F2A-1 Buffalo

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Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General info

F2A-1 Buffalo in the Garage.

The F2A-1 Buffalo is a Rank I American naval fighter with a battle rating of 2.0 (AB/SB) and 2.3 (SB). It was in the game since the start of the Open Beta Test prior to Update 1.29.

The main purpose, usage and tactics recommendations

General play style

The Brewster F2A Buffalo was the first carrier based monoplane of the US fleet, made to replace the outdated biplanes in service with the US navy. It had a 950 Horsepower engineand 2 machine guns on the nose of different caliber. Many Countries, including the Finnish Air Force which was highly successful with the buffalo, ordered the Buffalo. But by the time WW2 started, and the attack of pearl harbor, the F2A was outclassed by the Japanese A6M2 and Ki-43s.

The F2A-1 is a competitive machine, if using the proper tactic versus the proper enemy. The "Buffalo", as it is sometimes referred to as, can outrun biplanes and can out-turn most monoplanes. Its only draw back is low ammo count and unreliable armament, but performance easily makes up for armament. As said before this plane will get you used to the American style of aircraft of Boom and Zoomers, and armaments of .50 caliber Machine guns.

Vehicle characteristics

Tactics

In Arcade you don't have to worry about your ammo count as much as in Realistic Battles(RB) and Simulator (SB) since you can reload in the air. The target-lead indicator, which shows you approximately where there enemy plane will when when the bullets reach the target, also eases with aiming, and you are more sure of hitting you target. For arcade, the Ammo belts are really useful, I suggest you use omni purpose ammo for the .50 calibre(12.7mm) machine gun and stealth for the .30 cal(7.62mm) machine gun, and if you like, try going all stealth so you can surprise the enemy with bullets they cant see, at the cost of some accuracy if your not use to it. There are a variety of enemy planes that the F2A-1 faces, ranging from biplanes to low tier monoplanes, I recommend that you try and learn the names and designations of possible enemy aircraft so you can identify them easier and use the proper tactics and maneuvers to combat them. In the common low tier arcade battle we get fur-balls going on at low altitude with planes trying to get on each other's tail, a perfect set up for a boom and zoomer like the buffalo, first you must set you your attack angle, which could be from directly above the enemy you choose to attack, or from behind(it should be your priority to target enemy planes that are chasing friendly planes or for a dangerous threat like, MiG-3s, LaGG3s, Hurricane, bf109s or another Buffalo). Once you are nearing towards the enemy plane, you should know what type of enemy he/she is, depending on what plane he/she is, is what you do after you make an attack run. Lets say you dived on an enemy, but you didn't kill him on the first pass, if the enemy was a biplane, then you keep your speed and vacant the area, and set up another pass. If the enemy was a Monoplane in the same situation, you can choose to either vacant the area, or turn onto his tail, but I would advice to leave the area and look and see if he noticed you, if he didn't and he is chasing a friendly or going for ground targets then latch on to his tail and shoot him down!
In Realistic Battles & Simulator Battles, most of the tactics you use against fighters would be the same as in arcade, only with a few restrictions.
  1. you cannot dive too fast, or you wont be able to pull up or you will break your wings.
  2. No Enemy-Lead indicator, you will have to guess where the enemy plane will be when the bullets reach the targets on your own.
  3. Very limited ammo, on top of that the armament isn't reliable outside of 400 meters.
So how does one play this in RB with all these draw backs? A few very simple things will help you with those problems, at the beginning of the match in RB, climb at about a 15 degree angle until you reach about 3000-4000 meters in altitude(press V until you see the gun cam view, which shows the angle of climb). When you spot an enemy, if he is a biplane you will have to boom and zoom him, do not attempt to turn fight, if he is a monoplane you could possibly turn fight him, if he is a British Hurricane or Japanese A5M(not to confuse with A6M much superior to the Buffalo) or Ki-43 do not turn fight with those monoplanes, Mostly Russian monoplanes are safe to turn fight(I-16s, late I-16s, MiG-3 and LaGG-3s). When you dive on an enemy, put your throttle to 0%, so you don't go to fast, if you can't get a shot on the enemy, pull out by putting throttle at 100% and point your nose up to gain altitude. Once you are on the tail of an enemy, no matter the plane, you should only open fire at close ranges, firing at 300 meters and under would help you conserve your ammo and you dont have to lead as much therefore easier to aim and make "Hit"s more effective.
In Realistic Battles & Simulator Battles, most of the tactics you use against fighters would be the same as in arcade, only with a few restrictions.
  1. you cannot dive too fast, or you wont be able to pull up or you will break your wings.
  2. No Enemy-Lead indicator, you will have to guess where the enemy plane will be when the bullets reach the targets on your own.
  3. Very limited ammo, on top of that the armament isn't reliable outside of 400 meters.
So how does one play this in RB with all these draw backs? A few very simple things will help you with those problems, at the beginning of the match in RB, climb at about a 15 degree angle until you reach about 3000-4000 meters in altitude(press V until you see the gun cam view, which shows the angle of climb). When you spot an enemy, if he is a biplane you will have to boom and zoom him, do not attempt to turn fight, if he is a monoplane you could possibly turn fight him, if he is a British Hurricane or Japanese A5M(not to confuse with A6M much superior to the Buffalo) or Ki-43 do not turn fight with those monoplanes, Mostly Russian monoplanes are safe to turn fight(I-16s, late I-16s, MiG-3 and LaGG-3s). When you dive on an enemy, put your throttle to 0%, so you don't go to fast, if you can't get a shot on the enemy, pull out by putting throttle at 100% and point your nose up to gain altitude. Once you are on the tail of an enemy, no matter the plane, you should only open fire at close ranges, firing at 300 meters and under would help you conserve your ammo and you dont have to lead as much therefore easier to aim and make "Hit"s more effective.

