Difference between revisions of "Saraph"

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(Added Defensive systems; grammar fixes; formatting)
(Offensive and Suspended armament; formatting)
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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.'' -->
 
<!-- ''Describe how the helicopter behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
The AH-64D-I Saraph provides great manoeuvrability, incredible acceleration and overall has a great speed of up to 319 km/h in arcade and 295 km/h in realistic and simulator game modes. It is as fast as the American [[AH-64D]] but the title of fastest Apache belongs to the British Army variant called the [[AH Mk.1]]. The IDF AH-64D-I is able to do manoeuvres other helicopters can only dream about, from barrel roles, flips to loops. This allows it to evade enemy missiles with relative ease and surprise enemy tankers who will be mostly helpless against it.
+
''The AH-64D-I Saraph provides great manoeuvrability, incredible acceleration and overall has a great speed of up to 319 km/h in arcade and 295 km/h in realistic and simulator game modes. It is as fast as the American [[AH-64D]] but the title of fastest Apache belongs to the British Army variant called the [[AH Mk.1]]. The IDF AH-64D-I is able to do manoeuvres other helicopters can only dream about, from barrel roles, flips to loops. This allows it to evade enemy missiles with relative ease and surprise enemy tankers who will be mostly helpless against it.''
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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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.'' -->
  
The AH-64D-I Apache "Saraph" has only limited armour protection installed, with bullet proof glass only being installed on the pilot windscreen. The helicopter uses Kevlar boron carbide, composite martial 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 such as the [[Mi-28N]].
+
''The AH-64D-I Apache "Saraph" has only limited armour protection installed, with bullet proof glass only being installed on the pilot windscreen. The helicopter uses Kevlar boron carbide, composite martial 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 such as the [[Mi-28N]].''
  
*Bullet proof glass installed only for the pilot - 22 mm thick.
+
*''Bullet proof glass installed only for the pilot - 22 mm thick.''
*Installation of Kevlar boron carbide, composite martial only on the: Seats, cockpit side panels, Gunner floor panels and pilot instrument panel - 20 mm thick.
+
*''Installation of Kevlar boron carbide, composite martial only on the: Seats, cockpit side panels, Gunner floor panels and pilot instrument panel - 20 mm thick.''
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
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** 1 x 30 mm M230E-1 cannon, chin turret (1,200 rpg)
 
** 1 x 30 mm M230E-1 cannon, chin turret (1,200 rpg)
 
** 1 x 30 mm M230E-1 cannon + 180 x countermeasures
 
** 1 x 30 mm M230E-1 cannon + 180 x countermeasures
 +
 +
''The Saraph has the same 30 mm cannon as the other Apaches in the game currently, and only has one belt choice. The belt carries only HEDP rounds, and can penetrate up to 51 mm of armour. The gun is fast firing, but relatively inaccurate, so shooting in close range is the best way to hit your target. If you don't mind the inaccuracy of the gun, it is a very good weapon all around. It can be locked in gunner and 3rd person view and will automatically track the target.''
  
 
=== Suspended armament ===
 
=== Suspended armament ===
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* 16 x AGM-114K Hellfire II missiles
 
* 16 x AGM-114K Hellfire II missiles
 
* 4 x ATAS (AIM-92) missiles
 
* 4 x ATAS (AIM-92) missiles
 +
 +
''The Saraph can carry up to 16 Hellfire II ATGMs with over 1,000 mm of pen and a tandem warhead, 76 Hydra rockets with over 200 mm of pen, or 4 Stinger AAMs. The weapons are carried on the stub wings and can be carried in several different variations. The Hellfires are excellent missiles, although since the player must keep "painting" a laser beam on the target, misses can occur if the target lock slips. The Hydra rockets are generally very effective, especially when used with the ballistic computer. 76 rockets is enough for 3-5 tanks if they are used by an experienced player. However, the Stinger AAMs are not the best in the game by any stretch, with relatively little explosive mass and only a 10G overload. They may take 2-3 hits to damage aircraft, and heavily armoured helicopters such as the Mi-28 may survive multiple hits.''
  
 
==== Custom loadout options ====
 
==== Custom loadout options ====
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* '''AIM-92 Stinger''' - AIM 92 Stinger missiles
 
* '''AIM-92 Stinger''' - AIM 92 Stinger missiles
  
All 3 major defensive sensors (RWR, LWR and MAW) come standard with the helicopter and are essential to surviving enemy attacks. The Peten comes stock with 180 countermeasures in the form of just flares, however, in order to select a mix of flares and chaff, the adequate modification [Flares/Chaff (tier I)] will have to be researched. The AIM-92 Stinger module can be researched at tier III and adds an extra layer of defence against both enemy aircraft and other helicopters. The Stinger launchers are mounted in pairs on the wingtips and do not compromise any hardpoint space for other weaponry.
+
''All 3 major defensive sensors (RWR, LWR and MAW) come standard with the helicopter and are essential to surviving enemy attacks. The Peten comes stock with 180 countermeasures in the form of just flares, however, in order to select a mix of flares and chaff, the adequate modification [Flares/Chaff (tier I)] will have to be researched. The AIM-92 Stinger module can be researched at tier III and adds an extra layer of defence against both enemy aircraft and other helicopters. The Stinger launchers are mounted in pairs on the wingtips and do not compromise any hardpoint space for other weaponry.''
  
