Difference between pages "Ho-Ni III" and "AH-64DJP"

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(History: Placeholder Dev Blog Entry)
 
m (Usage in battles: deleting the this sentence because the AH-64DJP does not have MAW.)
 
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{{Specs-Card|code=jp_type_3_ho_ni_III}}
 
 
{{About
 
{{About
|about=tank destroyer '''{{PAGENAME}}'''
+
| about = Japanese attack helicopter '''{{PAGENAME}}'''
|usage=the preceding vehicle of similar name
+
| usage = other versions
|link=Ho-Ni I
+
| 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 needs to be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert the screenshot of the vehicle. If the novice player does not remember the vehicle by name, they will immediately understand what kind of vehicle it 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}} Japanese tank destroyer {{Battle-rating}}. It was introduced along with the entire Japanese Ground Forces tree in [[Update 1.65 "Way of the Samurai"]]. It handles and plays very similarly to the Ho-Ni I before it, but has been refined with the addition of more crew, a faster reload time, and most importantly, armour around the gun crew. However, it pays a slight cost of reduced top speed.
+
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 ==
=== Survivability and armour ===
+
=== Flight performance ===
<!--''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat?''
+
{{Specs-Heli-Flight}}
''If necessary use a visual template to indicate the most secure and weak zones of the armour.''-->
+
<!-- ''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.
  
Having 25 mm of armour coverage around the entire gun crew, the {{PAGENAME}} no longer needs to fear artillery shrapnel or strafing runs from fighter aircraft. Do note however that it's still vulnerable to bombs, rockets and direct artillery hits! However, if the {{PAGENAME}} takes a hit, likely to survive with more operational crewmembers, as three of them must be knocked out before the vehicle becomes inoperable.
+
{| class="wikitable" style="text-align:center"
 +
|-
 +
! rowspan="2" | Characteristics
 +
! colspan="2" | Max Speed<br>(km/h at 1,000 m)
 +
! rowspan="2" | Max altitude<br>(metres)
 +
|-
 +
! AB !! RB
 +
|-
 +
! Stock
 +
| 269 || 249 || rowspan="2" | {{Specs|ceiling}}
 +
|-
 +
! Upgraded
 +
| 320 || 295
 +
|-
 +
|}
  
Another small armour increase is seen on the front of the tank, with the driver and radio station protected with another 10 mm of armour, though with this added strength, it still leaves an undesirable total width of a lacking 35 mm.  
+
=== Survivability and armour ===
 +
{{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.'' -->
 +
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]].
  
'''Armour type:'''
+
* 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.
  
* Rolled homogeneous armour
+
=== Modifications and economy ===
 +
{{Specs-Economy}}
  
{| class="wikitable"
+
== Armaments ==
 +
{{Specs-Heli-Armaments}}
 +
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! Armour !! Front !! Sides !! Rear !! Roof
+
! colspan="3" | [[Ballistic Computer]]
 
|-
 
|-
| Hull || 25 mm (12-31°) ''Front plate'' <br> 17 mm (80-81°) ''Front glacis'' <br> 15 mm (63°) ''Joint plate'' <br> 15 mm (37-59°) ''Lower glacis'' || 25 mm (40°) ''Top Left'' <br> 20 mm (24-27°) ''Top Right'' <br> 20 mm ''Bottom'' || 17 mm (69°) ''Top'' <br> 20 mm (4-58°) ''Bottom'' || 12 mm
+
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs)
 
|-
 
|-
| Superstructure || 25 mm (15-16°) ''Front'' <br> 25 mm (3-47°) ''Gun mantlet'' || 25 mm (24-26°) || 25 mm (10-11°) || 10 mm
+
| {{Tick}} || {{Tick}} || {{Cross}}
 
|-
 
|-
 
|}
 
|}
'''Notes:'''
+
=== 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)}}
  
* Suspension wheels and tracks are both 15 mm thick.
+
The '''''{{PAGENAME}}''''' is armed with:
* Driver's port on the front plate is 10 mm thick.
 
