Difference between revisions of "Weapons"

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== Weapon types ==
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{| class="prettytable" width="100%"
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|-
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! colspan="3" width="60%" | Rockets and missiles
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! colspan="2" width="40%" | Projectiles
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|-
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| colspan="3" | Rockets and missiles has solid fuel motor that creates thrust. There is three types of rocket motors: all-boost, all-sustain and boost-sustain
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| colspan="2" | Projectiles has no any power sources and use only kinetic energy to move from launching position to target position
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|-
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!All-boost
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!All-sustain
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!Boost-sustain
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!Shell
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!Shot
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|-
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|'''All-boost motor''' burns out in short period of time and gives to rocket high peak velocity. It suitable for short-range missiles and rockets, because higher velocity causes higher drag forces
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|'''All-sustain motors''' gives less acceleration, but works much longer. It's suitable for guided missiles with high rate of turn, because it makes possible to provide stable maneuvering on all given range
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|'''Boost-sustain''' combine two types in one - at first stage motor give to rocket high acceleration, after peak velocity reached thrust power decreased and holding current velocity level
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|'''Shell''' is a payload-carrying projectile which contains an explosive or other filling. Depending on the type of fuse used the shell can be set to burst on the ground (percussion), in the air above the ground (time or proximity), or after penetrating a short distance into the ground (percussion with delay, either to transmit more ground shock to covered positions, or to reduce the spread of fragments)
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|'''Shot''' is solid projectile without explosive charge, may contain a pyrotechnic compound if a tracer or spotting charge is used
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|}
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== Official names ==
 
== Official names ==
 
* XM-301 "Chain Gun"
 
* XM-301 "Chain Gun"

Revision as of 20:08, 28 April 2014

Weapon types

Rockets and missiles Projectiles
Rockets and missiles has solid fuel motor that creates thrust. There is three types of rocket motors: all-boost, all-sustain and boost-sustain Projectiles has no any power sources and use only kinetic energy to move from launching position to target position
All-boost All-sustain Boost-sustain Shell Shot
All-boost motor burns out in short period of time and gives to rocket high peak velocity. It suitable for short-range missiles and rockets, because higher velocity causes higher drag forces All-sustain motors gives less acceleration, but works much longer. It's suitable for guided missiles with high rate of turn, because it makes possible to provide stable maneuvering on all given range Boost-sustain combine two types in one - at first stage motor give to rocket high acceleration, after peak velocity reached thrust power decreased and holding current velocity level Shell is a payload-carrying projectile which contains an explosive or other filling. Depending on the type of fuse used the shell can be set to burst on the ground (percussion), in the air above the ground (time or proximity), or after penetrating a short distance into the ground (percussion with delay, either to transmit more ground shock to covered positions, or to reduce the spread of fragments) Shot is solid projectile without explosive charge, may contain a pyrotechnic compound if a tracer or spotting charge is used

Official names

  • XM-301 "Chain Gun"
  • AIM-92 "Stinger"
  • AGM-114 "Hellfire"
    • Variant AGM-114K is laser guided.
    • Variant AGM-114L is radar guided.
  • Hydra 70 "Hydra Rockets"
    • Variant M255 has a high explosive (HE) warhead.
    • Variant M261 has a multiple purpose sub munition (MPSM) warhead.

Weapons

Chain Gun

Range: 1 km
Speed: 1030 meters per second
Guidance: none
Comments: Depending on target type, ground or air, firing rates are 750 respectivily 1,500 shots per minute.
More information:

Stinger

Stinger.jpg Range: 5 km
Speed: Mach 2.2
Guidance: Infra Red (IR)
Primary target: air threats: helicopters, fighters
Tactics:
  • There is a high rate for a Stinger to get spoofed [by flares]. Cargo aircraft carries lot's of flares, making this missile completely useless against these targets.
  • Stingers are the most wastable missiles to have. Do not preserve them too much. Launched by double/triples increases its success.
  • Stinger are most effective at close range (< 2km).
  • Enemy fighters fly at high speed. Hellfires can’t keep up, stingers can.
  • It’s limited range (5 km) is a serious draw back. Most fighters are out of range and stay out of range.
Comments:
More information:

Hellfire

Hellfire.jpg Range: 8 km
Speed: Mach 1,3
Guidance: Active radar (RF) or Laser (Lsr)
Tactics:
  • The hellfire is the ultimate anti-tank missile. It has a warhead for small and heavy armoured targets.
  • Anti-aircraft artillery can return fire immediately with faster missiles and are able to get the first hit!
  • The missile has a lock on after launch mode, which is very useful to engage behind cover.
  • The laser Hellfire is very useful against freight planes and helicopters, it can't be spoofed by countermeasures, a hit is almost certain.
Comments:
  • The laser Hellfire requires constant painting in order to get a it.
  • The radar Hellfire is fire and forget.
More information:

Rockets

Rockets.jpg Range: infinite
Speed: Mach 1.9
Guidance: unguided
Primary target:
  • long range: surface targets
  • close range: soft ground targets
Accuracy: 75 m radius at 2000m.
Tactics:
  • Rockets are designed as "areal artillery", to suppress ground surfaces from a distance.
  • Pick off soft targets at close range will also work when there's no SAM nearby.
Comments:
  • M255 high explosive (HE) contain flechettes and a big boom, intended as anti-personnel weapon.
  • M261 multiple purpose sub munition (MPSM) contains sub munition intended to hit (soft armoured) surface targets.
More information:

2A42

Range: 2 km
Speed: 1000 metres per second
Guidance: none
Comments: A singe barrelled 30 mm 2A42 cannon.

Vikhr-M

Range: 6 km
Speed: Mach 1,1
Guidance: Laser
Comments:

Igla-V

Range: 5,2 km
Speed: Mach 2,5
Guidance: Infra red homing
Comments: Fire and forget

S-8

Range: 4 km
Speed: fast
Guidance: none
Comments:

S-13

Range: 6 km
Speed: fast
Guidance: none
Comments:

UPK-23

Range: 2 km
Speed: 930 meters per second
Guidance: none
Comments: Twin barrelled GSh-23L.

Load out

helicopter weapon load out
inner outer wingtips total
Comanche Hellfire 8 6 0 14
Stingers 12 16 0 28
Hydra 0 38 0 38
Apache Hellfire 8 8 0 16
Stingers 16 16 4 36
Hydra 38 38 0 72
Hokum Vikhr 0 12 0 12
Igla 4 4 0 8
S-8 40 40 0 80
S-13 10 10 0 20
UPK-23  ?  ? 0  ?
Havoc Vikhr  ?  ?  ?  ?
Igla  ?  ?  ?  ?

See also

  • More info about weapons can be found in the game manual.
    Manual > Enemy Engaged - Comanche Havoc > Chapter 4.30 "Weapons".

External links