Difference between revisions of "A129CBT"
Colok76286 (talk | contribs) (→See also: Simplified list) |
m (Enlarged the images I uploaded before.) (Tag: Visual edit) |
||
Line 12: | Line 12: | ||
{{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.'' --> | ||
− | [[File:A129CBT 1.1.png|thumb| | + | [[File:A129CBT 1.1.png|thumb|400x400px|A129CBT in 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 jet aircraft. | 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 jet aircraft. | ||
Line 34: | Line 34: | ||
{{Specs-Heli-Armour}} | {{Specs-Heli-Armour}} | ||
<!-- ''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| | + | [[File:A129CBT armour.png|400x400px|thumb|A129CBT - Survivability]] |
The A129CBT is not very survivable. Like many helicopters at its battle rating, it is prone to exploding into many pieces after a hit from a 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, 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. | The A129CBT is not very survivable. Like many helicopters at its battle rating, it is prone to exploding into many pieces after a hit from a 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, 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. | ||
Line 54: | Line 54: | ||
{{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.'' --> | <!-- ''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| | + | [[File:Hellfire rack.png|thumb|500x500px|A129CBT missile rack fully loaded with AGM-114B Hellfire air-to-ground 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)}} | ||
Line 118: | Line 118: | ||
The A129CBT is a great helicopter for its battle rating and is 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 and is 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 Desert.png|thumb| | + | [[File:A129CBT Desert.png|thumb|400x400px|A129CBT flying over the battlefield.|left]] |
For Ground RB, you have two options: | For Ground RB, you have two options: | ||
Line 124: | Line 124: | ||
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. 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 primarily after enemy CAS jets, the Mistrals are way better at their job when dealing with enemy jets. | 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. 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 primarily after enemy CAS jets, the Mistrals are way better at their job when dealing with enemy jets. | ||
− | [[File:A129CBT Stinger.png | + | [[File:A129CBT Stinger.png|thumb|500x500px|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 precision, especially accounting for the ballistic computer, that could be 19 frags. 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]] or [[Mi-28N]] 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 sturdy helicopters. | 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 precision, especially accounting for the ballistic computer, that could be 19 frags. 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]] or [[Mi-28N]] 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 sturdy 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. | 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''' | + | '''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 sizable amount of Hydras on board the helicopter. The A129CBT is very functional when supporting allied ground units right on top of them. | + | |
+ | All of this unearths a new playstyle for the A129CBT: playing tactically and conservatively. 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 sizable 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. | 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.| | + | [[File:Lurk.png|thumb|A129CBT - Flying above the battlefield searching for priority targets. This is a great example of what is described here.|450x450px]] |
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 team 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. | 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 team 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. | ||
Line 140: | Line 141: | ||
The downsides are that you run the risk of being spotted by the entire enemy team. There is also no radar clutter for the enemy SPAAs and diving back down can result in crashing. | The downsides are that you run the risk of being spotted by the entire enemy team. There is also no radar clutter for the enemy SPAAs and diving back down can result in crashing. | ||
− | [[File:CBT Turret.png|thumb| | + | [[File:CBT Turret.png|thumb|400x400px|A129CBT firing the cannon]] |
+ | On the other hand, flying low gives you the element of surprise and keeps you safe from potential SPAAs. You're also able to retreat faster as the helicopter is usually at maximum speed. However, crashing is more likely and entering the battlefield will have you subjected to a hail of bullets. If you bleed all of your speed in a turn, you will be a sitting duck and finding good targets is way harder while flying at 230 km/h through the combat zone. | ||
− | + | ;'''SPAA Dueling''' | |
− | |||
Engaging at close range is a problem for all helicopters. Long range won't be a problem however, especially with the ballistic computer. This is where SPAA dueling comes in. It 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. 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 duel a gun SPAA rather than a missile SPAA. | Engaging at close range is a problem for all helicopters. Long range won't be a problem however, especially with the ballistic computer. This is where SPAA dueling comes in. It 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. 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 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. | 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. | ||
− | [[File:FlaRakPz-1-duel.gif|left|thumb| | + | [[File:FlaRakPz-1-duel.gif|left|thumb|300x300px|Tutorial on how to effectively duel an SPAA from range.]] |
