Difference between revisions of "Lynx AH.Mk.1"

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(Survivability and Modifications)
(All tasks outlined in WSP, page written)
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<!-- ''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.'' -->
 
<!-- ''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.'' -->
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British utility helicopter {{Battle-rating}}. It was introduced in [[Update 1.91 "Night Vision"]].
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} British utility helicopter {{Battle-rating}}. It was introduced in [[Update 1.91 "Night Vision"]].
 +
 +
The Lynx helicopter was developed by the Westlands company in the mid 1960's and had it's first flight in 1971, entering service with the military of the United Kingdom a scant few years later in 1978. A versatile, incredibly fast and nimble platform both in game and real service.
 +
 +
The Lynx represents a complete game change for British helicopter pilots. Compared to the Wasp, the Lynx might as well be space-age technology. It's faster, more agile and sports a wide array of combat payloads from Hydra-70 rocket pods up to the fearsome AGM-114B Hellfire guided missiles. The guns return with the option to take a 20 mm Oerlikon cannon and regardless of your loadout there is always an option for a pair of AIM-92 Stinger missiles to round out the complement and help fend off enemy aircraft. All this weaponry can be guided and supported by a suite of equipment such as Thermal imaging gunner sights and plentiful flare/chaff pods.
 +
 +
In the right hands the Lynx AH Mk.1 is a terrifying force on the battlefield that can dance through the skies with such grace and speed one would be forgiven for thinking it a jet.
  
 
== General info ==
 
== General info ==
 
=== Flight performance ===
 
=== Flight performance ===
 
{{Specs-Heli-Flight}}
 
{{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 Lynx boasts one of the best flight profiles for helicopters in the game. When stock the helicopter can be stiff upon take off, slow to get up to speed and altitude but once flight is achieved and the Lynx has gotten going it handled superbly. Able to perform tight acrobatics like rolls and very hard turns, this performance only increases as the aircraft is upgraded. The handling of the helicopter can greatly reward it's early grind as it allows effective deployment of its fixed cannon and rocket pods.
  
 +
The helicopter will be a lot different in feel to it's predecessors within the British tech tree, able to be thrown about with almost wild abandon. Do make sure to practise the usual rules of collective management during turns and oddly: Mind that you do not dump as much altitude as other helicopters when performing acrobatic rolls due to it's agility, which sounds good in theory but in reality can not allow you to move enough to evade incoming missiles as often the manoeuvre is relied upon to do.
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
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=== Survivability and armour ===
 
=== Survivability and armour ===
 
{{Specs-Heli-Armour}}
 
{{Specs-Heli-Armour}}
The Lynx boasts no armour protection of any sort on or within the aircraft, however as with most British helicopters the vital components are well space apart meaning a significant portion of the aircraft is empty space. All of the fuel tanks present within the main body of the Lynx are self-sealing in the event of leaks. An engine fire system is available when the aircraft is upgraded to extinguish engine fires and keep the Lynx airborne when receiving critical amounts of damage.  
+
The Lynx boasts no armour protection of any sort on or within the aircraft, however as with most British helicopters the vital components are well space apart meaning a significant portion of the aircraft is empty space. All of the fuel tanks present within the main body of the Lynx are self-sealing in the event of leaks. An engine fire system is available when the aircraft is upgraded to extinguish engine fires and keep the Lynx airborne when receiving critical amounts of damage.
  
 
The helicopter is small for it's role, meaning that it overall presents a smaller profile to hit however it is not on the tiny scale of it's predecessors within the tech tree and British pilots should account for this increased size when piloting this aircraft.
 
The helicopter is small for it's role, meaning that it overall presents a smaller profile to hit however it is not on the tiny scale of it's predecessors within the tech tree and British pilots should account for this increased size when piloting this aircraft.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
{{Specs-Economy}}
+
{{Specs-Economy}}The Lynx boasts no armour protection of any sort on or within the aircraft, however as with most British helicopters the vital components are well space apart meaning a significant portion of the aircraft is empty space. All of the fuel tanks present within the main body of the Lynx are self-sealing in the event of leaks. An engine fire system is available when the aircraft is upgraded to extinguish engine fires and keep the Lynx airborne when receiving critical amounts of damage.
 +
 
 +
The helicopter is small for it's role, meaning that it overall presents a smaller profile to hit however it is not on the tiny scale of it's predecessors within the tech tree and British pilots should account for this increased size when piloting this aircraft.
  
