Apache Havoc
Strategy Guide

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

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CHAPTER 3
countermeasures / evasion

"I saw the launch high above my head though the canopy – the captain saw it too, ‘FLARE FLARE’ he yelled. My thumb repeatedly pushed the countermeasure control release, stick over - I banked hard right and dived at the ground – too fast. The [beep beep] of the ground proximity made my heart stop. Cursing myself for not looking where I was going, I pulled the stick back hard, all the way to the stop. BOOM! Something exploded behind – but not us thankfully – the missile had...well  missed. I don’t remember thinking about the near miss at the time, all I felt was relief at seeing the horizon and the instruments reading 20 AGL and 120 knots - bloody dangerous. ‘ Where is he? You see him?’ ‘Got him, 1 o-clock high.’ The enemy fighter had passed right over us in its head-on missile attack, in my dive and roll over I’d done a 180 and was now pulling the nose up hard...and looking right up at the fighters receding tail pipe. ‘SHOOT!’ Two stingers left our wing tips, one went wide, the other connected. We watched the fighters’ engine spew fire and dive into the ground some miles away – no pilot ejection. Chalk up another kill for the Ghostriders." – Captain Flexman Hawley, Ghostrider flight, US Army, somewhere in South East Asia, March 1999

 

3.1 Spoofing IR and Radar Guided Missiles

In an area where enemy contact is expected keep one eye on my ASE as advanced warning. Any with a connecting line means they've locked on to you and will most probably engage.

When you get a launch warning the ASE or the Havoc’s TWD will indicate the type of inbound missile and the number of seconds before impact.

While Apache Havoc has an option for automatic countermeasure launching, do not rely on this to save your hide. By all means leave auto countermeasures turned on, as this takes away the task of manually turning on the jammers. But you should get into the habit of dumping CM stores by hand. Your survival rate will greatly increase.

 

Manual Countermeasure Launching

Both flares and chaff have an effective duration of three seconds from launch. This means that a flare launched to spoof a missile that’s eight seconds away will burn out when the missile is five seconds away. You should also be aware that a spoofed missile can re-acquire you if the countermeasure it is chasing expires.

With this in mind, take a look at figure 3-1 below. This is the ASE page from the Apache. The "countdown" shows the missile is 3.9 seconds from impact. This is the earliest time it is wise to begin manual countermeasure dumping. If a chaff bundle is launched now and the missile is spoofed, the chaff bundle will dissipate  0.9 seconds from impact, but as the missile would be directed AWAY from the helicopter by the trajectory of the countermeasure there is no way the missile can re-acquire you. However, in practice you may need to repeatedly dump chaff or flares in this 4 second window.

figure 3-1: Time for a decoy

I recommend the following:

  • Dump a flare or chaff bundle every two to three seconds.
  • When a missile is less than three seconds away and still inbound, launch doubles.
  • If the missile is one second away, keep hitting the dump key.

Do NOT feel you have to conserve chaff or flares, you can't use them once you're dead. It really is a matter of use them or loose them.

You will know when the missile has been spoofed as the "countdown" will vanish. In the Havoc the "countdown" is the light sequence as pictured in the manual. Get familiar with the symbology if you are not already.

 

Accuracy

Travelling perpendicular to a tracking gun or missile will increase the angle of error. This means a greater chance of it missing you since it requires more lead ahead on the part of the tracking gun or missile seeker. All missiles in Apache Havoc compute Intercept Trajectories, the further away from the computed intercept point you are with each fraction of a second - the safer you are.

incomming SAM 3 o-clock

 

Ground clutter

Another trick you can use is hiding yourself in the ground clutter. At altitudes of less than 40 feet AGL, radars (such as mobile SAMs) have difficulty tracking you. This is the biggest weakness of remote SAM emplacements, if you are low enough you can approach until they are within cannon range.

Exploit Lead Pursuit

All guided missiles in Apache Havoc follow a "lead pursuit" trajectory. A dangerous low-level tactic can be employed to exploit this. At low level, a rapid loss of altitude will make the missile nose into the ground as it plots an intercept point that is "below ground". This requires good timing and consideration for the "powered descent" effect.

Reality Check

Stingers are traditionally lag pursuit missiles, however the Stinger missile upgrade program is producing a next generation lead pursuit version.

 

3.2 Dealing with the Air Threat

The enemy air threat is without doubt the biggest, most dangerous threat you will face on the battlefield. Attack helicopters don’t have the speed to run away from a fight.

Once the fight has begun, someone is going to die.

 

When to fight and when not to fight?

