TABLE OF CONTENTS Requirements and Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Recommended System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Installing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Playing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 Uninstalling . . . . . . . . . . . . . . . . . . . . . .
Adjusting Airspeed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 Liftoff and Low Altitude Hover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42 Liftoff and Hover at High Altitude . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43 Transition to Hover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43 Rapid Climb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
REQUIREMENTS AND INSTALLATION Recommended System Requirements Before you can install Gunship! and start playing, check this list to make sure that your computer has everything you need: Operating System: Processor: Memory: Hard Disk Space: CD-ROM Drive: Video: Sound: DirectX: Modem: Windows® 95/98 Pentium® 266MHz or higher 32MB RAM 150MB Free 4X Speed SVGA video card with 2MB video memory* Sound card* DirectX version 7.0 (included) or higher 28.
• Click the Install button to continue. (If you change your mind at this point, close the window to Exit.) • Follow the on-screen instructions to install the game. The installation program copies some files to your hard drive from the CD-ROM, then adds Gunship! to the programs in your Start menu. • Gunship! requires DirectX 7.0 or higher in order to run. If you do not have this already installed on your computer, click Yes when asked if you would like to install it.
THE README FILE The Gunship! CD-ROM game has a ReadMe file, where you can view updated information about the game. To view this file, click the Windows Start button, the Programs menu, the MicroProse sub-menu, then Gunship!. Finally, click the ReadMe option. You can also get to the ReadMe file by double-clicking on it in the Gunship! folder on your hard drive. THE MAIN MENU When you first fire up the game, you see the Main menu screen.
Terms We Use Just to avoid confusion, here are the meanings of a few common terms that we use throughout this manual: Click Select Double Click Right Click Click the left mouse button once. Click the named option. Click the left mouse button twice in quick succession. Click the right mouse button once. FLY NOW The Fly Now option is for those folks who just want to jump right into a helicopter and fly.
CUSTOM CONFIGURATION The Configuration option on the Main menu lets you set up the game to work well with your computer’s hardware and adjust the overall difficulty of the game. There are three buttons along the lower edge of the Configuration screen, each of which illuminates when active. Windowed/Full Screen The first button, which is labelled Windowed, determines whether the game runs in a window or takes up the entire screen.
Player Weapon Effects This setting controls the overall effectiveness of your weapons. In addition to damage bonuses, this includes plusses to armour penetration, blast radius, and tracking ability. Note: This affects only your weapons; it has no effect on any other weapons in the game. Exaggerated weapons are two to three times more deadly than normal. Enhanced weapons are roughly 50% more effective than usual.
IHADSS All of the weapons your helicopter carries have limited zones of fire, which are reflected on the IHADSS (Integrated Helmet And Display Sight System) display you see in the various cockpits. This setting determines just how firm the limits on those zones are. Action loosens the weapon firing constraints on the IHADSS, making all weapons easier to use. Realistic displays realistic weapon firing constraints on the IHADSS.
INDIVIDUAL MISSIONS Flying a campaign is great, but sometimes you don’t want to commit yourself to a long term project—or maybe you’re playing with friends. In both cases, what you want is to fly a single battle, one mission. That’s what the Single Battle option on the Main menu is all about. This mode lets you fly a pre-generated, individual mission completely separate from any campaign.
• The host then selects a provider type, enters a name for the battle, and enters a player name and a session name. • The host can then click the Create button. This takes you to a chat screen. Once all of the players have joined, click Launch to send everyone to the Ready Room. • Players wishing to join the battle click the Multi-player button on the Single Battle screen, then the Join button. • Joiners then enter a player name for themselves and select a connection type.
AH-64 Apache Uses High-Explosive, Dual Purpose (HEDP) rounds. These are most useful against soft targets and moderately armoured vehicles. The Apache can carry 1,200 rounds in all settings. Eurocopter Tiger Carries High-Explosive, Dual Purpose (HEDP) rounds. These are most useful against soft targets and moderately armoured vehicles. The number of rounds this copter can carry is determined by the Weapon Effects setting.
Germany 8 HOT 3 (wire guided) missiles, or 8 TRIGAT (infrared) missiles Russia 16 AT-9 (laser guided) missiles, or 16 AT-16 (laser guided) missiles Finally, the Rocket Selection buttons—A, B, and C—let you determine the type of rockets loaded at each of the three positions within the rocket pods. • Selection A chooses the rocket type loaded in the outer ring of the rocket pod. • Selection B chooses the rocket type loaded in the middle ring of the rocket pod.
Setup The first of the Battle Builder screens allows you to select where your battle will take place (a theatre map) and provide some of the basic parameters for the mission. Theatre Map Use the buttons along the top of the screen to select which campaign map you want to use. The options are North Poland, Central Poland, Slovakia, Belarus, and the Ukraine. Once you have chosen an area, select the specific location of your battle by clicking that location on the displayed map.