Is is advisable to prioritise unlocking the Chaff/flare modification for the Lynx as this will allow the helicopter to have a fighting chance at shaking off IR AAM's, while pilot skill is always an option, flares allow much more breathing room. A mobile aircraft even stock, the TOW weapons tree should be focused next, unlocking the first of the Lynx's devastating selection of guided anti-tank ordinance. The tree can be followed down neatly to the AGM-114B Hellfire's which will present the strongest weaponry the Lynx can employ. However due to needing tier unlocks, it is highly recommended to unlock the AIM-92 stingers and the NVD upgrades as the player goes, allowing the aircraft to defend itself better from enemy aircraft while also unlocking thermal imaging for the gunner which makes the unlocked ATGM's even more potent with faster target acquisition.  
+
Is is advisable to prioritise unlocking the Chaff/flare modification for the Lynx as this will allow the helicopter to have a fighting chance at shaking off IR AAM's, while pilot skill is always an option, flares allow much more breathing room. A mobile aircraft even stock, the TOW weapons tree should be focused next, unlocking the first of the Lynx's devastating selection of guided anti-tank ordinance. The tree can be followed down neatly to the AGM-114B Hellfire's which will present the strongest weaponry the Lynx can employ. However due to needing tier unlocks, it is highly recommended to unlock the AIM-92 stingers and the NVD upgrades as the player goes, allowing the aircraft to defend itself better from enemy aircraft while also unlocking thermal imaging for the gunner which makes the unlocked ATGM's even more potent with faster target acquisition.
  
 
== Armaments ==
 
== Armaments ==
Line 86: Line 95:
 
* 4 x ATAS (AIM-92) missiles + 4 x AGM-114B Hellfire missiles
 
* 4 x ATAS (AIM-92) missiles + 4 x AGM-114B Hellfire missiles
 
* 4 x ATAS (AIM-92) missiles + 8 x AGM-114B Hellfire missiles
 
* 4 x ATAS (AIM-92) missiles + 8 x AGM-114B Hellfire missiles
 +
 +
'''20 mm Oerlikon KAD-B cannon:'''
 +
 +
The 20 mm cannon on the Lynx is adequate for it's uses, it can take an air target or armoured target belt as the player wishes. The belt's armour piercing option is a HVAP-T (High Velocity Armour Piercing-Tracer) round. Which can allow penetration of up to 57mm of armour at very close range. At the BR this is mostly insufficient against MBT's unless firing directly down into the tops of turrets or engine blocks. With little-to-no post penetration effect due to non-explosive filled nature of the round. The air belts will prioritise the HEFI-T (High Explosive Fragmentation Incendiary-Tracer) which with it's fast fire rate can shred other helicopters, harrying jets or light vehicles.
 +
 +
'''ATAS (AIM-92) missile:'''
 +
 +
The Lynx can carry 2-4 depending on the pilots preference, the AIM-92 is similar to the FIM-92 found on the LAV-AD in the american tech tree but as an Air to air variant. The missile is all-aspect and has some ECCM capabilities, however it only boasts a max range of 5km which may be too close for comfort for some pilots when it concerns jets. The missile only possesses up to 10G of overload which can be insufficient against aircraft who are actively paying attention to the actions of the Lynx.
 +
 +
'''Hydra-70 M247 rocket:'''
 +
 +
The common Hydra-70 rocket, found on such other aircraft as the AH-1F and others in the USA tech tree. It is a dumb-fired rocket with up to 290mm of armour penetration, 1.19kg TNT equivalent explosive per missile and a HEAT warhead. This can be defeated by ERA which will begin to occur at this BR and earlier. However it is sufficient and able to reliably kill tanks with direct hits. The Lynx can carry a maximum of 38 Hydra rockets.
 +
 +
'''BGM-71C Improved TOW missile:'''
 +
 +
The 71C is the first-unlocked guided munition of the Lynx. It boasts a maximum of 630mm of armour penetration with an effective guidance range of 3.75 Km which it travels at 296 m/s. The missile  is SACLOS (Semi-Automatic Command to Line of Sight) meaning that it must be designate for the entire duration of the flight, breaking the designation will cause the missile to lose course most of the time. This style of missile can be defeated by Soft-kill APS systems like those found on the PUMA which will be a commonly encountered opponent. Each missile is equivalent to 2.88kg of TNT. The warhead is HEAT and can be defeated by ERA armour. This missile will still reliably kill nearly anything encountered at 10.0
 +
 +
'''BGM-71D TOW-2 missile:'''
 +
 +
The 71D is an upgrade to the above 71C, however it does not offer any improvement on range, maintaining the 3.75 Km maximum but with an increased travel speed of 329 m/s. The missile like the 71C above it is SACLOS (Semi-Automatic Command to Line of Sight) meaning that it must be designate for the entire duration of the flight, breaking the designation will cause the missile to lose course most of the time. This style of missile can be defeated by Soft-kill APS systems like those found on the PUMA which will be a commonly encountered opponent. Each missile is equivalent to 4.41kg of TNT. The warhead is HEAT and can be defeated by ERA armour. The missile will reliably kill almost anything encountered at 10.0 and has enough explosive filler to overpressur some lighter vehicles if a direct hit is not achieved.
 +
 +
'''AGM-114B Hellfire missile.'''
 +
 +
The Hellfire missile is the ultimate upgrade for the Lynx, the missile more than doubles the range of the older TOW missiles with a maximum range of 8km which it can travel at 475 m/s. The missile is Laser + IOG (In-Ordinance Guidance) meaning that it relies on laser designation unlike the older missiles and can still direct itself to the last known position of the laser if the laser is lost. Meaning the missile can deliver itself to static targets independent of guidance by the launching aircraft (More detail in the 'Usage in battles' section below.) and will not fly off course. 
 +
 +
The missile cannot be defeated by soft-kill APS systems like the TOW, however it can still run afoul of some stronger ERA armours. However with an incredible 1100mm of armour penetration this is very unlikely. This excellent penetration comes with explosives equivalent to 9.02 Kg of TNT which again is double of it's predecessor the TOW. Anything at the receiving end of a hellfire will certainly know about it, even if not being outright destroyed the missile is crippling.
  
