Difference between revisions of "AH-1E (Japan)"
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== Usage in battles == | == Usage in battles == | ||
<!-- ''Describe the tactics of playing in a helicopter, the features of using the helicopter in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --> | <!-- ''Describe the tactics of playing in a helicopter, the features of using the helicopter in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' --> | ||
− | + | When playing the AH-1S, select the helipad which is in the ideal tactical location for your playstyle. Climb to around 1,500 meters, find a target, then descend on to them. For optimal effectiveness, it is important that you engage them from the rear or the side. As pilots primarily scan in front of themselves for targets, attacking from behind will give you the advantage of not being seen. When shadowing the target, approach as fast as possible to close the gap to within TOW range. After slowing, engage the sight stabilizer and fire the TOW missile and guide it to the target. | |
+ | |||
+ | If the target tries to evade, keep the missile on the target and adjust to counter any manoeuvres your adversary may attempt. | ||
+ | |||
+ | Perhaps most importantly, if out of TOW range, the missile will self-detonate and could give your position away, if your adversary is attentive and sees the explosion. | ||
+ | |||
+ | {{Notice|Remember you only have around one and a half miles before the missiles will detonate by themselves, you can only select to carry either 4 or 8 BGM-71 TOW missiles.|!}} | ||
+ | |||
+ | After gaining experience while playing with the BGM-71 missiles, you will be able to determine when you are within range based on that experience. This also applies to any other type of missile in the game too. | ||
+ | |||
+ | When engaging in close quarters combat with other helicopters, the biggest threats are air to air missiles- The AH-1S does not offer any protection against them with countermeasures such as flares or IRCM. This means you need to stay alert, active & on the lookout for fast moving dots. If you see a small fast dot heading towards you, make very sharp abrupt turns, change height at the same time while turning and rolling. | ||
+ | |||
+ | {{Notice|These are the biggest threats to you in battle since they can carry air-to-air missiles|!!}} | ||
+ | |||
+ | * [[AH-1Z|AH-1Z Viper]] | ||
+ | * [[Mi-24P|Mi-24P Hind]] | ||
+ | * [[Mi-24V|Mi-24V Hind]] | ||
+ | * [[SA.341F Gazelle]] | ||
+ | * [[SA.342M Gazelle]] | ||
+ | |||
+ | {{Notice|You may even be able to shoot down missiles with the installed 20 mm triple rotary M197 cannon.|!}} | ||
+ | |||
+ | When engaging other helicopters, the triple barrel rotary cannon makes short work of any adversary. Make sure to load it with the air target belt, aim for critical elements of the rival helicopters such as cockpit, engine and fuel tanks. If you have equipped your helicopter with the additional twin M134 miniguns, bring your target in front of you and open fire. They will obliterate the target and send a flaming wreck to the ground. The fast fire rate will chew through ammo at a rapid rate, but when fully loaded have 3,000 rounds in total. That's 1,500 rounds per mini gun, in addition to the 750 cannon rounds for the M197, potentially up to 3,750 rounds total! | ||
+ | |||
+ | ====Ground forces==== | ||
+ | |||
+ | Playing the AH-1S in ground forces, it is recommended to load up the 8 x BGM-71 TOW missiles + 38 x FFAR Mighty Mouse missiles. The BG-71 will give you the penetration at range in order to terminate tankers and with safety from the anti-aircraft missile equipped anti-air vehicles. It is a wise tactic that anti-aircraft missile equipped anti-air vehicles to be terminated first. Then once terminated, move into the battlefield and dominate the tanks with the 38 x FFAR Mighty Mouse missiles, which can cause a lot of damage and could potentially terminate up to 38 tanks with well-placed shots. | ||
+ | |||
+ | The ideal tactic is to utilize the helicopter and the terrain. Such as maps which have forests and lots of tree lines, stay low over the trees and select your targets based on the threat to yourself first, then the impact to the team. | ||
+ | |||
+ | For example, if you have seen no enemy SPAA vehicles or other helicopters, climb in height, hover, then fire one or two missiles. Then quickly break off the hover and move to another part of the map, this way it allows you to stay undetected, remain stealthy and become a major threat to the enemy team. | ||
+ | |||
+ | Handling radar and surface-to-air missiles, when an enemy missile equipped SPAA is achieving a lock on, you will be notified with red arrows on the screen saying radar. To break the lock start rolling, gaining speed and the arrows will go away. If you are not successful, keep a close watch around the helicopter. At this, you will see white smoke coming from the ground, make very sharp abrupt turns. Change height at the same time while turning and rolling to avoid the missile. | ||
=== Modules === | === Modules === | ||
Line 53: | Line 85: | ||
|- | |- | ||