Unit Orders Once you’ve put some units into place, you can use this screen to give those units waypoints and orders. The Next and Previous buttons cycle through the platoons in the mission. Whatever unit is selected is the one you can give orders to and set waypoints for. Note: On this screen you can give orders to Helicopter units and Ground units, no others. To set waypoints, click on the map at each point where you want to place a navigation waypoint for the selected unit.
Cruise orders the altitude kept between 100 and 150ft, and the pilot can and should rise to 200ft if no enemies are present. Combat Mode This gives the helicopter its overall orders regarding its combat mission between the previous waypoint and this one. The options are: Search and Destroy orders are to open fire on and advance toward any enemy unit. The helicopter is to continue its mission once either all targets are destroyed or visual contact is lost.
Assault orders the unit to open fire on and advance toward any enemy unit. The unit should then continue the mission once either all targets are destroyed or visual contact is lost. Attack by Fire tells the unit to find a hull down position if one is nearby and engage the enemy. The unit should then continue the mission once either all targets are destroyed or visual contact is lost. Engage orders the unit to open fire on any detected enemy while continuing to move to the waypoint.
Objectives Finally, you can set the objectives for the entire battle—the victory conditions. Use the Next and Previous buttons to toggle between the sides of the fight. You can set multiple objectives for any battle, but there is a limit of three objectives per side. Objective Area Click on this repeatedly to cycle through the radius options: 1, 2, and 3km radii. When you’ve chosen a size for the objective area, click on the map to place the centre of a circular area with the indicated radius.
and against, the available armament, and your forces’ starting positions. Your unit options include: Russia 20th Guards Army U.S. 1st Cavalry Division 1st Armour Division (US) UK 1st Armour Division (UK) Germany 5th Panzer Division Once you’ve selected a unit, pertinent information about that unit appears in the Information Sidebar. The sidebar displays the unit’s patch and the following data: • Unit Name is the full name of the selected unit.
Reading Intelligence Reports Once you start a campaign, you’re taken to the Intelligence screen, and your campaign intelligence briefing begins running. You can watch it start to finish (a good idea), or you can jump to specific sections using the buttons on the right. • The NATO Forces button provides whatever information is known about the positioning of NATO (North Atlantic Treaty Organisation) forces.
Friendly Forces This shows the last known positions of friendly forces operating within your AOR. Enemy Forces This displays the last known positions and headings of enemy forces within your AOR. Weather The weather section provides a forecast for the next 24 hours in your AOR. Poor weather reduces visibility and degrades laser and IR performance. Note: As with all weather forecasts, there is some margin for error.
Rank Indicates the current rank of the crew. Higher rank generally implies higher experience and better skill. Name Lists the names of the crew members. If you wish, you can edit your crew’s names as you see fit, using the Personnel screen. Position Notes whether each crew member is a Pilot or CP/G. Fatigue Tracks each crew member’s present fatigue rating. This scale runs from 1 to 10, with 10 being the worst fatigue.
Mi-28 Havoc Fires Armour Piercing, High-Explosive (APHE) rounds, best used against soft targets and lightly armoured vehicles. The number of rounds is determined by the Weapon Effects setting. Realistic mode loads 250 rounds; Enhanced loads 500 rounds; Exaggerated loads 750 rounds. First of all, use the Helicopter Select buttons (along the top of the Arming screen) to select which helicopter or helicopters your changes are to be applied to.
• Selection A chooses the rocket type loaded in the outer ring of the rocket pod. • Selection B chooses the rocket type loaded in the middle ring of the rocket pod. • Selection C chooses the rockets loaded in the middle of the pod. The available rocket types are: HE The High Explosive warhead is best used against soft targets and lightly armoured vehicles. MPSM The Multi-Purpose Sub-Munition warhead carries a mix of nine anti-personnel and anti-tank sub-munitions.
firing position. Engage enemy forces for 5 to 10 minutes or until the leader issues the "Go" command. Patrol Area (PA): Fly to this waypoint and patrol for 5 to 10 minutes or until the leader issues the "Go" command. SAR Landing Zone: Attack helicopters treat this as a PA waypoint. Transport helicopters fly to this waypoint, avoiding combat, then search for friendly troops, land, and pick them up. Landing Zone (LZ): Attack helicopters treat this as a PA waypoint.
Engage orders mean to open fire on any detected enemy only if doing so does not delay the mission for more than one minute. After one minute, the helicopter is to continue on its mission. Bypass orders the helicopter to seek cover, avoid contact, and continue toward the waypoint. Priority Target This determines what type of target the helicopter should attack first, if there is a choice.