 
== Usage in battles ==
 
== 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).''
+
The Lynx can perform very admirably when sporting rocket pods and providing very close-in CAS. With excellent agility and a mostly empty airframe it can pull tight turns around tank coaxial and commander machine guns and deliver its payload up close, however this is a very meagre payload of 38 rockets. While the Hydra-70's will surely bring down most targets they will demand much more skill from the pilot due to careful aiming and ammunition conservation under fire can be a daunting prospect for helicopters which find themselves as one of the most vulnerable battlefield vehicles next to SPAA. This will need to be employed early when grinding the initial unlocks for TOW missiles and serve as an excellent training basis for learning how to handle the lynx.
 +
 
 +
Once TOW's have been unlocked, the lynx will gain the option to revert back to the playstyle seen in the aircraft that came before it in the British tech tree. Albeit with far more powerful and further reaching weaponry eventually. The TOW missiles do not sport much more range than the AS.11's used on the WASP. But fly much-much faster and hit far harder. Furthermore 8 may be carried as opposed to the previous payload of only 4 ATGM's on older helicopters. However the stakes are higher at 10.0 Battle rating and the array of enemy SPAA and event the advent of light tanks and IFV's like the Bradley or the BMP will make getting up and close incredible perilous.
 +
 
 +
Care should be taken to assess the battlefield and if choosing to deploy the Lynx make sure it has adequate cover if utilising the TOW's due to their shorter range. Somewhere to perform 'masking' manoeuvres (Hovering behind hills/buildings or other defilade to insulate the helicopter from retaliating fire between attacks) can be critical to the players success in this aircraft. Bare in mind also the TOW munitions are SACLOS which means they must be guided for the entire duration of flight, while less risky than the rocket pods the TOW missiles still run great risk but will punch harder and can reward the pilot with devastating firepower that can cripple entire flanks of an enemy team.
 +
 
 +
A further and final upgrade comes in the form of the AGM-114B Hellfire missiles. These missiles beat the range of the TOW missiles by double and can introduce the player to their first example of Laser + IOG (In-Ordinance Guidance) weapon systems. The tactics employed are much the same as detailed before concerning the TOW missiles, however they also afford the player to make such decisions and plays as outranging enemy SPAA systems. Especially ones based on cannons over guided munitions. However care should be taken to avoid becoming overconfident, this is the age of the laser rangefinder and hovering perfectly stock still can serve the pilot up on a platter to an enterprising MBT with a APFSDS or VT to send to the cabin of the aircraft. It is advisable to alter your course gently and randomly with regularity, 'drifting' softly to make acquiring you a harder target to most. At 8 km of range the Hellfire's will keep you safe from most if not all cannon SPAA such as the Gepard or M163.
 +
 