| I | | I | ||
+ | | Compressor | ||
| | | | ||
− | | | + | | Flak jacket |
− | | | + | | Offensive 20 mm |
− | | | + | | Flares |
− | |||
|- | |- | ||
| II | | II | ||
| | | | ||
| | | | ||
− | | | + | | Helicopter frame |
− | | | + | | New 20 mm cannons |
− | | | + | | M200A1 |
|- | |- | ||
| III | | III | ||
− | | | + | | Engine |
− | | | + | | Replacing helicopter blades |
− | | | + | | NVD |
− | | | + | | Gun pod M18A1 |
− | | | + | | TOW |
|- | |- | ||
| IV | | IV | ||
| | | | ||
| | | | ||
− | | | + | | Cover |
− | | | + | | New 7 mm MGs |
− | | | + | | TOW 4 |
|- | |- | ||
|} | |} | ||
+ | |||
=== Pros and cons === | === Pros and cons === | ||
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' --> | <!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' --> | ||
− | |||
'''Pros:''' | '''Pros:''' | ||
− | * | + | |
+ | * Great manoeuvrability | ||
+ | * Very agile, with secondary load outs installed | ||
+ | * Good secondary weapon loadout | ||
+ | * IR Thermal vision for cannon/ATGM camera and image intensifier for the pilot/gunner | ||
+ | * Joystick specific handling characteristics: | ||
+ | ** Easy to recover from adverse roll (retreating blade stall) at high speeds | ||
+ | ** Has SAS mode assistance support (Dampening mode only) | ||
+ | ** Good pitch authority at high speeds <!-- contrary to real life claims, apparently the AH-1F is known to stiffen up badly at high speeds. Ironically the AH-1S in game has poor roll authority at high speeds instead --> | ||
'''Cons:''' | '''Cons:''' | ||
− | * | + | |
+ | * Slow takeoff spool-up and acceleration | ||
+ | * No missile protection | ||
+ | * No IRCM | ||
+ | * No air-to-air missiles | ||
+ | * Poor missile range | ||
+ | * Somewhat heavy even without additional ordinances, | ||
+ | ** Strong tendency to fall into a vortex ring state | ||
+ | * Joystick specific handling characteristics: | ||
+ | ** Retains energy rather poorly in turns<!-- compared to the UH-1D, Mi-24 A/V, Ka-50 and Allouette II --> | ||
+ | ** Rotor RPM tends to drop easily | ||
+ | ** Moderately strong adverse roll (retreating blade stall) at high speeds with poor roll control | ||
+ | ** Has a light tendency to nose over but generally doesn't tend to fall into an inverted spin | ||
+ | ** Moderately poor adverse yaw/roll/pitch stability characteristics | ||
+ | ** Center of gravity sits behind the stub wings' center of lift<!-- flight model error? It's significant enough that I can feel it! Generally speaking this is a significant issue in aircraft design --> | ||
== History == | == History == |
Revision as of 02:45, 10 November 2020
Contents
Description
The ▅AH-1E is a rank VI Japanese attack helicopter
with a battle rating of 9.7 (AB) and 9.3 (RB/SB). It was introduced in Update "Starfighters".
General info
Flight performance
Describe how the helicopter behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.
Characteristics | Max Speed (km/h at 1,000 m) |
Max altitude (metres) | |
---|---|---|---|
AB | RB | ||
Stock | ___ | ___ | _,___ |
Upgraded | ___ | ___ |
Survivability and 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.
Armaments
Offensive armament
Describe the offensive armament of the helicopter, if any. Describe how effective the cannons and machine guns are in battle, also what ammunition belts or drums are better to use. If there is no offensive weaponry, delete this subsection.
Suspended armament
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.
Usage in battles
When playing the AH-1S, select the helipad which is in the ideal tactical location for your playstyle. Climb to around 1,500 meters, find a target, then descend on to them. For optimal effectiveness, it is important that you engage them from the rear or the side. As pilots primarily scan in front of themselves for targets, attacking from behind will give you the advantage of not being seen. When shadowing the target, approach as fast as possible to close the gap to within TOW range. After slowing, engage the sight stabilizer and fire the TOW missile and guide it to the target.
If the target tries to evade, keep the missile on the target and adjust to counter any manoeuvres your adversary may attempt.
Perhaps most importantly, if out of TOW range, the missile will self-detonate and could give your position away, if your adversary is attentive and sees the explosion.
Remember you only have around one and a half miles before the missiles will detonate by themselves, you can only select to carry either 4 or 8 BGM-71 TOW missiles. |
After gaining experience while playing with the BGM-71 missiles, you will be able to determine when you are within range based on that experience. This also applies to any other type of missile in the game too.
When engaging in close quarters combat with other helicopters, the biggest threats are air to air missiles- The AH-1S does not offer any protection against them with countermeasures such as flares or IRCM. This means you need to stay alert, active & on the lookout for fast moving dots. If you see a small fast dot heading towards you, make very sharp abrupt turns, change height at the same time while turning and rolling.