Let's say you are facing an enemy FlaRakPz 1 that spawned first. Once locked via sight stabilisation, enter third person view. There will be a red box with crosshairs in it. 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. 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 stripped from your ATGMs. | Let's say you are facing an enemy FlaRakPz 1 that spawned first. Once locked via sight stabilisation, enter third person view. There will be a red box with crosshairs in it. 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. 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 stripped from your ATGMs. | ||
Line 200: | Line 201: | ||
;Skins | ;Skins | ||
+ | |||
* [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.] | ||
Line 215: | Line 217: | ||
;Related developement | ;Related developement | ||
+ | |||
* [[A-129 International (p)]] | * [[A-129 International (p)]] | ||
Revision as of 07:41, 15 July 2021
Contents
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
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 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
The A129CBT is not very survivable. Like many helicopters at its battle rating, it is prone to exploding into many pieces after a hit from a 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, 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
Armaments
Offensive armament
The A129CBT is armed with:
- 1 x 20 mm M197 cannon, nose-mounted ball turret (750 rpg)
Suspended armament
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 and is 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.
For Ground RB, you have two options:
With enough spawn points, you can bring Hellfire missiles, the best overall loadout for the A129CBT. 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 rearm. If not, and you haven't had the chance to use your rocket pods yet, 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 20 mm 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. 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 primarily after enemy CAS jets, the Mistrals are way better at their job when dealing with enemy jets.
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 precision, especially accounting for the ballistic computer, that could be 19 frags. 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 or Mi-28N 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 sturdy 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 and conservatively. 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 sizable 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.
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 team 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.
When 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 SPAAs happen to spawn first or mark nearby enemies for teammates and squadmates. Diving back down low gets you to the helicopter's cruising speed of around 230-250 km/h, where you can initiate your attack run and you are able to destroy tanks of all types with the turret alone (top-down) once directly above the battlefield.
The downsides are that you run the risk of being spotted by the entire enemy team. There is also no radar clutter for the enemy SPAAs and diving back down can result in crashing.
On the other hand, flying low gives you the element of surprise and keeps you safe from potential SPAAs. You're also able to retreat faster as the helicopter is usually at maximum speed. However, crashing is more likely and entering the battlefield will have you subjected to a hail of bullets. If you bleed all of your speed in a turn, you will be a sitting duck and finding good targets is way harder while flying at 230 km/h through the combat zone.
- SPAA Dueling
Engaging at close range is a problem for all helicopters. Long range won't be a problem however, especially with the ballistic computer. This is where SPAA dueling comes in. It 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. 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 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.
Let's say you are facing an enemy FlaRakPz 1 that spawned first. Once locked via sight stabilisation, enter third person view. There will be a red box with crosshairs in it. 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. 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 stripped 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, SPAA dueling becomes way easier as the most dangerous SPAAs you'll face is just a FlaRakPz 1 or the Roland 1. The rest of them will be gun SPAAs. Tracer fire is much easier to dodge than a missile. However you'll find that gun SPAAs can be harder to take out at times from long range as they can fire on the move with usually stabilised guns. 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 moving one. You want the gun SPAAs 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. 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 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, 20 mm 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 expended. 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 your 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 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 1-vs-1. 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
- Good speed
- Deadly 20 mm autocannon
- Can carry AIM-92 Stinger or Mistral air-to-air missiles
- Very effective anti-tank capabilities
- Has access to countermeasures and a ballistic computer
Cons:
- Fragile, cannot tank as many hits as its counterparts
- Armament is lacklustre compared to other helicopters
- Air-to-air missiles launch downwards
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.
Media
- Skins
- Images
See also
- Related developement
External links
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 |