 
== Usage in battles ==
 
== Usage in battles ==

Revision as of 13:41, 22 October 2023

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
Saraph
ah_64d_i_saraph.png
GarageImage Saraph.jpg
Saraph
AB RB SB
10.7 12.0 10.7
Research:400 000 Specs-Card-Exp.png
Purchase:1 020 000 Specs-Card-Lion.png
Show in game

Description

The AH-64D-I Saraph is a rank VII Israeli attack helicopter with a battle rating of 10.7 (AB/SB) and 12.0 (RB). It was introduced in Update "Danger Zone".

General info

Flight performance

Max speed
at 1 000 m295 km/h
Max altitude5 400 m
Engine2 х General Electric T700-GE-701C
Take-off weight10 t

The AH-64D-I Saraph provides great manoeuvrability, incredible acceleration and overall has a great speed of up to 319 km/h in arcade and 295 km/h in realistic and simulator game modes. It is as fast as the American AH-64D but the title of fastest Apache belongs to the British Army variant called the AH Mk.1. The IDF AH-64D-I is able to do manoeuvres other helicopters can only dream about, from barrel roles, flips to loops. This allows it to evade enemy missiles with relative ease and surprise enemy tankers who will be mostly helpless against it.

Characteristics Max Speed
(km/h at 1,000 m)
Max altitude
(metres)
AB RB
Stock 272 253 5400
Upgraded ___ ___

Survivability and armour

Crew2 people
Speed of destruction
Structural0 km/h
Gear420 km/h

The AH-64D-I Apache "Saraph" has only limited armour protection installed, with bullet proof glass only being installed on the pilot windscreen. The helicopter uses Kevlar boron carbide, composite martial 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 such as the Mi-28N.

  • Bullet proof glass installed only for the pilot - 22 mm thick.
  • Installation of Kevlar boron carbide, composite martial only on the: Seats, cockpit side panels, Gunner floor panels and pilot instrument panel - 20 mm thick.

Modifications and economy

Repair costBasic → Reference
AB9 700 → 14 307 Sl icon.png
RB4 580 → 6 755 Sl icon.png
SB5 749 → 8 479 Sl icon.png
Total cost of modifications303 000 Rp icon.png
446 000 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 / 220 / 330 % Sl icon.png
232 / 232 / 232 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Research:
15 000 Rp icon.png
Cost:
22 000 Sl icon.png
290 Ge icon.png
Mods cd 98 main rotor.png
Replacing helicopter blades
Research:
23 000 Rp icon.png
Cost:
34 000 Sl icon.png
440 Ge icon.png
Mods jet engine.png
Engine
Research:
19 000 Rp icon.png
Cost:
28 000 Sl icon.png
370 Ge icon.png
Mods heli flak jacket.png
Flak jacket
Research:
15 000 Rp icon.png
Cost:
22 000 Sl icon.png
290 Ge icon.png
Mods heli structure.png
Helicopter frame
Research:
23 000 Rp icon.png
Cost:
34 000 Sl icon.png
440 Ge icon.png
Mods jet engine extinguisher.png
EFS
Research:
19 000 Rp icon.png
Cost:
28 000 Sl icon.png
370 Ge icon.png
Mods armor cover.png
Cover
Research:
49 000 Rp icon.png
Cost:
72 000 Sl icon.png
950 Ge icon.png
Mods weapon.png
aden_new_gun
Research:
15 000 Rp icon.png
Cost:
22 000 Sl icon.png
290 Ge icon.png
Mods heli false thermal targets.png
Flares/Chaff
Research:
15 000 Rp icon.png
Cost:
22 000 Sl icon.png
290 Ge icon.png
Mods atgm heli preset.png
AGM-114
Research:
23 000 Rp icon.png
Cost:
34 000 Sl icon.png
440 Ge icon.png
Mod arrow 1.png
Mods thermal sight.png
NVD
Research:
19 000 Rp icon.png
Cost:
28 000 Sl icon.png
370 Ge icon.png
Mods air to air missile.png
AIM-92 Stinger
Research:
19 000 Rp icon.png
Cost:
28 000 Sl icon.png
370 Ge icon.png
Mods atgm heli preset.png
AGM-114 2
Research:
49 000 Rp icon.png
Cost:
72 000 Sl icon.png
950 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
Ballistic Computer
CCIP (Guns) CCIP (Rockets) CCIP (Bombs)
Icon GreenCheckmark.png Icon GreenCheckmark.png Icon RedXCross.png

