Difference between pages "B-17E" and "AH-64DJP"

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m (Flight performance)
 
m (Usage in battles: deleting the this sentence because the AH-64DJP does not have MAW.)
 
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{{Specs-Card|code=b-17e}}
 
 
{{About
 
{{About
| about = American bomber '''{{PAGENAME}}'''
+
| about = Japanese attack helicopter '''{{PAGENAME}}'''
 
| usage = other versions
 
| usage = other versions
| link = B-17 (Family)
+
| link = AH-64 (Family)
 +
}}
 +
{{Specs-Card
 +
|code=ah_64d_japan
 +
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
 
}}
 
}}
  
 
== Description ==
 
== Description ==
<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
+
<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the helicopter, as well as its key features. In the second part, tell the reader about the helicopter in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
+
The '''{{Specs|name}}''' is a license-built version of the [[AH-64D]] by Fuji Heavy Industries to improve the Japanese anti-tank helicopter capabilities, and a cost-efficient alternative over a domestic attack helicopter development program. With a promised future for 62 Japanese Apaches, the slow and long-term purchase of 2 helicopters a year raised the price and the order was later cut down to a total of 12 AH-64DJPs. The remaining Japanese Apaches later received upgrade kits to serve them longer in service but with the MoD deciding in 2022 that the future isn't for helicopters, the AH-64D's together with the [[AH-1S]] and OH-1 will soon be replaced by unmanned drones instead.
{{Break}}
+
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American bomber {{Battle-rating}}. It has been in the game since the start of the Open Beta Test prior to Update 1.27.
+
It was introduced in [[Update "Starfighters"]]. It is similar to the American version, but it does not have AMASE or APKWS missiles. The main advantage of the Apache is its AGM-114K Hellfire II, which can destroy tanks from a long distance. The best way to use the missiles is to scan the ground with radar and thermal vision and launch missiles every five seconds or more once targets are acquired. This way, it can hit multiple targets or make sure they are destroyed and compensate for the long flight time. The AH-64DJP is equipped with four ATAS missiles for self-defense, which can shoot down enemy aircraft. It also has a 30 mm cannon with a computerized system that can automatically track and lead targets in the air or on the ground, and fire at them with precision.
  
 
== General info ==
 
== General info ==
 
=== Flight performance ===
 
=== Flight performance ===
The engine over heat very quickly and very easily. Even a fully upgrade plane can't use 100% throttle unless you use manual engine controll. Don't even imagine when the plane is stock, the engine will overheat even if you use 98% throttle for most of the time. Manual engine controll comes in very handy because it can solve most of these problum above. However it will most likly cuase your plane to lose a lot of speed because using radiator cause a lot of drag.
+
{{Specs-Heli-Flight}}
 +
<!-- ''Describe how the helicopter behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
 +
The AH-64DJP sports great manoeuvrability, incredible acceleration, and overall provides great speed of up to 320 km/h in arcade and 295 km/h in realistic and simulator game modes. As fast as the [[AH-64D|United States Army, AH-64D Longbow]] and slower than the [[AH_Mk.1|British Army, AH Mk.1]] variants of the Apache, the AH-64DJP is still able to perform manoeuvres other helicopters can only dream about, from barrel rolls, flips to loops which allow it to evade enemy missiles with ease.
  
{| class="wikitable" style="text-align:center" width="70%"
+
{| class="wikitable" style="text-align:center"
 +
|-
 
! rowspan="2" | Characteristics
 
! rowspan="2" | Characteristics
! colspan="2" | Max Speed<br>(km/h at 7,680 m)
+
! colspan="2" | Max Speed<br>(km/h at 1,000 m)
 
! rowspan="2" | Max altitude<br>(metres)
 
! rowspan="2" | Max altitude<br>(metres)
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Rate of climb<br>(metres/second)
 
! rowspan="2" | Take-off run<br>(metres)
 
 
|-
 
|-
! AB !! RB !! AB !! RB !! AB !! RB
+
! AB !! RB
 
|-
 
|-
 
! Stock
 
! Stock
| 496 || 483 || rowspan="2" | {{Specs|ceiling}} || 36.9 || 37.9 || 5.8 || 5.7 || rowspan="2" | 600
+
| 269 || 249 || rowspan="2" | {{Specs|ceiling}}
 
|-
 
|-
 
! Upgraded
 
! Upgraded
| 523 || 510 || 35.1 || 36.0 || 8.7 || 7.2
+
| 320 || 295
 
|-
 
|-
 
|}
 
|}
  
==== Details ====
+
=== Survivability and armour ===
{| class="wikitable" style="text-align:center" width="50%"
+
{{Specs-Heli-Armour}}
|-
+
<!-- ''Examine the survivability of the helicopter. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical systems.'' -->
! colspan="5" | Features
+
The AH-64D Apache longbow, has only limited armour protection installed with bullet proof glass only being installed on the pilot windscreen. The helicopter uses Kevlar boron carbide, composite martial which is limited only to instrument, floor and side panels around the cockpit. It does not provide the same level of protection as seen on other helicopters such as the [[Mi-28N]].
|-
+
 
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear
+
* Bullet proof glass installed only for the pilot - 22 mm thick.
|-
+
* Installation of Kevlar boron carbide, composite martial only on the: Seats, cockpit side panels, Gunner floor panels and pilot instrument panel - 20 mm thick.
| ✓ || ✓ || ✓ || X || X    <!-- ✓ -->
 
|-
 
|}
 
  
{| class="wikitable" style="text-align:center" width="50%"
+
=== Modifications and economy ===
|-
+
{{Specs-Economy}}
! colspan="7" | Limits
 
|-
 
! rowspan="2" | Wings (km/h)
 
