Difference between revisions of "Scout AH.Mk.1"

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{{About
 
| about = British helicopter '''{{PAGENAME}}'''
 
| usage = other version
 
| link = Wasp HAS.Mk.1
 
}}
 
 
{{Specs-Card
 
{{Specs-Card
 
|code=scout_ah_mk1
 
|code=scout_ah_mk1
Line 11: Line 6:
 
== Description ==
 
== Description ==
 
<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the helicopter, as well as its key features. In the second part, tell the reader about the helicopter in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
 
<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the helicopter, as well as its key features. In the second part, tell the reader about the helicopter in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British utility helicopter {{Battle-rating}}. It was introduced in [[Update 1.91 "Night Vision"]]. It serves as an opening helicopter for the British pilots that will them become familiar with the helicopter game mechanics.
+
Development on the Westland Scout began in the late 1950s, however not at the Westland company, but at Saunders-Roe, as the Saro P.531 light utility helicopter. With the acquisition of Saunders-Roe by Westland in the early 1960s, the Westland Scout was created. The Scout conducted its maiden flight in August 1960 and was well-received with both the British Army and Royal Navy during testing. As work on the Scout steadily progressed, Westland continued developing a navalized version of the vehicle in parallel, which was eventually known as the "[[Wasp HAS.Mk.1|Wasp]]". Both versions of the helicopter took part in combat operations during their service, most notably in Borneo, the Falklands, and Northern Ireland. In the end, around 280 machines of both types were built, including export models.
  
As a matter of fact, this is not a rookie friendly vehicle due to several vulnerabilities such as no armour, insufficient weaponry, and lacking countermeasures. It will require practice and tactics to get in sound with it and efficiently provide a good anti-tank close air support without being blown off the air by the anti-aircrafts.
+
It was introduced in [[Update 1.91 "Night Vision"]]. It serves as an opening helicopter for British pilots that will familiarise them with the game's helicopter mechanics. This vehicle has several vulnerabilities such as a lack of armour, countermeasures and insufficient weaponry. It will require practice and good tactics to get in tune with it and efficiently provide good close air support without being blown out of the air by enemy air defence. The {{Specs|name}} shares the same qualities as the later British helicopters: it is light, agile and fast. It also comes with ATGMs stock, so you don't have to research them as a modification.
 
 
On the other hand; it feels agile, fast, skilful, and packs a serious punch. Everything that represents the British helicopters down the line!
 
  
 
== General info ==
 
== General info ==
Line 21: Line 14:
 
{{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:SCOUT HELO TAKE OFF.png|thumb|417x417px|Scout taking off from heliport to the mission]]
+
[[File:SCOUT HELO TAKE OFF.png|thumb|350px|Scout taking off from heliport to the mission]]
  
The flight performance of the Scout will prove to be really satisfactory even when stock. It feels light, fast, and agile making it competent to dodge a lot of things that will rain at you, including tanks shells. Its speed and acceleration are sufficient to allow a good positioning when the match starts, setting the collider in 80%, and keeping a pitch of +2.0°/-4.0° will be usually enough for reaching a top speed without getting too much altitude or over-revving the propeller. Using the collider on 100% will increase the thrust (useful ascend is needed) but will reduce the horizontal speed drastically, making the helicopter prone to stalling on manoeuvres.
+
The flight performance of the Scout will prove to be rather satisfactory even when stock. It feels light, fast, and agile making it competent in evading the barrage of things that will rain at you, including tank shells. Its speed and acceleration are sufficient to allow good positioning when the match starts; setting the collective to 80% and keeping the pitch at +2.0°/-4.0° will usually be enough to reach top speed without gaining too much altitude or over-revving the propeller. Using the collective at 100% will increase thrust (useful when altitude is needed) but will reduce the horizontal speed drastically, making the helicopter prone to stalling during manoeuvres.
  
When manoeuvring to a different course keep in mind to don't lose speed, the proper way to do this is to lean the Scout for the desired direction then turning. That allows pilots to maintain the speed, indicated in the vectorial speed arrow at the centre of your heads up display.
+
When manoeuvring to a different course keep in mind to not lose speed, the proper way to do this is to bank the helicopter towards the desired location before beginning the turn. This allows pilots to maintain their speed, indicated in the speed vector arrow at the centre of your heads up display (HUD).
  