Move Gunner This button lets you move gunners in the same fashion as the Move Pilot button lets you move pilots. Promotion This button lets you promote crew members to higher rank. Each crew member in the platoon has a starting rank and a maximum rank. In addition, every platoon has a limit on the number of crew members that can hold any particular rank. After a mission, you have a limited number of "promotion points" that you may use to promote team members as you see fit.
THE COCKPIT MFD DISPLAYS The cockpit of a modern attack helicopter has changed drastically in the last decade. The analog dials and the banks of tape displays are mostly gone, and the few remaining non-digital instruments are relegated to the role of back-up instruments. In place of all this lost equipment is the Multi-Function Display—the MFD.
Avionics An Avionics hit results in losing the radar and some fire control equipment. You cannot fire missiles in LOBL FCR mode if you have avionics damage. Rotor Rotor damage causes the rotor to lose power, lowers its maximum torque, and can cause vibrations and eventual failure. (Rotor damage is ignored in Easy flight mode.) Drive Train The drive train affects the tail rotor and its ability to offset the main rotor torque. If damaged, it will require constant right pedal input to offset this torque.
Left Engine An engine hit causes one engine to malfunction and shut down. A second hit can shut down the other engine. This results in immediate loss of power. You should use the power you have to exit the battle area and look for a good landing spot. While all of the helicopters can fly on one engine, they cannot operate in combat. You will have the ability to limp away. If both engines are hit, look for a spot to autorotate to.
• Threats that disappear from the environment are "ghosted" for a short time. The ghost symbol—a dashed outline of the appropriate target type—is used when a target has been blocked by terrain, destroyed, or you otherwise lose your track on it. When a target is locked on to you, the symbol flashes. Fire Control Radar (FCR) Two types of helicopter in Gunship! use millimetre-wave radar systems. (In Action mode, the FCR is combined with the RAWS on all aircraft.
Pilot Box The pilot box is the box in the upper left hand corner of the MFD. It displays the vision system that the pilot is currently using, the weapon presently selected, and that weapon’s active mode of operation. Gunner Box The gunner box is the box in the upper right hand corner of the MFD. It displays the vision system that the gunner is currently using, the weapon presently selected, and that weapon’s active mode of operation. Weapons The weapons display is in the centre of the screen.
Engine Display The engine display shows engine temperature, rotor speed, and collective level. All of the gauges have digital readouts below them. Engine Torque The two torque gauges are the left-most set of vertical bars. The Top Chevron shows maximum level of operation. The Inside Dot shows the ideal level of operation. Top Arrows represent the maximum level of operation with a damaged Transmission or Rotor. Bottom Arrows represent the maximum level of operation at startup.
MAP SCREEN You can open the Map screen any time you’re in the helicopter by pressing N. This is a full-screen map of the battlefield. (To return to the game, use the keyboard shortcut for any other cockpit or view.) On the Map screen, you can: • Change waypoints and orders for all of your helicopter units. (This works as described on page 17.) Use the Next and Previous buttons below the map to cycle through your helicopter units. • Locate all friendly units in the battle.
Self Propelled Artillery Battery Mortar Battery Supply Transport Platoon Tank Destroyer Platoon Infantry Platoon Surface to Air Missile Battery Multiple Launch Rocket Battery Headquarters Unit Supply Installation • Locate all enemy units which have been spotted. That is, only those units observed by forces on your side are shown. The map displays one icon for each ground platoon and one for each individual helicopter and jet. The icons are the same ones listed above. • Call in artillery fire.
IN THE PILOT’S SEAT As pilot, you’re responsible for the safety of your crew and your helicopter. It’s your job to navigate into hostile territory, close on enemy forces, and provide a stable firing platform while the CP/G shoots enemies. After the battle, it’s your job to find your way home and safely land the helicopter.
Apply rudder and cyclic as necessary during the ascent to maintain current heading and a level pitch. Let the helicopter climb to 50ft, then gently push the nose down by moving the cyclic forward. This tilts the plane of the rotor blades, directing some of the thrust backwards. The helicopter will begin to move forward. Since some of the thrust is directed backwards rather than downward, the helicopter will begin to descend slightly.
Meanwhile, let the nose dip slightly as the helicopter rises. If you dip the nose too much, you’ll accelerate quickly, but will also drop back to the ground and crash. If you don’t lower the nose enough, the helicopter will climb like a rocket, quickly reaching several hundred feet. If you properly co-ordinate all these factors, the helicopter will leap off the ground, simultaneously spinning to the desired course and lunging forward.
To increase speed, push the cyclic forward while simultaneously increasing collective and applying left pedal. If your altitude drops, add more collective. If your altitude increases, lessen the collective. If the nose yaws to either direction, apply pedal to the opposite direction. Likewise, to decrease speed, pull back on the cyclic and pitch the nose upwards. Again, adjust collective up or down as necessary to maintain altitude, along with any necessary pedal corrections.
