We must not forget the other factors dealing with AH & other Helos in the game...1)
The era your playing in since Vietnam the modern helicopter is so much more advanced now. I.E.
2)
Better armor protection. I n Vietnam helicopter losses were so high & with the HUEY in particular, they locally reinforced the "deck" with steel plates increase the protection of not only the HUEY but the troops they were carrying. This type of protection is standard to include spuall liners etc., armored cockpits and armor protection around vital areas around the engine. The VIPER is a great example of this with armor protection around the engine up to and including against 23mm AA rounds.
3)
EW ,besides the major improvements in this area you have to include the much improved avionics to include speed. These factors together make them again, over time, a harder target to shot-down. The APACHE newer models (And some others.) are designed to a limited degree (Within weapons range.) to take on/down a fighter. Their anti-air capability uses the same missile our fighters which is why the
64E carry's two of them as a standard load out normally.
4)
FCS, the
LONGBOW system by example again has a huge catalogue of targets embedded and continually updated of MBT's, IFV/APC's, Light vehicles and Infantry. It classifies the the type I.E. MBT/T-90S etc. prioritizes the threats in the area and attacks the target based on available onboard weapons availability.
http://www.northropgrumman.com/Capab...s/default.aspx
http://www.northropgrumman.com/capab...ts/longbow.pdf
5)
WEAPONS, also much improved, "
shoot and forget" ATGW are the norm now though we can't simulate that in the game. Not only does the modern helo act as a weapons stable platform so are the cannons onboard, so in this I strongly agree that the cannons in general against infantry in particular
needs to be improved the evidence on YOU TUBE and others is
overwhelming in backing up this discussion point.
6) With all the above it has been my long experience that the AA from all types against helos it has been very successful. My battles with the
AI are well within the hundreds with this game alone (Remember, I have freely posted out here over the years my Campaigns normally run 21, 23 or 25 games, sometimes higher based on opponent OOB.) A player issue I think was addressed a couple of years that it was to easy for infantry to shoot down a helo, I believe modifiers were made to make this harder. Bottom-line I've had a lot of burnt out airframes left on the deck.
7)
EXPERIENCE, you have to treat them like tanks, by using terrain masking, position & sighting them with good LOS's again this requires knowing the ground. Ease them into combat the experience level gained after a 3-4 games will pay dividends for you later. As has been mentioned already there are so many variables involved. I'm not charging in with them unless it appears the battle is going my way, I use them to cover my flanks and center gaps depending on the numbers of units involved the
AI will and has sent tanks into my rear away from the main battle(s) I believe they call that a
diversion the goal are my "home" victory hexes, retreating units (Loves to kill off armor crews.) and I've seen behavior (Maybe just coincidence.) to suggest it's looking for my HQ unit to where I've had to pull them off the map. I do play the AI at it's hardest settings.
8)
SURVIVORBILITY Something that still needs to addressed for crews and personnel. This was discussed at great length a within the last couple of years I believe in this forum. Well worth your time if not done so.
Regards,
Pat
