This article discusses attack helicopter tactics at the individual level. Off course, attack helicopters almost never take-off to combat individually. At a later time, I will expand this series to tactics to be used at the platoon level. On the meantime, the tactical principles in this primer will help you to fly as a part of a formation.

This series of entries are based in stuff I gathered on the web. I condensed and adapted most of the stuff found and I encourage you to check those original sources. The sources will be cited at the end of each installment.

Flying to the objective

Compared to fixed wing aircraft, the attack helicopter doesn’t have the luxury of being able to fly very high or fast. It’s almost ironic that these two apparent shortcomings of the attack helicopter are actually its two advantages: being able to both fly extremely slow and at a low altitude that allows it to evade enemy anti-air weapon systems. In addition, the attack helicopter has a very high maneuverability that allows it to change the flight regime in small space and time spans.

Unfortunately, the advances in radar and infrared detection technologies are always a threat for the attack helicopter pilot. The biggest challenge for the attack helicopter pilot is to fly towards the objective avoiding detection. The best way to avoid detection is using terrain as cover.

If you are a virtual pilot of fixed-wing combat aircraft, it’s time for a paradigm shift. You are used to dive majestically from the blue with your wings pregnant of fire and the arrogant attitude of a God that entertains himself dealing death to the poor earth-laden mortals. Those times are gone. You are now like a hero of the ancient Greek mythology, half-god and half-mortal. The earth where the soldier lives and dies is now your life and death. The eternal paradoxes of tactical land combat are now your salvation and perdition. Being pilot and soldier at the same time will require the most from your abilities and intelligence. This is your time of greatest glory.

One way to avoid detection by using terrain as cover is the so-called “nap of the earth” (NoE) flying. In NoE flying, the pilot flies at approximately 6-7 meters above the ground and at a speed of 90 Km/h. The vast majority of modern radar systems cannot detect targets flying at a very low altitude. In addition, Doppler-based radars are designed to ignore returns moving at speeds of less than 100 Km/h in order to avoid detecting civilian traffic. During a NoE flight, the pilot chooses a route that allows the maximum terrain cover. The base of hills, around (not over) elevations and behind crowded terrain is ideal for NoE flying. In mountainous terrain, attack helicopter pilots usually fly at an altitude that is halfway between the base and the top of the mountains.

As exhilarating as dangerous, NoE flying requires a lot of concentration.

NoE flying is not problem-free. The slow speed and the low altitude expose the attack helicopter to small-arms fire and un-guided rockets. An alternative to NoE flying is “contour-chasing” (CC) flying, which is done at higher altitudes and speeds. CC flying is used when the presence of enemy anti-aerial or aircraft is less likely. For a CC flight, the pilot maintains an altitude of 12-15 meters and a speed of 150 Km/h. The pilot doesn’t fly around the hills but rather maintains a straight course, keeping a constant altitude above the ground.

CC flying has the advantage of higher speed at the expense of concealment

 

10 Rules to Live By

All forms of combat require an agile mind able to adapt to the continuously changing challenges of the battlefield. In tactical combat, there are never absolute truths or optimal solutions and speaking of "rules" sounds like out of place. The "rules" discussed here are actually guides that are valid in most situations. Take these "rules" as a framework to think about your own solutions to the tactical challenges you will face.

Rule #1: Never fly over the objective

... or over any area in which you know or suspect there are enemy troops. Remember, under your aircraft is one of the places where you cannot see or aim your weapons.

During un-guided rocket runs is when most of virtual pilots make the mistake of over-flying the objective.



An ideal un-guided rocket run.


Rule #2: Fire munitions from their maximum range

The farther you are from your target, the less possible it will detect and fire back at you.

Shkval view of an enemy tank engaged with an anti-tank missile from a distance of 1.7 km. At this distance, enemy tanks can shoot you down very easily.


Shkval view of an enemy tank engaged with an anti-tank missile from a distance of 5.3 km. At this distance, the enemy tanks will have a hard time detecting and firing at you.

Rule #3: Avoid the "Dead Man's Zone"

The crest of hills are the worst places to be hovering or flying. Remember to use terrain to mask your helicopter. Fly around hills, not over them.

(Click on the image for an expanded view)


Rule #4: New Area=Danger Area
Every time you enter a new area, assume that every tree is hiding an enemy anti-aircraft system.

Rule #5: There is no such thing as too much reconnaissance
Taking advantage of your helicopter's maneuverability and powerful optic systems, thoroughly recon any new area you are about to enter. Use terrain to mask your position: initiate a hover from a covered position, then slowly and progressively bob-up until you can scan all the new area. During this bob-up, get ready to descend in case you are detected or fired upon.

Rule # 6: Identify your targets
The modern battlefield is very dynamic. The position of enemy and friendly forces can change considerably in a very short time and without notice. Given the mobility of mechanized and armored warfare the concept of front-line is obsolete. Identify your targets based on type of equipment, their spatial orientation and the briefing.

