Foothold - Kola

If you’re using VR or head tracking, rockets are pretty simple and fairly accurate up close (you shouldn’t be that close unless it’s unarmed). If you’re shooting without George having a target designated, look at the target and put your crosshair on it. Keep looking at it, and steer to put the I-Beam on your crosshair. If it’s solid and overlaying your cross hair, fire away. Bear in mind the pylons don’t move instantly so try to keep your pitch consistent while firing.

If you are shooting co-op (ie you and George both WAS rockets), put your crosshair over George’s. Steer the I-beam onto the crosses, and fire.

Advanced rocket tip: If you are shooting co-op, George is generating the range for the pylons to adjust to. Simply get the I-beam centered or have it steady on your velocity vector, if solid, fire away.

General Apache’ing:

Pretty much all red armor of any kind has ATGM’s that WILL shoot you down if you get too close. Tank main guns are also lethal. If you hear laser warning, that’s an MBT, GTFO. AFV’s and light tanks are probably deadlier than dedicated light AAA, stay away or your will die. Do NOT try and kill AFV’s and light tanks with the chaingun, unless you absolutely have to. You are way more likely to get shot down then get a kill.

In general stay at least 5km beyond your threats. Moving laterally to the threats at a hard 90 crossing works reasonably well, but it’s not 100% shoot down proof. Anything bigger than a .50 call can shoot you down.

SAM’s of all types and sizes are lethal.

Target priority for self preservation is SAMS, AAA, BMPs, MBT’s, other AFV’s, technicals, whatever else is left.

Hovering and popping off hellfires from a distance is workable if you have cover, or no SAM or AAA threats.

Radar hellfires are your best weapon. George takes longer to fire them than laser HF, but you don’t have to stay on the target. If it’s really nasty, figure out where/when you can pop out of cover for about 10 seconds to find, select, designate, and launch a radar HF. If It’s really really nasty, poke the dome over the cover, and then start firing them off yourself. The FCR will prioritize air defense targets, so it SHOULD clear out the threats some what. The FCR c-scope is a great way to figure out where to expect targets when you break cover, or to see what areas you’ve probably already killed the targets in.

Pay attention to your range to the waypoint, George gets some wonky ranges sometimes and will gladly launch all your missiles if set to weapons free even though your 10 NM away.

Letting George go ape with weapons free is fun, but it’s usually better to individually pick and shoot priority targets. Once all the big threats are down, then you can let him do his thing.

I prefer to run in and shoot at max range with hellfires, then break and reset around the 5 km mark. That keeps me out of range of everything but SAM’s and heavier AAA. Staying moving helps with the latter, and keeps me from getting blind side by threats I missed and passed by.

Take around 70% fuel most of the time. It helps with having some power margin and is usually plenty of gas. If you’re covering more than about 40 nm to the fight, 100% will let you get there, be in a protracted fight, and make it home. Figure about 90 mins on a full tank, maybe an hour or so on 70% fuel. No need for a Robbie tank usually, but you’re also very very very rarely going to fire more than 300 rounds of 30mm.

Rockets aren’t much use in Foothold, and HE rockets do more damage to everything than HEAT rockets. So, if you’re gonna bring rockets pack the M229 17lber’s.

The Apache isn’t a race horse, 120 knots is damn near full out. Approach is usually around 80-100 knots, and fighting can be 60 and below depending on the terrain.

It’s certified to something like 120 degrees of roll, don’t be afraid to yank and bank if needed. I don’t think I’ve managed to break it yet.

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Just back from Spring Break (lots of fishing was done) with a note on server stability…it ran unattended since I left 6 days ago without crashing. Did anyone notice any performance degradation over that period? Just curious. I’ve read about DCS memory leaks and things about resetting the server several times a day to keep performance up and was curious if anyone observed anything over that period.

Regardless, I just reset the server at 0730 UTC and will look at updating to Leka’s latest build today at some point.