Finally, above 60 knots the IHADSS switches to Flight mode. This is very similar to Transition mode, minus the velocity vector line. Flight mode Liftoff and Low Altitude Hover Hovering requires that the downward thrust generated by the rotor blades be equal to the weight of the helicopter (including the weight of fuel and weapons). Further, you must keep the fuselage level; pitching or banking the plane of the rotor blades redirects the downward thrust and moves the helicopter.
Begin your takeoff normally by slowly increasing collective until the helicopter begins to gently lift off the ground. Apply appropriate left pedal to halt yawing, and carefully keep the cyclic centred to prevent gaining any airspeed. Note the torque reading on the IHADSS; the torque required to hover within ground effect will be slightly less than the current reading. Let the helicopter ascend straight up, being careful to maintain a level attitude and airspeed at zero.
Watch your forward airspeed closely. As it drops below 15 knots, lower the nose slightly. If you maintain the nose up attitude, the helicopter eventually slows down, then begins flying backwards. You must ease the cyclic forward as your speed approaches zero, so that the helicopter is level when you reach zero forward speed. Keep in mind that you increased the collective earlier. As you lower the nose and direct more of the downwash straight down, the helicopter will begin to rise.
You must increase the collective to make the helicopter climb. The faster you need to climb, the more torque you need to apply. As you approach an obstacle or steep vertical surface, do not pull back on the cyclic unless you want to slow down. Rapid Descent If you increase collective to rapidly increase altitude, it stands to reason that you would rapidly decrease collective to rapidly decrease altitude, right? Not necessarily.
To stop the backwards motion, simply pull the nose down by pushing the cyclic forward. As the nose drops, the downwash will be directed backwards, thereby pushing the helicopter forward (and up). Your reverse speed will slow, the helicopter will stop, and it will then eventually begin to move forward again. Flying Sideways Flying sideways, or "slipping", is another unique helicopter ability. It is especially useful on the battlefield.
need to apply left pedal to prevent the nose from yawing. Again, if this manoeuvre is performed correctly, the building should appear to slide to the left across the windscreen while the helicopter maintains a constant heading. Engaging Ground Targets The attack helicopter’s primary mission is to seek out and destroy ground targets. However, that’s not your worry. As pilot, you’re responsible for getting the aircraft to the battle, manoeuvring into firing position, and getting home again.
Missile seeker tracking a target without a radar lock on. When you press 8 to select your air-to-air missile, a circle appears on the forward view. (This is, of course, assuming you are armed with them; if not, go back to the Arming screen and add them to your load-out.) Inside this circle, a small diamond executes a search pattern. The diamond represents where the missile seeker is looking. You will initially hear a low-pitched "growl," indicating that the missile is not tracking a target.
Navigating Waypoints Most battles occur over unfamiliar terrain, often at night or in poor visibility. Navigating under such circumstances is hard enough—and then the enemy starts shooting at you. Once the CP/G has begun engaging targets, you’ll need to make frequent manoeuvres to bring your weapons to bear. All of this is very distracting, and it’s easy to become disoriented and lost. The IHADSS shows distance and bearing to the current waypoint.
A well-planned mission will time your waypoints and ToT such that breakneck, reckless speed is not required. Controlling your speed is critical to battlefield survival. On average, you should expect to fly at 60 knots or less through the majority of your flight. Slower targets are more difficult for the enemy to detect—plus, it’s easier to slow the helicopter and enter a hover (especially behind an obstacle) should you unexpectedly encounter enemy forces.
Unmasked above trees to fire. Once you’re unmasked, the CP/G will have a clear line of sight to the target. He can lock targets using either the radar or the TADS. Keep in mind, though, that you’re exposed to return fire as well. This is where Lock On After Launch (LOAL) mode becomes effective. If, after you unmask, the CP/G fires weapons in LOAL mode, you can then re-mask the helicopter, wait for the missiles to close on the target area, then unmask again.
Press t to call up the Communications menu. Using this, you can issue orders to your wingman and any other flights under your command. When it first opens, the Communications menu lists the available flights—one through four. Option 5 is All Helicopters, and 6 represents any support artillery or air support you have available. Select who you want to contact by pressing the number key (along the top row of the standard keyboard, not the numeric keypad) that corresponds to the option.
Slow is 30 to 50kts. Tactical is 50 to 80kts. Sprint is maximum possible speed at all times. Flight Profile This setting determines the altitude that the helicopter’s pilot should strive to maintain between the previous waypoint and this one. There are three options: Nap of the Earth orders the helicopter to maintain an altitude below 60ft; 30ft is optimum. The pilot has permission to reduce speed as necessary to maintain this altitude.