* An extra 10 mm of armour is plated on top of the bow machine gun area, left from the driver's position.
 
  
=== Mobility ===
+
* 1 x 30 mm M230E-1 cannon, chin turret (1,200 rpg)
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
+
* 30 x countermeasures
  
{{tankMobility|abMinHp= 241|rbMinHp= 150}}
+
=== 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 only drawback of the {{PAGENAME}} compared to its previous version, is that the tank has a slight decrease in top speed. On flat grass, it reaches a top speed of 32 km/h, compared to the Ho-Ni I's top speed of 36 km/h.
+
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
 
 
== Armaments ==
 
=== Main armament ===
 
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 
{{main|Type 3 (75 mm)}}
 
 
 
The {{PAGENAME}} features a modernized Type 3 75 mm tank gun, based on the [[Type 90 (75 mm)|Type 90 75 mm]] field gun as on the previous Ho-Ni I, still being a great cannon, even with a slightly higher battle rating. With the addition of two dedicated loaders in a fully closed casemate, the gun also gets almost a second cut down on its reload time, making it capable of even more destruction.
 
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
 
|-
 
|-
! colspan="5" | [[Type 3 (75 mm)|75 mm Type 3]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
+
! !! 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>
 
|-
 
|-
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
+
! [[Hydra-70 M247]] rockets
! Stock !! Upgraded !! Full !! Expert !! Aced
+
| || 19 || 19 || 19 || 19 ||
! Stock !! Full !! Expert !! Aced
 
 
|-
 
|-
! ''Arcade''
+
! [[AGM-114K Hellfire II]] missiles
| rowspan="2" | 46 || rowspan="2" | -10°/+20° || rowspan="2" | ±10° || rowspan="2" | N/A || 14.09 || 19.50 || 23.68 || 26.20 || 27.86 || rowspan="2" | 7.15 || rowspan="2" | 6.33 || rowspan="2" | 5.80 || rowspan="2" | 5.50
+
| || 2, 4 || 2, 4 || 2, 4 || 2, 4 ||
 
|-
 
|-
! ''Realistic''
+
! [[ATAS (AIM-92)]] missiles
| 9.52 || 11.20 || 13.60 || 15.04 || 16.00
+
| 2 || || || || || 2
 
|-
 
|-
 
|}
 
|}
  
==== Ammunition ====
+
{{Navigation-Start|Default weapon presets}}
{| class="wikitable sortable" style="text-align:center" width="100%"
+
{{Navigation-First-Simple-Line}}
! colspan="8" | Penetration statistics
+
 
|-
+
* Without load
! rowspan="2" data-sort-type="text" | Ammunition
+
* 4 x ATAS (AIM-92) missiles
! rowspan="2" | Type of<br>warhead
+
* 76 x Hydra-70 M247 rockets
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
+
* 4 x AGM-114K Hellfire II missiles
|-
+
* 8 x AGM-114K Hellfire II missiles
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
+
* 16 x AGM-114K Hellfire II missiles
|-
+
{{Navigation-End}}
| Type 1 APHE || APHE || 103 || 101 || 92 || 82 || 73 || 65
+
 
|-
+
=== Defensive systems ===
| Type 94 HE || HE || 12 || 12 || 12 || 12 || 12 || 12
+
<!--''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:
|}
+
 
{| class="wikitable sortable" style="text-align:center" width="100%"
+
* '''Flares/Chaff''' - Up to 30 countermeasures can be installed.
! colspan="10" | Shell details
+
* '''AIM-92 Stinger''' - AIM-92 Stingers and Infrared Counter Measures.
|-
+
 
! rowspan="2" data-sort-type="text" | Ammunition
+
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.
! rowspan="2" | Type of<br>warhead
 
! rowspan="2" | Velocity<br>(m/s)
 