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Welcome back! So far it seems to have run fine, Perhaps not having 40+ people on helps with the memory leaks?

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Had some fun attacking a FARP, cleared it out short of a annoying dog ear radar I couldn’t find, but it had some structures left. So I opened up the GUV pods on it in the hind, at relatively short range, because it was just a bunch of netting right?

Whoops, munitions storage… blew up myself and in the infantry squad I had just offloaded…

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I may be confusing the -8 with the -9 but I’m usually dropping GBU38s on those guys from 25,000+. For whatever reason (in my experience) SA-6, -8, and -9 don’t like to shoot at things up high. Of course that’s without any fancy IADS scripting involved.

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Thanks jenrick. I was hoping that you’d respond. That’s a really helpful 64 cheat sheet.

Yep, VR only in mil and helo sims.

FCR from the back seat is next on my syllabus. I’ve been avoiding radar Hellfires until now, knowing that they are range limited compared to the laser version. But the shoot and move ability is compelling.

On armor’s main gun, do they shoot a cluster or proximity shell at helos? It seemed that way when @PaulRix and I were perched in the Kiowas. And that was at around 8 km, so understood that they have range. It did seem that they didn’t immediately react to your presence at that range, but would if you sat exposed long enough.

So, when shooting rockets, make sure to WAS George a different or no weapon? If he is gun WAS’d and working on a target list, will the rockets still steer on the pilot’s queuing?

I finally was able to sit down this morning and fly my one and only contribution to this campaign so far. Sat down in 2D with a nice cup of thick, dark, Lavazza coffee and a couple biscuits and opened up the campaign map. My, my..you guys have been hard at work!

Hatched my plan for the morning. Taking a C-130 out of Kemi-Tornio for a short, low-level operation over to Skogs FARP 1….

Low altitude..hard to actually see my HUD with the rising sun low on the horizon…

Found the road that leads to the road strip…kept low since I was only a few miles from the RED FARP and didn’t know what kind of air defenses it had…

Used about half of the highway strip and came to a stop, flung open the cargo door, and unloaded my payload. I’m guessing a Bradley can’t actually be carried by a C-130..let alone two…but CTLD allowed me to load enough crates to build two of them (LOL).

In business….

I taxied to the northern end of the strip but where it narrowed down I did a 180 turn because of my wingspan. Just as I was getting ready to add power to commence the takeoff roll..a tremendous explosion and I was on fire. Obviously something at the nearby RED FARP has spotted me…

Well, that part of the plan went up in smoke…I abandoned the C-130 (that seems to be the American way right??) and piled into the Bradley…

I park one Bradley and commence moving north in the other hoping to find a gap in the trees to find the enemy disposition..

As I arc around to the northwest of the FARP a barrage of explosions impacts near me and within 15 seconds my Bradley explodes. Man..I’m 0 for 2 with this awesome plan of mine…

But..at least my Bradley was able to give me some recon data on where in the red circle the enemy forces were…

I climb into my remaining Bradley and take a very stealthy approach from the southwest..taking advantage of some slight terrain and gaps in the trees…

I get a hit on an anti-aircraft radar of some sort..then get a nice rear shot on a T-70-something. I retreat to cover and do the TOW reload process which leaves you vulnerable for a minute or so….

The next engagement is a heart-stopping duel with two more T-somethings…as my reticle settles on the second, I see his turret starting to turn. That is a sickening feeling. Fortunately, my TOW missile beats him to the punch..and he is rear aspect so doesn’t stand a chance against the missile…

I switch to the 25mm Bushmaster and start slinging HE rounds into the FARP structures…

Then clean up with the support vehicles…

Skogs FARP 1 is clear!

I park the Bradley and load up a CH-47 with zone supplies…

Always fun returning to the scene of the battle..knowing exactly how you approached and seeing it from a different perspective…

FARP captured….

Fun stuff. I enjoy the kind of side quests of using Combined Arms to make a mini-mission. It doesn’t always work out, but when it does it is pretty satisfying…

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Amazing AAR!