 +
Hellfire's can be left to their own devices through the use of their Laser + IOG nature. If evasive manoeuvres are required, the lynx can duck away and deal with the missile and if time allows re-acquire laser designation on the target. While the laser is broken the missile will fly towards the last lasered location unlike SACLOS munitions. However if the target moves the missile will not track this and keep going to the last fixed point, a warning will show on the HUD saying 'Engage laser now' to advise the missile is nearing the terminus of its flight and requires the laser to adjust if the target has moved. Creativity can be advised in using the missiles in a rudimentary fire and forget fashion if the player is confident their target will not move, firing the missile and ducking away into safety without guiding it. With a continuous laser lock, the hellfire will guide itself like a SACLOS weapon onto its target with devastating effect.
 +
 
 +
In conclusion, the Lynx can be employed very flexibly in a large number of ways. The player can choose to use it as a long-range hellfire sniper, or an agile and slippery rocket-pod sporting hunter. Menacing SPAA and light vehicles by getting within their comfort zones.  
  
 
=== Pros and cons ===
 
=== Pros and cons ===
''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:'''
 +
 
 +
Ability to carry 8 powerful AGM-114B Hellfire's at 10.0
 +
 
 +
Incredibly agile airframe
  
'''Pros:'''
+
Able to supplant AT missile loadouts with AAM's and 20 mm cannon
  
 
*
 
*
  
 
'''Cons:'''
 
'''Cons:'''
 +
 +
AAM's are rear-aspect only and cannot pull many G's
 +
 +
The 20 mm cannon is fixed on the left side of the helicopter and not able to be independently aimed of the aircrafts nose
 +
 +
will encounter some powerful aircraft at it's tier that it's defensive armament's will do little to protect it from
  
 
*
 
*

Revision as of 21:01, 26 December 2022

Introducing Wiki 3.0
This page is about the British helicopter Lynx AH.Mk.1. For the premium version, see G-LYNX.
Lynx AH.Mk.1
lynx_ah_mk1.png
GarageImage Lynx AH.Mk.1.jpg
Lynx AH.Mk.1
AB RB SB
9.7 10.7 10.0
Research:380 000 Specs-Card-Exp.png
Purchase:1 000 000 Specs-Card-Lion.png

Description

The Lynx AH.Mk.1 is a rank VI British utility helicopter with a battle rating of 9.7 (AB), 10.7 (RB), and 10.0 (SB). It was introduced in Update 1.91 "Night Vision".

The Lynx helicopter was developed by the Westlands company in the mid 1960's and had it's first flight in 1971, entering service with the military of the United Kingdom a scant few years later in 1978. A versatile, incredibly fast and nimble platform both in game and real service.

The Lynx represents a complete game change for British helicopter pilots. Compared to the Wasp, the Lynx might as well be space-age technology. It's faster, more agile and sports a wide array of combat payloads from Hydra-70 rocket pods up to the fearsome AGM-114B Hellfire guided missiles. The guns return with the option to take a 20 mm Oerlikon cannon and regardless of your loadout there is always an option for a pair of AIM-92 Stinger missiles to round out the complement and help fend off enemy aircraft. All this weaponry can be guided and supported by a suite of equipment such as Thermal imaging gunner sights and plentiful flare/chaff pods.

In the right hands the Lynx AH Mk.1 is a terrifying force on the battlefield that can dance through the skies with such grace and speed one would be forgiven for thinking it a jet.

General info

Flight performance

Max speed
at 1 000 m273 km/h
Max altitude3 500 m
Engine2 х Rolls-Royce GEM 41-2
Power840 hp
Take-off weight5 t

The Lynx boasts one of the best flight profiles for helicopters in the game. When stock the helicopter can be stiff upon take off, slow to get up to speed and altitude but once flight is achieved and the Lynx has gotten going it handled superbly. Able to perform tight acrobatics like rolls and very hard turns, this performance only increases as the aircraft is upgraded. The handling of the helicopter can greatly reward it's early grind as it allows effective deployment of its fixed cannon and rocket pods.

The helicopter will be a lot different in feel to it's predecessors within the British tech tree, able to be thrown about with almost wild abandon. Do make sure to practise the usual rules of collective management during turns and oddly: Mind that you do not dump as much altitude as other helicopters when performing acrobatic rolls due to it's agility, which sounds good in theory but in reality can not allow you to move enough to evade incoming missiles as often the manoeuvre is relied upon to do.

