Apache Havoc
Strategy Guide

Chapter [1] 2 [3][4][5][6][7]

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CHAPTER 2
acquisition systems / advanced gunnery

This section contains several nuggets if information about the radar/optical systems and using them in conjunction with various forms of attack. Some of this information you may - or may not - have determined for yourself already. It should be noted that line-of-sight and environmental conditions can subtly effect how all acquisition modes operate. While I can not cover all possibilities, such effects mostly degrade expected operation resulting in differing behavior from that described in below examples.

 

2.1 Radar / FCR Operation

The radar systems modeled for both the Apache and Havoc are near identical. The only difference being the maximum detection range. However there are subtle methods of operation with the radar which enable special forms of missile attack and increase the crews awareness and survivability.

Some simplification of the extensive radar systems had to be made for Apache Havoc for reasons of accessibility and balancing the gameplay between the two helicopters. The Havoc does not have the luxury of shared electronic battlefield information displays such as the Tactical Situation Display modes of the Apache. So this kind of capability has been incorporated into radar return display.

In multiplay, it is possible to share radar target information, but not with the AI computer controlled entities.

 

2.11 Radar Information Filters Part I - Threat Priority

Use them!

The radar system such as that used in the Apache Longbow FCR has the ability to reduce "operator overload" - the display can filter out certain object types. In real life operation, a reflected radar signal is digitally processed by a black box, due to the wavelength of the radar it can be processed in such a way as to derive basic structure information from the reflected energy. This feature is modeled to a small degree in Apache Havoc.

The radar can determine if the object is a wheeled or tracked vehicle. Also it can detect a "turret" structure such as those commonly found on tanks. Using this information, the radar display electronics automatically classify detected objects and assign them a potential "threat priority" value.

The radar symbol used in Apache Havoc is the result of this information. Each detected object is assigned a LOW, MEDIUM or HIGH threat priority. The highest threat priority is given to anti-aircraft vehicles such as mobile SAM launchers which are of immediate concern to the helicopter crew. Medium is reserved for armoured vehicles such as tanks and personnel carriers. Low is assigned to everything else, basic trucks, cars, well defined structures.

Apache Havoc permits the radar operator to set the threat priority level, to only display those targets that fall within the selected classification.

figure 2-1: The target filter set to display only
MEDIUM category - armoured vehicles.

This feature is extremely invaluable when engaging armoured columns. When the targets are so closely grouped together presenting many targets in such a small area - it is desirable to eliminate the surface to air defense capability of the column before they can return fire.

By setting the threat filter to HIGH, only those SAMs in the armoured column will be displayed and targeted by the radar. Also, by targeting only medium threat objects, you can ensure you do not waste valuable missiles on non-priority targets.

The priority filter reduces the time spent identifying and cycling through objects and can be used in conjunction with a high re-sweep rate to rapidly degrade enemy response at the beginning of an engagement.

Radar priority settings have no effect on optical modes.

 

2.12 Radar Information Filters Part II - Air Radar ENEMY / IFF Filter

This filter (only activated while the air radar is active) only displays enemy air contacts on the display. You could consider this as contacts which did not return an automatic response to a coded IFF (Identify Friend or Foe) interrogation signal.

figure 2-2: The "Enemy" contact filter of
the air radar.

Radar Line Of Sight

The LOS indicator in the "high action display" or HUD is very important when using the radar pre or post missile attack.

When a missile hits and destroys a target, the radar will continue to display that target until it has been re-swept by the radar. And even then, there needs to be radar line of sight to the destroyed target before the system can remove it (this is assumed to be interaction between the radar system and co-pilot confirming destruction). Unlike many other simulations, dead targets are not magically removed. The operator must keep this in mind, otherwise serious "overkill" may result (Overkill: meaning  target is attacked with more munitions than that required to destroy it).

Apache LOAL Attack Consideration

This makes LOAL missile attacks in the Longbow more difficult as it requires re-establishing visual contact of the engaged targets before destroyed targets can be "confirmed" killed and removed. This enforces a limited method of BDA (battle damage assessment).

 

 

Sweep Periods

The sweep period is another important operator consideration. There is the a reason why there is a sweep angle indicator in the HUD, it's not just eye candy, it provides a visual reference useful during rapid fire missile attacks.

For example, spacing between laser or command guided missiles using the radar as the targeting systems needs to be longer than the sweep period. A destroyed target will remain targeted until it is re-swept by the radar.

If the HUD displays the radar sweep indicator, this can be used as a "metronome" for missile release. Firing a missile each time it hits the left (or right) side will ensure that the target area is re-swept between missiles.

Narrow the sweep for faster updates.

figure 2-3: Narrow radar sweep for rapid
targeting updates during an attack.

