HELO UNIT ORDERS
The major difference between plotting orders for Helo and ground units is that Helos can use different ‘types’ of WPs. The ‘type’ of WP not only dictates the Helos actions upon reaching the WP, but can also determine its actions during the flight there. For instance, a Patrol WP does not just instruct the Helo to Patrol at the WP position, it forces the Helo to adopt a Patrol posture throughout the flight there. Because of this, Helo WPs should be chosen with care.
Traditionally, Helo orders have been written in a similar way to ground unit WP orders, with a single line platoon header followed by the same first two lines.
As with ground platoons, this determines the start position, facing, formation and first WP. Additional WPs can then be added with the ADDWAYPT command, together with speed, height, contact and priority commands.
Speed Commands
Three speed settings are available:
Height Commands
Three height bands can be used:
The height and speed commands together, will determine the Helo’s actions when confronted by terrain obstacles. At lower levels, higher speeds will force the Helo to fly over obstacles, whereas at a slower speed they would fly around it. The higher the Helo flies, the further it can see (and be seen), so you must judge the relative trade off between speed and security, to suit the mission.
Contact Commands
Four contact options are available, which will determine the unit’s actions if an enemy is detected. The contact options are similar to those used for ground units:
The last two are similar to the Assault command used for ground units, but can be selectively used against AD threats only. There is no Helo equivalent of the Dig In command.
Target Priority
Setting a target priority forces the Helo to concentrate its fire on a particular type of target, in preference to others. If no target of that type is detected, the Helo will engage the nearest enemy. It's not always clear whether these Priorities refer to a dedicated unit or just to an individual vehicle.
Target priorities should be used carefully and priorities other than AD should only be used where relevant to the mission. Even if the mission calls for a raid on an enemy HQ, resist the temptation to set an HQ priority throughout. Doing so will reduce the unit's ability to defend itself against a direct threat from enemy AD units. The initial priority should always be AD and should remain so until direct AD threats to the Helos have been taken care of.
Waypoint Types
There are six different WP types available for Helo units and these can be used in any order or combination. Just like ground units, they are limited to a maximum of six WPs.
ORDER_ASMBLY_CHKPT:
The Checkpoint is just a map reference, on the way to somewhere else. The unit will fly straight there at the speed and altitude set in the orders. Upon arrival, they will pause and lift to scan for targets, but effectively Helos will fly through and continue to the next WP without stopping. This is the command to use to get quickly from A to B.
ORDER_ASMBLY_PATROL:
When the Patrol WP command is used, the unit will fly towards the WP, pausing every 1200m (approx) to hover and rise above the terrain scanning for targets. The Helos will also swap positions at every 3rd or 4th pause. On arrival at the WP the Helos will continue this activity within a radius of about 1200m for between 5 and 10 minutes. Due to the stops along the way, this can be a slow approach and so should be avoided for general movement in safe areas.
Do not use a Patrol command as the 1st WP. If you do so, then at every pause, lift and scan, the Helos will turn to face North. Always insert a 'throwaway' Checkpoint first.
ORDER_ASMBLY_ASSMBLY:
(note the different spelling!)Helos will approach this WP in the same way as a Checkpoint. They will fly in a straight line and at the speed set. Upon arrival, the Helos hover at approx 20’ with short changes of position every 30 seconds, but always within a 5-600m radius and always at the same height. They will not rise and scan for targets and will remain here for 5 to 10 mins before proceeding to the next WP. The Assembly command effectively puts Helos into a 'Holding Area' and when used in concealed terrain in conjunction with setdelaytime orders can keep them undetected until required. Assembly is also the default WP, that GS uses when no 'type' is specified or if the command is mis-spelt!.
ORDER_ASMBLY_BATTLEPOS:
During the approach to a Battleposition, the Helos adopt the Patrol mode of pause, lift and scan. This approach, coupled with the default slow speed, can make the BP quite a tedious option. Upon arrival, the Helos will remain within 1200m of the WP and alternate between lifting and firing and then moving to a new position; actions very similar to Patrol.

The line of approach to a Battleposition is very important, as this determines the direction the unit will face at the WP.
Where necessary, use an intermediate Checkpoint, to face the Helos in the right direction.
In the diagram , a Checkpoint is used to face the BP to the North East.