Characteristics Max Speed
(km/h at 1,000 m)
Max altitude
(metres)
AB RB
Stock 249 233 3500
Upgraded 297 273

Survivability and armour

Crew2 people
Speed of destruction
Structural460 km/h
Gear420 km/h

The Lynx boasts no armour protection of any sort on or within the aircraft, however as with most British helicopters the vital components are well space apart meaning a significant portion of the aircraft is empty space. All of the fuel tanks present within the main body of the Lynx are self-sealing in the event of leaks. An engine fire system is available when the aircraft is upgraded to extinguish engine fires and keep the Lynx airborne when receiving critical amounts of damage.

The helicopter is small for it's role, meaning that it overall presents a smaller profile to hit however it is not on the tiny scale of it's predecessors within the tech tree and British pilots should account for this increased size when piloting this aircraft.

Modifications and economy

Repair costBasic → Reference
AB9 410 → 13 456 Sl icon.png
RB4 253 → 6 081 Sl icon.png
SB5 491 → 7 852 Sl icon.png
Total cost of modifications296 000 Rp icon.png
439 000 Sl icon.png
Talisman cost2 600 Ge icon.png
Crew training290 000 Sl icon.png
Experts1 000 000 Sl icon.png
Aces2 400 Ge icon.png
Research Aces950 000 Rp icon.png
Reward for battleAB / RB / SB
100 / 260 / 400 % Sl icon.png
220 / 220 / 220 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mods cd 98 main rotor.png
Replacing helicopter blades
Research:
17 000 Rp icon.png
Cost:
25 000 Sl icon.png
420 Ge icon.png
Mods jet engine.png
Engine
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mods heli flak jacket.png
Flak jacket
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mods heli structure.png
Helicopter frame
Research:
17 000 Rp icon.png
Cost:
25 000 Sl icon.png
420 Ge icon.png
Mods jet engine extinguisher.png
EFS
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mods armor cover.png
Cover
Research:
32 000 Rp icon.png
Cost:
47 000 Sl icon.png
800 Ge icon.png
Mods ammo.png
Oerlikon_KAD_belt_pack
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mod arrow 1.png
Mods atgm heli preset.png
TOW
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mod arrow 0.png
Mods heli false thermal targets.png
Flares/Chaff
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mods atgm heli preset.png
TOW 4
Research:
17 000 Rp icon.png
Cost:
25 000 Sl icon.png
420 Ge icon.png
Mod arrow 0.png
Mods air to air missile.png
AIM-92 Stinger
Research:
17 000 Rp icon.png
Cost:
25 000 Sl icon.png
420 Ge icon.png
Mods weapon.png
Oerlikon_KAD_new_gun
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mods atgm heli preset.png
TOW-2
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mod arrow 0.png
Mod arrow right 0.png
Mods atgm heli preset.png
TOW-2 4
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mods thermal sight.png
NVD
Research:
12 000 Rp icon.png
Cost:
18 000 Sl icon.png
300 Ge icon.png
Mods atgm heli preset.png
AGM-114
Research:
32 000 Rp icon.png
Cost:
47 000 Sl icon.png
800 Ge icon.png
Mod arrow right 0.png
Mods atgm heli preset.png
AGM-114 2
Research:
32 000 Rp icon.png
Cost:
47 000 Sl icon.png
800 Ge icon.png
The Lynx boasts no armour protection of any sort on or within the aircraft, however as with most British helicopters the vital components are well space apart meaning a significant portion of the aircraft is empty space. All of the fuel tanks present within the main body of the Lynx are self-sealing in the event of leaks. An engine fire system is available when the aircraft is upgraded to extinguish engine fires and keep the Lynx airborne when receiving critical amounts of damage.

The helicopter is small for it's role, meaning that it overall presents a smaller profile to hit however it is not on the tiny scale of it's predecessors within the tech tree and British pilots should account for this increased size when piloting this aircraft.

Is is advisable to prioritise unlocking the Chaff/flare modification for the Lynx as this will allow the helicopter to have a fighting chance at shaking off IR AAM's, while pilot skill is always an option, flares allow much more breathing room. A mobile aircraft even stock, the TOW weapons tree should be focused next, unlocking the first of the Lynx's devastating selection of guided anti-tank ordinance. The tree can be followed down neatly to the AGM-114B Hellfire's which will present the strongest weaponry the Lynx can employ. However due to needing tier unlocks, it is highly recommended to unlock the AIM-92 stingers and the NVD upgrades as the player goes, allowing the aircraft to defend itself better from enemy aircraft while also unlocking thermal imaging for the gunner which makes the unlocked ATGM's even more potent with faster target acquisition.