The only payload to carry won't represent negatively in the performance. Using the hover mode and locking the target considerably improves the chance of an impact but it's feasible to also hit tanks when on the move, thanks to the great agility and stability.
+
The Scout only has one payload, so there is no negative performance impact. Using hover mode and locking the target from the gunner's sight considerably improves the chance of a ATGM impact but it's feasible to also hit tanks when on the move, thanks to the Scout's great agility and stability.
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
Line 50: Line 43:
  
 
==== No armour ====
 
==== No armour ====
The Scout does not fly with any protecting armour or bullet-proof glass, which if installed would reduce Scout's ability to complete its mission. As such, the pilot must take this into account and fly the helicopter accordingly. Bull rushing right into the middle of a battlefield usually ends with disastrous results as, without armour, the Scout has nothing but thin metal fuselage coverings to protect the crew and vital equipment.
+
The Scout does not have any protective armour plates or bulletproof glass, due to the sacrifices this would require in performance. The pilot should keep this in mind when flying. Rushing into the middle of the battlefield will end with disastrous results as the crew and vital components are only protected by the thin fuselage walls.
  
The pilot, gunner, engine, transmission, main rotor, and tail rotors are all exposed to fire from missiles, rockets, cannons, and even small-calibre machine guns. However, it's truly possible to survive several hits of a machine gun and making it to the heliport alive due to a slight spacing in all modules within the vehicle. The low speed of an incoming bullet sometimes it's just enough to damage the external hull but not pierce through.
+
The pilot, gunner, engine, transmission, main rotor, and tail rotors are all exposed to fire from missiles, rockets, cannons, and even small-calibre machine guns. However, it is sometimes possible to survive multiple hits due to the spacious layout of the vehicle's components. The low velocity of small-calibre rounds is sometimes inadequate to penetrate the Scout's fuselage panels.
  
The same cannot be stated from '''20 mm''' cannons and beyond that will shred the helicopter piece by piece.
+
The same cannot be stated from 20 mm cannons and beyond that will shred the helicopter into a million pieces.
  
==== Higher survivability ====
+
==== Survivability improvement ====
The Flak jacket and Helicopter frame modules should be researched to increase the crew survivability against anti-air flak shells that are extremely dangerous to your helicopter and mostly for the crew. Pilots will see the improvement in this when attacked and manage to escape with minimal scars on their helo. A higher crew vitality (Pilot/Gunner) also improves survival.
+
The Flak jacket and Helicopter frame modules should be researched to increase the crew survivability against airburst shells that are extremely dangerous to your helicopter and crew. Pilots will be quick to notice the improvement in their helicopter's durability. A higher crew vitality (Pilot/Gunner) also improves survival.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
 
{{Specs-Economy}}
 
{{Specs-Economy}}
  
Thanks to the great speed and agility, the main modules to be concern about are focused on '''protection''' and '''availability''', such as the NVD or Flak jacket. The Assault mode can allow starting pilots to research the main modifications needed to improve the Scout to an optimal entry level for Mixed battles.
+
Thanks to great speed and agility, the modules of main concern relate to protection and survivability, such as the NVD or Flak jacket. The "Arcade Assault" game mode can allow rookie pilots to research the main modifications needed to improve the Scout for optimal performance in Mixed Battles.
  
 
== Armaments ==
 
== Armaments ==
 
{{Specs-Heli-Armaments}}
 
{{Specs-Heli-Armaments}}
[[File:SCOUT COMBAT.png|thumb|440x440px|Scout engaging enemy tanks from the flanks]]
+
[[File:SCOUT COMBAT.png|thumb|350px|Scout engaging enemy tanks from the flanks]]
 
=== Offensive armament ===
 
=== Offensive armament ===
 
{{Specs-Heli-Offensive}}
 
{{Specs-Heli-Offensive}}
Line 76: Line 69:
 
* 2 x 7.62 mm L8A1 machine guns, skid-mounted (250 rpg = 500 total)
 
* 2 x 7.62 mm L8A1 machine guns, skid-mounted (250 rpg = 500 total)
  
The L8 MGs are rather inaccurate when not ungraded. British pilots '''should not''' rely on this to attack any ground target as they mostly serve to defend against some air target that is pestering them or some other helo findable on their way to the enemy. A gun convergence of 600m is enough to fire efficiently without getting too close to the enemy.
+
The L8 MGs are rather inaccurate when not ungraded. British pilots should not rely on this to attack any ground target as they mostly serve to defend against pestilent air targets or helicopters on attack runs. A gun convergence of 600 m is enough to fire effectively without getting too close to the enemy.
  