If the unit were allowed to fly straight there, they would arrive facing East.
For reasons which should by now be clear, do not use BP as the 1st WP.
ORDER_ASMBLY_LZ:
The approach to a Landing Zone is made in a straight uninterrupted flight, similar to a Checkpoint. At the WP the Helos will land and Transport Helos will deploy troops, before lifting off for the next WP. There is a short pause on the ground and this is governed by Helo 1. He will lift off after 30 seconds, causing the rest of the flight to follow. Sometimes this occurs before the rest of the unit have even landed, causing them to abort the drop.
When a unit arrives at an LZ following an East/West approach, Helo 1 will always overshoot and fly back to land about 150m forward and to the right. Meanwhile, Helos 2 and 3 will usually be fighting for position and will both try to land in the same spot. Often the second to arrive will try to bump the first out of the way, which can cause the last Helo to fly around and try again. If he takes too long doing this the flight will lift off to the next WP before he has a chance to drop his troops.
When a unit arrives at an LZ following an North/South approach, Helo 1 will land first. Helos 2 and 3 will then fly by, wheel back and land alongside. But Helo1 is the flight leader (always) and as soon as his time on the ground is up, he will lift off, initialising the next WP and causing the rest of the flight to follow. Helos 2 and 3 will never drop all their troops, in fact they often don't even have time to land.
Unfortunately, Setdelaytime commands do not work at LZs and the 30 sec delay seems to be fixed. To try to solve this problem, I even tried duplicating the LZ command with the same co-ordinates, but the Helos simply lift off and land again, with similar results. If this happens, the only real alternatives are to keep adjusting the angle of approach to the LZ, or try to impede the Helo's deployment with terrain features.

Unfortunately, as with a Battleposition, the direction of approach determines the unit’s facing and with an LZ this is doubly important as this also determines the direction of facing for the deployed infantry.
The diagram shows a Checkpoint used to face the unit to the South East.
Without the Checkpoint the infantry would be deployed facing East.
The (lack of) actions of Airmobile Infantry has been dealt with elsewhere, but using an LZ order on its own, deploys an Infantry Platoon that will refuse to engage, ground units even in self defense. Although they will happily shoot at enemy Helos, they can be ridden down by a platoon of unarmed trucks.
By changing their default WP orders (see the Section below), you can make them a bit more aggressive. The LZ uses Bypass as its default contact command and the deployed infantry seem to adopt this behaviour from their Transports. If you follow the LZ command with an ENGAGE or even a S_AND_D command, the infantry will act more aggressively. Changing the default Target Priority to ARMOR can also help. Even with a skill level of 3, their response time is still fairly slow, but given a reasonably clear field of fire, they can often take out 1 or 2 vehicles before being overwhelmed.
If you do this, remember to keep the transports out of harm's way during the approach, as the S and D orders will also apply to them.
ORDER_ASMBLY_SAR:
The Search And Rescue command is an LZ in reverse, but with 45 seconds loiter time on the ground. The approach is made in a straight line, similar to a Checkpoint, then the unit lands, the troops climb aboard and are lifted out. SAR WPs need to be out in the open, as if the Helos need to divert to avoid trees/buildings, they can land too far away to make the pick up. The SAR co-ordinate has to exactly coincide with the infantry, or they won't climb aboard.
For some unfathomable reason, they always attempt to board the Helo that's 'just' landed. If Helo 1 lands first, they will run towards it and climb aboard. If Helo 2 lands before they get onboard Helo 1, they will change direction and run towards Helo 2. If Helo 3 now lands, they divert once again towards Helo 3. Helo 1 will always lift off after 45 seconds and if some of the grunts are still running towards Helo 3, they get left behind. Usually they will return to their original position, but if they've already run too far, they will spend the rest of the game chasing after the departing Helos...............Stuff like this needs weepy background music.
The SAR command does appear to be flaky and on seemingly random occasions the troops will refuse to board. CH-53s seem to be the worst culprits. I've tried various combinations of Engagement type and commands, but no consistently workable pattern has so far emerged. If you wish to use it, test it thoroughly first.