! rowspan="2" | Projectile<br>Mass (kg)
 
! rowspan="2" | Fuse delay<br>(m)
 
! rowspan="2" | Fuse sensitivity<br>(mm)
 
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 
! colspan="3" | Ricochet
 
|-
 
! 0% !! 50% !! 100%
 
|-
 
| Type 1 APHE || APHE || 668 || 6.56 || 1.3 || 15 || 84.8 || 47° || 60° || 65°
 
|-
 
| Type 94 HE || HE || 522 || 6.02 || 0.1 || 0.1 || 810 || 79° || 80° || 81°
 
|-
 
|}
 
{| class="wikitable" style="text-align:center"
 
! colspan="7" | Smoke shell characteristics
 
|-
 
! Ammunition
 
! Velocity<br>(m/s)
 
! Projectile<br>Mass (kg)
 
! Screen radius<br>(m)
 
! Screen deploy time<br>(s)
 
! Screen hold time<br>(s)
 
! Explosive Mass<br>(TNT equivalent) (g)
 
|-
 
| Type 90 Smoke || 570 || 5.72 || 13 || 5 || 20 || 100
 
|-
 
|}
 
  
==== [[Ammo racks]] ====
+
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.
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
 
{| class="wikitable" style="text-align:center"
 
|-
 
! Full<br>ammo
 
! 1st<br>rack empty
 
! 2nd<br>rack empty
 
! 3rd<br>rack empty
 
! 4th<br>rack empty
 
! 5th<br>rack empty
 
! Visual<br>discrepancy
 
|-
 
| '''46''' || 45&nbsp;''(+1)'' || 41&nbsp;''(+5)'' || 37&nbsp;''(+9)'' || 24&nbsp;''(+22)'' || 1&nbsp;''(+45)'' || No
 
|-
 
|}
 
  
Turret empty: 37&nbsp;(+9)
+
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 ==
 
== Usage in battles ==
<!--''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''-->
+
<!-- ''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 {{PAGENAME}} plays very similar to the [[Ho-Ni I]] with the added benefit of two extra crew which cuts down on the reload time for the 75 mm gun.  
+
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.
  
The starting Japanese player will also be quite accustomed to the handling of the hull, as it still is based on the [[Chi-Ha]]. But due to the added weight of the fully enclosed casemate, it is slower compared to its brother [[Chi-Ha (Family)|Chi-Ha]].
+
'''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.
 +
 
 +
[[File:HellfireTrajectory.png|thumb]]
 +
'''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.
 +
[[File:HellfireSequenceDemonstration.mp4|left]]
 +
 
 +
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}}
  
With the added benefit of the casemate and crew, the {{PAGENAME}} sports better survivability, though, most shells will not knock you out in one shot due to having a total of five crew members. The crew isn't out in the open anymore and has sufficient armour from machine-gun fire from both ground & air enemies. Knowing this, you can stand to take more chances of sitting in one location and not have to worry about aircraft making a single pass and taking the vehicle out.
 
===Modules===
 
{| class="wikitable"
 
!Tier
 
! colspan="2" |Mobility
 
!Protection
 
!Firepower
 
|-
 
|I
 
|Tracks||
 
|Parts
 
|Horizontal Drive
 
|-
 
|II
 
|Suspension||Brake System
 
|FPE
 
|Adjustment of Fire
 
|-
 
|III
 
|Filters||
 
|Crew Replenishment
 
|Elevation Mechanism
 
|-
 
|IV
 
|Transmission||Engine
 
|
 
|Type 90 Smoke
 
|-
 
|}
 
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
+
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
  
 
'''Pros:'''
 
'''Pros:'''
  