 
=== Suspended armament ===
 
=== Suspended armament ===
 
{{Specs-Heli-Suspended}}
 
{{Specs-Heli-Suspended}}
 
<!-- ''Describe the helicopter's suspended armament: additional cannons under the winglets, any bombs, and rockets. Since any helicopter is essentially only a platform for suspended weaponry, this section is significant and deserves your special attention. If there is no suspended weaponry remove this subsection.'' -->
 
<!-- ''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.'' -->
{{main|AGM-22}}
+
{{main|AS.11}}
  
 
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
 
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
  
* 4 x AGM-22 missiles
+
* 4 x AS.11 missiles
 +
 
 +
The AS.11 missiles are usually good and enough to end with an armoured treat. Their SACLOS (Semi-Automatic Command to Line Of Sight) guidance requires the gunner to hold the reticle over the target until impact. It is recommended to aim for the sides of armoured vehicles, as some tanks are able to survive frontal ATGM impacts. Keep in mind the maximum range of 3.5 km and always anticipate a target's movement.
  
The AGM-22 missiles are usually good and enough to end with an armoured treat. Their SACLOS (Semi-automatic command to the line of sight) guidance requires to keep aiming to the target until its impact. A bit of advice is to aim for the sides of the hull or turret as it's possible in some tanks to survive one AGM impact; Therefore spending another on a single target. Keep in mind the limit range of 3 km and always predict the enemies movement to avoid an unsuccessful hit.
+
This helicopter has a very wide ATGM guidance area, so it can easily dodge SPAA volleys after locking the scope on target (F key). This feature is integral to the support helicopter playstyle, as the lack of armour does not allow to attack tanks or SPAA directly. The scope of this helicopter does not follow vehicles when they move, so sometimes gunner must correct aim when there is time, or when the ATGM is about to hit.
  
 
== 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).'' -->
As the Scout is such a weak target, the pilots must be aware of their surrounds and fight from the enemy vehicle's blind spots or weak sides, because a burning and crashed helicopter only pads the enemies' score-count. Analyze and choose your side to engage in battle and preserve the helicopter.
+
As the Scout is such a weak target, the pilot must be aware of their surroundings and fight from the enemy's blind spots or flank, because a destroyed helicopter only assists the enemy's victory. Analyse and choose your side to engage in battle and preserve your helicopter.
 +
 
 +
Pilots should avoid high-altitude combat with this helicopter for several reasons:
 +
 
 +
* Increased vulnerability to SPAA and SAMs
 +
* Increased visibility to enemy pilots
 +
* Decrease in flight performance
 +
* Lack of cover
 +
 
 +
'''Helicopter PvE (AB)'''
 +
 
 +
Since this mode is a decent way to grind through modifications, it can be used to train basic understanding of helicopter controls and interface. The enemy aircraft also won't necessarily hunt you specifically, unless you get in their way, so it's also less stressful. Due to the arcade mode rules, helicopter will also recover ATGMs without having to go to the airfield. Until MG upgrade is researched, it is better to set gun convergence to 400 m here.
 +
 
 +
The primary role of this helicopter in this mode is anti-SPAA. Since enemy SPAA AI doesn't have the best aim in the world, and does not intentionally dodge missiles, you will be able to dodge their shots easily while also attacking, as long as you don't fly into their optimal range. You will also be able to outrange any short-range SPAA, which generally obliterate allied helicopters relying on their rockets, but only start firing from 2.5 km away. But, you cannot destroy bases and the weapons are very weak against bombers. Try to team up with some less agile helicopters to clear objectives faster.
 +
 
 +
Against static ground targets - Simply approach the enemy ground forces. At about 3 km range long range SPAA will start firing, but it doesn't use overwhelming fire tactics, so you can actively roll to the sides to not get hit. Do not sleep on them, as a direct hit to the pilot cabin can be fatal. Once you reach 3.5 km range, try to stall the helicopter then aim and lock the gun scope in their general direction (F key by default) and quickly shift to the gunner seat. Here, fix your aim as fast as you can, so that the scope is actually aiming at the SPAA, and shift to a different view. Now, as long as you don't turn the helicopter too far away from the target, your ATGMs will fly exactly where you were aiming - simply fire the ATGM (spacebar key by default) and control the helicopter, so that it doesn't continue to fly directly into the SPAA nest, or start rolling to the sides to evade enemy fire until they explode if it already did. After that, designate new target while dodging, fix aim after roll and repeat. If you feel like it, you can also fly as close as 2.5 km to practice dodging close-range SPAA volleys or to simply draw their fire from your allies, but these must be actively dodged and will not forgive mistakes. In case the gunner got shot and you lost the ability to correct ATGM aim, you can return to the airfield to get a replacement.
 +
 