Default Waypoint Orders
Something Microprose never told us (and apparently never told their mission designers), is that each of the above WP types actually has its own set of built in ‘default’ orders These defaults are used by GS unless overridden by additional commands. So when used on there own, the type of WP selected actually fixes the speed, height, contact and priorities for the unit.
| SPEED | HEIGHT | CONTACT | PRIORITY | |
| Checkpoint | Fast | Cruise | Engage | Air Defense |
| Patrol | Medium | Contour | Engage | Air Defense |
| Assembly | Fast | Cruise | Bypass | Air Defense |
| Battle position | Slow | NoE | S and D | Armour |
| Landing Zone | Medium | Contour | Bypass | Air Defense |
| Search and Rescue | Medium | Contour | Bypass | Air Defense |
(Note that LZ and SAR not only use the same defaults, they also share the same LZ icon!)
In addition, each WP type has a default delay built in. This varies from a second or so for a Checkpoint, to 5-10 minutes for a Assembly and Battleposition.
Fortunately, almost all of the default commands can be overridden, by adding an extra command line below the WP order. The following example forces the unit to switch target priority from the default AD to Helos, but the speed, height and contact ‘default’ options remain in force
The default commands should be considered carefully before changing them as they often reflect good practice. Selecting Battlepos will force the Helos to fly low and slow, hopefully allowing them to arrive in firing positions undetected. Assembly, LZ and SAR all use Bypass as the contact order, as their primary role is to move to a fixed position, rather than engage in combat. A Checkpoint allows them to fly high and fast, but retains the option to engage the enemy if detected. You will also note that, with the exception of Battlepos, all WP target priorities are Air Defense units. This was almost certainly deliberate; self protection should always come first.
Commands are still carried over to the next WP, so inserting an ADDWAYPT order will duplicate the all the previous orders.
In the example above, the unit uses a slow approach to both the first and the second WPs' both of which are Checkpoints.
When you insert a new WP command, you 'reset' the orders to the new WP's defaults. This can be the same type or a totally new one.
Here, the unit will fly to the 1st WP at slow speed, but the flight to the 2nd WP is reset to the default fast speed by using of the second CHKPT command.
What this all means, is that the page long Helo orders are not actually necessary and Helo orders can now be made much more compact and therefore much quicker to write.
Delay Orders
Unlike ground platoons, Helo Setdelaytime commands are not carried over to the next WP, so there is no need to reset them to 0. Delays can be used for all WP types except SAR and LZ (the two where they would have been most useful!). It seems that the preset 45 and 30 sec delay is hard coded into the SAR and LZ commands and these cannot be overridden.
In fact, as many WP types have lengthy delays already built in, the delay order when applied to Helos is more usually used to reduce an existing delay. An Assembly WP holds the Helos for 5-10 minutes, before they proceed to the next WP. Using Setdelaytime: 60 reduces this delay to 1 minute.
USING WAYPOINTS
Unless you really do need all six WPs, or you're flying due North, always use a 'throwaway' Checkpoint as the first WP.
When operating over known hostile terrain, Patrol commands should be used for most movement, as the Helos regularly scan for targets during the move and the engage option gives them a fast response when hostiles are encountered.
When moving over friendly areas, such as the initial movement from the starting point, using a Checkpoint command will get them there much quicker as they fly straight to the WP without delays.
A hidden, staged approach to the combat zone can be made using Assembly and delay commands, allowing you to quickly move units into hidden areas without them lifting above the terrain to seek targets.
Battleposition should be used only in forward areas and usually at the end of a sequence of Checkpoint or Assembly orders to get them into position. Transport Helos have no real use for Battleposition, but Patrol can be used if you’re using Transports to spot for targets.
SAR and LZ can be used for Attack Helos, but (with the exception of the Hind) AHs cannot drop or lift troops. The Helos will actually land and this can be used with delays to keep them hidden on the ground, but AHs will abandon the WP as soon as the AI issues the GO command.
DOWNED PILOT
Platoon 144 is not a Helo, but as its only 'game' use is in SAR missions, it really belongs to this section. Platoon 144 appears as a single figure and can be controlled using (most) WP orders. When moving, he will run between WPs, stopping every 30 secs to wave dementedly. When stationary, he just waves. Sadly, setdelaytime commands are ignored, so keeping him hidden in the tree line before dashing out to wave at the SAR Helo, doesn’t work. Some Logic commands seem to work and Recon and Probe commands have him running up hills scouting for bad guys. Which is not particularly advisable.
