Jane's AH-64D Longbow II: Tips and Tactics - Page 1/1


Created on 2005-01-29

Title: Jane's AH-64D Longbow II: Tips and Tactics
By: Author Unknown
Date: 1997-09-21 1222
Flashback: Orig. Multipage Version
Hard Copy: Printer Friendly

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

Campaign Setup and Tactics

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.

PIECES OF COMBAT
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.

BLACKHAWK

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.

LB2

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.

LB2

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.


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