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  • Asset overview: Helicopters


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      ALL SEAT NUMBERS ARE TOTALS

     

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    Helicopters are very fragile. They have to use their three main advantages (height, distance from the target, and speed) in order to survive. During a landing approach, a helicopter has to bring all of them very low and becomes extremely vulnerable. 

    Enemies with autocannons or guided missiles of any kind (BMP, ZU, MANPADs, SPAA, gunships, fixed wings) are a very big threat being able to take out the helicopter in a single burst; SAMs such as the S-750 Rhea and the MIM-145 Defender, if data-linked, are able to destroy a flying helicopter anywhere on the map.

    While medium-heavy helicopters can receive a few rounds from small arms fire before losing their engine or rotors, a single well-placed bullet is able to take out the pilot and therefor the entire helicopter! 

    Never expect a helicopter to land when the area is too hot without having any cover or other friendlies that are able to catch those bullets.

     

    TRANSPORTS

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    Light Transports

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    BluFor:
    MH-6M Little Bird (9 Seats)
    MH-6 Little Bird (8 Seats)
    OH-6M (5 Seats)

    IndFor:
    AW159 Wildcat (Unarmed) (8 Seats)
    WY-55 Czapla (Unarmed) (8 Seats)

    Effective against: None

    5 - 9 Seats total
    Sensors: Camera with thermals and laser, it can only be used by co-pilot and a sensor page which informs the pilot of active radar, lock-on and missile launches.

    Notes:
    If an asset of this type is provided to the PLT generally do not provide other means of transport and ensure that the asset has places to safely land near the objective.
    The OH-6M is a scout helicopter and generally should not be slotted as a transport.


    Use:
    Light transports can land almost anywhere, are very maneuverable and have reasonable speed. However, they have no armour, they can be shot down by anything armed.

    These assets are most often slotted into squads due to 8 + pilot being the maximum load.

    If zeuses want pilots to slingload objects they should be aware that, by default, the sling loading object is 'Owned' by the zeus that places it or that loads the SQF that places the object; This causes the sling loading object to detach if the zeus has lag.
    This error can be fixed by scripting; If able load the cargo into the helicopter.

     

     

    Medium Transports

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    BluFor:
    UH-1H (12 Seats)
    UH-1H Unarmed (10 Seats)
    UH-1H Huey (Armed) (12 Seats)
    UH-1H Huey (Unarmed) (10 Seats)
    UH-1H Huey (Medivac) (8 Seats)
    UH-1Y (Unarmed) (11 Seats)
    UH-60M (16 Seats)
    UH-60M (Armed) (12 Seats)
    UH-60M (Unarmed) (RHS) (16 Seats)
    UH-60M (Unarmed) (3CB) (16 Seats)
    UH-60M MEV (12 Seats)
    UH-60M MEV (ESSS) (12 Seats)
    UH-80 Ghost Hawk (12 Seats)
    Wildcat AH1 8 Transport (10 Seats)
    Wildcat HMA2 8 Transport (10 Seats)

    RedFor:
    Ka-60 (10 Seats) *
    Ka-60 Kasatka (Unarmed) (10 Seats)
    Mil Mi-8 (Unarmed) (18 Seats)
    Mil Mi-8 (Transport) (19 Seats)
    Mi-8AMT (18 Seats)
    Mi-8MT (18 Seats)
    Mi-8MT (Cargo) (18 Seats)
    Mi-8T (18 Seats)
    Mi-24VT (10 Seats)

     

    IndFor:
    HT-40 (18 Seats)
    HT-48 (18 Seats)

    Effective Against: None - Unarmoured transports

    8 - 18 Seats total
    Sensors: Mi-8s, HT-40/48 have none, Wildcats and the UH-1Y have nose-mounted cameras with thermals and a laser, it can only be used by co-pilot.
    Many have a sensor page that informs the pilot of active radars, lock-on and missile launches.

    Notes:
    * - Carries active radar which can spot any targets
    If an asset of this type is provided to the PLT generally do not provide other means of transport and ensure that the asset has places to safely land near the objective.
    The only difference between the RHS and 3CB 'UH-60M (Unarmed)' is that the RHS one does not have doors for the pilots.