Also be aware that he is most definitely Blue and despite having no offensive capability (apart from the wave), he will get severely slapped by anything Red.
If a Transport Helo with an SAR command lands at his position, he will jump aboard…..usually, but not always.
I suspect that Microprose had a much larger role for this guy, but this was one of those areas that was left unfinished and the whole SAR procedure seems buggy. The Data\Speech folders are full of wav files that suggests much more was originally planned for SAR missions:
Sadly, none of this was ever used.
HELOS and LOGIC COMMANDS
It’s always been assumed that helos cannot use Logic commands. I’ve always believed this to be a statement of fact, so I never looked any further. Actually, all Helo units can use Logic commands, but not in quite the same way as for ground units. I tripped over this by accident after carelessly editing the wrong line in a mission and noticing Helo WPs on the map screen that weren’t there before.
Using just a platoon header and a single Logic command, the orders would look like this.
Using exactly the same header, but varying the Logic command, produced the results shown in the diagrams below. All of the WPs were generated by the AI from the single Logic command, based on the start position and single WP. The big difference is that, unlike ground units, these Logic WPs can be viewed (and edited) in the map screen.

Note that all of the WPs generated by Helo Logic commands are Assembly Areas and the ‘default’ orders for that type are applied. Speed is fast at cruise level, target priority is Air Defense and the engagement option is Bypass. This on its own would be of little use, but fortunately for us, Logic and WP commands can be mixed together.
If additional WP commands are added after the Logic command, then this can be used to change the type or settings of the last WP.
Using these orders, the default Assembly Area and Bypass commands apply up until the last WP, at which time the unit goes into Patrol mode and will now Search and Destroy rather than Bypass targets.
If you add WP commands before the Logic command, then these changes will apply throughout.
With this set of orders, all the WPs are changed to Battlepositions and all use Medium speed and Helos as priority targets.
And yes, you can in fact mix both.
Here, we have a unit flying a series of Checkpoints, with the final WP set to Patrol.
Writing orders in this way gives you less direct control over the unit, as the AI selects both the number and the positions of the WPs depending upon the Logic command chosen and the layout of the terrain. But as the orders consist of little more than a start and finish position, it is much, much quicker to write. There will still be many occasions where strict WP orders are preferred and where WPs need to be precisely placed, but after many hours of testing, I can find no reason not to use them.
Logic commands can also be safely used for the players own Helo platoon.
Microprose never used Logic orders for Helos and I have a nagging concern that they had good reason for not doing so. I dismissed the idea of a performance hit when using Logic commands as all the AI actually does differently is to plot the initial route. The Helos are then treated in exactly the same way as they would be if full WP orders had been written.
Helo Logic in Mission Building
Helo Logic control is incredibly useful when mission building. Multiple tests have shown that Helos use exactly the same route and WP layout that would be applied to a Logic controlled ground unit. So if you want to programme Logic ground units, but are unsure which route they will take, swap the platoon number for a Helo platoon. You can now check the map screen and view the WPs and the route. This would work with normal WP orders too.
Helo Support Units
Having discovered that Helo units were far more flexible than I first thought, I was disappointed when I dug a little deeper into their Support role. Contrary to my previously held belief, you cannot add additional WPs to Helo Support units from the mission file. When a Helo unit is called in the Support role, it's destination is firmly fixed by the AI and will always be an Assembly Area using the standard default commands. No matter where they spawn, all Helo Support units will be directed by the AI to (roughly) the same Assembly point. The position chosen will vary depending upon the Battlemap, but will always be close to the centre of the map and where possible, sheltered behind a hill.

Apart from the obvious restrictions that the default Assembly commands impose, if there is only a single WP, then the Helos will arrive there and turn to face north (See the Helo Behaviour section). These commands cannot be overridden or changed and neither WP nor Logic commands have any effect. The only way to modify their subsequent actions, is to edit them during the game from within the map screen.
A word of warning. When a Helo Support unit is first called, make sure that you're not already in the map screen. Strangely, if you monitor the spawning of the Helos from within the map, you cannot then access the unit for editing. It's actions are fixed and cannot be changed.
Another bizarre anomaly is the unit callsign. For some reason as yet unknown, all Helo Support units will always insist on using callsign Javelin.