AH-64DJP

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Rank 7 USA
F-5C Pack
This page is about the Japanese attack helicopter AH-64DJP. For other versions, see AH-64 (Family).
AH-64DJP
ah_64d_japan.png
GarageImage AH-64DJP.jpg
AH-64DJP
AB RB SB
10.7 11.0 10.3
Research:400 000 Specs-Card-Exp.png
Purchase:1 020 000 Specs-Card-Lion.png
Show in game

Description

The AH-64DJP is a rank VII Japanese attack helicopter with a battle rating of 10.7 (AB), 11.0 (RB), and 10.3 (SB). It was introduced in Update "Starfighters".

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-64DJP, provides great manoeuvrability, incredible acceleration and overall providing a great speed of up to 320 km/h in arcade and 295 km/h in realistic and simulator game modes. As fast as the United States Army, AH-64D Longbow and slower than the British Army, AH Mk.1 variants of this. Despite this the AH-64DJP is still able to do same manoeuvres other helicopters can only dream about, from barrel roles, flips to loops which allow it to evade enemy missiles with ease.

Characteristics Max Speed
(km/h at 1,000 m)
Max altitude
(metres)
AB RB
Stock 269 249 5400
Upgraded 320 295

Survivability and armour

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

The AH-64D Apache longbow, 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
AB8 527 → 14 308 Sl icon.png
RB3 899 → 6 542 Sl icon.png
SB4 965 → 8 331 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 / 250 / 370 % 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

Offensive armament

The AH-64DJP is armed with:

  • A choice between three presets:
    • 1 x 30 mm M230E-1 cannon (1,200 rpg)
    • 1 x 30 mm M230E-1 cannon (1,200 rpg) + 4 x AIM-92 Stinger missiles
    • 1 x 30 mm M230E-1 cannon (1,200 rpg) + 4 x AIM-92 Stinger missiles + 30 x Flares

Suspended armament

The AH-64DJP can be outfitted with the following ordnance:

  • 76 x Hydra-70 M247 rockets
  • 8 x AGM-114K Hellfire II missiles
  • 4 x AGM-114K Hellfire II missiles + 38 x Hydra-70 M247 rockets
  • 8 x AGM-114K Hellfire II missiles + 38 x Hydra-70 M247 rockets
  • 16 x AGM-114K Hellfire II missiles

Defensive systems

The AH-64DJP only has the following Defensive systems installed:

  • Flares - Up to 30 flares can be installed.
  • AIM-92/ICM - AIM-92 Stingers and Infrared Counter Measures.

When unlocked, flares are not installed - this requires the Flares module (tier I) to be researched and installed, this provides up to 30 flares. The last module called AIM-92/ICM (tier III) allows for the installation of a maximum of four AIM-92 stinger missiles, which two are mounted on each wing tip, 30 flares & IRCM module.

Important note: unlike the American and British brothers, the AH-64DJP lacks a MAW (missile approach warning) system. This means that the AH-64JDP player should keep an extra eye on SPAAs and incoming SAMs by himself, as without MAW missiles must be spotted and flares deployed manually.

Usage in battles

Overview:

The AH-64DJP is very similar to the AH-64D Apache. The only difference is the lack of an ability to carry an advanced MAW (a system that alerts the pilot to incoming missiles, Missile Alert Warning). 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, processing information from optical sights, radar displays, and the radar warning receiver all at once can lead to information overload. If distracted by irrelevant information, 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. Additionally, the mobility of the Apache is adequate but not impressive, so evasive manoeuvres are not always effective.

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 approach 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. As of update 1.99.1.45, 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:

  • Attack capabilities:
    • Rockets
    • Long-range Hellfire II ATGMs
      • Timer to show you when they will hit the target, giving you the exact time to return to cover
      • Range of approximately 9 km
      • Can launch and guide several ATGMs at the same time
    • Flexible 30 mm cannon
      • Has 51 mm pen tops in a mono-type belt
  • Anti-air capabilities:
    • 4 AIM-92 Stinger AAMs
    • Flexible 30 mm cannon
      • Rounds in mono-type belt are HEDP
  • Spotting capabilities:
    • Longbow radar, both air and ground units
    • Thermal sights
  • Amazing speed, acceleration, climb and roll - very manoeuvrable helicopter
  • Very survivable (Compared to other helis) with 2 crew members, and a beefy air frame

Cons:

  • Long-range Hellfire II ATGMs
    • Slow, utilizing their long range is hard due to very long flight times
    • While they can in theory hit air targets, they're too slow to reliably hit air targets
  • Lacks MAW which is a very important system for top helicopters
  • Has only 30 flares
  • 30 mm cannon has high dispersion at longer range, making it inaccurate beyond 500 m

History

The AH-64D was selected by the Japanese Ground Self-Defense Force (JGSDF) in 2001, with a requirement for about 50 helicopters. 50 were ordered, and they were built by the Japanese Fuji Heavy Industries as the AH-64DJP (JP standing for Japan). The first AH-64DJP was delivered in 2006, but the order was cancelled after the delivery of only 13 helicopters. The AH-64DJP has the possibility of equipping AIM-92 Stinger air-to-air missiles (AAMs).

In 2017, it was announced that the AH-64DJP helicopters were to have their targeting systems upgraded by the American Lockheed Martin defense firm. According to a press briefing from April 26 of 2017, the upgrade was to the Modernized Target Acquisition Designation Sight/Pilot Night Vision Sensor (M‑TADS/PNVS). The M-TADS is the laser designator that allows the targeting of the AGM-114 Hellfire missiles, while the PNVS assists with safe flight in day, night, and adverse weather missions. The contract was for the delivery of 14 Modernized Day Sensor Assembly (M-DSA) laser designator kits. The M-DSA increases the reliability of the laser designator and also increases the precision of the system. Additionally, Lockheed Martin's Apache sustainment team was to provide performance-based logistics support to the JGSDF under a separate three-year contract. Japan was the first Apache operator to receive the M-DSA upgrade.

As of 2017, the JGSDF operated one squadron of ten AH-64DJP helicopters, with the other three acting as training helicopters. One AH-64DJP was destroyed in a crash in February 2018, resulting in the deaths of both crew members; this left a total of 12 AH-64DJP helicopters.

Media

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

See also

Rotorcraft of comparable role, configuration and era

External links


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