It was actually an A400M: Bradley fits in there comfortably, but we don’t have that aircraft in DCS World so you had to use the C-130 as a stand-in. Close enough!

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It was a Herculean effort to lift those Bradleys… :rofl:

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Out welding today, so on my phone. I’ll type more when I have a keyboard later.

Radar and laser have the same range I believe, it’s just the FCR doesn’t usually pick up targets at out past 8 km. George can locate and send targets to the radar HF via the TADS still.

Not sure, only times I know I’ve been shot at by the main gun I went down in fireballs so no idea. Haven’t seen any airbursts that I can’t attribute to something else.

Actually opposite, I love using Coop where George finds the target and locks it. Both of you WAS rockets, the LRF provides the range for the pylon articulation.

So long as your both not WAS rockets, your rocket attacks as a pilot are independent of what George is doing. There are some things you can do that would cue off of George, but you have to intentionally do them.

Also with rockets don’t forget to set a manual range of Auto if your shooting solo.

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So I captured SkogsFARP2, went on to lay waste to nr3. Dodged a couple of missiles from a SA-8 that though it was a good idea to shoot at me. Knocked out that ■■■■■■■ and some of his friends. Then something hit my helicopter without any damage. I think it was a tank(those T-72’s have like a 4km range on the guns!). They hit me thrice more without damage so yeah, I thought invulnerability got accidentally turned on again.

Then my cockpit got obliterated and I was deaaaad.

The Hind damage model, or the Sniper AT thingy on the T-72’s are a tad weird.

Anyway, I think there’s still a manpad somewhere on SkogsFARP3 but other then that it’s pretty clear.

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What kind of range does a Red manpad have?

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No clue, was a IGLA(SA-18).

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Don’t know if super accurate but 2.5nm/12,000ft on this

Threat Database - DCS World Wiki - Hoggitworld.com

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A 14,000ft AGL rule-of-thumb has worked well for me for staying out of MANPADS WEZ.

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I like what the HC-130 pilot said in the 10 Percent True Dude 44 interview that I linked, that he liked flying at angels 10, because when they shot manapads at him, he now had a smoke trail back to the shooter’s location. :laughing:

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Keyboard acquired.

All you need to fight the FCR is the a 4 way for sight select to actually switch over to the FCR as your sight, and the FCR single scan. If you’re feeling fancy, add one for burst. The various modes, scan zones, etc are really for different circumstances than we are dealing with in foothold and absolutely not necessary to kill things. Being able to ripple off 16 hellfires without having to break cover is definitely the way to go sometimes.

Detailed Explanation

The rocket system in the Apache articulates the pylons based on the range it has to the target. Range can be from a variety of things: a radar return, the TADS, a waypoint, a target location entered into the computer, automatically generated based on your (or the CPG’s) line of sight, a fixed distance entered into the computer, and probably a few I’m forgetting. The I-beam being dashed or solid indicates if the pylon is articulated enough that ballistically the rocket can get to the range the computer has for the target (however that range is generated). Solid you’re good, dashed you’re outside of the articulation range.

The lateral displacement of the I-beam is based on where the target is located lateral to the line of fire of the rockets (approximately the aircraft centerline). This information comes into the computer from a variety of options: a radar return, the TADS, a waypoint, a target location entered into the computer, automatically generated based on your (or the CPG’s) line of sight, a fixed location entered into the computer, and probably a few I’m forgetting. With that location in mind, the I-beam directs you which way to fly to put rockets onto the target.

If you are using the PHMS with rockets WAS’d (and not COOP), a lot of people really don’t like that it’s not a conventional CCIP piper where you steer the i-beam onto the target. I was one of them until I learned some things. The idea is that you’re not looking down the center line of the aircraft and steering the piper onto the target like you do in a jet. Instead you are looking at the target the whole time, and the computer is telling you which way to move the aircraft to get it lined up with the target. Put the HMS crosshairs on the target and use the I-beam as a steering cue to get the solution to match the target.