    Use:
    Medium transports are ok at everything for transport, they are faster than light gunships, slower than heavy gunships and the reverse for maneuverability. They can carry 1-2 squads each depending on the size of squads and the helicopter,
    they can land in many places and can take some fire before needing to land. Armed with miniguns or GPMGs they can hurt infantry and trucks but will be told to sit at base if any AA or autocannons are present.

    If zeuses want pilots to slingload objects they should be aware that, by default, the sling loading object is 'Owned' by the zeus that places it or that loads the SQF that places the object; This causes the sling loading object to detach if the zeus has lag.
    This error can be fixed by scripting; If able load the cargo into the helicopter.

     



    Heavy Transports

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    BluFor:
    CH-47 (28 Seats)
    CH-47 (light) (28 Seats)
    CH-47F (28 Seats)
    CH-47F (Cargo) (4 Seats + Vehicle Transport)
    CH-47I Chinook (20 Seats)
    CH-47I Chinook (Unarmed) (20 Seats)
    CH-53E (26 Seats)
    CH-53E (Cargo) (2 Seats + Vehicle Transport)
    CH-53E (GAU-21) (27 Seats)
    Merlin HC3 18 (20 Seats)
    Merlin HC3 18 GPMG (25 Seats)
    Merlin HC3 24 (26 Seats)
    Merlin HC3 32 (34 Seats)
    Merlin HC3 Cargo (2 Seats + Vehicle Transport)
    Merlin HC3 CSAR (17 Seats)
    Merlin HC4 18 (20 Seats)
    Merlin HC4 18 GPMG (25 Seats)
    Merlin HC4 24 (26 Seats)
    Merlin HC4 32 (34 Seats)
    Merlin HC4 Cargo (2 Seats + Vehicle Transport)
    Merlin HC4 CSAR (17 Seats)
    Merlin HM2 18 (20 Seats)
     
    RedFor:
    Mi-290 Taru (3 Seats)
    Mi-290 Taru (Bench) (11 Seats)
    Mi-290 Taru (Transport) (19 Seats)
    Mi-290 Taru (Cargo) (3 Seats)
    Mi-290 Taru (Fuel) (3 Seats)
    Mi-290 Taru (Ammo) (3 Seats)
    Mi-290 Taru (Medical) (7 Seats)
    Mi-290 Taru (Repair) (3 Seats)
     
    IndFor:
    AW101 Merlin (18 Seats)
     
    Effective Against: None - Unarmoured transports
     
    18 - 32 Seats total
    Sensors: CH-53Es, Merlins (Not the AW101) and Mi-290s have nose-mounted cameras with thermals and a laser, it can only be used by co-pilot.
    Many have a sensor page that only informs the pilot of active radars, lock-on and missile launches.
     
    Notes:
    If an asset of this type is provided to the PLT generally do not provide other means of transport and ensure that the asset has places to safely land near the objective.
    The Mi-290 Taru and variants are the same size as other heavy transports but do not carry the same amount of infantry; They can however be spawned to carry other things, as named in brackets.
     
    Use:
    Heavy transports have high top speeds but are not very maneuverable, they can carry 1-3 full squads of infantry depending on the helicopter. They can take some punishment before needing to land,
    with these transports landing spaces need to be slightly larger. Armed with miniguns or MGs they can hurt infantry and trucks but will be told to sit at base if any AA or autocannons are present.


     If zeuses want pilots to slingload objects they should be aware that, by default, the sling loading object is 'Owned' by the zeus that places it or that loads the SQF that places the object; This causes the sling loading object to detach if the zeus has lag.
    This error can be fixed by scripting; If able load the cargo into the helicopter.

     

     

     
     
     
    GUNSHIPS
      

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    Light Gunships

     

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    BluFor:
    AH-6 Little Bird
    AH-6M Little Bird

     
    IndFor:
    AW159 Wildcat
    WY-55 Czapla
     
    Effective Against: Infantry - MBT, Transport helis - Light gunships/Armed transport helis
     
     
    Sensors: Camera with thermals and laser, it can only be used by co-pilot. They also have a sensor page that only informs the pilot of active radars, lock-on and missile launches.
    Pylons: 4 (2 can only be 7.62mm miniguns)
    Weapons: 7.62mm miniguns, 12.7mm miniguns, unguided rocket pods 7/19 rockets, Laser guided ATGMs, Heat-seeking AA missiles (Can only lock onto active radars)
    Crew 1-2 


    Notes:
    the L, M and H variants of the AH-6M only change the starting loadout of the helicopter, all weapons can be taken on them.
     