 +
Once SPAA were dealt with, attack ground forces. When attacking into enemy territory, you can destroy AT cannons with MG (much easier to do so from the cockpit view) and destroy pileboxes with ATGMs in the same manner you dealt with the SPAA - first designate target, then do a run-by or simply adjust helicopter hull so that the ATGM is launched directly into the target and does not miss. When defending, you can simply hover the helicopter and manually attack them with ATGM, as the MG cannot damage them anyway.
  
Pilots should consider not getting high altitude with this helicopter for several reasons:
+
Against convoys - The general strategy is similar, but the MG is only useful against trucks here (those only spawn on certain maps) and you can't just lock the ATGM scope, as both tanks and SPAAs will be moving. Instead, you have to deal with the long-range SPAAs yourself and dodge their shots while aiming in the sniper seat. Since convoys are generally protected by the long-range SPAA, it is necessary to maintain safe range of 3.0-3.5 km to avoid being shot, unless you want a challenge. To maintain distance, try to approach the convoy from the front, then stall the helicopter and pull the nose up until it starts steadily flying backwards at about 40 km/h speed, then go into the sniper seat - the autopilot will ensure that the helicopter keeps its pace. After dealing with the SPAA, you can just hover the helicopter and bombard remaining vehicles at your leisure. Intercepting convoys from the front also allows to have easier time aiming, as it is much more difficult to hit targets moving at an angle. If you can't - try to hit the first tank in the column into engine to make all of them temporarily stop (assuming it doesn't immediately explode).
  
* Vulnerable to enemy radars and anti-aircraft missiles
+
Against AI planes - AI attackers generally choose to ignore helicopters, but you can get in their way and attempt to shoot them down either with MG or ATGM, but this is extremely difficult due to the insufficient firepower and lack of aiming tools.
* Jets will spot the Scout more easily and take it down
 
* Flight performance suffers and you lose all the advantages
 
* No cover and fully visible to anyone
 
  
=== Mixed battles ===
+
'''Mixed battles (RB)'''
The best flight approach is low as conceivable to the ground. When the Scout can past trees, houses, and mountains remaining almost undetected. Try to don't go beyond the enemy's half of the map as it means a risk of getting detected and destroyed by AA based in the enemy spawn point or facing more deadlier enemy helicopters.
 
  
Instead, the Scout could support the allied offensive in its side of the map and from a safe low incognito place, launch the AGMs to enemy snipers that are decimating the allied advance or intruders capping a point. Then retreat to reload and repeat as required to ensure victory.
+
The best flight approach is low as possible to the ground. The Scout can pass trees, houses, and mountains remaining almost undetected. Try to stay out of the enemy's half of the map, as their base AAA will likely detect you, and you are closer to newly spawned vehicles.
  
In a winning Medium/late match, opt for anti-Aircraft hunting as they mostly will focus on the proximity of the allied tanks advancing or allied jets streaming in the sky. If losing, pilots could look for a window and quickly cap a distant point consequently also help the team achieving victory and using the map to your advantage.
+
Instead, the Scout should support the allied offensive from a low, hidden spot, launching the ATGMs to strategically eliminate enemies causing problems to the allied team.
  
* In more empty or flat maps, it might be best to consider not using this helicopter and instead go for a plane. These types of maps will not provide any cover from enemy planes.
+
In a winning match, opt for SPAA hunting as they mostly will focus on protecting themselves from allied tanks or jets. If losing, pilots could look for a window of opportunity and quickly cap a distant point to assist the allied team in turning the tide of the battle.
 +
 
 +
* In empty or flat maps, the Scout is of minimal effectiveness due to the lack of cover. Instead, an aircraft fitted with ATGMs or rockets would be more suitable.
  