Armaments

Night vision devices
Improves visibility by enhancing natural light or active illumination.
Thermal imager
Allows to see thermal radiation in the infrared range day and night

Offensive armament

The Lynx AH.Mk.1 is armed with:

  • A choice between two presets:
    • Without offensive armament
    • 192 x countermeasures

Suspended armament

The Lynx AH.Mk.1 can be outfitted with the following ordnance:

  • 1 x 20 mm Oerlikon KAD-B cannon (570 rpg) + 38 x Hydra-70 M247 rockets
  • 1 x 20 mm Oerlikon KAD-B cannon + 4 x BGM-71C Improved TOW missiles
  • 1 x 20 mm Oerlikon KAD-B cannon + 4 x BGM-71D TOW-2 missiles
  • 1 x 20 mm Oerlikon KAD-B cannon + 8 x BGM-71C Improved TOW missiles
  • 1 x 20 mm Oerlikon KAD-B cannon + 8 x BGM-71D TOW-2 missiles
  • 1 x 20 mm Oerlikon KAD-B cannon + 4 x AGM-114B Hellfire missiles
  • 1 x 20 mm Oerlikon KAD-B cannon + 8 x AGM-114B Hellfire missiles
  • 1 x 20 mm Oerlikon KAD-B cannon + 2 x ATAS (AIM-92) missiles + 38 x Hydra-70 M247 rockets
  • 1 x 20 mm Oerlikon KAD-B cannon + 2 x ATAS (AIM-92) missiles + 4 x BGM-71C Improved TOW missiles
  • 1 x 20 mm Oerlikon KAD-B cannon + 2 x ATAS (AIM-92) missiles + 4 x BGM-71D TOW-2 missiles
  • 1 x 20 mm Oerlikon KAD-B cannon + 2 x ATAS (AIM-92) missiles + 8 x BGM-71C Improved TOW missiles
  • 1 x 20 mm Oerlikon KAD-B cannon + 2 x ATAS (AIM-92) missiles + 8 x BGM-71D TOW-2 missiles
  • 1 x 20 mm Oerlikon KAD-B cannon + 2 x ATAS (AIM-92) missiles + 4 x AGM-114B Hellfire missiles
  • 1 x 20 mm Oerlikon KAD-B cannon + 2 x ATAS (AIM-92) missiles + 8 x AGM-114B Hellfire missiles
  • 4 x ATAS (AIM-92) missiles + 38 x Hydra-70 M247 rockets
  • 4 x ATAS (AIM-92) missiles + 4 x BGM-71C Improved TOW missiles
  • 4 x ATAS (AIM-92) missiles + 4 x BGM-71D TOW-2 missiles
  • 4 x ATAS (AIM-92) missiles + 8 x BGM-71C Improved TOW missiles
  • 4 x ATAS (AIM-92) missiles + 8 x BGM-71D TOW-2 missiles
  • 4 x ATAS (AIM-92) missiles + 4 x AGM-114B Hellfire missiles
  • 4 x ATAS (AIM-92) missiles + 8 x AGM-114B Hellfire missiles

20 mm Oerlikon KAD-B cannon:

The 20 mm cannon on the Lynx is adequate for it's uses, it can take an air target or armoured target belt as the player wishes. The belt's armour piercing option is a HVAP-T (High Velocity Armour Piercing-Tracer) round. Which can allow penetration of up to 57mm of armour at very close range. At the BR this is mostly insufficient against MBT's unless firing directly down into the tops of turrets or engine blocks. With little-to-no post penetration effect due to non-explosive filled nature of the round. The air belts will prioritise the HEFI-T (High Explosive Fragmentation Incendiary-Tracer) which with it's fast fire rate can shred other helicopters, harrying jets or light vehicles.

ATAS (AIM-92) missile:

The Lynx can carry 2-4 depending on the pilots preference, the AIM-92 is similar to the FIM-92 found on the LAV-AD in the american tech tree but as an Air to air variant. The missile is all-aspect and has some ECCM capabilities, however it only boasts a max range of 5km which may be too close for comfort for some pilots when it concerns jets. The missile only possesses up to 10G of overload which can be insufficient against aircraft who are actively paying attention to the actions of the Lynx.

