B-25J-1 Mitchell

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Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General Info

B-25J-1 Mitchell in the Garage.

The B-25J-1 Mitchell is a Rank II medium bomber with a battle rating of 3.7 (AB/SB) and 4.0 (RB). It was introduced in Update 1.29.

The main purpose, usage and tactics recommendations

General play style

Simply put the B25 is the archetype of the medium bomber, it has versatile bombloads (4x 500lb or 3x 1,000lb which is enough to kill anything). It is faster then heavy bombers (can achieve over 340mph on dive to ground targets) and as a bonus has offensive armament that allows it to fulfill the role of an air superiority bomber. Defensive guns are provided in form of turrets & gunner stations. The B-25J is quite heavily armed in that regard with seven 12,7 M2 Brownings. In addition it is somewhat tough. If the aircraft sustains a direct hit to the fuel tank, there is a good chance of an explosion.

When flown properly, the B-25 Mitchell is among the best medium bombers in the game, with one of the most powerful defensive armaments at its tier. If you enjoy strafing ground targets with the B-25, then consider researching the PBJ-1H with 8 forward facing .50 cal M2 Browning machine guns and a 75mm cannon or the PBJ-1J sporting an impressive 12 forward facing M2 Browning machine guns, both of which are based on the B-25 and possess all the facets that make the B-25 Mitchell such a legendary aircraft.

Vehicle characteristics

Tactics

In realistic battles (and arcade to some extent), it is highly recommended to not exclusively bomb strategic bases and in general to not bomb from high altitudes. It was rarely used this way in combat, and it makes it very easy for enemy fighters to approach and attack you from your defenseless belly. In addition, the bomber's maximum payload of 3x1000lb of bombs is not enough to destroy an enemy base in RB, which is useless in regards to decreasing ticket count and, most importantly, does not help your team. Thus, leave base bombing to the British heavy bombers you will likely also encounter on your team, whose payloads vastly outclass yours, and instead - if you wish to help your team as much as possible - use your five nose-mounted Brownings on ground targets. This is not only infinitely more exciting than base bombing, it can also lower the enemy's ticket count drastically, therefore helping your team win. Fly at low altitudes and attack light pillboxes and soft targets with your guns. If you fail to destroy a target, then pitch up and use your turrets to finish it off. Save your bombs for targets your guns cannot kill, such as heavy tanks and heavy pillboxes; the bombsight is very helpful in doing this (something which the dedicated strafing variants such as the PBJ-1J lack). Make sure to use a fuse timer, 3 seconds should be enough when bombing at treetop level with 1000lb bombs.

When strafing, be sure to watch your radar at all times for any incoming enemies so you can adequately prepare for an attack. When being attacked, fly away from the assailant and try to get them on your tail, and manually open fire with your defensive guns, making sure to watch your tracers and adjust fire so they hit the target. Remember that turret guns will jam if fired for a long duration, requiring them to be reloaded, which usually takes almost twenty seconds, during which an attacker will most certainly kill you. If the reticule starts blinking, the guns are very close to jamming, so immediately stop firing and wait for the guns to cool down. Many experienced players will attempt to use utilize the deadzones on your belly and the arcs beyond your twin rudders in their attack. If you find an enemy doing this to you, then switch back to flight view and maneuver so that they are in the firing arcs of your guns again and try as much as possible to keep them out of your deadzones and, essentially, make their attack as difficult as possible. The attacker will then either eventually lose patience and will fly right into your guns, giving you an easy kill, or you'll get a lucky snipe on their aircraft. It is also very advantageous to use the keyboard controls for pitch, roll, and yaw in the gunner view as it will allow you to make small maneuvers while still concentrating on defending yourself, letting you, for example, dodge fire or roll/pitch/yaw and shoot someone in your deadzones. Also, use Universal belts for your turrets as they will do the most damage to enemies and cause devastating fires.

If you lose tail control for whatever reason, then immediately turn back to the airfield and use combat flaps to keep your nose up. Make a landing by alternating between takeoff and combat flaps and, if needed, landing flaps. Make sure that your speed does not go too low; if you start nosing down with takeoff flaps then do not use landing flaps (unless in an emergency) as you'll lose speed and potentially crash. Instead, engage WEP and wait for your nose to rise. There is no set method to doing this and it takes lots of practice, but making these daring landings is very rewarding. If you lose an engine, do not engage flaps as you will lose speed, end up in a stall and will die, simply fly straight and slowly make your way back to base, using WEP if needed. If using manual engine controls, close the radiator of the dead engine, feather it, and open the radiator of the working engine to allow you to use WEP all the way back to the airfield without overheating.