This can apply to all three game-modes: When someone is on your tail and you see bullets flying past you, if you have the alt, make a short steep dive. With that little dive, you dodge the enemies bullets and it gives you time to look back really quick, if he is a biplane, you can continue the dive and get out of range of his guns, if he is a monoplane, you can attempt to turn fight, but the F2A is still effective in diving away from even faster monoplanes, so you can try that versus maneuverable monoplanes like the hurricane and A5M. Learning the gun sounds also helps, sometimes you will know automatically what plane is on your tail if you hear some gun sounds on your tail, which helps in alot of situations.

Specific enemies worth noting

Counter-tactics

Pros and cons

Pros:

  • Fast
  • Maneuverable compared to most monoplanes it can face
  • Good diver
  • Good climber(ironic since it was considered overweight in real life)
  • Can land on a carriers
  • Powerful 50 caliber machine guns

Cons:

  • Armament is lacking
  • low ammo count(can be conserved by firing at close range)
  • The telescopic sight is a bit of an annoyance in Simulator battles, as you are forced to look into it when you zoom

Specifications

Armaments

  • 1 x 12.7 mm M2 Browning machine gun, nose-mounted (250 rpg)
  • 2 x 12.7 mm M2 Browning machine gun, wing-mounted (400 rpg = 800 total)
  • 1 x 7.62 mm Browning machine gun, nose-mounted (450 rpg)

M2_Early

M2_Early

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.



30_Browning_belts

30_Browning_belts

30-06 Browning

Pros

  • Very large ammo loads
  • High rate of fire
  • Take a very long time to overheat

Cons

  • Very weak in terms of power.
  • Default belts contain ball ammunition with a tendency to glance off harmlessly.



Engine & mobility

Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator


Engine

Name: Wright Cyclone R-1820-34 9-cylinder radial
  • Cooling type: Air
  • Max power: 758 hp (Stock), 922 hp (Upgraded)
  • Takeoff power: 858 hp (Stock), 1022 hp (Upgraded)
  • Mass: 533 kg
Name: Wright Cyclone R-1820-34 9-cylinder radial
  • Cooling type: Air
  • Max power: 749 hp (Stock), 830 hp (Upgraded)
  • Takeoff power: 850 hp (Stock), 931 hp (Upgraded)
  • Mass: 533 kg
Name: Wright Cyclone R-1820-34 9-cylinder radial
  • Cooling type: Air
  • Max power: 749 hp (Stock), 830 hp (Upgraded)
  • Takeoff power: 850 hp (Stock), 931 hp (Upgraded)
  • Mass: 533 kg