 
=== 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".'' -->
[[File:SCOUT RETREAT.png|thumb|418x418px|Scout leaving the combat zone swiftly after depletion of ATGMs]]
+
[[File:SCOUT RETREAT.png|thumb|350px|Scout leaving the combat zone swiftly after depletion of ATGMs]]
  
 
'''Pros:'''
 
'''Pros:'''
  
* Light and nimble helicopter; a skilled pilot is capable of dodging a lot of fire in this
+
* Light and nimble - useful for evading enemy fire
* Small and stealthy profile; among the smallest helicopters available
+
* Small and stealthy - one of the smallest helicopters, makes hiding easy
 
* Perfect for nap-of-the-earth (NoE) flying
 
* Perfect for nap-of-the-earth (NoE) flying
* Decently speedy even when stock
+
* Decently fast even when stock
* Powerful AGM-22 missiles. Capable to decimate most of the tank's frontal armour at the battle rating.
+
* Powerful AS.11 missiles. Able to destroy most tanks' frontal armour at its BR
* Quite a strong frame, often will be heavily damaged but remain operable
+
* Quite a strong frame, will often be heavily damaged but remain operable
  
 
'''Cons:'''
 
'''Cons:'''
  
* Limited weaponry (only 4 AGMs) and defensive 2x 7.62 mm machine guns
+
* Limited weaponry: only 4 x AGMs and 2 x defensive 7.62 mm machine guns
* Exposed engine won't take a lot of damage before ceasing.
+
* Exposed engine won't take a lot of damage before failing
* No countermeasure for way better technologies in the battlefield
+
* No countermeasures
* Very vulnerable pilots and critical components due to no armour protection
+
* Poor survivability due to lack of armour
* Painful grind to spade due to bad survivability
+
* Prone to accidents when pushed to its limits, especially when piloted in a third person view - can fall into uncontrollable spin if not immediately stopped with opposite direction inputs
* Any other helicopter represents a threat (No armour protection and poor defence)
 
  
 
== History ==
 
== History ==
Line 147: Line 156:
  
 
;Skins
 
;Skins
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=britain&vehicleType=helicopter&vehicleClass=utility_helicopter&vehicle=scout_ah_mk1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
+
 
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=scout_ah_mk1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
;Images
 
;Images
Line 167: Line 177:
 
* ''links to approximate analogues of other nations and research trees.'' -->
 
* ''links to approximate analogues of other nations and research trees.'' -->
  
* [[Lynx AH.Mk.1]]
 
 
* [[Wasp HAS.Mk.1]]
 
* [[Wasp HAS.Mk.1]]
  

Latest revision as of 15:21, 29 November 2023

Rank VI Israel | Premium | Golden Eagles
Merkava Mk.2D Pack
Scout AH.Mk.1
scout_ah_mk1.png
GarageImage Scout AH.Mk.1.jpg
Scout AH.Mk.1
AB RB SB
8.7 8.3 8.7
Research:Free
Purchase:390 000 Specs-Card-Lion.png
Show in game

Description

Development on the Westland Scout began in the late 1950s, however not at the Westland company, but at Saunders-Roe, as the Saro P.531 light utility helicopter. With the acquisition of Saunders-Roe by Westland in the early 1960s, the Westland Scout was created. The Scout conducted its maiden flight in August 1960 and was well-received with both the British Army and Royal Navy during testing. As work on the Scout steadily progressed, Westland continued developing a navalized version of the vehicle in parallel, which was eventually known as the "Wasp". Both versions of the helicopter took part in combat operations during their service, most notably in Borneo, the Falklands, and Northern Ireland. In the end, around 280 machines of both types were built, including export models.

It was introduced in Update 1.91 "Night Vision". It serves as an opening helicopter for British pilots that will familiarise them with the game's helicopter mechanics. This vehicle has several vulnerabilities such as a lack of armour, countermeasures and insufficient weaponry. It will require practice and good tactics to get in tune with it and efficiently provide good close air support without being blown out of the air by enemy air defence. The Scout AH.Mk.1 shares the same qualities as the later British helicopters: it is light, agile and fast. It also comes with ATGMs stock, so you don't have to research them as a modification.

General info

Flight performance

Max speed
at 1 000 m213 km/h
Max altitude5 400 m
EngineRolls-Royce Nimbus Mk.101
Power685 hp
Take-off weight2 t
Scout taking off from heliport to the mission

The flight performance of the Scout will prove to be rather satisfactory even when stock. It feels light, fast, and agile making it competent in evading the barrage of things that will rain at you, including tank shells. Its speed and acceleration are sufficient to allow good positioning when the match starts; setting the collective to 80% and keeping the pitch at +2.0°/-4.0° will usually be enough to reach top speed without gaining too much altitude or over-revving the propeller. Using the collective at 100% will increase thrust (useful when altitude is needed) but will reduce the horizontal speed drastically, making the helicopter prone to stalling during manoeuvres.