Remember the Borg from Star Trek? Sometimes it was possible to walk past them unmolested because they didn’t consider the others a threat. And other times they attacked everything that moved. Apache Havoc is a little like this, at the core of the decision making is something called "the retaliation engine". Most of the time aircraft are flying about on specific tasks/missions, if you happen to be flying past then it’s not in their interest to attack you (unless they have been told to attack you or they are on combat air patrol). So you should be able to safely pass enemy air threats because you are not considered a threat, however once you open fire they will quickly re-evaluate your presence and danger factor and prosecute an attack, even vectoring in additional flights from nearby bases if needed.

So, the player can (mostly) choose when to fight and when not to fight. Of course if you choose not to fight then those enemy helicopters or fighters will engage your forces at some later time. It is a strategy decision you will have to make. However, enemy air patrols may make the decision for you.

 

Detection

Detection is becoming aware of a potential threat. When using the Air radar sweep mode hit the [ENEMY] filter key. This will only display those air contacts that are recognized as…oddly enough…enemy aircraft. Also learn to recognize the symbols which reveal what kind of contact it is, diamond for a fighter, two triangles pointing at each other for helicopters. As soon as you have ANY symbols on this display you’ll have to quickly decide your next course of action.

If you are retreating back into "friendly" territory you would be wise to maintain a rapid rearward scan for early detection of inbound fighters possibly scrambled to intercept you. Use the scan control keys to set the radar wedge to the rear 180’ or which ever direction you expect enemy response. If they are out looking for your ship then keeping stealthy won’t help you very much.

There are two clear categories of air threats, each present a different challenge.

  • Fighters
  • Combat Helicopters

 

 

Enemy Fighters

By far the most dangerous of air threats is the enemy fighter. Their high speed allows them to approach, engage and extend out of range of your air to air missile systems. Your helicopters air search radar can take several seconds to conduct a full 360-degree sweep. In that time, the enemy aircraft can cover a maximum of 2km before you even know it’s there.

The best way to stay alive is simply avoid direct confrontation with enemy fighters, particularly air superiority fighters.

A single attack helicopter against a single fighter is a winnable situation, engaging two fighters is pushing the odds, however ground attack fighters are much more vulnerable than air superiority or multi-role fighter aircraft. An engagement against more than two fighters without support from friendly units and you are seriously outgunned. Face facts - there are situations that should be avoided, getting into a furball against six Mig-29s and Su-33s is one of them.

 

Avoid "Kill" or "Danger Zones"

The most dangerous areas are near enemy airbases or "hot" areas of enemy activity. Examining trends can identify "Hot" areas, how often fighters are observed patrolling those areas. Killing zones around enemy airbases are particularly dangerous.

Airbase_kill_zone.jpg (35869 bytes)
figure 3-2: Danger zone around a Cuban airbase.

When an engagement in this danger area has begun, it’s quite probable that additional air support is being readied at the nearby airbase. Given your proximity to the base you will have little time to "get out of Dodge" before reinforcements arrive, this is what makes the area so dangerous. In fact this zone can extend up to 32km from an enemy airbase (effective radio range).  The area north of Guantanamo bay in Cuba pictured above is a good example of deadly ground.

 

Defensive Positioning and Air Combat Maneuvering

While fighters are formidable opponents the well-flown attack helicopter is not defenseless. The helicopter has a major turning advantage.

If the terrain allows the pilot should elect to deploy to cover, hiding in a terrain feature that masks the helicopter. From such a position it may be possible to call for help and slip away at NOE altitude.

However when terrain does not provide enough cover you may have to resort to more aggressive Maneuvering.

A fighter requires that it position you on its nose for a missile or gunshot. The most dangerous place to be is within the 120 degree "funnel" extending out from the fighters’ nose. As the fighter approaches and closes to engage, the helicopter can turn into the fighter and dive, this closes the distance and maneuvers you out of the "funnel". By turning into the fighter and diving you force the fighter to increase its dive angle, the fighter pilot will have to break off earlier to escape from the maneuver.


figure 3-3: a fighters weapon lock area

Once the fighter has passed by it will attempt to extend and turn for a second pass leaving the fighter vulnerable for a few seconds. The danger here is that the attack helicopter bleeds too much speed while turning to track the passing fighter. If this happens the helicopter becomes and easy target and sits in the air.

The general rules are:

  • Turn into the fighter and dive.
  • Maintain high forward air speed.

 

 

 

Enemy Attack Helicopters

Cannon - The most effective weapon against enemy aircraft is the 30-mm cannon, but this only has a range of 1.2km. And then you have to be at or near the same flight level as the target, preferably at its front or rear quarter. A side tracking shot will probably miss.

