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The Air Role specializes in Anti-Armor and Anti-Infantry warfare with Helicopters. The Air Role gives the
Wallpaper Air
commander high mobility paired with an equal amount of firepower. The classes of choppers used by the Air Role are Heavy Attack, Medium Attack, Scout and Transport. The Air Role is best at fighting enemies head-on, except if there are any Anti-Air Units around. The Air Role does have weaknesses: Air Units cannot capture Command Points. They are also vulnerable to Anti-Air Units, Armored Personnel Carriers, Infantry Squads and Tanks occasionally. The Air Role Insignia is the Wing of a bird, most likely to be an eagles'.

UnitsEdit

Heavy Attack HelicopterEdit

USA AH-64A Apache | USSR Mi-24V HIND | NATO A129 Mangusta

  • Cost: 1200 reinforcement points

Heavy attack helicopters are best used to destroy tanks and other vehicles with their powerful rockets and missiles. Heavy choppers will not normally target infantry with their rockets, but by using the "Attack Ground" command (default key F) you can order the helicopters to unleash their barrage on top of an enemy squad. Heavy attack helicopters can engage enemy choppers with their guns as well, but are not ideally suited to the task. Heavy attack helicopters are only able to be purchased by using the Air role.

Offensive Ability: Hellfire Missile (USA), AT-6 Spiral (USSR) or HOT Missile (NATO)

Launches an air-to-ground missile that is capable of damaging any tank armor in the world. Best used to disable important enemy vehicles from a safe distance.

Defensive Ability: Drop Flares

Ejects a salvo of burning-hot IR (infra-red) countermeasures that are likely to divert incoming hostile missiles

Medium Attack HelicopterEdit

USA AH-1W Super Cobra | USSR Mi-28 Havoc | NATO SA-341 Gazelle

Medium attack helicopters are used primarily to destroy enemy helicopters with their guns and air-to-air missiles. Though the missiles take a considerable amount of time to replenish themselves, a squad of medium choppers can serve as a mobile deterrent against enemy heavy choppers. Medium choppers can also engage enemy infantry and light vehicles with a good amount of effectiveness.

Offensive Ability: Sidewinder Missile (USA), Vympel R-73 (USSR) or Mistral Missile (NATO)

Launches an air-to-air missile, capable of serious damage to enemy helicopters. Can be defeated by IR countermeasures (e.g., flares).

Defensive Ability: Drop Flares

Ejects a salvo of burning-hot IR (infra-red) countermeasures that are likely to divert incoming hostile missiles.

  • Cost: 900 Reinforcement Points

Scout HelicopterEdit

USA OH-6A Cayuse | USSR Ka-25 Hormone | NATO BO-105 PAH-1

Scout helicopters are used primarily for reconnaissance and intel gathering. They are lightly armed with 2 rocket pods that are useful against infantry and light vehicles & the rockets have a relatively short replenishment time. However, the Scouts are the weakest helicopters in terms of armour and are tempting targets for enemy AA. Scouts should therefore be escorted by heavy attack helicopters against ground vehicles or medium attack helicopters against enemy helos.

Offensive Ability: IR Scan

Allows commanders to spot targets obscured by forests and smokescreens using an Infra-red camera.

Defensive Ability: Drop Flares

Ejects a salvo of burning-hot IR (Infra-red) countermeasures that are likely to divert incoming hostile missiles.

  • Cost: 600 Reinforcement Points

Transport HelicopterEdit

USA UH-60 Black Hawk | USSR Mi-8 HIP | NATO SA-330 Super Puma

The transport helicopters can aid infantry commanders in transporting troops quickly, which can enable daring and unexpected assaults far behind enemy lines. Prudence is advisable since transport helicopters are entirely unarmed and are attractive targets for anti-air attacks when they fly unescorted.

Offensive Ability: None

Defensive Ability: Drop Flares

Ejects a salvo of burning-hot IR (Infra-red) countermeasures that are likely to divert incoming hostile missiles.

  • Cost: 650 Reinforcement Points

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