When attacking a road convoy, radar line of sight is another reason to narrow the sweep angle. Vehicles can HIDE other vehicles. A vehicle hit by a missile can be thrown several meters thus revealing another vehicle behind it. A narrow and hence rapid radar sweep will detect such new threats much faster. Remember, some ground vehicles have heavy caliber machine guns and can assault you as far out as 3 km. It's not the detected threats that will kill you, it's the undetected ones.

In urban or built up areas in which there can be plenty of unwanted bridge or supply factory structures in the target list, use the radar range setting in conjunction with the sweep angle to "confine" your desired target area. The figure below shows the ground radar being used such that the bridge structures on the right are not targeted by the scan volume.


figure 2-4: Using the scan to prevent auto-targeting of the
bridge structures (to the right) during an attack.

The need to use the sweep angle will vary from situation to situation. Many times it may not be required at all. But the capabilities should be kept in mind, especially with regard to the air radar and the long sweep period required for a 360 degree scan.

When retreating from an area in which an enemy air response may arrive, it may be wise to set the air radar to sweep that rear quadrant. In the time it takes the air radar to sweep 360 degrees, a fighter can fly within weapons range, lock on and fire. Early detection will increase your reaction time and hence your survival.

Also, it is possible to use a rapid fire laser or radio command guided missile attack against multiple air targets *only* in conjunction with a narrow scan volume. Only a 45 degree sweep angle will be fast enough to remove downed air targets after multiple missile release. More details on rapid fire missile attacks are covered later in this chapter.

 

Reality Check

The Longbow's radar can only detect moving objects at it's maximum performance range of 8km. Static (non-moving) objects can only be reliably detected at ranges of 6km and less.

Little is known about the MIL Havoc radar systems other than they can operate at centimetric and milimetric wavelengths - potentially giving them the same kind of capabilities as it's western rival. For sake of gameplay and accessibility, the operation of the Havoc radar is similar to the Apache.

 

 

2.2 Optical Systems

 

Lets take a look at the EO (electro optical) modes and their uses and differences.

 

2.21 Advantages Over Radar Acquisition

There are occasions where the ground radar does not have engough resolution or the correct angle on objects to pick them up. In "noisy" places such as among wrecked vehicles or close to tree canopys, the radar will fail to pick up a potential threat. Optical sensors should be used to double check, by placing the helicopter into a hover and manually sweeping the EO sensor crosshairs around, any live objects can be picked up.

Once an object has been swept, it is entered into the target list and can by cycled thought or locked up like any radar acquired target.

At ranges of less than 5km, enough object detail is percieveable to enable manual target indentification without having to wait for the CP/G to identify them.

figure 2-5: In poor weather, the targetted tank has just used smoke grenades
to hide itself. Too late, the lofted missile is already on it's way.

If your high action display indicates no LOS for a target in poor lighting conditions then smoke may be the culprit.

figure 2-6: The tank is hidded by the wreckage and the smoke. Had this target
not been detected before the smoke it may have remained
hidden and dangerous.

Black smoke from burning wreckage and purple smoke grenades will hide objects from your EO sensors if it's thick enough.

 

2.21 Helmet Mounted Sight / IHADSS

This targetting mode is very much tied to your internal cockpit view position, it targets the closest object to the centre of your view automatically. Generally it's good for really dumb close range target strafing and picking off the small vehicles at enemy FARPS and airbases.

Also, once a target is killed it is removed from the target list immediatley. Should you have an awkward radar target that it says has no LOS, switching to the helmet mode and looking at it should clear it.

All optical systems are effected by lighting and weather conditions. At dawn or dusk, using the HMS/IHADSS will be ineffective unless the night vision mode is activated.

 

2.22 FLIR, DTV, DVO, LLLTV

Most of these systems are near identical. Differences being the default magnification and ability to handle poor weather conditions.

But they do offer an MFD view of whatever you are targetting, even when using the radar you can cycle through the MFD pages and bring up the EO display.


figure 2-7: Heads down MFD view clearly shows your missiles
as fast moving points. Very dramatic.


figure 2-8: During attacks on airfields, use the FLIR views to locate
the important structures.

 

 

 

 

WARNING

Laser devices are potentially dangerous.
Their rays can and will burn someone's eyes
if they look directly at them. Users should not
direct the beams at friendly positions or
where they could reflect off shiny surfaces
into friendly positions. Other soldiers
must know where lasers are being used and
take care not to look directly at the laser beam.

 

2.3 Advanced Gunnery

Now we will use some of the techniques about radar line of sight and sweep rates and cover their use in various kinds of missile attack.

 

2.31 Apache Specific Launch Modes

First it is important to cover some differences in Hellfire missile launch modes. The Havoc does not have this capability so the following notes about LOAL/LOBL launch modes do not apply.