! rowspan="2" | Gear (km/h)
 
! colspan="3" | Flaps (km/h)
 
! colspan="2" | Max Static G
 
|-
 
! Combat !! Take-off !! Landing !! + !! -
 
|-
 
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 400 || 400 || 249 || ~2 || ~1
 
|-
 
|}
 
  
 +
== Armaments ==
 +
{{Specs-Heli-Armaments}}
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="4" | Optimal velocities (km/h)
+
! colspan="3" | [[Ballistic Computer]]
 
|-
 
|-
! Ailerons !! Rudder !! Elevators !! Radiator
+
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs)
 
|-
 
|-
| < 330 || < 310 || < 270 || > 300
+
| {{Tick}} || {{Tick}} || {{Cross}}
 
|-
 
|-
 
|}
 
|}
 +
=== Offensive armament ===
 +
{{Specs-Heli-Offensive}}
 +
<!-- ''Describe the offensive armament of the helicopter, if any. Describe how effective the cannons and machine guns are in battle, also what ammunition belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
 +
{{main|M230E-1 (30 mm)}}
  
{| class="wikitable" style="text-align:center"
+
The '''''{{PAGENAME}}''''' is armed with:
 +
 
 +
* 1 x 30 mm M230E-1 cannon, chin turret (1,200 rpg)
 +
* 30 x countermeasures
 +
 
 +
=== Suspended armament ===
 +
{{Specs-Heli-Suspended}}
 +
<!-- ''Describe the helicopter's suspended armament: additional cannons under the winglets, any bombs, and rockets. Since any helicopter is essentially only a platform for suspended weaponry, this section is significant and deserves your special attention. If there is no suspended weaponry remove this subsection.'' -->
 +
 
 +
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
 +
 
 +
{| class="wikitable" style="text-align:center" width="100%"
 
|-
 
|-
! colspan="3" | Compressor (RB/SB)
+
! !! width="7%" | 1 !! width="7%" | 2 !! width="7%" | 3 !! width="7%" | 4 !! width="7%" | 5 !! width="7%" | 6
 +
| rowspan="4" width="20%" | <div class="ttx-image">[[File:Hardpoints_AH-64A_(Israel).png]]</div>
 
|-
 
|-
! colspan="3" | Setting 1
+
! [[Hydra-70 M247]] rockets
 +
| || 19 || 19 || 19 || 19 ||
 
|-
 
|-
! Optimal altitude
+
! [[AGM-114K Hellfire II]] missiles
! 100% Engine power
+
| || 2, 4 || 2, 4 || 2, 4 || 2, 4 ||
! WEP Engine power
 
 
|-
 
|-
| 6,180 m || 4,000 hp || 4,708 hp
+
! [[ATAS (AIM-92)]] missiles
 +
| 2 || || || || || 2
 
|-
 
|-
 
|}
 
|}
  
=== Survivability and armour ===
+
{{Navigation-Start|Default weapon presets}}
<!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' -->
+
{{Navigation-First-Simple-Line}}
 +
 
 +
* Without load
 +
* 4 x ATAS (AIM-92) missiles
 +
* 76 x Hydra-70 M247 rockets
 +
* 4 x AGM-114K Hellfire II missiles
 +
* 8 x AGM-114K Hellfire II missiles
 +
* 16 x AGM-114K Hellfire II missiles
 +
{{Navigation-End}}
 +
 
 +
=== Defensive systems ===
 +
<!--''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available, remove this subsection.''-->
 +
The '''''{{PAGENAME}}''''' only has the following Defensive systems installed:
 +
 
 +
* '''Flares/Chaff''' - Up to 30 countermeasures can be installed.
 +
* '''AIM-92 Stinger''' - AIM-92 Stingers and Infrared Counter Measures.
 +
 
 +
When unlocked, countermeasures are not installed - this requires the Flares/Chaff module (tier I) to be researched and installed, this provides up to 30 countermeasures. The last module called AIM-92 (tier III) allows for the installation of a maximum of four AIM-92 Stinger missiles, which two are mounted on each wing tip, 30 countermeasures & IRCM module. Flares launch in a back left pattern, keep that in mind when flaring missiles or turning away from the combat area whilst pre-flaring.
 +
 
 +
Important note: unlike the American and British brothers, the AH-64DJP lacks a MAW (missile approach warning) system. This means that the AH-64JDP player should keep an extra eye on SPAAs and incoming SAMs by himself, as without MAW missiles must be spotted and countermeasures deployed manually.
 +
 
 +
The AH-64DJP, like most of its siblings, has a fully digital RWR covering the full radar band spectrum. This means it will be able to see any (turned on) radar in the lobby with corresponding abbreviation.
 +
 
 +
== Usage in battles ==
 +
<!-- ''Describe the tactics of playing in a helicopter, the features of using the helicopter in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 +
 
 +
'''Overview:'''
 +
 
 +
The AH-64DJP is very similar to the AH-64D Apache. The only difference is the lack of an ability to carry an advanced MAW (a system that alerts the pilot to incoming missiles, Missile Alert Warning). The Apache is an excellent helicopter for attacking ground targets, and can also hold its own against many enemy aircraft. Through adequate use of cover, teamwork, and game sense, the Apache can easily dismantle enemy teams. An Apache pilot must understand all of the tools at their disposal.
 +
 