    Use:
    Light gunships are very maneuverable and have reasonable speed. However, they have no armour, they can be shot down by anything armed.
     
    Light gunships will most commonly attack with strafing runs, moving fast at low altitudes before engaging with a burst of munitions.
     

     

     

     

    Medium Gunships

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    BluFor:
    UH-1H Gunship (12 Seats)
    UH-1Y (11 Seats)
    UH-1Y (MG) (11 Seats)
    UH-60 (ESSS) (16 Seats)
    UH-60 (EWS) (16 Seats)
    Wildcat AH1 6 CAS (8 Seats) * 
    Wildcat AH1 6 Hellfire K/N (8 Seats) * 
    Wildcat AH1 8 CAS (10 Seats) *
    Wildcat AH1 8 Hellfire K/N (10 Seats) *
     
    RedFor:
    Ka-60 Kasatka (10 Seats)
    Mi-8AMTSh (18 Seats)
    Mi-8TV-3 (18 Seats)
    Mil Mi-8 (Rockets) (18 Seats)
     
     
    Sensors: Most have none, Wildcats and the UH-1Ys have nose-mounted cameras with thermals and a laser, it can only be used by co-pilot. They also have a sensor page that only informs the pilot of active radars, lock-on and missile launches.
    Pylons: 2-6
    Weapons: Rocket pods(7-35 rockets per pod), Large diameter rockets (5 rockets per pod), gun pods, ATGMs, Heat-seeking AA Missiles, RedFor helis can take 250-500kg bombs.
     
    8-18 Seats total
     
    Effective Against: Infantry - MBT, Transport helis - Medium gunships
     
    Notes:
    * Weapons pylons can only be changed by a player via 3CBs own servicing points
    Mainly used for transport and light, unguided CAS
    Most ATGMs need an external laser designator to be used
    Medium gunships that carry ATGMs are able to defeat ZUs safely
     
    Use:
    Medium gunships are medium transports with weapons strapped to them. While they can be armed with ATGMs and heat-seeking AA, only the helis with nose-mounted cameras (and co-pilots) should be using ATGMs unless people are confident with external designators, the heat-seeking AA (Aside from that on the Kasatka) is rather useless. Rockets, gun pods and sometimes bombs should be the main armament. Co-pilots are only useful if the helicopter has a camera.
     
    Medium gunships will most commonly attack with strafing runs, moving fast at low - medium altitudes before firing lots of munitions at a target; unless they are using ATGMs in which case they will sit back and engage from long range, often without a direct line of sight to their targets.
     
    If zeuses want pilots to slingload objects they should be aware that, by default, the sling loading object is 'Owned' by the zeus that places it or that loads the SQF that places the object; This causes the sling loading object to detach if the zeus has lag.
    This error can be fixed by scripting; If able load the cargo into the helicopter.

     

     


     
    Heavy Gunships
     
     
    Heavy Standoff Gunships

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    Blufor:
    AH-1Z *
    AH1Z
    AH-64 *
    AH-64D
    Apache AH1 **
    RAH-66 Commanche
    MQ-12 Falcon
     
    RedFor:
    Mi-28N
    Mi-48 Kajman
     
    IndFor:
    Mi-24G *
     
    Sensors: Most have an active radar and a camera with thermals but many do not have colour cameras.
    Crew: 2
    Pylons: 4-6
    Weapons: Rocket pods (20-35 rockets per pod), Large diameter rockets (5 rockets per pod), gun pods, ATGMs, Radar guided ATGMs, Heat-seeking AA missiles, 250-500kg bombs (cluster, Laser guided, Dumb bombs), 30mm cannons, 20mm cannons
     