Now if you are shooting rockets with your CPG WAS’ing anything other than rockets, you have to provide a good range for the computer to work with. You can do this by taking the default fixed range of 1.5km and flying the aircraft to a point 1.5km from the target. You can set your range to Auto, and then via a combination of angle, altitude, etc the Apache attempts to calculate the range based on where you’re looking. You have to keep the target under the crosshair for a valid range and azimuth cue (I-beam) while flying the aircraft. Do able, but work.

If you and George are WAS’d rockets you are in a COOP engagement. George locks up the target, and is now providing real time info to the computer on the location of the target and the actual range via the laser range finder that is fed into the rocket solution. All you have to do is fly the I-beam onto your cross hairs. Doesn’t even matter where you’re looking. You don’t have to be exactly on the target with your crosshair to get good range info, as the LRF is doing it for you. If George isn’t WAS’d rockets, then the range data and target location etc does NOT go into the rocket solution.

Up close it’s a not a big difference in accuracy, but it’s a big difference in how much effort you are spending staring at the target versus flying the helicopter. Out past 2-3km, it starts to make a major difference. It makes shooting rockets at 6-8km a workable option (for area targets) versus a hope and prayer.

Apologies for the flying in these pics, my collective broke a wire and I’m having to try and fly with my joystick throttle.

So on our test range we have some evil hiluxs with ZSU’s on board.

George has found them and locked them up via the TADS. I have a manual range of 1.5km set on the rockets. It doesn’t matter where I’m looking, at what angle, etc, the computer is figuring pylon angle for 1.5km. The solid I-Beam is a lie based on a bad range.

If I go auto range, the computer estimates we are 9.6km from the evil hilux’s.

If we go COOP rockets, suddenly the computer has a laser range to work with. We are in fact about 8.7 km out.

If I am shooting rockets by myself the computer attempts to calculate solution based off of where I’m looking. In this case to the left and high.

If we’re shooting COOP, the computer attempts to calculate the solution based on where the target actually is.

Not coop, but a pretty decent rocket solution, unfortunately it’s not on our evil hilux. The computer is just basically telling me I’m in fore and aft trim, it thinks based on where I’m looking thats about 3.2 km out, and the pylons are angled for that range. Pulling the trigger will put rockets into that area, but that’s not where the evil hilux is.

In COOP the computer is telling me that I am right of the target, that the target is 3591meters away, and pylons are angled for that distance.

In COOP, flying trimmed, so nose pointed to the right, which is where the target is. Since the computer knows exactly where the target is and what the range is, so long as I get the helicopter pointed in the right direction, it can make hits.

In COOP, you can even be looking for ground fire, friendlies, landmarks, etc and still make accurate rocket attacks as the system is feeding you steering cues based on where the target is in relation to the aircraft. Here I am looking right, but my aircraft is pointing at the target and in range, pull the trigger right now a and rockets will be on target (within the limitations of rockets as an area effect weapon).

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That’s what @schurem is for…

You Go First Duck Dynasty GIF by DefyTV

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Took an Apache over to WP34, which is CCC/EWR center, last night before bed and took outt I believe an SA-8 and 3 SA-15’s before getting shot down. Went back this afternoon in a Strike Eagle, and got an additional 2 SA-15’s with a JSOW before a pair of SU-34s downed me, but I got one of them. Followed that up with a Harrier for 2 Shilka’s a BMP, and technical. Followed that up with a F-15E again, with a bunch of burning armor after some CBU’s,and they gradually died off as I flew home (I think it was 3-4 tanks and a BMP or 2). There are still at least a few pieces of armor, and what looks like 4 command bunkers.

If they are still standing later, going to see about putting some 2000lb’ers into the bunkers.

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You know I’d love to be sambait for you but I’m effin off to China for a couple weeks. By the 1st you guys probably have this thing wrapped up. Have fun crew!

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