 +
The Apache has an arsenal of weapons. The most effective anti-tank weapon in the Apache's arsenal is the AGM-114 Hellfire, which uses a top attack trajectory to destroy ground vehicles. There is functionally very little difference between the AGM-114B and K variants, used on early and late Apaches respectively.
 +
 
 +
'''Staying Alive:'''
 +
 
 +
Flying the Apache effectively can be more difficult than most players would imagine, processing information from optical sights, radar displays, and the radar warning receiver all at once can lead to information overload. If distracted by irrelevant information, a pilot can quickly lose situational awareness. Being successful in the Apache requires situational awareness above all else. Due to the fragility of the helicopter, any blindspot can lead to a quick and sudden death. Additionally, the mobility of the Apache is adequate but not impressive, so evasive manoeuvres are not always effective.
 +
 
 +
Using cover is a very important part of staying alive in the Apache. Always stay behind a hill or building in ground battles. When exposing yourself in order to fire on the enemy, be mindful to not gain too much altitude.
  
* 6.35 mm Steel plate behind nose gunner.
+
The biggest improvement of the later Apache variants is the ability to mount the Longbow radar system. This system, if used properly, will help maintain situational awareness.
* 6.35 mm Steel plates behind pilots.
 
* 6.35 mm Steel plates behind dorsal gunners.
 
* 6.35 mm Steel plates in front of beam gunners.
 
* 6.35 mm Steel plates in front of tail gunner.
 
* 38 mm Bulletproof glass in front of tail gunner.
 
* 38 mm Bulletproof glass ball turret.
 
  
== Armaments ==
+
Additionally, it is important to know when to use flares. Flares are extremely effective against heat-seeking missiles, but useless against any other missiles. It is the responsibility of the Apache pilot to recognize the threat and decide whether to use flares or not. For Apaches with MAW (missile approach warning), there is an option for flares to be dispensed automatically.
=== Suspended armament ===
 
<!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' -->
 
{{main|AN-M64A1 (500 lb)|AN-M65A1 (1,000 lb)|AN-M66A2 (2,000 lb)}}
 
  
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
+
'''Using the Longbow Radar:'''
  
* 8 x 500 lb AN-M64A1 bombs (4,000 lb total)
+
The radar of the Apache should be used as a secondary tool when engaging ground targets. The radar is not effective in obtaining target lock for ground vehicles. The AGM-114L radar guided Hellfire is not in the game, so guidance of Hellfires should be done by using the FLIR thermal imaging camera to lase targets. However, the radar is still useful in detecting enemy aircraft. By using the multi-function menu to switch radar mode, the radar will begin to search for air rather than ground targets. Keeping track of enemy aircraft is vital to survival in the Apache, as any plane can make quick work of the Apache if the helicopter is unprepared.
* 12 x 500 lb AN-M64A1 bombs (6,000 lb total)
 
* 6 x 1,000 lb AN-M65A1 bombs (6,000 lb total)
 
* 2 x 2,000 lb AN-M66A2 bombs (4,000 lb total)
 
  
=== Defensive armament ===
+
'''Air-to-Air (Stinger and Gun):'''
<!-- ''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available, remove this subsection.'' -->
 
{{main|M2 Browning (12.7 mm)|Browning (7.62 mm)}}
 
  
The '''''{{PAGENAME}}''''' is defended by:
+
The Apache is surprisingly potent in air-to-air combat. Engagements should be conducted primarily through the use of the Stinger missile. The Stinger is a simple but effective air-to-air missile. It has an excellent seeker head and can obtain all aspect lock on almost any air target within 3-5 km (even propeller aircraft with a low heat signature). However, the Stinger can be easily fooled by flares or outmanoeuvred by a fast enemy aircraft. The best way to use the Stinger against enemy aircraft is when they are heading directly towards you. If fired at the right second, most enemies will struggle to dodge a Stinger.
  
* 1 x 7.62 mm Browning machine gun, nose turret (500 rpg)
+
If the enemy gets close, the 30 mm autocannon can be extremely effective. The gun will automatically aim with optical lock, so Apache pilots can aim accurately while taking evasive manoeuvres.
* 2 x 12.7 mm M2 Browning machine gun, front dorsal turret (500 rpg = 1,000 total)
 
* 1 x 12.7 mm M2 Browning machine gun, rear dorsal turret (500 rpg)
 
* 1 x 12.7 mm M2 Browning machine gun, 2 x beam turret (400 rpg = 800 total)
 
* 2 x 12.7 mm M2 Browning machine gun, ventral turret (500 rpg = 1,000 total)
 
* 2 x 12.7 mm M2 Browning machine gun, tail turret (500 rpg = 1,000 total)
 
  
== Usage in battles ==
+
'''Close Range Air-to-Ground (Gun and Rockets):'''
<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 
The B-17E Flying Fortress is intended to be used as a high-altitude level bomber in order to target airfields, bases, and land fortifications. Despite its large bomb load, it's not recommended to target moving ground units, such as tanks or armoured cars, especially when they are travelling in tight columns due to the inaccuracy of your bombs at high altitudes and the ability for the AI on the ground to perform evasive manoeuvres when bombs are falling onto their position. When using the B-17E, it is best to fly with another friendly bomber or fighter (if possible) to ensure maximum protection. If you are flying alone, design a secure flight path towards your objective in the hopes of not being detected by enemy fighters.
 