Specific enemies worth noting

Counter-tactics

Pros and cons

Pros:

  • Can take a beating
  • Strong defensive guns
  • Good and versatile bomb load
  • Decent speed for a bomber
  • A multiple use aircraft
  • Forward facing gunner will start firing automatically at approximately 1000m distance, giving you a good sense of range and leading angle to the target.
  • Has forward facing 50 cal MGs which are very useful in taking out light ground targets like artillery.

Cons:

  • Not very stable
  • Unresponsive elevators
  • Difficult to pull out of a dive
  • Often the B-25 will catch on fire
  • No downward-facing defensive armament
  • Tail control is easily lost, however it is possible to return to base and land with flaps and engine throttling
  • Relatively low payload for a bomber
  • Forward facing gunner will start firing automatically at approximately 1000m distance, alerting planes to your presence and allowing even the bulkiest fighter time to move out of the way.
  • Low energy retention makes any attacks that require maneuvering cost you a lot of speed or altitude

Specifications

Armaments

Offensive armaments

  • 1 × 12.7 mm M2 Browning machine gun, nose-mounted (400 rpg)
  • 4 × 12.7 mm M2 Browning machine gun, cheek-mounted (400 rpg - 1,600 total)

click here to expand information

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M2/early Browning USA

Pros

  • More powerful than the .30cals.
  • High rate of fire, though lower than the .30cals.
  • Accurate.

Cons

  • Weaker than cannons
  • Like the .30cals, default belts usually contain ball ammunition.



Defensive armaments

  • 1 x 12.7 mm M2 Browning machine gun, nose turret (300 rpg)
  • 2 x 12.7 mm M2 Browning machine gun, tail turret (600 rpg = 1,200 total)
  • 2 x 12.7 mm M2 Browning machine gun, dorsal turret (400 rpg = 800 total)
  • 1 x 12.7 mm M2 Browning machine gun, 2 x beam turret (250 rpg = 500 total)

click here to expand information

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M2 Browning Turret

Pros

Cons


Payloads

  • 12 x 100 lb AN-M30A1 bombs
  • 4 x 250 lb AN-M57 bombs
  • 4 x 250 lb AN-M57 bombs + 8 x 100 lb AN-M30A1 bombs
  • 8 x 250 lb AN-M57 bombs
  • 2 x 500 lb AN-M64A1 bombs + 8 x 100 lb AN-M30A1 bombs
  • 4 x 500 lb AN-M64A1 bombs
  • 10 x 100 lb AN-M30A1 bombs + 1000 lb AN-M65A1 bomb
  • 3 x 1000 lb AN-M65A1 bombs

Armour

  • 9.5 mm Steel plates all throughout cockpit.
  • 8 mm Steel plate behind pilot.
  • 8 mm Steel plate under nose gunner.
  • 9.5 mm Steel plate behind dorsal gunner.
  • 6.35 mm Steel plate behind beam gunners.
  • 38 mm Bulletproof glass in front of tail gunner.
  • 9.5 mm Steel plates in front of tail gunner.

Engine & mobility

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator


Engine

Name: Wright R-2600-29 14-cylinder radial x2
  • Cooling type: Air
  • Max power: 1371 hp (Stock), ___ hp (Upgraded)
  • Takeoff power: 1542 hp (Stock), ___ hp (Upgraded)
  • Mass: 907 kg
Name: Wright R-2600-29 14-cylinder radial x2
  • Cooling type: Air
  • Max power: 1356 hp (Stock), ___ hp (Upgraded)
  • Takeoff power: 1527 hp (Stock), ___ hp (Upgraded)
  • Mass: 907 kg
Name: Wright R-2600-29 14-cylinder radial x2
  • Cooling type: Air
  • Max power: 1356 hp (Stock), ___ hp (Upgraded)
  • Takeoff power: 1527 hp (Stock), ___ hp (Upgraded)
  • Mass: 907 kg

Stats

Stock
  • Max speed: 420 km/h
    • at height: 3,049 m
  • Max altitude: 7,500 m
  • Turn Time: 32.9 s
  • Rate of Climb: 4.1 m/s
  • Takeoff run: 750 m

Upgraded

  • Max speed: ___ km/h
    • at height: 3,049 m
  • Max altitude: 7,500 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 750 m
Stock
  • Max speed: 407 km/h
    • at height: 3,049 m
  • Max altitude: 7,500 m
  • Turn Time: 33.9 s
  • Rate of Climb: 5.3 m/s
  • Takeoff run: 750 m