* Effective 75 mm gun with APHE can penetrate all enemies at its rank
+
* Attack capabilities:
* Effective -10° gun depression
+
** Rockets
* Fully enclosed crew compartment provides better protection from strafing aircraft
+
** Long-range Hellfire II ATGMs
* Five man crew, three can be knocked out and the tank will still operate
+
*** Timer to show you when they will hit the target, giving you the exact time to return to cover
* Good gun traverse speed
+
*** Range of approximately 9 km
* Mobility is decent due to being built on a [[Chi-Ha]] chassis
+
*** Can launch and guide several ATGMs at the same time
* Can utilise smoke shells
+
** 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 {{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:'''
  
* Thin armour; close-quarters fighting is not advised
+
* Long-range Hellfire II ATGMs
* Four men are densely packed in the casemate
+
** Slow, utilizing their long range is hard due to very long flight times
* No coaxial machine gun to use against aircraft or GAZ trucks
+
** While they can in theory hit air targets, they're too slow to reliably hit air targets
* Top speed is less compared to the [[Chi-Ha (Family)|Chi-Ha]] due to the added weight of the casemate
+
* Lacks {{Annotation|MAW|Missile Approach Warning}} 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 ==
 
== History ==
<!--''Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to an 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></nowiki></code>, as well as adding them at the end of the article.''-->
+
<!-- ''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).'' -->
The Type 3 Ho-Ni III is a self-propelled anti-tank artillery gun. The Ho-Ni III was the third of the Japanese ‘tank destroyers’, which Japan developed based on inspiration from the German tanks of this class. This SPG was very similar to the previous models of this series, the Ho-Ni I and Ho-Ni II, but surpassed them in multiple ways, embodying all the very best of each of them. The chassis of the medium Type 97 Chi-Ha Kai tank was used as a base, while the Ho-Ni I and II used a simple, unmodernized version of the Type 97 Chi-Ha. The powerful 75 mm Type 90 field cannon was chosen as a gun. In its design, this was a counterpart of the French 85 mm Schneider cannon (85 mle 1927 Schneider). After a small redesign for installation on the tank, this gun was designated the Type 3. The cannon was installed in an armored non-rotating superstructure which, in contrast to the Ho-Ni I and Ho-Ni II, was fully enclosed on all sides and provided optimal protection for the crew. Additional ammo took the place of the machine gun in the hull, and the SPG’s crew was reduced to four (in comparison to the five of the previous vehicles in this series).
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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).
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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.
  
Ho-Ni series SPGs went into production in 1942, and the order to design and produce the upgraded Ho-Ni III was received by the Hitachi firm in the beginning of 1944. Due to a shortage of resources and constant bombings, the Japanese industry was only able to produce roughly 35 Ho-Ni III SPGs before the end of the war. Most of them were distributed among divisions tasked with defending Japan itself, while only a few were sent to areas of active military operations such as Okinawa and the Philippines. No records survive of military clashes between the Ho-Ni III and American tanks.
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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.
  
- From [[wt:en/news/4361-development-type-3-ho-ni-iii-the-japanese-marder-en/|Devblog]]
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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.'' -->
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=japan&vehicleType=tank&vehicleClass=tank_destroyer&vehicle=jp_type_3_ho_ni_III Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
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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 vehicles;''
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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:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on tank;''
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* ''other literature.'' -->
* ''other literature.''-->
 
  
* [https://warthunder.com/en/news/4361-development-type-3-ho-ni-iii-the-japanese-marder-en/ [Devblog<nowiki>]</nowiki> Type 3 Ho-Ni III: The Japanese Marder]
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* [[wikipedia:Boeing_AH-64_Apache|[Wikipedia] Boeing AH-64]]
* [[Wikipedia:Type_3_Ho-Ni_III|[Wikipedia<nowiki>]</nowiki> Type 3 Ho-Ni III]]
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* [https://www.helis.com/database/model/AH-64DJP-Apache/ <nowiki>[Helis.com]</nowiki> Fuji AH-64DJP Apache]
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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]
  
{{Japan tank destroyers}}
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{{AirManufacturer Fuji}}
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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