  
The B-17E is designed specifically to withstand the harshest punishment during combat. The bomber itself provides plenty of armour along the fuselage and tail except for the nose, which is the only area that's not protected by any form of protection. The armour ranges from 6.35 mm sheets to a single 38 mm glass plate protecting the tail gunner. Speaking of armour protection, in order to ensure the greatest chance of survival during an interception, you must not move. The B-17E is not designed to execute sharp defensive manoeuvres (turns, dives, and rolls) unlike its predecessor the [[B-25J-20|B-25]], but rather designed to use its defensive armament provided (consisting of 12.7 mm and 7.62 mm turrets) to fight back against harassing enemy fighters. Some great advice for novice bombardiers is to include incendiary ammunition in your turret belts. This crucial precaution will guarantee more lethal firepower coming from your defensive armament, since not only are you penetrating armour, but you are also setting components ablaze. However, the armour and defensive armaments typically won't save you from the high tier interceptors and cannon-armed fighters (especially german heavy fighters/interceptors that are armed with 30 mm cannons and get air spawns) you will face. Since they are all heavily armoured, while possessing the ability to rip your wings off with a few 20 mm cannon shots or one shot you with the 30 mm from 1.5 km away, it is better to just avoid them all together by side climbing and using cloud cover when heading to the enemy base. NEVER head straight to the enemy base because the enemy player will trace your flight path from your spawn point to their base and easily intercept you. Also unlike the B-25, the B-17 does not have particularly effective armour or defensive armament in the front, so if an enemy fighter decides to go head on, try turning away to expose your tail, which is a lot more protected against the incoming fighter. If not then both pilots could get knocked out and send you straight back to the hanger.
+
At close range, the Apache has excellent offensive capability. The 30 mm autocannon is incredibly accurate even at surprisingly far distances. This cannon uses a High Explosive Dual Purpose round that can engage lightly armoured targets. Rocket pods can also be used, with the CCIP computer helping maintain accuracy even at further distances. Be careful when trying to use the Hellfire missile at close range. It can do a direct attack at closer ranges (rather than its usual top attack) but if fired at an odd angle, it may not have time to manoeuvre onto the target if fired at closer ranges.
  
In conclusion, the B-17E is a great introduction for players using the American bomber line. Although it is not the "immortal gunship" B-17 of old, if used well, the B-17E is a force be reckoned with.
+
The problem with trying to engage at close range is that doing so will put the Apache in huge amounts of danger. Enemy tanks will be able to quickly destroy the Apache with their main guns or anti-aircraft machine guns.
  
=== Manual Engine Control ===
+
[[File:HellfireTrajectory.png|thumb]]
{| class="wikitable" style="text-align:center"
+
'''Long Range Air-to-Ground (Hellfire): '''
|-
 
! colspan="7" | MEC elements
 
|-
 
! rowspan="2" | Mixer
 
! rowspan="2" | Pitch
 
! colspan="3" | Radiator
 
! rowspan="2" | Supercharger
 
! rowspan="2" | Turbocharger
 
|-
 
! Oil !! Water !! Type
 
|-
 
| Controllable || Controllable<br>Auto control available || Not controllable<br>Not auto controlled || Controllable<br>Auto control available || Combined || Controllable<br>1 gear || Auto controlled
 
|-
 
|}
 
  
=== Modules ===
+
At longer ranges, the Hellfire missile can be used to full effect. The Hellfire will guide on its target as shown in the attached diagram. This is known as top attack. Being that it takes this path to the enemy target, the Hellfire can take upward of 30 seconds to reach its target at longer ranges. Do not fire at enemies that are about to move to cover, and make sure to fire multiple missiles at once in order to deal maximum damage. Because the Hellfire is laser guided, multiple missiles can be fired at once. They should be fired at intervals of 5-10 seconds, where between missiles the Apache can switch to a new ground target. This will allow for the quick destruction of multiple enemies. This tactic can be incredibly effective. Although the time to target for the most recently fired Hellfire is available on the HUD, pilots will have to keep track of all the missiles they have fired by memory and quick calculations.
{| class="wikitable"
+
[[File:HellfireSequenceDemonstration.mp4|left]]
! Tier
 
! colspan="2" | Flight performance
 
! Survivability
 
! colspan="2" | Weaponry
 
|-
 
| I
 
| Fuselage repair
 
| Radiator
 
| Protective vest
 
| Turret 7 mm
 
|
 
|-
 
| II
 
|
 
| Compressor
 
| Airframe
 
| New 7 mm MGs (turret)
 
| LBC-17
 
|-
 
| III
 
| Wings repair
 
| Engine
 
|
 
| Turret 12 mm
 
| SBC-17
 
|-
 
| IV
 
|
 
|
 
| Cover
 
| New 12 mm MGs (turret)
 
| MBC-17
 
|-
 
|}
 
  
As a slow and lumbering heavy bomber, the ''Flying Fortress'' relies entirely on its turrets for defence. Without it, the plane is a piñata. Thus, ''Protective vests'' should be the first unlock. Further survivability upgrades will make fending off attacks easier but do not think to stand successfully against enemy fighters. So upgrading the bomb load should be second priority. Performance modules can be considered least necessary, it will not go anywhere quick anyway.
+
Combatting enemy anti-aircraft vehicles can be a challenge. Always remain in cover and move unpredictably in combat. Use the radar warning receiver to obtain the general direction of enemy AA, and then attack with a Hellfire. An effective strategy is to fire a Hellfire, break optical lock to gain cover and avoid counterfire, and then pop back up and get lock again several seconds before the Hellfire hits. This strategy if applied correctly will result in a hit, as the Hellfire is smart enough to begin following the laser designator again once the Apache re-obtains its lock.
 +
{{Clear}}
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 189: Line 164:
 
