Mi-28

Soviet Attack Helicopter

GUIDE > RTS > WGRD > UNIT

by  Pijove pijove


Posted on June 15, 2021


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Contents

Introduction

NATO reporting name of the Mi-28 is “Havoc”, which is appropriately named.

 In-game stats and tool stats of the Mi-28
In-game stats and tool stats of the Mi-28

Stats

General

Just going over the general stats briefly (Fig.).

  • Per card: 3x Trained /2x Hardened - Low but reasonable.
  • Strength: 8 - Good, as it will survive a missile hit from IR AA
  • Speed: 330km/h - Fastest
  • Size: Medium - Normal
  • Optics: Medium [80] - Best it can have (Non-recon)
  • Stealth: Poor - Standard for helicopter tab, (couple of exceptions)
  • Fuel: 1000L - requires 167L to refuel completely.
  • Autonomy: 450km - Note this unit is time and not distance. (1Km= 1s)
  • Year: 1988 - Not available for ERA decks
  • Type: Airborne, Motorized - Only 2 available for 2 specialisations
  • Prototype: Yes - USSR only
  • Armour: 1/1/0/0 - Interesting to note, and very useful regarding small arms fire only, the damage is reduced significantly (1/10th damage received compared to 0 armour)

Weapons

Autocannon: 2A42 (WG:RD x255, Tool: 34)

Autocannon stats: left is HE, right is AP including the scaling by distance (Challenger 2, was a vs AI test)
Autocannon stats: left is HE, right is AP including the scaling by distance (Challenger 2, was a vs AI test)

One thing which is great, which is not mentioned on the stats, is whether it has a turret or not. This affects usage. Since it is [KE] weapon, the AP scales with distance. It is actually possible to destroy a Challenger 2 with an autocannon (Fig.), just need to hit the right area at the correct distance. Having a value of 3 AP means it can target APCs at the max range. (I can’t think of a 4FAV APC, not talking IFVs btw).

Rockets: S-13 (x10)

Rocket stats
Rocket stats

HE value is an important stat. Higher HE value has more splash damage. For rockets (Fig.), HE:1 should be avoided, HE:2 is good, HE:4 is very good. Also, it is worth noting that the range on the rockets is 2275m same range as Stinger AA, and is longer ranged than HE:2 rockets like SNEB or HYDRA (2100m). The S-13 rockets are devastating against lightly armoured targets and infantry. Also, the rockets have a minimal range of 700m.

ATGM missile: Ataka V (x16)

ATGM stats included its damage against armour and the frequency of tanks with that front armour value.
ATGM stats included its damage against armour and the frequency of tanks with that front armour value.

Having 16 high AP missiles, a single helicopter can stop a tank rush. 2800m is the best missile range for a helicopter tab (Nimrod is an exception). The missile is strong (Fig.), 25AP can destroy a challenger 2 in a single side shot, and cause 2 damage against the heaviest front armour possible (23). Only 14 tanks out of 210 in the game require 4 or more frontal hits.

Comparison

Similar units:

  • AH-64A Apache [USA] (HE:2 rockets, 8x ATGM)
    • The most similar unit BluFor has to Mi-28, though fewer missiles, and more rockets with less HE value.
  • AH-64 TD [NL] / PETEN [ISR] (No rockets, 16x ATGM)
    • The only other helicopters with 16 missiles, trades rocket capabilities of the Apache for 8 extra missiles.
  • Mi-24 VP [USSR] (HE:2 Rockets, 4x ATGM)
    • The only Mi-24 variant which has a turret for the autocannon and decent rockets, with the highest AP missile (Konkon-M).
  • Mi-35 [CZ] (The main gun has no AP, HE:2 rockets, 8x ATGM)
    • Most similar CZ/EB have.
  • Ka-50 AKULA [USSR] (Fixed autocannon, AA missiles, 12x ATGM)
    • Good unit but weapons loadout means it plays slightly different.

Tactics

Prerequisites

Mi-28 is an expensive unit with few units available, so need to take care when using them. Because of this is, I tend to be more cautious. Prerequisites for following tactics to work requires minimal AA presence. So heavy emphasis on recon to know what the enemy forces are composed of and IF there is any AA, remove it.

Defensive Anti-tank

This is the primary purpose I use the Mi-28 for. Often many enemy armour decks will get cocky and push with minimal AA thinking they can steamroll everything. Show them their errors. Also don’t interrupt them making the error, reveal the helicopter when they are in the “Killzone”.