LOBL (pronounced: lo-ball)

Lock On Before Launch. The default launch mode and should be the preferred launch mode. The Hellfire follows a direct trajectory and requires the target be in range, in the seekers field of view and be in line of sight. This is indicated by "VALID LOCK" in the head up display. The missiles maximum effective range is 8km.

LOAL (pronounced: lo-al)

Lock On After Launch. The missile does not require line-of-sight for release. This mode is used to fire a missile from a concealed position without exposing yourself to the target. The firing helicopter can remain hidden throughout the entire duration of the missiles flight. After launch, the missile performs a zoom-climb. This is to clear any obstacles such as hills or buildings in front of you.

figure 2-8: Using LOAL to kill targets hidden behind a bend in the road

However, the climb during the missiles motor burn period reduces the energy to missile and reduces it's maximum effective range to around 5km. It gets worse. If the target is closer than 2.5 km, when the missile reaches the top of it's climb and noses down to hunt for it's target, the missile overshoot since it has too much forward velocity and too much altitude.

The relative height difference between the helicopter and the target will alter the Hellfire's effective maximum AND minimum range.

Because of this, LOAL launch mode should be reserved for situations where it is tactically prudent.

While radar Hellfires are fire and forget, in Apache Havoc it is possible to switch targets while the missile is still in the zoom climb phase. Once the missile noses over to begin its dive, you can no longer change its target. This is something you should watch out for.

 

2.32 Rapid Fire Missile Attack Mode (Hellfire and Attacka)

Rapid fire missile attack mode refers to a method of simultaneously guiding several missiles in flight. Each missile in-flight will track the same target. However as each target is hit, a new target is designated and all remaining missiles currently in-flight will change course towards it. It does require that there is enough spacing between missiles so they can steer towards their new targets.

Designation of targets can be done manually, however it takes longer to steer and requires full concentration which can be difficult in a hover. Narrowing the radar scan volume and using the priority filtering will automate the process assuming there is line-of-sight throughout the engagement. Should line-of-sight be lost then manual targeting will be required.

Why should you want to perform such an attack?

Several reasons:

  • Eliminates the time of flight for each missile
  • Greatly reduces enemy reaction time and response capability
  • Allows for earlier egress from your engagement position
  • Clustered vehicles are easy prey

fig 2-9: Animation showing a Rapid Fire missile attack


Both the Apache and Havoc air to ground missile systems are capable of performing this type of attack profile. However this attack can not be performed using the Apache's LOAL mode when there is no line-of-sight. Radar guided Hellfire's can not be redesignated mid-flight in the LOAL mode but they can using the LOBL launch mode. Once a radar Hellfire has been fired, it can not be re-directed to new targets unless fired in LOBL mode.

The campaign AI in Apache Havoc is reactive, so once you begin an attack, a retaliatory strike will be assigned to available enemy resources. So there may not be time to wait 11 seconds or so between each missile. Each situation is different, it is up to you the pilot in command to determine the best and safest strategy.

Destroyed Targets can still appear on Radar

Unlike other simulations, when a target is destroyed in Apache Havoc, that target can still remain on the radar. In this situation, a radar guided Hellfire can be fired at a target that is unknowingly dead already. Result: waste of a good (and expensive) missile that could have been used against a more deserving target.

While the radar guided missile Hellfire is the only choice against targets without direct line of sight to you, the laser Hellfire and the Havoc's Attacka are best used in rapid attacks on large target clusters.

Method

  1. Set target priority filter accordingly
  2. Adjust radar ground radar to rapidly sweep targeted vehicle group
  3. Launch missile
  4. Wait a few seconds or wait for the radar's return sweep
  5. Repeat from step 3 as required for the number of targets
  6. As each missile hits, the radar should re-sweep the destroyed target and remove it. (The missiles "Time Of Flight" indicator in the head up display will show the time until the next missile impact.)
  7. The next target should automatically be designated, (if not and "NO LOS" is displayed then select the next target manually).
  8. Wait until all missiles have impacted

It becomes quite easy with practice.

Best targets for this attack mode are:

  • Road Convoys
  • Parked vehicles at road junctions


2.33 Ballistic Weapon Attack Modes

There are three main attack methods in helicopter gunnery...

  • Hover Fire
  • Running Fire
  • Diving Fire

These methods describe the motion of the helicopter during the attack. We will take a look at each one in turn.

2.34 Hover Fire

The technical definition of Hover fire is any engagement made below Transitional Lift (TL) speeds. Any attack made from a hovering position is considered as Hover Fire. In a hover, the aircraft is less stable and subject to effects which degrade hit probabilities, such as wind, and fired weapons causing aircraft movement. In Apache Havoc, rockets and cannon shells in flight are not effected by wind or gravity effects.

Here are some general pointers for Hover Fire.