'''Pros:'''
 
'''Pros:'''
  
* Large bomb load
+
* Attack capabilities:
* Heavy defensive armament
+
** Rockets
* Multiple engines (preserves speed when damaged)
+
** Long-range Hellfire II ATGMs
* Very sturdy fuselage able to soak up heavy damage
+
*** Timer to show you when they will hit the target, giving you the exact time to return to cover
* Calibres below 12.7 mm are ineffective against it
+
*** Range of approximately 9 km
* Good speed
+
*** Can launch and guide several ATGMs at the same time
* Defensive armaments provide all-around coverage
+
** Flexible 30 mm cannon
* Performs well at high altitudes
+
*** Has 51 mm pen to penetrate roof-top armour and light vehicles in a mono-type belt
 +
*** Devastating against any air target hit
 +
* Anti-air capabilities:
 +
** 4 AIM-92 Stinger AAMs
 +
** Flexible 30 mm cannon
 +
*** Rounds in mono-type belt are {{Annotation|HEDP|High Explosive Dual Purpose}}
 +
* Spotting capabilities:
 +
** Longbow radar, both air and ground units
 +
** Thermal sights
 +
* Amazing speed, acceleration, climb and roll - very manoeuvrable helicopter
 +
* Very survivable (Compared to other helis) with 2 crew members, and a beefy air frame
  
 
'''Cons:'''
 
'''Cons:'''
  
* Cumbersome target
+
* Long-range Hellfire II ATGMs
* Poor climb rate
+
** Slow, utilizing their long range is hard due to very long flight times
* Nose is extremely vulnerable
+
** While they can in theory hit air targets, they're too slow to reliably hit air targets
* Cannons are very effective against it
+
* Lacks {{Annotation|MAW|Missile Approach Warning}} which is a very important system for top helicopters
* Multiple engines mean multiple fires
+
* Has only 30 flares
* Sluggish controls and very difficult to manoeuvre
+
* 30 mm cannon has high dispersion at longer range, making it inaccurate beyond 500 m
* Wings are large and vulnerable
+
* AIM-92 is inconsistent at hitting side/front aspect against manoeuvrable craft
* Low speed
 
* Few shots of 20 mm+ cannons filled with explosives are needed to cut off a wing
 
* Engines will overheat at 100%
 
  
 
== History ==
 
== History ==
''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).''
+
<!-- ''Describe the history of the creation and combat usage of the helicopter in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 +
 
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The AH-64D was selected by the Japanese Ground Self-Defense Force (JGSDF) in 2001, with a requirement for about 50 helicopters. 50 were ordered, and they were built by the Japanese Fuji Heavy Industries as the '''AH-64DJP''' (JP standing for Japan). The first AH-64DJP was delivered in 2006, but the order was cancelled after the delivery of only 13 helicopters. The AH-64DJP has the possibility of equipping AIM-92 Stinger air-to-air missiles (AAMs).
  
=== In-game description ===
+
In 2017, it was announced that the AH-64DJP helicopters were to have their targeting systems upgraded by the American Lockheed Martin defense firm. According to a press briefing from April 26 of 2017, the upgrade was to the Modernized Target Acquisition Designation Sight/Pilot Night Vision Sensor (M‑TADS/PNVS). The M-TADS is the laser designator that allows the targeting of the AGM-114 Hellfire missiles, while the PNVS assists with safe flight in day, night, and adverse weather missions. The contract was for the delivery of 14 Modernized Day Sensor Assembly (M-DSA) laser designator kits. The M-DSA increases the reliability of the laser designator and also increases the precision of the system. Additionally, Lockheed Martin's Apache sustainment team was to provide performance-based logistics support to the JGSDF under a separate three-year contract. Japan was the first Apache operator to receive the M-DSA upgrade.
The legendary B-17 American heavy bombers were rightly called Flying Fortresses. This four-engined heavy bomber was an all-metal hero, an extremely durable aircraft that could return to the airfield with just one engine, riddled with bullets.
 
  
But the early models of the B-17 had a significant blind spot in the rear, so fighter support was required. To solve this problem, the B-17E was produced, and a turret with two 12.7mm machine guns was installed in the tail section of the aircraft. To do this, the fuselage size had to be increased. In addition, to improve control of the plane, the tail was broadened and a larger vertical fin was installed.
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The JGSDF operated one squadron of ten AH-64DJP helicopters, with the other three acting as training helicopters. One AH-64DJP was destroyed in a crash in February 2018, resulting in the deaths of both crew members; this left a total of 12 AH-64DJP helicopters.
  
Although it lost some speed when compared to the B-17D, the new model fared favorably with its new protection and thus became the first truly mass-produced B-17. From September 5, 1941 to May 1942, 512 aircraft were made on the production line, before the development of the B-17F.
+
In late 2022, the Japanese Ministry of Defence in its plans of "Elimination of obsolete equipment" decided to largely replace its fleet of attack and observation helicopters with drone craft and loitering munitions. Part of this list includes the AH-64D. Officially resulting in its end of service by 2027.
  