When manoeuvring to a different course keep in mind to not lose speed, the proper way to do this is to bank the helicopter towards the desired location before beginning the turn. This allows pilots to maintain their speed, indicated in the speed vector arrow at the centre of your heads up display (HUD).

The Scout only has one payload, so there is no negative performance impact. Using hover mode and locking the target from the gunner's sight considerably improves the chance of a ATGM impact but it's feasible to also hit tanks when on the move, thanks to the Scout's great agility and stability.

Characteristics Max Speed
(km/h at 1,000 m)
Max altitude
(metres)
AB RB
Stock 194 182 5400
Upgraded 232 213

Survivability and armour

Crew2 people
Speed of destruction
Structural330 km/h
Gear320 km/h

No armour

The Scout does not have any protective armour plates or bulletproof glass, due to the sacrifices this would require in performance. The pilot should keep this in mind when flying. Rushing into the middle of the battlefield will end with disastrous results as the crew and vital components are only protected by the thin fuselage walls.

The pilot, gunner, engine, transmission, main rotor, and tail rotors are all exposed to fire from missiles, rockets, cannons, and even small-calibre machine guns. However, it is sometimes possible to survive multiple hits due to the spacious layout of the vehicle's components. The low velocity of small-calibre rounds is sometimes inadequate to penetrate the Scout's fuselage panels.

The same cannot be stated from 20 mm cannons and beyond that will shred the helicopter into a million pieces.

Survivability improvement

The Flak jacket and Helicopter frame modules should be researched to increase the crew survivability against airburst shells that are extremely dangerous to your helicopter and crew. Pilots will be quick to notice the improvement in their helicopter's durability. A higher crew vitality (Pilot/Gunner) also improves survival.

Modifications and economy

Repair costBasic → Reference
AB9 288 → 12 566 Sl icon.png
RB2 742 → 3 709 Sl icon.png
SB4 621 → 6 252 Sl icon.png
Total cost of modifications113 800 Rp icon.png
210 000 Sl icon.png
Talisman cost2 100 Ge icon.png
Crew training110 000 Sl icon.png
Experts390 000 Sl icon.png
Aces1 700 Ge icon.png
Research Aces720 000 Rp icon.png
Reward for battleAB / RB / SB
100 / 300 / 430 % Sl icon.png
196 / 196 / 196 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Research:
7 600 Rp icon.png
Cost:
14 000 Sl icon.png
175 Ge icon.png
Mods cd 98 main rotor.png
Replacing helicopter blades
Research:
13 000 Rp icon.png
Cost:
24 000 Sl icon.png
300 Ge icon.png
Mods jet engine.png
Engine
Research:
14 000 Rp icon.png
Cost:
26 000 Sl icon.png
320 Ge icon.png
Mods heli flak jacket.png
Flak jacket
Research:
7 600 Rp icon.png
Cost:
14 000 Sl icon.png
175 Ge icon.png
Mods heli structure.png
Helicopter frame
Research:
13 000 Rp icon.png
Cost:
24 000 Sl icon.png
300 Ge icon.png
Mods night vision device.png
NVD
Research:
14 000 Rp icon.png
Cost:
26 000 Sl icon.png
320 Ge icon.png
Mods armor cover.png
Cover
Research:
37 000 Rp icon.png
Cost:
68 000 Sl icon.png
850 Ge icon.png
Mods weapon.png
L8A1_new_gun
Research:
7 600 Rp icon.png
Cost:
14 000 Sl icon.png
175 Ge icon.png

Thanks to great speed and agility, the modules of main concern relate to protection and survivability, such as the NVD or Flak jacket. The "Arcade Assault" game mode can allow rookie pilots to research the main modifications needed to improve the Scout for optimal performance in Mixed Battles.

Armaments

Night vision devices
Improves visibility by enhancing natural light or active illumination.
Scout engaging enemy tanks from the flanks

Offensive armament

Weapon 12 x 7.62 mm L8A1 machine gun
Ammunition500 rounds
Fire rate600 shots/min
Main article: L8A1 (7.62 mm)

The Scout AH.Mk.1 is armed with:

  • 2 x 7.62 mm L8A1 machine guns, skid-mounted (250 rpg = 500 total)

The L8 MGs are rather inaccurate when not ungraded. British pilots should not rely on this to attack any ground target as they mostly serve to defend against pestilent air targets or helicopters on attack runs. A gun convergence of 600 m is enough to fire effectively without getting too close to the enemy.