    Effective Against: Infantry - MBT, Transport helis - Heavy Gunships
     
    Notes:
    * No radar, has a sensor page that only informs the pilot of active radars, lock-on and missile launches.
    ** Weapons pylons can only be changed by a player via 3CBs own servicing points 
    RAH-66 Commanche is a scout helicopter, it has very limited ATGM payloads but can carry better AA missiles. It can be effectively used as airborne FAC.
    MQ-12 Falcon is a drone and has no cannon.
    Mi-24G and the Mi-48 Kajman can carry 8 infantry, Mi-28 can carry 3 infantry.
    The AH-64D and AH-64s can be difficult to use at night, the crews use a helmet which does not allow or provide true night vision.


    Use:
    Heavy standoff gunships are very powerful assets, they are most commonly armed with ATGMs, unguided rockets and heat-seeking AA missiles along with their chin-mounted cannons that range from 20-30mm.
    These gunships can sit outside the effective range of many threats, engaging armour and important assets with ATGMs. However, once the threats present pose little threat they will fly in close to engage everything with guns, rockets and ATGMs.
     
    Heavy standoff gunships are able to destroy everything in an objective before infantry arrives so restricting them in some form is often a good idea; Flight ceilings and no-fly zones can force the helicopter to get closer to threats or limit the targets they can strike. Loadout restrictions can be effective at limiting the amount or types of assets the heli can engage; however, done wrong this restriction can ruin the mission for the asset and sometimes, the platoon as a whole, apply this cautiously. The 'point system' restriction is applied most commonly, ranging from 1-3 'points' per helicopter (reference Glossary at the bottom).

     

     


     
    Heavy Attack Run Gunships

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    RedFor:
    Mi-24D
    Mi-24P
    Mi-24V
    Mi-24VT
    Mil Mi-24P
    Mil Mi-24V
    Ka-52
     
    Sensors: In the Mi-24s, the pilot has a radar/missile warning system, the gunner has a scope for the ATGMs and holo sight for nose-mounted miniguns. Ka-52 has a camera with thermals and active radar but no colour camera.
    Crew: 2
    Pylons: 6
    Weapons: Rocket pods (20-35 rockets per pod), Large diameter rockets (5 rockets per pod), gun pods, ATGMs, Heat-seeking AA Missiles, 250-500kg bombs (cluster, Laser guided, Dumb bombs), 30mm cannons, Nose mounted 12.7mm miniguns.
     
    8 transport seats + pilot and gunner (Aside from the Ka-52 which has none)
     
    Effective Against: Infantry - MBT, Transport helis - Heavy gunships
     
    Notes:

    Mi-24D/V have the nose-mounted 12.7mm minigun and pylons
    Mi-24VT has a nose-mounted 12.7mm minigun and NO pylons
    Mi-24P has a fixed 30mm cannon and pylons
    Ka-52 has a flex mount 30mm cannon on one side, it can only traverse 11 degrees horizontally
    The Mi-24s have 8 transport seats in addition to crew


    Use:
    Heavy attack run gunships are powerful assets, they are commonly armed with ATGMs, unguided rockets and gun pods along with their built-in cannon. These gunships struggle to engage from long distances, most commonly they will attack with strafing runs,
    moving fast at low - medium altitudes before firing lots of munitions at a target. The ATGMs on these helicopters can be effective at engaging targets but aside from the Ka-52 the amount of ATGMs is less than what can be carried on a heavy standoff gunship 
     
    These gunships while powerful, are mostly unable to derail an entire mission; There is only some need for restrictions, if applied: Flight ceilings and no-fly zones can force the helicopter to get closer to threats or limit the targets they can strike.
    Loadout restrictions can be effective at limiting the amount or types of assets the heli can engage; however, done wrong this restriction can ruin the mission for the asset and sometimes, the platoon as a whole, apply this cautiously.
    The 'points system' restriction is applied most commonly, ranging from 1-3 'points' per helicopter (reference Glossary at the bottom).

     

     

    Glossary
     
    'Points system': A system in which 'points' are spent for either rearms or respawns of the asset. It is sometimes used only for respawns.

     

    Many thanks to @cineafx and @Tomo for helping to create this

    Edited by info




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