 
== Media ==
 
== Media ==
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
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<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
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;Skins
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* [https://live.warthunder.com/feed/camouflages/?vehicle=ah_64d_japan Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
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{{Skin-gallery |market|ugcitem_1000607|AH-64DJP JG-4557.png|Camo "AH-64DJP, Bicolor winter"}}
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;Videos
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{{Youtube-gallery|irF2YOn8zOs|'''AH-64 Apache Ultimate Review''' - ''Bob Dickinson''}}
  
 
== See also ==
 
== See also ==
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
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<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
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* ''reference to the series of the helicopter;''
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* ''links to approximate analogues of other nations and research trees.'' -->
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;[[AH-64 (Family)|Related development]]
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{{columns|4|
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* [[File:USA flag.png|30px|link=]] [[AH-64D]]
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* [[File:Britain flag.png|30px|link=]] [[AH Mk.1]]
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* [[File:Sweden flag.png|30px|link=]] [[AHS]]
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* [[File:Israel flag.png|30px|link=]] [[Saraph]]
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}}
  
* ''reference to the series of the aircraft;''
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;Rotorcraft of comparable role, configuration and era
* ''links to approximate analogues of other nations and research trees.''
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{{columns|4|
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* [[File:FRG flag.png|30px|link=]] [[File:France flag.png|30px|link=]] [[Tiger Eurocopter (Family)]]
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* [[File:Italy flag.png|30px|link=]] [[A129 (Family)]]
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* [[File:South Africa flag.png|30px|link=]] [[Rooivalk Mk1F CSH]]
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* [[File:China flag.png|30px|link=]] [[Z-10]]
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}}
  
 
== External links ==
 
== External links ==
''Paste links to sources and external resources, such as:''
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<!-- ''Paste links to sources and external resources, such as:''
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* ''topic on the official game forum;''
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* ''other literature.'' -->
  
* ''topic on the official game forum;''
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* [[wikipedia:Boeing_AH-64_Apache|[Wikipedia] Boeing AH-64]]
* ''encyclopedia page on the aircraft;''
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* [https://www.helis.com/database/model/AH-64DJP-Apache/ <nowiki>[Helis.com]</nowiki> Fuji AH-64DJP Apache]
* ''other literature.''
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* [https://www.milavia.net/news/2006/first-ah-64djp-delivered-to-the-jgsdf.html <nowiki>[MILAVIA]</nowiki> First AH-64DJP Delivered to the JGSDF]
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* [https://www.mod.go.jp/j/approach/agenda/guideline/plan/pdf/plan_outline.pdf Japanese Ministry of Defence development plan December 2022]
  
{{AirManufacturer Boeing}}
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{{AirManufacturer Fuji}}
{{USA bombers}}
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{{Japan helicopters}}

Latest revision as of 13:42, 5 November 2024

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This page is about the Japanese attack helicopter AH-64DJP. For other versions, see AH-64 (Family).
AH-64DJP
ah_64d_japan.png
GarageImage AH-64DJP.jpg
ArtImage AH-64DJP.png
AH-64DJP

Description

The AH-64DJP is a license-built version of the AH-64D by Fuji Heavy Industries to improve the Japanese anti-tank helicopter capabilities, and a cost-efficient alternative over a domestic attack helicopter development program. With a promised future for 62 Japanese Apaches, the slow and long-term purchase of 2 helicopters a year raised the price and the order was later cut down to a total of 12 AH-64DJPs. The remaining Japanese Apaches later received upgrade kits to serve them longer in service but with the MoD deciding in 2022 that the future isn't for helicopters, the AH-64D's together with the AH-1S and OH-1 will soon be replaced by unmanned drones instead.

It was introduced in Update "Starfighters". It is similar to the American version, but it does not have AMASE or APKWS missiles. The main advantage of the Apache is its AGM-114K Hellfire II, which can destroy tanks from a long distance. The best way to use the missiles is to scan the ground with radar and thermal vision and launch missiles every five seconds or more once targets are acquired. This way, it can hit multiple targets or make sure they are destroyed and compensate for the long flight time. The AH-64DJP is equipped with four ATAS missiles for self-defense, which can shoot down enemy aircraft. It also has a 30 mm cannon with a computerized system that can automatically track and lead targets in the air or on the ground, and fire at them with precision.

General info

Flight performance

The AH-64DJP sports great manoeuvrability, incredible acceleration, and overall provides great speed of up to 320 km/h in arcade and 295 km/h in realistic and simulator game modes. As fast as the United States Army, AH-64D Longbow and slower than the British Army, AH Mk.1 variants of the Apache, the AH-64DJP is still able to perform manoeuvres other helicopters can only dream about, from barrel rolls, flips to loops which allow it to evade enemy missiles with ease.

Characteristics Max Speed
(km/h at 1,000 m)
Max altitude
(metres)
AB RB
Stock 269 249
Upgraded 320 295

Survivability and armour

The AH-64D Apache longbow, has only limited armour protection installed with bullet proof glass only being installed on the pilot windscreen. The helicopter uses Kevlar boron carbide, composite martial which is limited only to instrument, floor and side panels around the cockpit. It does not provide the same level of protection as seen on other helicopters such as the Mi-28N.

  • Bullet proof glass installed only for the pilot - 22 mm thick.
  • Installation of Kevlar boron carbide, composite martial only on the: Seats, cockpit side panels, Gunner floor panels and pilot instrument panel - 20 mm thick.