Hydra-70 M247 rocket:

The common Hydra-70 rocket, found on such other aircraft as the AH-1F and others in the USA tech tree. It is a dumb-fired rocket with up to 290mm of armour penetration, 1.19kg TNT equivalent explosive per missile and a HEAT warhead. This can be defeated by ERA which will begin to occur at this BR and earlier. However it is sufficient and able to reliably kill tanks with direct hits. The Lynx can carry a maximum of 38 Hydra rockets.

BGM-71C Improved TOW missile:

The 71C is the first-unlocked guided munition of the Lynx. It boasts a maximum of 630mm of armour penetration with an effective guidance range of 3.75 Km which it travels at 296 m/s. The missile is SACLOS (Semi-Automatic Command to Line of Sight) meaning that it must be designate for the entire duration of the flight, breaking the designation will cause the missile to lose course most of the time. This style of missile can be defeated by Soft-kill APS systems like those found on the PUMA which will be a commonly encountered opponent. Each missile is equivalent to 2.88kg of TNT. The warhead is HEAT and can be defeated by ERA armour. This missile will still reliably kill nearly anything encountered at 10.0

BGM-71D TOW-2 missile:

The 71D is an upgrade to the above 71C, however it does not offer any improvement on range, maintaining the 3.75 Km maximum but with an increased travel speed of 329 m/s. The missile like the 71C above it is SACLOS (Semi-Automatic Command to Line of Sight) meaning that it must be designate for the entire duration of the flight, breaking the designation will cause the missile to lose course most of the time. This style of missile can be defeated by Soft-kill APS systems like those found on the PUMA which will be a commonly encountered opponent. Each missile is equivalent to 4.41kg of TNT. The warhead is HEAT and can be defeated by ERA armour. The missile will reliably kill almost anything encountered at 10.0 and has enough explosive filler to overpressur some lighter vehicles if a direct hit is not achieved.

AGM-114B Hellfire missile.

The Hellfire missile is the ultimate upgrade for the Lynx, the missile more than doubles the range of the older TOW missiles with a maximum range of 8km which it can travel at 475 m/s. The missile is Laser + IOG (In-Ordinance Guidance) meaning that it relies on laser designation unlike the older missiles and can still direct itself to the last known position of the laser if the laser is lost. Meaning the missile can deliver itself to static targets independent of guidance by the launching aircraft (More detail in the 'Usage in battles' section below.) and will not fly off course.

The missile cannot be defeated by soft-kill APS systems like the TOW, however it can still run afoul of some stronger ERA armours. However with an incredible 1100mm of armour penetration this is very unlikely. This excellent penetration comes with explosives equivalent to 9.02 Kg of TNT which again is double of it's predecessor the TOW. Anything at the receiving end of a hellfire will certainly know about it, even if not being outright destroyed the missile is crippling.

Usage in battles

The Lynx can perform very admirably when sporting rocket pods and providing very close-in CAS. With excellent agility and a mostly empty airframe it can pull tight turns around tank coaxial and commander machine guns and deliver its payload up close, however this is a very meagre payload of 38 rockets. While the Hydra-70's will surely bring down most targets they will demand much more skill from the pilot due to careful aiming and ammunition conservation under fire can be a daunting prospect for helicopters which find themselves as one of the most vulnerable battlefield vehicles next to SPAA. This will need to be employed early when grinding the initial unlocks for TOW missiles and serve as an excellent training basis for learning how to handle the lynx.

Once TOW's have been unlocked, the lynx will gain the option to revert back to the playstyle seen in the aircraft that came before it in the British tech tree. Albeit with far more powerful and further reaching weaponry eventually. The TOW missiles do not sport much more range than the AS.11's used on the WASP. But fly much-much faster and hit far harder. Furthermore 8 may be carried as opposed to the previous payload of only 4 ATGM's on older helicopters. However the stakes are higher at 10.0 Battle rating and the array of enemy SPAA and event the advent of light tanks and IFV's like the Bradley or the BMP will make getting up and close incredible perilous.

Care should be taken to assess the battlefield and if choosing to deploy the Lynx make sure it has adequate cover if utilising the TOW's due to their shorter range. Somewhere to perform 'masking' manoeuvres (Hovering behind hills/buildings or other defilade to insulate the helicopter from retaliating fire between attacks) can be critical to the players success in this aircraft. Bare in mind also the TOW munitions are SACLOS which means they must be guided for the entire duration of flight, while less risky than the rocket pods the TOW missiles still run great risk but will punch harder and can reward the pilot with devastating firepower that can cripple entire flanks of an enemy team.

