by Scott Forrest
I realize that helicopters are a little beyond the scope of the game, but they're pretty hard to ignore in a modern air-toground combat situation. Since J.D. has already laid the basis for helicopters in some of the Air Strike scenarios, I have done a little experimental work with helicopter rules based on the special rules for helos in Air Strike and on my own ideas. I hope this can be of use to players interested in integrating helicopters a little more realistically in the game. Helicopter Movement Helicopters always move first in the order of flight. If more than one side has helicopters, use the normal initiative rules to roll off between helicopters. During a turn, a helicopter may do one of the following:
2. Move forward one hex and change facing by up to 60 degrees. 3. Change facing by up to 60 degrees then move forward one hex. 4. Do nothing (hover). Helicopters denoted as having High Speed/Agility on the helo table below have these additional movement options:
2HSA. Change facing by up to 180 degrees and move forward one hex. 3HSA. Move forward one hex and change facing by up to 180 degrees. Note: HSA helos performing HSA moves into or through urban, woods, or built up terrain while in T-level flight risk collision with the ground or obstacles like high tension wires/power lines or tall trees. Any helo doing the above must roll a die. On a I the helo crashes. Helicopter Altitude Helicopters may fly at either T-level or at an altitude of 1 level above the ground. They may descend to T-level at the start of their move or exit T-level to 1 above the ground at the start of their move. This may only be declared at the start of a turn and costs nothing to do. Helicopters at T-level may be attacked as either air or ground targets. If attacked as a ground target, an S,D,2D,or K result equals an L,H,C, or *(Kill) aircraft damage result respectively. The ground defense strength and sighting range is listed on the helo table below. Helicopter Combat Helicopters may make one air to ground attack or make one air to air gun attack against another helo upon completing their move. There is no aiming requirement to complete. Helicopters which did not make an attack during their move and which are equipped with air to air missiles may launch missiles during the air to air missile launch phase as for aircraft. Helicopters may respond to air to air gun attacks if their gun is asterixed on the helo table indicating an air to air ability subject to the two shot per turn limit as for aircraft. Helicopters attacked as ground targets are considered soft targets and vulnerability modifiers are ignored. Helicopters attacked as ground targets recieve the terrain modifiers as if a ground unit. Helicopters exposed to barrage fire are hit on a 1 or 2 instead of the normal 1. Helicopter Defilade Helicopters in T-level flight may use buildings and woods as cover. Any helo which begins its move already at T-level and in an urban, woods, or built up area hex and which opts not to move or change facing (option 4.) may declare itself in defilade at the end of the turn. Helicopters in defilade may not move or change facing in subsequent turns unless they declare exiting defilade to T- level or level 1 at they start of their move. Helicopters in defilade may not conduct visual searches against, or attack enemy ground units unless equipped with Mast Mounted Sights (MMS). MMS equipped helos which attack from a defilade position are considered at T-level at the conclusion of their attack. Helicopters in defilade are considered camoflauged ground units for purposes of being sighted from the air and may not be attacked by SAM units or AAA units until they reveal themselves by exiting defilade or making an attack from defilade. Helicopters may not enter defilade in a hex containing enemy helos or ground units or in any hex adjacent hexes containing enemy ground units or enemy helos. Helicopter Data Table Line 1 = Type, Vis. #, Size mod., Vuln. mod., Soft def. str.
Ground sighting range, blind arc.
1. Mi-24 Hind-A, 6,0, +2, 6-12,60. 1. Mi-24 Hind-D, 6, 0, +2, 6-12, 60.
1. Mi-24 Hind-F, 6, 0, +2, 6-12, 60. 1. Mi-28 Havoc, 6,0,+3, 6-12,30.
1. AH-1J Cobra, 4, +1, +1, 5- 8, 30.
1. AH-64 Apache, 5, 0, +2, 5- 8, 30.
1. Hughes 500MD, 4, +1, -1, 3- 6, 30.
1. Bell OH-58D Aeroscout, 4, +1, -2, 3- 6, 30.
1. Gazelle, 5, 0, -1, 4- 8, 30.
1. Generic Scout/Utility, 5, 0, -2, 4- 8, 30.
1. Generic Medium Lift, 7,0,0,4 - 12,60.
1. Generic Heavy Lift, 8, +1, 0,
312, 30.
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