Modifications and economy

Armaments

Ballistic Computer
CCIP (Guns) CCIP (Rockets) CCIP (Bombs)
Icon GreenCheckmark.png Icon GreenCheckmark.png Icon RedXCross.png

Offensive armament

Main article: M230E-1 (30 mm)

The AH-64DJP is armed with:

  • 1 x 30 mm M230E-1 cannon, chin turret (1,200 rpg)
  • 30 x countermeasures

Suspended armament

The AH-64DJP can be outfitted with the following ordnance:

1 2 3 4 5 6
Hardpoints Peten.png
Hydra-70 M247 rockets 19 19 19 19
AGM-114K Hellfire II missiles 2, 4 2, 4 2, 4 2, 4
ATAS (AIM-92) missiles 2 2
Default weapon presets
  • Without load
  • 4 x ATAS (AIM-92) missiles
  • 76 x Hydra-70 M247 rockets
  • 4 x AGM-114K Hellfire II missiles
  • 8 x AGM-114K Hellfire II missiles
  • 16 x AGM-114K Hellfire II missiles

Defensive systems

The AH-64DJP only has the following Defensive systems installed:

  • Flares/Chaff - Up to 30 countermeasures can be installed.
  • AIM-92 Stinger - AIM-92 Stingers and Infrared Counter Measures.

When unlocked, countermeasures are not installed - this requires the Flares/Chaff module (tier I) to be researched and installed, this provides up to 30 countermeasures. The last module called AIM-92 (tier III) allows for the installation of a maximum of four AIM-92 Stinger missiles, which two are mounted on each wing tip, 30 countermeasures & IRCM module. Flares launch in a back left pattern, keep that in mind when flaring missiles or turning away from the combat area whilst pre-flaring.

Important note: unlike the American and British brothers, the AH-64DJP lacks a MAW (missile approach warning) system. This means that the AH-64JDP player should keep an extra eye on SPAAs and incoming SAMs by himself, as without MAW missiles must be spotted and countermeasures deployed manually.

The AH-64DJP, like most of its siblings, has a fully digital RWR covering the full radar band spectrum. This means it will be able to see any (turned on) radar in the lobby with corresponding abbreviation.

Usage in battles

Overview:

The AH-64DJP is very similar to the AH-64D Apache. The only difference is the lack of an ability to carry an advanced MAW (a system that alerts the pilot to incoming missiles, Missile Alert Warning). The Apache is an excellent helicopter for attacking ground targets, and can also hold its own against many enemy aircraft. Through adequate use of cover, teamwork, and game sense, the Apache can easily dismantle enemy teams. An Apache pilot must understand all of the tools at their disposal.

The Apache has an arsenal of weapons. The most effective anti-tank weapon in the Apache's arsenal is the AGM-114 Hellfire, which uses a top attack trajectory to destroy ground vehicles. There is functionally very little difference between the AGM-114B and K variants, used on early and late Apaches respectively.

Staying Alive:

Flying the Apache effectively can be more difficult than most players would imagine, processing information from optical sights, radar displays, and the radar warning receiver all at once can lead to information overload. If distracted by irrelevant information, a pilot can quickly lose situational awareness. Being successful in the Apache requires situational awareness above all else. Due to the fragility of the helicopter, any blindspot can lead to a quick and sudden death. Additionally, the mobility of the Apache is adequate but not impressive, so evasive manoeuvres are not always effective.

Using cover is a very important part of staying alive in the Apache. Always stay behind a hill or building in ground battles. When exposing yourself in order to fire on the enemy, be mindful to not gain too much altitude.

The biggest improvement of the later Apache variants is the ability to mount the Longbow radar system. This system, if used properly, will help maintain situational awareness.

Additionally, it is important to know when to use flares. Flares are extremely effective against heat-seeking missiles, but useless against any other missiles. It is the responsibility of the Apache pilot to recognize the threat and decide whether to use flares or not. For Apaches with MAW (missile approach warning), there is an option for flares to be dispensed automatically.

Using the Longbow Radar:

The radar of the Apache should be used as a secondary tool when engaging ground targets. The radar is not effective in obtaining target lock for ground vehicles. The AGM-114L radar guided Hellfire is not in the game, so guidance of Hellfires should be done by using the FLIR thermal imaging camera to lase targets. However, the radar is still useful in detecting enemy aircraft. By using the multi-function menu to switch radar mode, the radar will begin to search for air rather than ground targets. Keeping track of enemy aircraft is vital to survival in the Apache, as any plane can make quick work of the Apache if the helicopter is unprepared.

Air-to-Air (Stinger and Gun):

The Apache is surprisingly potent in air-to-air combat. Engagements should be conducted primarily through the use of the Stinger missile. The Stinger is a simple but effective air-to-air missile. It has an excellent seeker head and can obtain all aspect lock on almost any air target within 3-5 km (even propeller aircraft with a low heat signature). However, the Stinger can be easily fooled by flares or outmanoeuvred by a fast enemy aircraft. The best way to use the Stinger against enemy aircraft is when they are heading directly towards you. If fired at the right second, most enemies will struggle to dodge a Stinger.

If the enemy gets close, the 30 mm autocannon can be extremely effective. The gun will automatically aim with optical lock, so Apache pilots can aim accurately while taking evasive manoeuvres.

Close Range Air-to-Ground (Gun and Rockets):

At close range, the Apache has excellent offensive capability. The 30 mm autocannon is incredibly accurate even at surprisingly far distances. This cannon uses a High Explosive Dual Purpose round that can engage lightly armoured targets. Rocket pods can also be used, with the CCIP computer helping maintain accuracy even at further distances. Be careful when trying to use the Hellfire missile at close range. It can do a direct attack at closer ranges (rather than its usual top attack) but if fired at an odd angle, it may not have time to manoeuvre onto the target if fired at closer ranges.

