|“||Hinds are flying tanks, capable of taking significant damage. Use them to draw fire away from units that do more damage per second.||”|
|— In-Game Description|
|Infantry||Light Vehicles||Heavy Vehicles||Copters||Planes|
|Role||Damage Type||Speed||Range||Capacity||Equipment||Shoot and Move|
|Gunship Heli||Armor-Piercing Rocket||75||200||150||Hind Avionics
6mm Composite Armor
|Build Cost||Unlock Requirements|
|95,000||None||Player Lvl 27|
Helipad Lvl 2
General Information Edit
The Hind is the first Gunship-role helicopter one will unlock and, true to the description, is best used to absorb damage from defenses. It also does less damage to buildings, which means that high-DPS choppers, like the Cobra, works well with it. In fact, a level 1 Hind has twice as much health as a level 1 Cobra, with the latter dealing a lot of damage against most targets but is hampered by it's low health.
However, unlike ground-based tanks, the Hind's health is far inferior. Without sufficient upgrades, promotions and blueprints for equipment, it will not last long against gunfire. Although it is able to bypass a great variety of turrets, the Flak Gun (which exclusively targets aerial units) and the Salvo both pose a threat to it, as they deal great damage to aircraft. The Machine Gun also targets aerial units, making them an even bigger concern. Being an aerial unit, the player must use it with other aerial vehicles that it can help assist, limiting their unit compositions. Helicopters cannot draw fire from SAM turrets, meaning that they must be taken out for fixed-wing aircraft to provide air support. It also has a lower squad count than most heavy vehicles, meaning that the total HP is much less than those of a single tank squad.
Fortunately, despite these downsides, the Hind more than compensates that with it's effectiveness against enemy units - As a Gunship Helicopter, it is particularly effective against ground targets and can quickly eliminate them. Under balanced circumstances, enemy units stand little chance and will quickly succumb to the rockets. It may not be able to deal with enemy fixed-wing aircraft like Reaper drones, but by this point, there are already other helicopters that can help handle that.
It is recommended to use a single squad of Hinds accompanied by other attack helicopters, and try to space them out to reduce vulnerability to splash damage. Strategic guidance of the attack choppers will easily take them out. Meanwhile, the player should keep an eye on ground units so the Hind can take them out before they pose a threat to the attack helicopters.
Unit Progression Edit
|DPS Increase||New DPS Total|
|Lv1||+5% (+21 DPS)||450 DPS|
|Lv2||+10% (+42 DPS)||471 DPS|
|Lv3||+15% (+64 DPS)||493 DPS|
|Lv4||+20% (+85 DPS)||514 DPS|
|Lv5||+25% (+107 DPS)||536 DPS|
|Lv6||+30% (+128 DPS)||557 DPS|
|Lv7||+35% (+150 DPS)||579 DPS|
|Lv8||+40% (+171 DPS)||600 DPS|
|Lv9||+45% (+192 DPS)||621 DPS|
|Lv10||+50% (+214 DPS)||643 DPS|
- The Hind is based on the Mi-24 Helicopter.
- It does not use it's nose turret gun for some reason.
- The rocket pods are actually similar to those from the S-13, but with a different damage type.
- Real Life Hinds are also equipped with S-13 pods.