A129 Mangusta "Combat" or "CBT" for short. The CBT was an updated version for the Italian Army, incorporating the same advances of the International version, A-129, where the avionics were modernized and the motorization kept original with Rolls Royce Gem 2-1004D's that produced a maximum unit power of 1120 HP. The Italian Army CBTs would be used in many theaters of war, such as in Iraq and Afghanistan. The Italian Army CBTs did not go out of service. Instead, another upgrade program was made which gave birth to the A129 Mangusta "Delta". The Delta was presented in 2011. The "D" variant improves the armament and optics of the Mangusta, incorporating Israeli-made Spike fire-and-forget ATGMs. The A129 Delta will then go out of service and be replaced with an entirely new helicopter, called the A249.

Devblog

The modern A.129 attack helicopter is successfully used by the Italian armed forces, as well as by a number of foreign operators. The helicopter has excellent flight characteristics, outstanding speed and superb manoeuvrability. The CBT modification was created from combat experience in modern armed conflicts. The Mangusta is armed with a 20 mm autocannon and carries a good arsenal of unguided and guided weapons, including Stinger air-to-air missiles and Hellfire II ATGMs.

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Agusta
Utility  AB 205 A-1* · A.109EOA-2
Attack  A-129 International (p) · A129CBT · AH-129D · T129**
Export  HKP3C
See Also  Bell Aircraft Corporation · TAI
  *Licensed · **Partnership with TAI

Italy helicopters
Utility  AB 205 A-1 · A.109EOA-2
Attack  A-129 International (p) · A129CBT · AH-129D · T129
Hungary  ◔Mi-24D · ◔Mi-24V · ◔Mi-24P