You're just starting out in Janes Longbow 2: What do you
need to know? This guide is for beginning to middle level
players who need to hone their skills. You'll find
suggestions on how to get ahead in the campaign and
tactical tips also.
Go to:
Go to Longbow Tips Part II for tips on
wingman use, damage control, ground threats and primary
target procedures.
Basic Cockpit Setup
Starting out in the Apache Longbow is a bit intimidating,
especially if you have transferred in from Comanche 3 or
some jet sim. There's a lot to learn, and a few things to
unlearn, but its worth the effort! Don't sweat it, just
take your time. Go through the very thorough training
operations, learn the basic systems, get out there and have
some fun!
A good basic cockpit configuration for starting out
follows. Use these keys to get set for action:
REngage rotorUdisplay enemy idINSSwitch to LOAL,Cycle to
ASE MFD PageDELChange ASE range to 10kmSHF AASE Auto Range
offENDSwitch to Cruise IHADSS modePGDNChange FCR to 10
kmPFor nite vision PNVS
Enemy ability is set just as in
Longbow original, on a sliding scale from TOP GUN CAT I to
low end CAT III (Note: the manual is wrong on this point!)
If you are a beginner EITHER set difficulty at low or set
cheat to INVULNERABLE while you get the feel of the flight
model. INVULNERABLE mode is a great way to get familiar
with avionics and weapon systems, enjoy some scenery and
kill lots of bad guys.
When setting up the campaign the
choices you make have a great effect, and you really can
design almost infinite custom campaigns by the choices you
make. With its new Dynamic Mission Generator this is the
heart of Longbow 2 and what will give it maximum
replayability. After all, entry into the campaign means
there is a flow and direction to your fighting. Your
choices and performance will influence the movement of the
battle lines and the eventual outcome of the war.
Notice the smoking pieces flying around...
The Campaign portion of the
simulation gives you three choices: Fallen Crescent (the
Azerbaijan campaign), and Fort Irwin NTC which is broken
into two different scenarios. The first allows you to fight
with US hardware against US hardware; the second simulates
the enemy using Russian equipment. Then it gets
interesting, because the choices you make in the mission
planner are critical to the campaign.
As you begin a campaign you choose
the time limit, up to four weeks or UNLIMITED. In another
improvement on the original the player can begin and save
multiple campaigns, so you can be playing at various levels
of difficulty or realism and continue with whichever
scenario your mood dictates until the campaign is
complete.
Campaign variables include
Ordnance Replacement and Helicopter Replacement. These
settings can be toggled for Fast, Slow or Average. Want
maximum realism? Choose Average or Slow. This setting
determines supply intervals for both aircraft and ordnance
during your campaign. Intel can be toggled as Limited to
create a real "Fog Of War" and as a result not all the
information you are given will be as accurate as it
otherwise would.
Realism settings for the machines
themselves allow the player to limit Radar Longbows and
limit Other helicopters. Limiting R Longbows will mean
replacement may not always be as quick as you would like
(for the opposition also), and limiting Other choppers
means that the Kiowas and Blackhawks will not be instantly
replaced. Ditto with weapons supply.
The campaign flows like this:
initially the missions you will fly are to ensure that you
can safely transition to an offensive posture. Before you
fly any CAS for example, you will cover supply missions for
the front lines and do recon. The ground war is integrated
seamlessly into the campaign engine, and you are only one
part of that team effort. Here are the criteria for your
sides advance:
In other words even fantastic
performance on the part of the player in one sector will
not guarantee victory. Its up to the player to monitor all
sectors of the battlefield and ensure that front line units
are well supplied and ready for an offensive push.
This in turn means that taking out
SAM and AAA sites early on is a good idea. It will help in
later efforts to support ground units. But timing comes
into play also: ground forces can't sustain an offensive
push for long. Once an advance is stopped it may take
several days for the offensive to begin again. And if there
is too much of a gap between your destruction of SAM and
AAA emplacements they may be replaced by the time the next
offensive begins. All this points to the importance of the
Mission Planner, and thats the reason why so much care has
been lavished on this component of Longbow 2.