A further and final upgrade comes in the form of the AGM-114B Hellfire missiles. These missiles beat the range of the TOW missiles by double and can introduce the player to their first example of Laser + IOG (In-Ordinance Guidance) weapon systems. The tactics employed are much the same as detailed before concerning the TOW missiles, however they also afford the player to make such decisions and plays as outranging enemy SPAA systems. Especially ones based on cannons over guided munitions. However care should be taken to avoid becoming overconfident, this is the age of the laser rangefinder and hovering perfectly stock still can serve the pilot up on a platter to an enterprising MBT with a APFSDS or VT to send to the cabin of the aircraft. It is advisable to alter your course gently and randomly with regularity, 'drifting' softly to make acquiring you a harder target to most. At 8 km of range the Hellfire's will keep you safe from most if not all cannon SPAA such as the Gepard or M163.

Hellfire's can be left to their own devices through the use of their Laser + IOG nature. If evasive manoeuvres are required, the lynx can duck away and deal with the missile and if time allows re-acquire laser designation on the target. While the laser is broken the missile will fly towards the last lasered location unlike SACLOS munitions. However if the target moves the missile will not track this and keep going to the last fixed point, a warning will show on the HUD saying 'Engage laser now' to advise the missile is nearing the terminus of its flight and requires the laser to adjust if the target has moved. Creativity can be advised in using the missiles in a rudimentary fire and forget fashion if the player is confident their target will not move, firing the missile and ducking away into safety without guiding it. With a continuous laser lock, the hellfire will guide itself like a SACLOS weapon onto its target with devastating effect.

In conclusion, the Lynx can be employed very flexibly in a large number of ways. The player can choose to use it as a long-range hellfire sniper, or an agile and slippery rocket-pod sporting hunter. Menacing SPAA and light vehicles by getting within their comfort zones.

Pros and cons

Pros:

Ability to carry 8 powerful AGM-114B Hellfire's at 10.0

Incredibly agile airframe

Able to supplant AT missile loadouts with AAM's and 20 mm cannon

Cons:

AAM's are rear-aspect only and cannot pull many G's

The 20 mm cannon is fixed on the left side of the helicopter and not able to be independently aimed of the aircrafts nose

will encounter some powerful aircraft at it's tier that it's defensive armament's will do little to protect it from

History

Development on the Lynx began in the mid 1960s, when Westland sought a replacement for its existing Scout and Wasp helicopters, while also wanting to provide a more advanced alternative to the UH-1 Iroquois.

After some delays, the first prototype was ready for testing by the early '70s. In March 1971, the prototype conducted its maiden flight. In further sorties, the Lynx managed to break a number of world speed records for helicopters. Quite content with the Lynx's performance, the British Army placed an order for 100 units of the type to be produced in the mid '70s. Subsequently, the Lynx received its official army designation 'Lynx AH Mk.1'.

Since its introduction to service, the Lynx saw service primarily with the British Army and the Royal Navy in various different roles, including among others transport, armed escort and anti-tank warfare. Furthermore, the Lynx also saw service with countries such as the Netherlands, Norway and Argentina, while other countries like Germany, France, Denmark, South Korea, Brazil and Portugal, to name a few, still use variants of the Lynx today.

During their service, Lynx helicopters found themselves taking part in numerous conflicts, including the Falklands and Gulf wars, military interventions on the Balkans during the 1990s, anti-piracy efforts in Somalia and many more thanks to their ongoing service today. In total, around 450 Lynx helicopters of various modifications have been produced by 2009, with production still ongoing today.

- From Devblog

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Westland Aircraft Limited
Aircraft 
Fighters  Whirlwind Mk I · Whirlwind P.9
Turboprop  Wyvern S4
Helicopters
Attack  AH Mk.1 Apache**
Utility  Wessex HU Mk.5 · Scout AH.Mk.1 · Wasp HAS.Mk.1 · Lynx AH.Mk.1 · G-LYNX
  *After World War II, Westland Aircraft focused on building helicopters and changed its name to Westland Helicopters.
  **Licensed AH-64D
See Also  Boeing Aircraft

Britain helicopters
Attack  AH Mk.1 Apache · Rooivalk Mk1F CSH · Superhind
Utility  Wessex HU Mk.5 · Scout AH.Mk.1 · Wasp HAS.Mk.1 · Lynx AH.Mk.1 · G-LYNX