Go to next Waypoint tells a helicopter flight to ignore their current waypoint and continue to the next one. This is the "Go" order. Make Active Waypoint orders a flight to make the selected waypoint their active, current waypoint. All waypoints previous to that one are ignored and deleted. Support This calls in artillery and air support. To use this, you must have an active Target Reference Point (TRP) and support units available. To set a TRP, place your view over a target or area and press 7.
Translational Lift: At speeds of 30 to 90 knots, you gain considerable extra lift. The amount varies with your helicopter’s speed. Roll and Lift: Whenever it experiences any significant amount of roll, the helicopter loses some lift. This lift loss increases as the helicopter rolls further left or right. Altitude and Lift: At higher altitudes, you have less lift due to the thinner air. This lift loss is really only noticeable above 1,000 feet, and it increases as you get higher and higher.
Forward Flight Begin pushing forward lightly on the joystick to "pitch down" the helicopter. At the same time, slightly increase collective to keep from losing altitude. You’ll begin to move forward. The farther you pitch down, the more your speed increases, and the more collective you have to add. Try not to push all the way, as this can cause you to lose altitude too quickly. When your speed reaches 50 to 100 knots, ease off the stick until your speed stabilises. You are now in level flight.
Power Dive When flying level at 100-150 knots, another way to descend is to push the cyclic joystick forward (pitch down) into a power dive. As you approach the altitude you desire, gently pull the cyclic joystick back (pitch up) until the Rate of Climb indicator again stabilises at zero. Similarly, another way to climb is to pitch up slightly, reducing your airspeed to 50-100 knots. When you reach the desired altitude, pitch down again until the Rate of Climb indicator stabilises.
[ ] G ; ! ’ 0 P Decrease Altitude by 25ft Turn Left Turn Right Turn to my Direction Slide Left Slide Right Break to Cover Pop-Up Gunner’s and ORT Cockpits The gunner actually has two views to work with; the Gunner’s Cockpit and the Optical Relay Tube (ORT) Cockpit. The former gives you a larger field of view and better awareness of the overall situation, while the latter gives you a magnified, stabilised, but much limited view for precise targeting.
Press 3 to switch into the ORT view. This is a full-screen, heads down targeting readout. The ORT is very similar to the periscope on a submarine; it provides a stabilised, magnified view through the TADS. When you’re using the ORT, you are no longer fighting the helicopter’s movement to get a target lock (that’s what we mean by stabilised). This makes it much easier to engage targets at long range.
(To unlock a target, cycle to it and press / again.) You can launch radar guided missiles (and only radar guided missiles) at targets locked with the fire control radar. For more detail on these weapons, read the description of LOBL, in the section on Anti-Tank Missiles. Lock the radar contact using the / key. A quick cautionary note: When the IHADSS is in Easy mode, only "living" enemy units are displayed in your radar.
A TADS locked target. You can now launch weapons at the locked target. For more detail on engaging with your weapons, read the next section, Engaging Targets. Engaging Targets The attack helicopter was designed to do exactly that: attack! Fancy flying and clever manoeuvres have yet to destroy an enemy tank. Success on the battlefield demands that you be intimately familiar with your weapon systems and their use.
When the cannon is the active weapon, the targeting box becomes targeting crosshairs. The gun follows any IHADSS movements, and you can fire it in two ways: • Lock the desired target using the TADS. The gun then fires wherever the TD box indicates. • Fire the cannon without locking a target by simply pointing the crosshairs at the desired object and pulling the trigger. The cannon will fire where the crosshairs point. This method works well in emergency situations for firing quickly at close range targets.
Rockets can be equipped with a wide variety of warheads. Which one you want to use depends on the intended target. Warheads range in power from high explosives to antipersonnel sub-munitions. Rockets are generally used against "soft" and "medium" targets, including enemy troops, trucks, lightly armoured vehicles, and buildings. Rockets are not particularly effective against hardened bunkers, nor against heavily armoured vehicles like tanks. Target locked, I-beam on target, ready to fire.
Anti-tank Missiles Anti-tank missiles come in two basic varieties: laser guided and radar guided. In both cases, the launching platform (your helicopter) must illuminate the target with the appropriate energy source. The missile then homes in on the reflected energy—laser or radar. Although anti-tank missiles are the attack helicopter’s most powerful weapon, the need to maintain a target lock can leave the helicopter exposed to enemy fire.
LOAL To protect your helicopter from enemy fire while the missile is in flight, you can choose to fire anti-tank missiles in Lock On After Launch mode. With LOAL, you locate the desired target, but do not establish a lock. Next, instruct the pilot to manoeuvre the helicopter near some obstacle—a ridge line or a building, for example.