In other words, if you intend on
playing in campaign mode and being successful, take time to
not only learn to fly and learn avionics, also invest time
in the mission planner. And even though its tough for some
of us to give up the glory of flying the Radar Longbow, its
worth learning to fly at least the Kiowa also. This nimble
little chopper has a smaller radar signature and is perfect
for stealthy recon missions. And the Kiowa is NOT
defenseless!
MFD's: TSD and ASE
The two most critical MFDs are the Tactical Situation
Display and the Aircraft Survival Equipment. The TSD shows
you the battle lines and what enemies are in FCR range. Its
a good idea to keep this range at 10km.
The ASE is your primary SAM avoidance system. Normally you
will keep the range setting between 10-25 km. This display
tells you two things: your proximity to a SAMs threat
radius and whether or not you are currently being tracked
by radar or a missile. A radar track is indicated by a
solid line, a missile track by a solid diamond.
Use the TSD (Target Acquisition and Designation Sight) for
target acquisition. You can lock a target by left-clicking
the mouse on a target icon. By using the right mouse button
you can click and drag to create Priority Fire Zones
(PFZs). This technique can be used to ripple fire Hellfire
missiles, or to hand off a group of targets to your
wingman. Note: you can't use the mouse to lock TSD targets
if TADS is active because your CP/G (co-pilot/gunner)
controls the TADS. Note also that if targets all appear as
little boxes you need to press PgDn to zoom in closer.
If you switch from FCR mode to TADS mode then be sure to
switch your ASE display to TADS.
More MFD Modes
LOAL - If you are using Hellfires then this will be your
primary mode. In LOAL (lock on after launch) mode you can
fire BEFORE you have a valid lock. Fire first, then pop up
from cover just before impact to get a valid LOS (line of
sight). Or, use this mode to fire when just out of range
and move within range prior to impact.
FCR Target Acquisition Mode - Always stay in FCR mode
UNLESS your target is too small for rdar, like an
individual soldier (in which case you need TADS mode).
UPFRONT DISPLAY - Always keep this active ("U" key) to
avoid fratricide.
Flying Tips
- Go directly to the Advanced or Expert model. The
flexibility gain in manouvering is worth the extra learning
time. If you find yourself constantly crashing select
INVULNERABLE in setup options til you learn to stay off the
ground.
- Don't turn right at low speed. Your wingman flies on
your right flank.
- Watch the collective indicator on the right of the
IHADSS. When the arrow is in the middle your altitude is
steady. Adjust to gain or lose height above the ground with
collective control.
- Try to stay below fifty feet when cruising. When you
need to see around (which you should do every 5-8 km)
increase your altitude to about 200 feet.
- To maintain a constant speed while flying low set
collective at 70% and use cyclic for altitude adjustment.
- Check out the "Force Collective" command. Its a handy
way to cruise over terrain at a set speed and altitude.
- Don't fly in the bottom of a valley or on the top of a
ridge. The best place to fly for maximum cover is halfway
up a slope.
- To lose speed quickly drop collective to 30% and pitch
up your nose. You will gain altitude so watch yourself. At
15 knots level out and set collective about 70% or
autohover.
- Begin to shed air speed at least 1 km from a waypoint.
Drop collective to zero and glide in, adding collective
again near the waypoint.
HOTAS and Controls
- If you are a casual player only, program the tail rotor
to a four way switch (I used H4 up/dn on my F22 Pro).
Otherwise, but a set of pedals.
- A separate throttle is really a necessity. A throttle
wheel is a compromise.
- Assign Autohover to a button on your stick
- Assign "attack my target" to a button on your stick.
You'll need quick access to your wingman when things get
sticky
Weapon Use
- Don't carry unnecessary weapons on Recon missions.
- The chain gun will overheat if you hold the trigger
down too long. Use five second bursts.
- Point your nose up slightly when launching missiles and
rockets if you are low.