Heat Seeking Missiles - Lightweight heat seeking missiles would almost always be used against air threats. Apaches don’t normally carry flare dispensers, hot magnesium sets tress and shrubbery on fire. However the Apache’s tail boom dispenser is modular and can be fitted with flare cartridges if required. Soviet helicopters are often seen fitted with large flare racks, a result of hard lessons learned from years of conflict in Afghanistan where the shoulder launched heat-seeking missile was extensively used.

Laser / Radar Guided Missiles - The second best weapon against fast movers and helicopters are Laser guided Hellfires / Igla missiles. While it may seem odd that the Apache’s Stingers are less effective Air to Air weapons, Laser Hellfires can’t be spoofed (distracted) as they follow the target being tracked by the player (using a laser designator). Stingers and Igla’s for that matter are IR guided weapons and can be spoofed by flares. Igla’s tend to be mounted in racks of 8, double that of the Apache’s A2A missile system, and as such can be launched in "double whammys" increasing their effectiveness. One thing Laser Hellfires can’t do and that’s maneuver very quickly, so unless you have a nose or tail shot at a fast moving target then chances are it will miss.

Laser Hellfires are VERY effective against helicopters. A helicopters slow speed combined with the inability to spoof them by normal means that a Laser Hellfire has a very high chance of hitting its target. Also the extended range of the Hellfire enables you to engage air targets from as far away as 7km. However this is only effective if the target is heading right for you - if it's heading away, the motor of the slow moving missile will burn out long before it gets within range.

 

Defense - The best defence against a laser guided Hellfire or Attacka is removing the line of sight element. Without LOS the missile will go wild after a few seconds. If this is not an option then "beaming" the missile (putting it onto your 9 or 3 o’clock position) and diving for speed while dumping chaff is all you have left.

 

Reality Check

Of course Hellfires, laser guided or otherwise has never to my knowledge been employed against airborne threats. The TADS laser designator would find it difficult to track all but the slowest moving targets even under manual control.

IR fluctuations of a moving background image would make it very difficult for a guidance system to automatically isolate and track the aircraft without a human operator manually tracking and lasing the target.



3.3 Dealing with the SAM Threat

Know your Enemy. The threat from surface to air missiles (SAMs) in an ever present danger behind the front line.

SAM vehicles are generally passive, they will "listen" for enemy search radar or laser emissions. Once they are alerted to the presence of possible enemy activity they will use their search and track radar systems. A stealthy approach (sensors set to inactive) will enable you to go undetected unless you are within visual range.

If you are within the visual detection (recon) range of a ground vehicle (as specified in the simulations object database), detection by enemy units can be based on line of sight (LOS). In which case, SA-19s will begin to track you.

 

Stay Tuned - ASE for Early Warning

Your Apache's ASE is tuned to listen for SAM search radar, upon detection, a threat circle will be displayed on your Tactical Situation Display (TSD).

figure 3-4: SAM Threat Circles

This threat circle indicates the effective killing range of the detected SAM threat. If you have LOS to the SAM then there is a high probability you will be fired upon (reaction time is based upon the difficulty setting).

Double Threat Circles - Many bases and cities will have some semi-fixed SAM protection in the form of two SAM vehicles. The SA-19 Grison and SA-13 Gopher are typically paired. They are generally parked in close proximity to each other and since they have different max ranges, a "double threat circle" is displayed in the ASE and TSD display.

figure 3-5: Apache ASE/TSD - Double SAM Threat Circles

Many airbases can have 5 or 6 if these SAM vehicle pairs around the perimeter. This arrangement does have one Achilles heel. The SA-19 fires much more powerful and explosive warheads, as such, when it is destroyed, the secondary explosion from the SA-19 will also destroy the SA-13. The SA-13 is a smaller vehicle and will only damage the SA-19 when attacked. To rapidly and efficiently remove SAM protection from an airbase, target ONLY the SA-19s at each location.

 

3.4 CP/G Speech Feedback

Your CP/G is ever vigilant, regardless of your current flight mode he will offer assistance whenever appropriate.

If you are being tracked by enemy SAMs, your CP/G say:

  • "We are being tracked by radar".

If he tells you to:

  • "Keep low and out of sight"
  • "Use the cover"
  • "Keep low and out of sight."
  • "Use the terrain."
  • "We're sitting ducks up here!"

You have been *seen* and targeted by an enemy object.

 

Also if your CP/G spots enemy aircraft he will announce:

  • "Fast movers comming in hot and heavy"

 


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