  • Use hover hold or cyclic trim to maintain attitude or position.
  • If the threat and terrain conditions allow, drift with the wind, don't make things harder by fighting to maintain a position if you don't have to.
  • Adding collective will cause the aircraft to briefly yaw to the right, reducing it will cause the aircraft to turn left. This is something you can exploit for fine tuning your aim if rudder controls are too sensitive.
  • Hover Fire Rocket attacks in the Havoc is much more difficult since the Havoc's rocket pods are not elevated. Running or Diving Fire attacks are the norm.
Reality Check

Most fully loaded attack helicopters in a hover are operating near maximum torque limits. Without transitional lift, the pilots work is much harder requiring slow deliberate flying inputs. Also rockets tend to be effected by the lateral and horizontal force effects of wind (including rotor downwash) and gravity.

 

2.35 Running Fire with Rockets (or cannon)

Forward airspeed adds stability to the helicopter thus making rocket attacks more accurate. Also, the forward velocity of the aircraft is added to the rockets forward velocity, thus extending its range.

[side on image of helicopter degree nose down. Arrow indicating forward helo motion. On right, a tank. At bottom, two arrows, one indicating the 5 to 3km distance, the second indicate 3km to target. Just illustrating the key points below.]

The procedure for a Running Fire attack is as follows:

  • Select an initial point (IP) about 8 to 10 kilometres from the target. The IP should be an identifiable terrain feature or waypoint added on the in-flight map. The IP is selected primarily as a function of the desired route to the target.
  • The helicopter departs the IP toward the target flying contour, using terrain to mask the approach.
  • Approximately 6 km from the target, the pilot starts a climb to achieve LOS with the target. Once the crew acquires the target, the pilot levels the aircraft.
  • At 5 km (Hydra rockets) or 1300 m (cannon) from the target, the pilot starts a shallow 3-to 5-degree dive angle and the crew begins engaging the target.

    (Havoc crews can engage from 6 km if armed with S-13 rocket pods. S-8 rockets only have a range of 4 km. The Gsh 23mm cannon has a range of 2 km.)
  • At 3 km (rockets) or 1 km (cannon) from the target, the pilot begins his break and uses terrain to cover his departure from the target area.
  • The crew returns for an immediate reattack on the target or returns to the IP and holds.

The aircraft should NEVER overfly the target even if it appears all targets have been destroyed. At ranges of less than 3km the aircraft becomes vulnerable to return cannon fire.


[include graphic]

 

If playing with a wingman, you might consider multiple attacks by co-ordinating staggered running fire attacks with rockets. For maximum effect, crews should commence their running fire attacks from different locations and directions. This will confuse the enemy and reduce the chance of possibly hidden targets remaining undetected.

All ships can continue to circle back to their IPs making repeat runs at the target until the engagement is broken off. Care should be taken to ensure that there is enough lateral spacing between ships down the axis of the attack to reduce possibility of friendly fire incidents.


2.36 Diving Fire with Rockets

Again, as with Running fire, the airspeed of the aircraft improves accuracy of a rocket attack. Also you get a better visual and scan coverage of the targets, the high angle will reveal contacts that otherwise would remain partially masked.

The disadvantage of such an attack is the high airspeed - less time to line up the attack and retreating blade stall effects interfering with flight controls.

  • Use a careful cross-check because target fixation may cause the pilot to fly the aircraft into the ground. The pilot should complete the recovery from the dive no lower than 500 feet AGL.
  • The pilot must plan the dive recovery in time to avoid abrupt recovery manoeuvres. If an abrupt recovery is attempted at high airspeed, "mushing" may occur. When the pilot tries to recover from a dive, the high rate of descent and high power setting cause the controls of the helicopter to become less responsive. Mushing may prevent the pilot from recovering from the dive.

The procedure for a Diving Fire attack is as follows:

 

  • Establish entry altitude 1,500 feet AGL (above ground level) minimum, ▒100 feet.
  • Establish entry airspeed 100 KIAS (normal) or 50 KIAS (steep), ▒10 KIAS. (KIAS = knots, indicated air speed)
  • Establish a 12- to 15-degree dive angle (normal) or a 30-degree dive angle (steep), +0 to -5 degrees.
  • Maintain the aircraft in trim.
  • The crew begins engaging the target.
  • Recover to level flight before reaching computed Vne (velocity never exceed) or 500 feet AGL.
  • Correctly perform crew co-ordination actions.

If there is some difficulty in recovering then kick hard right pedal (left pedal in the Havoc) and reduce collective to 30%. This should reduce power to the rotors, increase drag and increase the amount of cyclic authority. An unorthodox procedure true but it seems to work. Try to avoid rolling out until the nose is level.


Reality Check

Diving Fire attacks runs increase munitions accuracy by reducing the rotor downwash effect on the ordinance, rotor downwash in a dive is substantially reduced due to the angle and airflow. Also this profile reduces the risk of being hit by small arms fire.

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