BASIC TACTICS You know how to fly and shoot, but that’s only the beginning. There’s a world of tactics and strategies you can use, both in combat and out of it. This section introduces a few basic tactical ideas. Hopefully, these will help you keep your helicopter alive long enough that you can start developing tactics of your own. Two Pieces of Advice Make a plan. Before takeoff, you should always examine the map of the operations area.
The Approach The vast majority of gunship flights are ground-attack missions. You are ordered to knock out hard or soft targets in a certain area—often an area protected by SAMs (Surface-toAir Missiles) and AA (Anti-Aircraft) guns. The standard technique is to fly in quick dashes ("bounds"). Fly from one covered position to another, staying below 100 feet. Before making a dash, hover and pop up briefly to between 100 and 200 feet.
SEAD SEAD stands for Suppression of Enemy Air Defense. One of the strengths of the helicopter is that it can sneak up on targets, taking full advantage of terrain cover. Therefore, it is much better suited to attacking air defense units than traditional fixed-wing aircraft. US Army-Air Force co-operation tactics plan for helicopters to attack anti-aircraft units while ground attack jets bombard ground targets. The key to eliminating enemy air defenses is engaging them quickly.
Attacking infantry is tricky, because it’s often hard to tell the good guys from the bad guys. Always check your map to avoid making costly and painful mistakes. On the plus side, bunkers are easy to destroy. They can be seen at range and destroyed using ATGMs. However, most bunkers have thick roofs that are nearly impervious to cannon fire. Defensive Tactics The most common problem you'll have in the air is surviving enemy ground fire.
Your other option is to drop chaff and flare countermeasures. These work only over short ranges, and you drop them in groups (so you don’t have to pick). It's important to wait a bit before launching these decoys, since they bum out after a short while and the missile might then home in on you again. Countermeasures are best used in combination with evasive flying. It is always better to let the terrain take the missile hit than your helicopter.
GUIDE TO VEHICLES AH-64D Apache The AH-64D Apache first entered service in 1998 with the U.S. Army. It is currently replacing the A model through new construction and remanufacture. One in three deployed Apaches will mount the millimetre wave, Longbow radar. This will greatly increase its ability to locate targets through the rain, fog, and smoke that defeat FLIR and Thermal imaging.
Emergency OEI: 1,940 SHP (1,447kW) Maximum Combat Speed: 158kts (293kph)—141kts (261kph) with Longbow Rate of Climb (combat load): 2,530ft/min (771m/min) Range: 105 nautical miles (168km) Armament M230 30mm chain gun (1,200rds.) Up to 16x AGM-114K or L Hellfire II ATGM Up to 76x M261 70mm FFAR rockets 2x AIM-9L Sidewinder missiles Armour Aircraft can continue flying for 30 minutes after being hit by 12.7mm rounds from below. Resistant to 23mm fire in critical areas.
Specifications Dimensions Length: 51ft 10in. (15.8m) Rotor Width: 42ft 7 3/4in. (13m) Airframe Width: 14ft 10in. (4.52m) with weapon racks Height: 17ft 1/4in. (5.2m) Weight Empty Weight: 7,275lb (3,300kg) Maximum Fuel Weight: 2,249lb.
UHT-2 Tiger This is the German anti-tank and support version of the Eurocopter Tiger. The Tiger is a joint development project of Germany, France, and Spain; the first German Tigers are scheduled for delivery next year. The original plan for the UHT version did not include a gun system, but recent information indicates that they are reviewing this option. The Gunship! version of the helicopter is built to this latest specification.
Armament Giat AM-30-781 30mm cannon (450rds.) Up to 16x TRIGAT or HOT3 ATGM Up to 44x 2.75in. FFAR rockets 4x Stinger missiles Armour Aircraft is resistant to hits by 12.7mm rounds, and tolerant of 23mm fire in critical areas. It has less armour than the Apache, requiring some care be taken. Mi-28N Havoc Development of the Havoc started in 1980, and this helicopter was ready to go into production in the late 1980s. The fall of the Soviet Union, however, delayed any deployment of the aircraft.
Weight Empty Weight: 17,846lb (8,095kg) Maximum Fuel Weight: 2,947lb (1,337kg) Mission Gross Weight: 25,705lb (11,600kg) Power Plant Engines: two Klimov TV3-117VM turboshaft engines Continuous OEI: 2,070 SHP (1,545kW) Maximum Combat Speed: 145kts (270kph) Rate of Climb (combat load): 2,677ft/min (816m/min) Combat Range: 108 nautical miles (200km) Armament 2A42 30mm chain gun (250rds.
approximately 1,500 to 2,000 meters. Beyond this range, penetration for these weapons begins to fall off radically as the range increases. Penetration is the most likely information to be classified, and in many cases, the information here has been estimated from calculations based on other data. Rate of Fire Measures the speed at which automatic weapons can fire. In all cases, this information is listed as a number of rounds the gun could fire in one minute (rds/min).