Suspended armament

List of setups (1)
Setup 14 x AS.11 missiles
Main article: AS.11

The Scout AH.Mk.1 can be outfitted with the following ordnance:

  • 4 x AS.11 missiles

The AS.11 missiles are usually good and enough to end with an armoured treat. Their SACLOS (Semi-Automatic Command to Line Of Sight) guidance requires the gunner to hold the reticle over the target until impact. It is recommended to aim for the sides of armoured vehicles, as some tanks are able to survive frontal ATGM impacts. Keep in mind the maximum range of 3.5 km and always anticipate a target's movement.

This helicopter has a very wide ATGM guidance area, so it can easily dodge SPAA volleys after locking the scope on target (F key). This feature is integral to the support helicopter playstyle, as the lack of armour does not allow to attack tanks or SPAA directly. The scope of this helicopter does not follow vehicles when they move, so sometimes gunner must correct aim when there is time, or when the ATGM is about to hit.

Usage in battles

As the Scout is such a weak target, the pilot must be aware of their surroundings and fight from the enemy's blind spots or flank, because a destroyed helicopter only assists the enemy's victory. Analyse and choose your side to engage in battle and preserve your helicopter.

Pilots should avoid high-altitude combat with this helicopter for several reasons:

  • Increased vulnerability to SPAA and SAMs
  • Increased visibility to enemy pilots
  • Decrease in flight performance
  • Lack of cover

Helicopter PvE (AB)

Since this mode is a decent way to grind through modifications, it can be used to train basic understanding of helicopter controls and interface. The enemy aircraft also won't necessarily hunt you specifically, unless you get in their way, so it's also less stressful. Due to the arcade mode rules, helicopter will also recover ATGMs without having to go to the airfield. Until MG upgrade is researched, it is better to set gun convergence to 400 m here.

The primary role of this helicopter in this mode is anti-SPAA. Since enemy SPAA AI doesn't have the best aim in the world, and does not intentionally dodge missiles, you will be able to dodge their shots easily while also attacking, as long as you don't fly into their optimal range. You will also be able to outrange any short-range SPAA, which generally obliterate allied helicopters relying on their rockets, but only start firing from 2.5 km away. But, you cannot destroy bases and the weapons are very weak against bombers. Try to team up with some less agile helicopters to clear objectives faster.

Against static ground targets - Simply approach the enemy ground forces. At about 3 km range long range SPAA will start firing, but it doesn't use overwhelming fire tactics, so you can actively roll to the sides to not get hit. Do not sleep on them, as a direct hit to the pilot cabin can be fatal. Once you reach 3.5 km range, try to stall the helicopter then aim and lock the gun scope in their general direction (F key by default) and quickly shift to the gunner seat. Here, fix your aim as fast as you can, so that the scope is actually aiming at the SPAA, and shift to a different view. Now, as long as you don't turn the helicopter too far away from the target, your ATGMs will fly exactly where you were aiming - simply fire the ATGM (spacebar key by default) and control the helicopter, so that it doesn't continue to fly directly into the SPAA nest, or start rolling to the sides to evade enemy fire until they explode if it already did. After that, designate new target while dodging, fix aim after roll and repeat. If you feel like it, you can also fly as close as 2.5 km to practice dodging close-range SPAA volleys or to simply draw their fire from your allies, but these must be actively dodged and will not forgive mistakes. In case the gunner got shot and you lost the ability to correct ATGM aim, you can return to the airfield to get a replacement.

Once SPAA were dealt with, attack ground forces. When attacking into enemy territory, you can destroy AT cannons with MG (much easier to do so from the cockpit view) and destroy pileboxes with ATGMs in the same manner you dealt with the SPAA - first designate target, then do a run-by or simply adjust helicopter hull so that the ATGM is launched directly into the target and does not miss. When defending, you can simply hover the helicopter and manually attack them with ATGM, as the MG cannot damage them anyway.