Offensive armament

Main article: M230E-1 (30 mm)

The Saraph is armed with:

  • A choice between two presets:
    • 1 x 30 mm M230E-1 cannon, chin turret (1,200 rpg)
    • 1 x 30 mm M230E-1 cannon + 180 x countermeasures

The Saraph has the same 30 mm cannon as the other Apaches in the game currently, and only has one belt choice. The belt carries only HEDP rounds, and can penetrate up to 51 mm of armour. The gun is fast firing, but relatively inaccurate, so shooting in close range is the best way to hit your target. If you don't mind the inaccuracy of the gun, it is a very good weapon all around. It can be locked in gunner and 3rd person view and will automatically track the target.

Suspended armament

The Saraph can be outfitted with the following ordnance:

  • Without load
  • 76 x Hydra-70 M247 rockets
  • 4 x AGM-114K Hellfire II missiles
  • 8 x AGM-114K Hellfire II missiles
  • 16 x AGM-114K Hellfire II missiles
  • 4 x ATAS (AIM-92) missiles

The Saraph can carry up to 16 Hellfire II ATGMs with over 1,000 mm of pen and a tandem warhead, 76 Hydra rockets with over 200 mm of pen, or 4 Stinger AAMs. The weapons are carried on the stub wings and can be carried in several different variations. The Hellfires are excellent missiles, although since the player must keep "painting" a laser beam on the target, misses can occur if the target lock slips. The Hydra rockets are generally very effective, especially when used with the ballistic computer. 76 rockets is enough for 3-5 tanks if they are used by an experienced player. However, the Stinger AAMs are not the best in the game by any stretch, with relatively little explosive mass and only a 10G overload. They may take 2-3 hits to damage aircraft, and heavily armoured helicopters such as the Mi-28 may survive multiple hits.

Custom loadout options

1 2 3 4 5 6
Hardpoints Peten.png
Hydra-70 M247 rockets 19 19 19 19
AGM-114K Hellfire II missiles 2, 4 2, 4 2, 4 2, 4
ATAS (AIM-92) missiles 2 2

The Saraph has the following Defensive systems installed:

  • Countermeasures - 180 built-in
  • AN/APR-39 - Radar Warning Receiver (RWR); C-M detectable bands; track and launch detection
  • AN/AVR-2 - Laser Warning Receiver (LWR)
  • AN/AAR-47 - Missile Approach Warning system (MAW)
  • AIM-92 Stinger - AIM 92 Stinger missiles

All 3 major defensive sensors (RWR, LWR and MAW) come standard with the helicopter and are essential to surviving enemy attacks. The Peten comes stock with 180 countermeasures in the form of just flares, however, in order to select a mix of flares and chaff, the adequate modification [Flares/Chaff (tier I)] will have to be researched. The AIM-92 Stinger module can be researched at tier III and adds an extra layer of defence against both enemy aircraft and other helicopters. The Stinger launchers are mounted in pairs on the wingtips and do not compromise any hardpoint space for other weaponry.

Usage in battles

Overview

The AH-64D-I is an Israeli modified version of the venerable AH-64D and in turn very similar to the AH-64A Apache. The differences between it and the A are the lack of an option to carry AIM-9L missiles, the new Longbow radar, improved Hellfires, and an improved ECM package. It is also slightly different to the American D version as it lacks the laser guided APKWS rockets. The Apache is an excellent helicopter for attacking ground targets, and can also hold its own against many enemy aircraft. Through adequate use of cover, teamwork, and game sense, the Apache can easily dismantle enemy teams. An Apache pilot must understand all of the tools at their disposal.

The Apache has an arsenal of weapons. The most effective anti-tank weapon in the Apache's arsenal is the AGM-114 Hellfire, which uses a top attack trajectory to destroy ground vehicles. There is functionally very little difference between the AGM-114B and K variants, used on early and late Apaches respectively.

Staying alive:

Flying the Apache effectively can be more difficult than most players would imagine, even with all the sensors it offers. Trying to deal with threats from enemy air and ground vehicles while continuing to attack the enemy team can be difficult. If distracted, a pilot can quickly lose situational awareness. Being successful in the Apache requires situational awareness above all else. Due to the fragility of the helicopter, any blindspot can lead to a quick and sudden death as even with the MAW one might not always be in an adequate position to defend against the incoming threat. Additionally, the mobility of the Apache is adequate but not impressive, so evasive manoeuvres are not always effective; after all, it is still a helicopter.

Using cover is a very important part of staying alive in the Apache. Always stay behind a hill or building in ground battles. When exposing yourself in order to fire on the enemy, be mindful to not gain too much altitude. Most importantly, always listen to your RWR and MAW. If you hear an alarm, take evasive action immediately.