2A42 30mm Cannon Platform: Mi-28N Havoc 30mm API (Armour Piercing Incendiary) Penetration: 84mm Muzzle Velocity: 990m/sec Rate of Fire: 800rd/min 30mm HEI (High Explosive Incendiary) Penetration: 35mm Muzzle Velocity: 940m/sec Rate of Fire: 800rd/min Anti-Tank Guided Missiles AGM-114K Hellfire Platform: AH-64D and WAH-64D Apache Range: 8000m Penetration: 1200mm Average Speed: 450m/sec Guidance: Laser Homing Special: Top Attack, Tandem Warhead AGM-114L (Longbow) Hellfire 2 Platform: AH-64D and WAH-64D Ap
HOT 3 Platform: UHT-2 Tiger Range: 4000m Penetration: 1067mm Average Speed: 300m/sec Guidance: Wire Guided Special: Top Attack, Tandem Warhead ATGW-3LR TRIGAT Platform: UHT-2 Tiger Range: 5000m Penetration: 1800mm Average Speed: 475m/sec Guidance: Imaging Infra-red fire and forget Special: Top Attack, Tandem Warhead 9M114 Kokon (AT6 Spiral) ATGM Platform: Mi-28N Havoc Range: 4000m Penetration: 711mm Average Speed: 200m/sec Guidance: Wire Guided Special: Tandem Warhead 79
9M120 Vikhr M (AT16) ATGM Platform: Mi-28N Havoc Range: 6000m Penetration: 1300mm Average Speed: 300m/sec Guidance: Laser Guided Special: Tandem Warhead Air to Air Missiles AIM-9L Sidewinder Platform: AH-64D Apache Range: 5000m Average Speed: 600m/sec Guidance: InfraRed Seeker Starstreak Platform: WAH-64D Apache Range: 6000m Average Speed: 600m/sec Guidance: Laser Guided, kinetic warhead 80
FIM-92C STINGER Platform: UHT-2 Tiger Range: 4500m Average Speed: 500m/sec Guidance: InfraRed Seeker 9M29 Igla-AD (SA16 Gimlet) SAM Platform: Mi-28N Havoc Range: 4000m Average Speed: 350m/sec Guidance: InfraRed Seeker Rockets M261 Launcher Platform: AH-64D Apache M151 High explosive Warhead Penetration: 80mm Target Type: light vehicles, structures, infantry M261 Multi-Purpose Sub-Munition (MPSM) Penetration: 500mm (each bomblet) Target Type: medium and light armour, infantry M255 Flechette Warhead Penetra
CRV7 Launcher Platform: WAH-64D Apache RA79 High Explosive, Incendiary, Semi-Armour Piercing (HEISAP) Warhead Penetration: 80mm Target Type: light vehicles, structures, infantry M261 Multi-Purpose Sub-Munition (MPSM) Penetration: 500mm (each bomblet) Target Type: medium and light armour, infantry WDU500 Flechette Warhead Penetration: 5mm Target Type: helicopters, infantry TDA Type 68-22 Launcher Platform: UHT-2 Tiger 253 ECC High Explosive Warhead Penetration: 80mm Target Type: light vehicles, structures, i
S-8KM Flechette Warhead Penetration: 5mm Target Type: helicopters, infantry S-8 II Smoke Warhead Penetration: 0mm Target Type: Create smoke screen with limited anti-personnel ability U.S. Vehicles H60 Blackhawk Light Attack/Recon Helicopter The Blackhawk is the U.S. Army’s mainstay transport helicopter. Unarmoured and only lightly armed, it cannot fight its way to a target.
M4C2V Tactical Operations Centre based on Bradley This new command and control vehicle is based on the Bradley chassis. It carries the latest command and control equipment and computer systems. HUMMV M2, M19, or TOW Hummer with .50 cal MG or 40mm Auto Grenade The HMMWV entered service in the 1980s and has a multitude of variants. This vehicle is replacing the jeep in service throughout the U.S. Military. It can be armed with a variety of weapons, including the M2 .
M901 ITOW Cherry Picker TOW on M-113 This variant of the M-113 adds TOW (Tubelaunched Optical Wire guidance) capabilities to the basic vehicle design. M577 TOC Tactical Operations Centre on M-113 The M577 is a command and control version of the M-113 Armoured Personnel Carrier. It is fitted with additional radios, a table, a map-board, and a tent on the rear (for additional space).
British Vehicles Challenger II MBT The Challenger II was developed privately by Vickers Defence Systems. The British Army selected it as a replacement for the Chieftain MBT in 1991. Deliveries of this new tank started in 1994. The Challenger’s main weapon is a fully stabilised, rifled 120mm main gun. Warrior II IFV The Warrior IFV first entered service in 1986, and has now finished production. The Warrior II is fitted with the additional protection of passive armour .