Rule #7: Preserve ammunition
It is useless to arrive to the objective with the cannon as your only weapon available. Focus on the mission objective. Avoid decisive engagements with opportunity targets if doing so means risking the completion of the mission. Also, remember that once you completed the mission you may need ammo to fight your way back to base.

Rule #8: Know the operational situation
Pay very close attention to the briefing: it contains all intelligence available at the time of take-off. Depending the type of enemy forces you will face, arm your helicopter with according ammo and counter-measures. Pay close attention to the climate report, it may be important to determine your approach to the objective area. Off all combat aircraft, the attack helicopter is the one that operates more close to land forces. Try to understand your mission objective in the context of the operations of the land forces your are supporting.

Rule #9: Attack the enemy from your maximum munition range and on its flanks
When you attack frontally, you expose your helicopter to fire from all the enemy line. Attacking on one flank the amount of enemy weapon systems that can fire at you are reduced.

Rule #10: Patience
Lack of patience is a killer. When you discover enemy units at a rate higher than the rate that you can destroy them, re-think your approach.

Source for the "10 Rules to Live By": "Gunship Academy", by the great simulation-guides author Richard Sheffield.

The attack

This entry relies heavily in material taken from this web page. Images are used without authorization but without monetary gain. Please comment if you need them removed.

Several forms of attack are described below. You will have to choose among those based in the following considerations:

  • The mission objective (area objective, groups of units, individual units, etc)
  • The firepower and maneuver opportunities available to the enemy
  • Terrain
  • Climate
  • Fire support available (number of helicopters in your flight, indirect artillery fire, etc)
  • Time available to complete the mission
  • Collateral damage to civilians
Attack from the horizontal flight

Once you have determined the area where you want to attack (usually without knowing the exact position of the targets) you climb keeping forward speed until you reach the minimum altitude that allows you to detect the enemy. As soon as you detect the enemy, you stop climbing and continue the horizontal flight trying to get your selected weapon in range. After firing the selected weapon, you break right or left and simultaneously drop altitude so you can better use the terrain to mask your return in the opposite direction of the attack.

The good
  • You can use a great variety of weapons with this form of attack
  • The time you spent above the minimum altitude is relatively small
  • Can be used under unfavorable climatological conditions, like low ceiling
  • You can use non-guided munitions
  • (Very little piloting skills needed!)

The bad
  • Short time available to detect and destroy enemy units
  • There is always a chance to be detected and engaged by enemy anti-air defenses while you fly at altitudes above the minimum

Attack from the dive

This type of attack can be used against area or individual targets. You can use un-guided munitions or the cannon in this type of attack.
You start flying at minimum altitude and maximum speed. Around 6 km from the target, you climb abruptly up to an altitude such as you can descend on a dive with your nose pointing directly to the targets. This altitude is generally higher than the minimal altitude needed to detect the targets. You then dive towards the targets, firing your weapons. You then quickly break and return towards the opposite direction of the attack.

The good
  • Better chances that you will detect the targets because of the high altitude used during the approach
  • Better chances of hitting targets with non-guided rockets
  • (Adrenaline rush!)
The bad
  • You will be flying higher during the approach and enemy anti-aircraft systems can detect and engage you
  • Impossible to use under low ceiling conditions
  • You need to keep an eye on airspeed and rotor rpm

Attack from the hover

You start from a position where your hovering helicopter is covered by terrain and bob up or pop sideways to acquire the targets. These movements must be conducted in a way that quickly allows you to return to the covered position in case the enemy detects and/or engages you.

The good
  • Ideal for ambushing the enemy
  • If you are flying with wingmen, you can distribute targets with the other members of the flight more easily
  • (Allows the virtual pilot to sip beer and eat pizza during the attack)
The bad
  • Ideal for the enemy ambushing you
  • Almost impossible to use non-guided rockets
  • Difficult to implement for flights of more than two helicopters (it's difficult to find a terrain feature big enough to cover 3 or more helicopters)
  • Risk of brown-out and/or impairment of optical systems performance
  • (Increased risk of beer-spattered keyboard and cheese-stuccoed monitor monitor if the enemy is waiting for you right behind that bloody hill)

Attack from the climb

This form of attack can be used only with rockets or bombs. This type of attack should be considered an exception rather than a norm.
You start a climb with horizontal speed with the nose of your helicopter at a positive angle. At certain distance form the target, you launch your rockets or bombs in a way that they fly in an arc. You then reverse your flight trajectory and simultaneously dive towards the safety of terrain cover.

The good
  • This form of attack increases the range of rockets and bombs
  • You keep more distance from the target
  • Can be used even when climate conditions are such that visually acquiring targets is difficult
  • (If you hit something of value, you will have eternal bragging rights)

The bad
  • Low precision
  • Munitions impact on a wide area
  • Watch out for not accidently letting your rockets and bombs on friendly troops




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