MH-6

The MH-6 is a variant of the Littlebird Transport Helicopter designed to quickly transport a small number of troops (up to one Fireteam) into, out of, and across the battlefield. It is the smallest Transport Helicopter used in ShackTac, and one of the most common.

The MH-6 is very maneuverable and agile, allowing it to make quick landings and take-offs while staying very close to the ground. It is also difficult to hit with enemy Anti-Aircraft weapons.

The small size of the MH-6 also means that it can land in very confined spaces compared to other helicopters (e.g. the Blackhawk). This makes it much easier to select a good LZ quickly, without having to arrange a large open space that is also protected from enemy fire. MH-6s can sometimes land in the middle of a narrow street, in a small courtyard between buildings, or even in a small forest clearing.

The MH-6M (a modernized version of the aircraft, often seen in ArmA 3) has a powerful optic system that can be used by the Co-Pilot to accurately observe enemy movements from a distance, making this helicopter useful as a Scout Helicopter as well.

Description and Design
The MH-6 was developed in the 1960s as a light air transport. The MH-6 was mostly used by Special Forces for insertions and extractions during their operations, since the small teams often needed to be deployed very rapidly in locations that were too dangerous or confined even for a slightly larger helicopter like the Huey.

The MH-6 has a shelf on either side of the fuselage, above the skids. Each shelf can seat 3 passengers, with their feet resting on the skids. Since the introduction of Fire From Vehicles, passengers can fire their personal weapon while sitting on these shelves. In addition to the shelves, the MH-6 can carry one extra passenger in the Co-Pilot's seat (assuming there is no Co-Pilot present), for a total of 7 passengers - one Fireteam.

Even when carrying a full load of troops the MH-6 is still incredibly agile. It can quickly accelerate to its maximum speed (over 200 km/h), stop and change directions almost on a whim, and hug the terrain easily during low, fast flight. The MH-6 can use the terrain very effectively to enter and leave a Hot LZ without exposing itself to enemy fire for more than a brief moment.

Other than troops, MH-6s can carry a small number of Resupply Crates (usu. just one or two at most), or lift a larger crate on a sling underneath the aircraft. They are rarely required to do either of these jobs, as Blackhawks and Chinooks are more effective in these particular roles, respectively.

MH-6M
The MH-6M is a modernized version of the MH-6, based on the "Mission Enhanced Little-Bird" (MELB) design. This variant is used by ShackTac in ArmA 3.

The AH-6M has one important difference over the original model: It features the MELB's powerful nose-mounted camera. This camera can be used by the Co-Pilot (or anyone sitting in that seat). The camera has good stabilization and zoom, as well as several HUD features that make it easier for the Co-Pilot to keep oriented and allow the pilot to know where the Co-Pilot is looking at any given time. This makes the MH-6M very good at spotting and observing enemy units from the air, so long as a Co-Pilot is present.

Weapons
The MH-6 itself is completely unarmed.

When carrying passengers, each passenger sitting on the shelves on either side of the helicopter can use their personal weapons to fire at enemy targets, though accuracy is relatively low. Passengers will generally hold fire unless instructed to fire by the Pilot. Engaging a target using passenger weapons usually requires the Pilot to stabilize the aircraft, fly alongside the target, or otherwise fly slowly towards the target. This is typically done to stop an enemy light vehicle, or to kill enemies protecting a Landing Zone as the helicopter is coming in for a landing.

Role
The MH-6 is a Transport Helicopter that specializes in fast Insertions into or out of difficult Landing Zones. It spends most of its time Orbiting above friendly forces, observing the movement of friendlies and enemies while waiting for the order to land and pick up / drop off troops.

On the whole, the MH-6 is used the same as any other Transport Helicopter. The only differences stem from the aircraft's size and agility, which allow the pilot to make slightly different decisions about when, where and how to land. These decisions are very situation-specific, and are very difficult to generalize.

Due to the speed at which an MH-6 can pick up and drop off troops, it will often be used to quickly move troops from one point on the battlefield to another, even over relatively short distances. In ShackTac this is sometimes called "hopping". The tactic is fundamental to several missions seen in the past, most prominent being Dark Business and Caesar Merlin.

MH-6 pilots mostly avoid flying over any enemy heavy automatic weapon - such as HMGs or Autocannons - as these can shoot the helicopter down very easily. If the weapon is causing problems to air operations, the MH-6 may retreat from the area until the weapon can be destroyed by other units.

Organization
MH-6s can operate alone or in Flights, just like any other Transport Helicopter. The small size and high agility of the MH-6 allows multiple aircraft to fly in a very tight formation and land almost seamlessly together, something which is far more difficult in larger helicopters.

An MH-6 will almost always receive the callsign "Phantom" (shortened to "Ph" or "Pha" on the map). This callsign is typically assigned to Transport Helicopters of any kind, and does not specifically indicate an MH-6.

If there are two or more MH-6s in the same mission, the callsign "Phantom" will be followed by a different sequential number for each helicopter (e.g. "Phantom One", "Phantom Two", etc.). As long as the helicopters are flying together in formation, the Phantom with the smallest number leads the formation, making decisions about any maneuvers and communicating them to the other aircraft.

A formation of Phantoms can be broken up for any reason, usu. to handle transportation or observation at multiple points on the map simultaneously. A Phantom with a higher number than 1 can end up leading a formation in certain situations, especially when a flight of 4 Phantoms has broken into two pairs.

Communications must be maintained with the ground forces at all times, whether to coordinate landings or to report any enemy units observed from the air. Coordinating landings with the ground forces is of paramount importance, as good coordination reduces the time the aircraft has to spend on the ground - minimizing its exposure to enemy fire.

Communication is normally handled on Air Net through the Forward Air Controller, who coordinates between the helicopter and Command. The FAC has some authority over the helicopter, instructing it when, where and to land, and when to RTB if necessary. If passengers are aboard the aircraft, the Pilot may converse with them using Voice - important for letting them know when to debark or when to open fire at targets below.

MH-6s don't have much to do while not transporting troops, and may even land at a safe location to conserve fuel. Otherwise, they will Orbit above or behind friendly units to await the landing order.