Against convoys - The general strategy is similar, but the MG is only useful against trucks here (those only spawn on certain maps) and you can't just lock the ATGM scope, as both tanks and SPAAs will be moving. Instead, you have to deal with the long-range SPAAs yourself and dodge their shots while aiming in the sniper seat. Since convoys are generally protected by the long-range SPAA, it is necessary to maintain safe range of 3.0-3.5 km to avoid being shot, unless you want a challenge. To maintain distance, try to approach the convoy from the front, then stall the helicopter and pull the nose up until it starts steadily flying backwards at about 40 km/h speed, then go into the sniper seat - the autopilot will ensure that the helicopter keeps its pace. After dealing with the SPAA, you can just hover the helicopter and bombard remaining vehicles at your leisure. Intercepting convoys from the front also allows to have easier time aiming, as it is much more difficult to hit targets moving at an angle. If you can't - try to hit the first tank in the column into engine to make all of them temporarily stop (assuming it doesn't immediately explode).

Against AI planes - AI attackers generally choose to ignore helicopters, but you can get in their way and attempt to shoot them down either with MG or ATGM, but this is extremely difficult due to the insufficient firepower and lack of aiming tools.

Mixed battles (RB)

The best flight approach is low as possible to the ground. The Scout can pass trees, houses, and mountains remaining almost undetected. Try to stay out of the enemy's half of the map, as their base AAA will likely detect you, and you are closer to newly spawned vehicles.

Instead, the Scout should support the allied offensive from a low, hidden spot, launching the ATGMs to strategically eliminate enemies causing problems to the allied team.

In a winning match, opt for SPAA hunting as they mostly will focus on protecting themselves from allied tanks or jets. If losing, pilots could look for a window of opportunity and quickly cap a distant point to assist the allied team in turning the tide of the battle.

  • In empty or flat maps, the Scout is of minimal effectiveness due to the lack of cover. Instead, an aircraft fitted with ATGMs or rockets would be more suitable.

Pros and cons

Scout leaving the combat zone swiftly after depletion of ATGMs

Pros:

  • Light and nimble - useful for evading enemy fire
  • Small and stealthy - one of the smallest helicopters, makes hiding easy
  • Perfect for nap-of-the-earth (NoE) flying
  • Decently fast even when stock
  • Powerful AS.11 missiles. Able to destroy most tanks' frontal armour at its BR
  • Quite a strong frame, will often be heavily damaged but remain operable

Cons:

  • Limited weaponry: only 4 x AGMs and 2 x defensive 7.62 mm machine guns
  • Exposed engine won't take a lot of damage before failing
  • No countermeasures
  • Poor survivability due to lack of armour
  • Prone to accidents when pushed to its limits, especially when piloted in a third person view - can fall into uncontrollable spin if not immediately stopped with opposite direction inputs

History

Development on the Westland Scout began in the late 1950s, however not at the Westland company, but at Saunders-Roe. Saunders-Roe developed their Saro P.531 light utility helicopter, which itself was based on the design of a previous piston-powered helicopter. The Saro P.531 already had several prototypes built and tested by the time the company was acquisitioned by Westland, who in turn, decided to continue development of the P.531.

As a result, in the early 1960s, the Westland Scout was created. The Scout conducted its maiden flight in August 1960 and was well-received with both the British Army and Royal Navy during testing. Following the favorable reception, the helicopter was subsequently ordered into production for the Army as the Scout AH Mk.1.

As work on the Scout steadily progressed, Westland continued developing a navalized version of the vehicle in parallel. The 'Sea Scout', as it was initially designated, only featured several minor design differences from the base model, such as a wheeled undercarriage and foldable blades and tail section, along with some other differences. After being reviewed by the Royal Navy, the 'Wasp' as it eventually became known, entered service with the Royal Navy in 1963, alongside the Army's Scout.

Both versions of the helicopter took part in combat operations during their service, most notably in Borneo, the Falklands and Northern Ireland. In the end, around 280 machines of both types were built, including export models.

- From Devblog

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Westland Aircraft Limited
Aircraft 
Fighters  Whirlwind Mk I · Whirlwind P.9
Turboprop  Wyvern S4
Helicopters
Attack  AH Mk.1 Apache**
Utility  Wessex HU Mk.5 · Scout AH.Mk.1 · Wasp HAS.Mk.1 · Lynx AH.Mk.1 · G-LYNX
  *After World War II, Westland Aircraft focused on building helicopters and changed its name to Westland Helicopters.
  **Licensed AH-64D
See Also  Boeing Aircraft

Britain helicopters
Attack  AH Mk.1 Apache · Rooivalk Mk1F CSH
Utility  Wessex HU Mk.5 · Scout AH.Mk.1 · Wasp HAS.Mk.1 · Lynx AH.Mk.1 · G-LYNX