Infantry support

There are a few attributes that make it viable.

  • an autocannon with a turret means it’s doesn’t’ have to reposition, to strike saving time.
  • Rockets are great for suppression and against infantry.
  • ATGM can take out any vehicles.
  • All weapons systems can be fired at the same time.

Ka-52 Recon combo

Ka-52 has exceptional optics for the best spotting possible. SEAD Anti-Radar missile so it can spot and destroy (3500m) RADAR AA at range. AA missiles (2625m, HE:4) can help protect or deter enemy helicopters.

Terrain

Favourite terrain is open fields are there is no nasty surprises lurking in cover, or anything to break LoS for missiles. Hovering over water can be useful as land AA will struggle to chase you. Watching bridges is good can give an easy side shot.

Ingame

In reality, the Mi-28 is an exceptional unit, one of my favourite helicopters in the game, and a proper anti-tank gunship, arguably best for this role. As I’m being conscious about AA, it will be moving a lot so I rate the stabilizer stat highly. The biggest thorn in my side when I use this unit is IR AA in cover, they are able to shoot first and likely follow up with a second missile.

I like having 16 missiles ready for a couple of reasons.

  • Sustained combat- 1 unit can halt an armoured assault
  • “Free Supplies”, Since each missile cost 200 supplies. If there was a variant with only 8 ATGMs it would cost 1600L in supplies for the same usage per unit. (x3 = 4,800L, note FOB=16,000L)
  • Not having to rearm as frequently- If presence is required at another location, it can still use the remaining ammo, or if a situation occurs when rearming I can just fly off despite not being at full capacity.
Clutch gameplay by Mi-28, hard counter against an armoured rush
Clutch gameplay by Mi-28, hard counter against an armoured rush

An example where it came was clutch gameplay for me (Fig.), I spotted the enemy rush early, noticed it was mainly composed of armour, including heavy tanks. I didn’t want to trade on material and thought I could use the Mi-28 to halt it. Note in the top left panel the MiG-25BM exhausted its SEAD missiles and the Su-27M did help snipe a couple of vehicles and in the bottom left the Vulcan doesn’t have LoS of the Mi-28 due to the terrain. If had a different helicopter it probably wouldn’t have worked out as effectively. For example, if I was using Mi-24VP, I’d have to rearm after 4 missiles. The Su-27M did its sniping and was rearming so it cannot help. Meanwhile, the enemy would be putting a lot of pressure on me during their absence, however, due to the large ammo capacity is able to inflict a lot of damage before it is forced to rearm.

A single Mi-28 causing havoc with the destruction of 31 units worth 1,665pts
A single Mi-28 causing havoc with the destruction of 31 units worth 1,665pts

A single Mi-28 can inflict a lot of destruction (Fig.). It’s worth noting how resource-intensive this was. Making an assumption (which isn’t true, but for easy mental math), all vehicle destructions were 1 shot and 100% accurate, that still requires 28 missiles which would cost 5,600L in supplies to resupply fully, which is slightly over a 1/3 of a FOB.

Random

Rearming

I like to have my logistical chain so my helicopters don’t have to go back to the FOB to rearm. I have multiple supply units in the area, so it can rearm quicker too.

Know when to disengage

Don’t get too greedy, yes you may have caught the enemy off guard, but they will react. If they retreat be careful that they could be leading you into an AA net or attempting to lure you out of your own AA net so they can strike with planes. Some players are even willing to trade for unit destruction.

Out of sight, out of mind

If things are static, move your helicopter back so it cannot be seen. Seeing the helicopter lurk will remind them that they need AA. Since the Mi-28 is a high-value target, an enemy will think about how to counter it, this could involve artillery or a kamikaze plane. By being out of sight, you are restricting enemy information. They don’t know if you are rearming, lurking nearby or relocating.

Artillery vs Helicopters

Even if you’re are vigilant about keeping out of AA range. Artillery is still a threat. Another reason to keep it away from the front. Some artillery is more effective depending on the position of the helicopter.

  • Landed: Same as any unarmoured unit.
  • Flying Low: HE shells can still snipe it well
  • Flying High: Much harder with HE, Cluster [AP], is effective regardless of altitude.

Summary

Expensive, but very useful tool. Versatile gunship can perform multiple roles if required. Great counter for armour decks.

Thanks for reading