The problem with trying to engage at close range is that doing so will put the Apache in huge amounts of danger. Enemy tanks will be able to quickly destroy the Apache with their main guns or anti-aircraft machine guns.

HellfireTrajectory.png

Long Range Air-to-Ground (Hellfire):

At longer ranges, the Hellfire missile can be used to full effect. The Hellfire will guide on its target as shown in the attached diagram. This is known as top attack. Being that it takes this path to the enemy target, the Hellfire can take upward of 30 seconds to reach its target at longer ranges. Do not fire at enemies that are about to move to cover, and make sure to fire multiple missiles at once in order to deal maximum damage. Because the Hellfire is laser guided, multiple missiles can be fired at once. They should be fired at intervals of 5-10 seconds, where between missiles the Apache can switch to a new ground target. This will allow for the quick destruction of multiple enemies. This tactic can be incredibly effective. Although the time to target for the most recently fired Hellfire is available on the HUD, pilots will have to keep track of all the missiles they have fired by memory and quick calculations.

Combatting enemy anti-aircraft vehicles can be a challenge. Always remain in cover and move unpredictably in combat. Use the radar warning receiver to obtain the general direction of enemy AA, and then attack with a Hellfire. An effective strategy is to fire a Hellfire, break optical lock to gain cover and avoid counterfire, and then pop back up and get lock again several seconds before the Hellfire hits. This strategy if applied correctly will result in a hit, as the Hellfire is smart enough to begin following the laser designator again once the Apache re-obtains its lock.

Pros and cons

Pros:

  • Attack capabilities:
    • Rockets
    • Long-range Hellfire II ATGMs
      • Timer to show you when they will hit the target, giving you the exact time to return to cover
      • Range of approximately 9 km
      • Can launch and guide several ATGMs at the same time
    • Flexible 30 mm cannon
      • Has 51 mm pen to penetrate roof-top armour and light vehicles in a mono-type belt
      • Devastating against any air target hit
  • Anti-air capabilities:
    • 4 AIM-92 Stinger AAMs
    • Flexible 30 mm cannon
      • Rounds in mono-type belt are HEDP
  • Spotting capabilities:
    • Longbow radar, both air and ground units
    • Thermal sights
  • Amazing speed, acceleration, climb and roll - very manoeuvrable helicopter
  • Very survivable (Compared to other helis) with 2 crew members, and a beefy air frame

Cons:

  • Long-range Hellfire II ATGMs
    • Slow, utilizing their long range is hard due to very long flight times
    • While they can in theory hit air targets, they're too slow to reliably hit air targets
  • Lacks MAW which is a very important system for top helicopters
  • Has only 30 flares
  • 30 mm cannon has high dispersion at longer range, making it inaccurate beyond 500 m
  • AIM-92 is inconsistent at hitting side/front aspect against manoeuvrable craft

History

The AH-64D was selected by the Japanese Ground Self-Defense Force (JGSDF) in 2001, with a requirement for about 50 helicopters. 50 were ordered, and they were built by the Japanese Fuji Heavy Industries as the AH-64DJP (JP standing for Japan). The first AH-64DJP was delivered in 2006, but the order was cancelled after the delivery of only 13 helicopters. The AH-64DJP has the possibility of equipping AIM-92 Stinger air-to-air missiles (AAMs).

In 2017, it was announced that the AH-64DJP helicopters were to have their targeting systems upgraded by the American Lockheed Martin defense firm. According to a press briefing from April 26 of 2017, the upgrade was to the Modernized Target Acquisition Designation Sight/Pilot Night Vision Sensor (M‑TADS/PNVS). The M-TADS is the laser designator that allows the targeting of the AGM-114 Hellfire missiles, while the PNVS assists with safe flight in day, night, and adverse weather missions. The contract was for the delivery of 14 Modernized Day Sensor Assembly (M-DSA) laser designator kits. The M-DSA increases the reliability of the laser designator and also increases the precision of the system. Additionally, Lockheed Martin's Apache sustainment team was to provide performance-based logistics support to the JGSDF under a separate three-year contract. Japan was the first Apache operator to receive the M-DSA upgrade.

The JGSDF operated one squadron of ten AH-64DJP helicopters, with the other three acting as training helicopters. One AH-64DJP was destroyed in a crash in February 2018, resulting in the deaths of both crew members; this left a total of 12 AH-64DJP helicopters.

In late 2022, the Japanese Ministry of Defence in its plans of "Elimination of obsolete equipment" decided to largely replace its fleet of attack and observation helicopters with drone craft and loitering munitions. Part of this list includes the AH-64D. Officially resulting in its end of service by 2027.

Media

Skins


Videos

See also

Related development
Rotorcraft of comparable role, configuration and era

External links


Fuji Heavy Industries, Ltd. (富士重工業株式会社)
Utility  UH-1B Hiyodori*
Attack  ▅AH-1E* · AH-1S* · AH-1S Kisarazu*
  AH-64DJP*
  *Licensed
  Fuji Heavy Industries traces its roots to the Nakajima Aircraft Company. At the end of World War II, Nakajima was broken up by the Allied Occupation government, and by 1957 part of the separated company was already known as Fuji Heavy Industries.

Fuji Heavy Industries was renamed to Subaru Corporation from 2017 onward.

See also  Nakajima Aircraft Company (1918-1945) · Bell Aircraft Corporation · Boeing Aircraft

Japan helicopters
Utility  ▅UH-1B
Attack  ▅AH-1E · AH-1S · AH-1S Kisarazu
  AH-64DJP