The biggest improvement of the later Apache variants is the ability to mount the Longbow radar system. This system, if used properly, will help maintain situational awareness.

Additionally, it is important to know when to use flares. Flares are extremely effective against heat-seeking missiles, but useless against any other missiles. It is the responsibility of the Apache pilot to recognize the threat and decide whether to use flares or not. For Apaches with MAW (missile alert warning), there is an option for flares to be dispensed automatically.

Using the Longbow radar

The radar of the Apache should be used as a secondary tool when engaging ground targets. The radar is not effective in obtaining target lock for ground vehicles. The AGM-114L radar guided Hellfire is not in the game, so guidance of Hellfires should be done by using the FLIR thermal imaging camera to lase targets. However, the radar is still useful in detecting enemy aircraft. By using the multi-function menu to switch radar mode, the radar will begin to search for air rather than ground targets. Keeping track of enemy aircraft is vital to survival in the Apache, as any plane can make quick work of the Apache if the helicopter is unprepared.

Air-to-air (Stinger and gun)

The Apache is surprisingly potent in air-to-air combat. Engagements should be conducted primarily through the use of the Stinger missile. The Stinger is a simple but effective air-to-air missile. It has an excellent seeker head and can obtain all aspect lock on almost any air target within 3-5 km (even propeller aircraft with a low heat signature). However, the Stinger can be easily fooled by flares or outmanoeuvred by a fast enemy aircraft. The best way to use the Stinger against enemy aircraft is when they are heading directly towards you. If fired at the right second, most enemies will struggle to dodge a Stinger.

If the enemy gets close, the 30 mm autocannon can be extremely effective. The gun will automatically aim with optical lock, so Apache pilots can aim accurately while taking evasive manoeuvres.

Close-range air-to-ground (gun and rockets)

At close range, the Apache has excellent offensive capability. The 30 mm autocannon is incredibly accurate even at surprisingly far distances. This cannon uses a High Explosive Dual Purpose round that can engage lightly armoured targets. Rocket pods can also be used, with the CCIP computer helping maintain accuracy even at further distances. Be careful when trying to use the Hellfire missile at close range. It can do a direct attack at closer ranges (rather than its usual top attack) but if fired at an odd angle, it may not have time to manoeuvre onto the target if fired at closer ranges.

The problem with trying to engage at close range is that doing so will put the Apache in huge amounts of danger. Enemy tanks will be able to quickly destroy the Apache with their main guns or anti-aircraft machine guns.

HellfireTrajectory.png

Long-range air-to-ground (Hellfire)

At longer ranges, the Hellfire missile can be used to full effect. The Hellfire will guide on its target as shown in the attached diagram. This is known as top attack. Being that it takes this path to the enemy target, the Hellfire can take upward of 30 seconds to reach its target at longer ranges. Do not fire at enemies that are about to move to cover, and make sure to fire multiple missiles at once in order to deal maximum damage. Because the Hellfire is laser guided, multiple missiles can be fired at once. They should be fired at intervals of 5-10 seconds, where between missiles the Apache can switch to a new ground target. This will allow for the quick destruction of multiple enemies. This tactic can be incredibly effective. Although the time to target for the most recently fired Hellfire is available on the HUD, pilots will have to keep track of all the missiles they have fired by memory and quick calculations.

Combatting enemy anti-aircraft vehicles can be a challenge. Always remain in cover and move unpredictably in combat. Use the radar warning receiver to obtain the general direction of enemy AA, and then attack with a Hellfire. An effective strategy is to fire a Hellfire, break optical lock to gain cover and avoid counterfire, and then pop back up and get lock again several seconds before the Hellfire hits. This strategy if applied correctly will result in a hit, as the Hellfire is smart enough to begin following the laser designator again once the Apache re-obtains its lock.

Pros and cons

Pros:

  • Excellent ground attack armaments (Hellfire missiles and 30 mm autocannon)
  • Excellent air-to-air capability with the Stinger missile and radar
  • Adequate speed and manoeuvrability
  • Advanced countermeasure system with radar warning receiver (RWR) and Missile Alert Warning
  • Longbow radar
  • High countermeasure count (x180, built in)

Cons:

  • Hellfire missiles have limited self-guidance abilities from certain positions
  • Hellfire missiles need line-of-sight for guidance.
  • Easily destroyed by main adversary (Ka-50 & Ka-52) and enemy aircraft

History

Describe the history of the creation and combat usage of the helicopter in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

Videos

See also

Related development

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


Israel helicopters
Attack 
MD 500  Lahatut
Battle Hawk  AH-60
Cobra  Tzefa D/E · Tzefa A · Tzefa B
Apache  Saraph · Peten · AH-64A Peten