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MI-24 Hind
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==In Team Yankee== [[File:Hind Stat Card.jpg|300px|left|thumb|The Stat Card]] Just like in real life the Hind is an interesting beast. While it is not quite as safe during anti-armour operations as the US [[AH-1 Cobra Attack Helicoper|Cobra]], the Hind has a more penetrating shot. Mounting the AT-6 Spiral missile, the Hind can abuse NATO armour with an AT 23, FP 3+ missile that can strike targets up to 20" away. The AT-6 is also Guided and HEAT so don't worry about the penalties of using it at range. [[File:MI-24 Hind (Afgantsy).jpg|300px|left|thumb|Now in Afghansty flavor]] As for the infantry that just crawled out of their smouldering transport (or an Attack Chopper wanting to dogfight like it's 1915 or something) the Hind has the 12.7mm Yak-B Gatling Gun. A ROF 3, AT 5 Machine gun that stands a chance of wiping out dug in infantry with its 5+ FirePower or more likely; enemy vehicles such as M109s which can be mass-bailed. [[File:MI-24 Deutsch.jpg|300px|left|thumb|Sprechen Sie Deutsch]] Also, if the Capitalists start to mimic you and use human wave tactics, once per game your Hinds can let loose a massive salvo template with the UB-32 Rocket launcher. Though it only has a FP of 6, these rockets will still royally screw infantry in the open, so don't be afraid to use it when you get the opportunity. In addition, the copious amount of firepower the Hind can carry 2 infantry teams in its belly. While it might not seem like much, these sons of the motherland can surprise unsuspecting NATO players given how mobile they are. You can easily set up ambushes and sneakily secure objectives from under their capitalist noses. However, your helicopter must start its turn on the ground for the onboard infantry to jump out, meaning that you must land the previous turn, then endure at least one turn of enemy shooting (if you land in the open) before you can drop off your Gopniks. So really think hard before you try to take out opposing artillery and take a [[M109 Paladin|155mm Direct Fire Shell]] to the face. It is worth noting that these kinds of landings are much easier to do if your battle is being fought at night, as long as you land more than 24inches from enemy AA. You can Field Hinds as part of your Soviet or East German armies at 5 points (6 For the East Germans) per pair of choppers, from a minimum of 2 Hinds to a max of 6 (Max of four for the East Germans). Typically, these gunships would be used to neutralize the last of the enemy's anti-air net in combination with Frogfoots to establish aerial superiority, as the rules of Team Yankee forbid the gentlemen pilots of NATO and PACT from engaging one another. With a brutally tough but short ranged ATGM combined with their mobility (which you would probably do each turn, without any benefits for being stationary), the Hind excels in an environment clear of any missile anti-air units. With a passenger capacity slightly smaller than a metal box, the ability to grab an objective at the final turn can be a game changer. Compared to NATO helicopters, the Hind has a highly different role: terror weapons to be used in strafing runs with the protection to shrug off bullets rather than <s>sensibly</s> cowardly hiding behind forests, plinking away with missiles. As of the new Soviet book, the Hind will be able to upgrade to the AT-9 missile, giving it an additional 4β range, and an AT of 24. It only costs 1 points per 2 helis, and the upgrade will enable these flying tanks to stay out of range of .50 cal machine guns, as well as some autocannons. The additional punch is also appreciated to keep the new heavy tanks on their toes to a greater degree, or not worry about having to flank older models: AT 24 will make anything with armour 19 and less melt very reliably.
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