Upgraded

  • Max speed: ___ km/h
    • at height: 3,049 m
  • Max altitude: 7,500 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 750 m
Stock
  • Max speed: 407 km/h
    • at height: 3,049 m
  • Max altitude: 7,500 m
  • Turn Time: 33.9 s
  • Rate of Climb: 5.3 m/s
  • Takeoff run: 750 m

Upgraded

  • Max speed: ___ km/h
    • at height: 3,049 m
  • Max altitude: 7,500 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 750 m

Performance

Warning this is still in the test phase and is probably incorrect. Take information with a grain of salt (data taken from 1.55)




0
1
2
3
4
5
6
7
8
9
10
0
0.68
1.36
2.04
2.72
3.4
Horsepower in 1000hp
Altitude in 1000m

Supercharger Stage #1: 100%

Supercharger Stage #1: WEP

Supercharger Stage #2: 100%

Supercharger Stage #2: WEP



Modules and improvements

History of creation and combat usage

Ingame description

{description}

Screenshots and fan art

Additional information (links)

References


Horsepower graphSidebar

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b_25j_1.png

Icon-country-usa.png B-25J-1 Mitchell
Nation USA
Type Medium Tactical Bomber
Fighting style Ground Attack
Bombing

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Empty Weight ~10395 kg
Empty Weight + fuel ~13770 kg
Takeoff Weight ~15422 kg
Wing Area ~57 m²
# Flap Positions 3
Number of Engines 2
Air Breaks no
Arrestor Gear no
Statistics
Power per Engine 1500 hp
WEP Duration infinite
top speed ~399.34 kph at 3049 m
Climb Rate ~7.74 m/s
Optimal climb velocity ~231.84 kph
Turn Time ~43.71 s
Wing loading (Empty) ~183.00 kg/m²
Characteristics
Empty Weight ~22917 lb
Empty Weight + fuel ~30358 lb
Takeoff Weight ~34000 lb
Wing Area ~610 ft²
# Flap Positions 3
Number of Engines 2
Air Breaks no
Arrestor Gear no
Statistics
Power per Engine 1500 hp
WEP Duration infinite
Top speed ~248.14 mph at 10003 m
Climb Rate 25.38 ft/s
Optimal climb velocity ~144.06 mph
Turn Time 43.71 s
Wing loading (Empty) ~37.48 lb/ft²
Main Weapons
5 x Browning 50cal synchronized 400 RPG
2 x M2 Browning 250 RPG
1 x M2 Browning 300 RPG
2 x M2 Browning 400 RPG
2 x M2 Browning 600 RPG
Payload Option 1
12 x 💣 100 lbs AN-M30 Bomb
Payload Option 2
4 x 💣 250 lbs Bomb
Payload Option 3
8 x 💣 100 lbs AN-M30 Bomb
4 x 💣 250 lbs Bomb
Payload Option 4
8 x 💣 250 lbs Bomb
Payload Option 5
8 x 💣 100 lbs AN-M30 Bomb
2 x 💣 500 lbs Bomb
Payload Option 6
4 x 💣 500 lbs Bomb
Payload Option 7
1 x 💣 1000 lbs AN-M65A1 Bomb
10 x 💣 100 lbs AN-M30 Bomb
Payload Option 8
3 x 💣 1000 lbs AN-M65A1 Bomb
Limits
Max Speed limit 580 kph
Gear lmit 350 kph
Combat Flaps 340 kph
Max static +G's ~4
Max static -G's ~2
Optimal Velocities
Ailerons <300 kph
Rudder <270 kph
Elevators <350 kph
Radiator >240 kph
Limits
Max Speed limit 360 mph
Gear lmit 217 mph
Combat Flaps 211 mph
Max static +G's ~4
Max static -G's ~2
Optimal Velocities
Ailerons <186 mph
Rudder <168 mph
Elevators <217 mph
Radiator >149 mph
Manual Control
Mixer is controllable
Pitch is controllable
no automatic pitch
Radiator (water) is controllable
Radiator (oil) is not controllable
Oil and water uses combined radiator control
Supercharger is controllable
Turbocharger is not controllable
Compressor settings 1
Optimal Altitude
524 m
1719 ft
100% Enginepower 3000 hp
WEP Enginepower 3339 hp
Compressor settings 2
Optimal Altitude
3700 m
12139 ft
100% Enginepower 2700 hp
WEP Enginepower 3005 hp
* Warning this is still in the test phase and can be incorrect. Take information with a grain of salt (data from 1.57 initial release)