German Vehicles Leopard 2A5 MBT This latest member of the remarkable Leopard line adds Chobham type armour and a longer 120mm smoothbore cannon. The distinctive angled shape of the turret is unmistakable. In addition, a hunterkiller system similar to the M1A2’s CITV has been added. The Leopard is once again one of the best tanks in the world. Marder II IFV The Marder II IFV is an upgrade of the original Marder, intended to replace the BMP-1s inherited from East Germany.
Russian Federation Vehicles Mi-24P Hind-F Heavy Attack Helicopter The USSR’s first fire support helicopter, the Hind entered service in the late 1960s. The Hind-F version started production in the late 1970s and is the version currently in service. Ka-50 Black Shark Light Attack Helicopter This attack helicopter is in direct competition with the Mi-28 for the Soviet market. It is currently in small-scale production.
T-90E MBT Main Battle Tank The T-90E is basically an upgrade to the T-72 that contains the improvements of the T-80 MBT, 2nd generation reactive armour (RA), and an ATGM defense suite. The tank retains the diesel engine of the T-72, however. It is also rumoured that the T-90 can fire an additional missile type besides the AT-11, with its 5,000m range and 700mm of armour penetration. It is used by Russian Federation and Belarus tank units.
BTR-T Tracked APC This unique vehicle is basically the hull of a T62 tank, modified to carry a 30mm auto cannon turret and an infantry squad. It is the most armoured APC in service. BTR-80a 8-Wheeled APC This replacement for the BTR-80 adds a heavier punch to counter the success of the Bradley IFV’s 25mm chain gun. BTR-80 8-Wheeled APC First used in the 1980s by the Soviet Army, the BTR-80 was a replacement for the BTR-70 and BTR-60 series of vehicles.
BRDM-2 4-Wheeled Armoured Car The BRDM-2 boasts better performance than the BRDM-1, heavier armament, an NBC system, and night vision equipment. This vehicle entered service in 1966. 2K22M TUNGUSKA-M Air Defense Vehicle The replacement for the ZSU-23/4 Shilka was first observed in 1986. It has a computerised fire control system with a laser range finder and radar. The cannon are effective out to 3,000m, and the missiles out to 8km.
FROG Launcher Large Ballistic Missile Launch Vehicle The FROG-7 (Free Rocket Over Ground) system is designed to engage targets in the enemy’s rear and normally operates at ranges from 8 to 18km behind the front lines. BM9A52 Smerch MLRS Multiple Launch Rocket System The RUSSIAN FEDERATION equivalent of America’s MLRS, the Smerch (Sandstorm) can launch its 12 missiles in 38 to 40 seconds. The range of the missiles or rockets is from 20,000 to 70,000m.
APPENDIX: GUIDE TO ACRONYMS AA AAA AAM AOR APHE ASB ATGM AVI BP CASREP CO CMDR CP CP/G DPICM DRV TRN FCR FFAR FOV FRAGO FROG HE HEAPI HEDP HEISAP HIDAS HUD HYD IFV IHADSS IR IRFF JAMR L ENG LASE LOAL LOBL LOBL FCR Anti-Aircraft or Assembly Area Anti-Aircraft Artillery Air to Air Missile Area Of Operations Armour Piercing High Explosive Alternate Sensor Bearing Anti-Tank Guided Missile Avionics Battle Position Casualty Report Company Commander Checkpoint Co-Pilot/Gunner Dual Purpose Improved Conventional Mu
LOS LZ MLRS MFD MFDs MPSM MSL LNCH NOE OPWIRE ORT PA PLT LDR PNVS R ENG RTB R/IR-CM-SET RA RAWS RF RKTS ROC RP SAM SAPHEI SEAD SPOTREP SRBM TADS TD TGT TOF TOT TOW TRANS TRP VT WAYPT WPNS Line Of Sight Landing Zone Multiple Launch Rocket System Multi-Function Display See MFD Multi-Purpose Sub-Munition Missile Launch Nap Of the Earth Optical Wire Guided Optical Relay Tube Patrol Area Platoon Leader Pilot’s Night Vision System Right Engine Return To Base See JAMR Reactive Armour Radar Advance Warning System
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CREDITS Development Team Executive Producer Producers Designers Lead Programmer Lead Artist Programmers Artists Music Sound FX Voice Talent Manuals Scott Spanburg Chris Bowling Tim Goodlett Tim Goodlett Warren Capps Scott Spanburg Mike Bates Brandon Gamblin Nathan Mefford Michael Braley Rob Knopf Mathew Bell Evan Brown Rob Cloutier Erik Ehoff Joe Morel Sam Laskowski Betsy Kirk David Austin Roland J. Rizzo Mark G.
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