These are the biggest threats to you in battle since they can carry air-to-air missiles |
You may even be able to shoot down missiles with the installed 20 mm triple rotary M197 cannon. |
When engaging other helicopters, the triple barrel rotary cannon makes short work of any adversary. Make sure to load it with the air target belt, aim for critical elements of the rival helicopters such as cockpit, engine and fuel tanks. If you have equipped your helicopter with the additional twin M134 miniguns, bring your target in front of you and open fire. They will obliterate the target and send a flaming wreck to the ground. The fast fire rate will chew through ammo at a rapid rate, but when fully loaded have 3,000 rounds in total. That's 1,500 rounds per mini gun, in addition to the 750 cannon rounds for the M197, potentially up to 3,750 rounds total!
Ground forces
Playing the AH-1S in ground forces, it is recommended to load up the 8 x BGM-71 TOW missiles + 38 x FFAR Mighty Mouse missiles. The BG-71 will give you the penetration at range in order to terminate tankers and with safety from the anti-aircraft missile equipped anti-air vehicles. It is a wise tactic that anti-aircraft missile equipped anti-air vehicles to be terminated first. Then once terminated, move into the battlefield and dominate the tanks with the 38 x FFAR Mighty Mouse missiles, which can cause a lot of damage and could potentially terminate up to 38 tanks with well-placed shots.
The ideal tactic is to utilize the helicopter and the terrain. Such as maps which have forests and lots of tree lines, stay low over the trees and select your targets based on the threat to yourself first, then the impact to the team.
For example, if you have seen no enemy SPAA vehicles or other helicopters, climb in height, hover, then fire one or two missiles. Then quickly break off the hover and move to another part of the map, this way it allows you to stay undetected, remain stealthy and become a major threat to the enemy team.
Handling radar and surface-to-air missiles, when an enemy missile equipped SPAA is achieving a lock on, you will be notified with red arrows on the screen saying radar. To break the lock start rolling, gaining speed and the arrows will go away. If you are not successful, keep a close watch around the helicopter. At this, you will see white smoke coming from the ground, make very sharp abrupt turns. Change height at the same time while turning and rolling to avoid the missile.
Modules
Tier | Flight performance | Survivability | Weaponry | ||
---|---|---|---|---|---|
I | Compressor | Flak jacket | Offensive 20 mm | Flares | |
II | Helicopter frame | New 20 mm cannons | M200A1 | ||
III | Engine | Replacing helicopter blades | NVD | Gun pod M18A1 | TOW |
IV | Cover | New 7 mm MGs | TOW 4 |
Pros and cons
Pros:
- Great manoeuvrability
- Very agile, with secondary load outs installed
- Good secondary weapon loadout
- IR Thermal vision for cannon/ATGM camera and image intensifier for the pilot/gunner
- Joystick specific handling characteristics:
- Easy to recover from adverse roll (retreating blade stall) at high speeds
- Has SAS mode assistance support (Dampening mode only)
- Good pitch authority at high speeds
Cons:
- Slow takeoff spool-up and acceleration
- No missile protection
- No IRCM
- No air-to-air missiles
- Poor missile range
- Somewhat heavy even without additional ordinances,
- Strong tendency to fall into a vortex ring state
- Joystick specific handling characteristics:
- Retains energy rather poorly in turns
- Rotor RPM tends to drop easily
- Moderately strong adverse roll (retreating blade stall) at high speeds with poor roll control
- Has a light tendency to nose over but generally doesn't tend to fall into an inverted spin
- Moderately poor adverse yaw/roll/pitch stability characteristics
- Center of gravity sits behind the stub wings' center of lift
History
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.
See also
Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:
- reference to the series of the helicopter;
- links to approximate analogues of other nations and research trees.
External links
Paste links to sources and external resources, such as:
- topic on the official game forum;
- encyclopedia page on the helicopter;
- other literature.
Fuji Heavy Industries, Ltd. (富士重工業株式会社) | |
---|---|
Utility | UH-1B Hiyodori* |
Attack | ▅AH-1E* · AH-1S* · AH-1S Kisarazu* |
AH-64DJP* | |
*Licensed | |
Fuji Heavy Industries traces its roots to the Nakajima Aircraft Company. At the end of World War II, Nakajima was broken up by the Allied Occupation government, and by 1957 part of the separated company was already known as Fuji Heavy Industries.
Fuji Heavy Industries was renamed to Subaru Corporation from 2017 onward. | |
See also | Nakajima Aircraft Company (1918-1945) · Bell Aircraft Corporation · Boeing Aircraft |
Japan helicopters | |
---|---|
Utility | ▅UH-1B |
Attack | ▅AH-1E · AH-1S · AH-1S Kisarazu |
AH-64DJP |