- Stay under 100 knots in order to launch rockets.
- Use FARPs (forward arming and resupply point) if you
run out of gas or ammo before completing your mission.
- If your targets appear in a line approach from one end
and strafe in a linear path.
- Use guns against artillery, don't waste rockets and
hellfires.
- Hardened bunkers require two Hellfires as do Hinds and
Havocs.
- With laser Hellfires you must maintain lock til the
target is hit.
- Use ATA radar to do one sweep upon reaching a primary
target area.
Waypoints and Navigation
- Before you leave home base make yourself familiar with
the map, check carefully for concealment areas 6-8 km from
your primary target
- Before you approach your primary target area check the
terrain. If your approach is too exposed, approach from a
different direction
- Programmed waypoints often lead into trouble. You don't
need to visit every waypoint to succeed at your mission.
- To bring up the NAV map use ALT N.
- If you need to mark a particular point (for example, 6
km from target) create a waypoint to use as a marker
- If you incur excessive damage backtrack to your
starting point rather than trying to achieve your landing
point. You have already cleared an easy path!
Part II:
Go to:
Facing Enemy A2A Platforms
- Every 1 km or so when in enemy territory pop up a bit
and scan for A2A targets
- Alternatively, order your wingman to A2A mode and to
pop up and scan
- If bandits appear suddenly switch to A2A mode and hit
F4 twice to go to padlock mode
- Deal with Hokums first since they carry A2A weapons
- Hinds and Havocs are heavily built and it may take two
Stingers to destroy them
- If you spot an enemy helo at close range and then lose
sight chances are he is over head
- With fast movers stay low and hover OR move directly
toward the bandit to force him to increase his angle of
attack
Use of Wingman
- Arm your wingman with stingers to increase his survival
rate
- Use your wingman especially for softer targets and as a
backup
- If you have to concentrate on targetting data in a
dangerous spot order your wing to provide cover (CTL +)
- Use your wingman to Pop Up and Scan area when at your
primary target (CTL 4)
- Don't send your wingman after grounded helicopters;
other threats will take him out
- When approaching a well defended target area use the
Stay Here command (CTL 9) and Hand Off Targets (CTL BkSp)
until you get positioned and divide your attack and the
enemies attention
- Ensure your wingman is within weapons range prior to
Stay Here command
- Order weapon priority (ground or air) prior to giving
Weapons Free command
- Use Rejoin Formation command when the target area is
secure to keep your wing from wandering
- Your wingman is your best asset out there; use him!
Damage Control
- Tail Rotor - land and order your wing to engage targets
then use AP to get home. Change waypoint to #1 and return
the way you came
- Engine Loss - Return to the nearest FARP.
- If you are damaged and land and need to take off again
you may need to re-engage the main rotor (R key)
- You can only use your fire extinguisher once, but use
it when needed!
Ground Threats
- Prior to crossing the border ascend to about 200 feet
to get a good read of the defensive positions
- If you get in close to a SAM site you can use guns
because you will within their minimum launch range
(Exception: 2S6)
- If you are fired on dropping very low will often break
the lock
- The 2S6 also mounts guns and is deadly at all ranges
- Always take out radar sites first
- Destroy the tracking radar such as the Snow Drift and
the launch sites become useless
- Activate radar and IR jamming when in a battle zone
General Cruising Tips and Use of Radar
- Use IHADSS Cruise for normal mode since it is
relatively free of clutter
- Every two minutes or so activate air radar and do a
sweep
- When terrain masking is unavailable deactivate radar
for greater stealth
- Be sure your TADS is in FLIR mode for filter of ground
clutter
- Learn to use radar scan adjustment for maintaining max
stealth
Primary Target Procedures
- Use ATA radar mode to scan airspace for hostile
aircraft.
- Assume your position at 6-7 km from the target.
- Acquire all linked targetting data.
- Identify all near threats and defensive positions for
first attention.
- Set up for your attack. If appropriate position your
wingman and then assume your own position.