Stats

Stock
  • Max speed: 479 km/h
    • at height: 4,600 m
  • Max altitude: 8,000 m
  • Turn Time: 18.9 s
  • Rate of Climb: 5.3 m/s
  • Takeoff run: 250 m

Upgraded

  • Max speed: 527 km/h
    • at height: 4,600 m
  • Max altitude: 8,000 m
  • Turn Time: 18.0 s
  • Rate of Climb: 19.0 m/s
  • Takeoff run: 250 m
Stock
  • Max speed: 471 km/h
    • at height: 4,600 m
  • Max altitude: 8,000 m
  • Turn Time: 19.4 s
  • Rate of Climb: 7.2 m/s
  • Takeoff run: 250 m

Upgraded

  • Max speed: 504 km/h
    • at height: 4,600 m
  • Max altitude: 8,000 m
  • Turn Time: 18.2 s
  • Rate of Climb: 10.9 m/s
  • Takeoff run: 250 m
Stock
  • Max speed: 471 km/h
    • at height: 4,600 m
  • Max altitude: 8,000 m
  • Turn Time: 19.4 s
  • Rate of Climb: 7.2 m/s
  • Takeoff run: 250 m

Upgraded

  • Max speed: 504 km/h
    • at height: 4,600 m
  • Max altitude: 8,000 m
  • Turn Time: 18.2 s
  • Rate of Climb: 10.9 m/s
  • Takeoff run: 250 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
0.2
0.4
0.6
0.8
1
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

The Brewster F2A-1 buffalo was designed to replace the Grumman F3F biplane fighter. In a competition between the Grumman XF4F1 and the XF2A-1(the P35 lost early on), the XF2A-1 won as it was more advanced than the Grumman aircraft, so it went into production as F2A-1.

Although the F2A buffalo fought only a few battles with the US Military, it fought important ones. In the battle of Midway it was one of the main fighter planes of the US fleet (the other being the F4F Wildcat), it played an important role(along with the other planes)in the battle of Midway, and showed that the F2A and F4F where no match to the A6M, and where soon replaced by more advanced F6F and F4U Corsair.

Many Nations acquired the F2A in there air forces, the most successful country with the type was Finland. From January to February 1940, the Finns received there F2A-1s (Designated B239), in total they received 44 buffalos. During the Continuation War the Finnish Air Force was highly successful with the type, they developed tactics that the Russians couldn't counter. One tactic they used was baiting, where 2 buffalos are low and act as bait, as 2 others dive on attacking enemy planes. In the Continuation War, Squadron 24 of Finland, some sources state, had a victory ratio of 26. Buffalos of 24 squadron claimed 477 confirmed kills to 15 Buffalos destroyed.

Ingame description

The Brewster F2A Buffalo was the first monoplane carrier-based fighter that served in the American fleet. The aircraft had an all-metal construction, with the exception of the control surfaces, which were covered with cloth.


In 1935, the U.S. Navy announced a competition to create a carrier-based fighter which was to replace the obsolete biplanes. The competition was won by the Brewster company and mass production of their F2A began in the summer of 1938. Of the 55 F2A-1s produced, only 11 entered service in the U.S. Finland, which was less demanding than other countries with regards to fighter specs, purchased the rest of the planes, which were then slightly altered for use on airfields.

The F2A-2 variant had a more powerful engine and a pitched Curtiss Electric propeller. The subsequent F2A-3 had a stronger chassis and larger fuel tank. This last modification increased the aircraft’s weight significantly, and the engine did not provide sufficient power, making the F2A-3 inferior even to the F2A-2 in handling and speed.

The F2A was exported to a number of countries, including Finland and Great Britain.

Of the 509 Buffaloes built, 107 were F2A-3s and 20 were B-439s (an export model of the F2A-3 transferred to the Dutch West Indies).

Screenshots and fan art

Skins and camouflages for the F2A-1 from live.warthunder.com.

Additional information (links)

References


Horsepower graphSidebar

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f2a-1.png

F2A-1
Nation USA
Type Carrier fighter
Fighting style Boom & Zoom
Engery Fighting

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Empty Weight ~1680 kg
Empty Weight + fuel ~2110 kg
Takeoff Weight ~3904 kg
Wing Area ~19 m²
# Flap Positions 3
Number of Engines 1
Air Breaks no
Arrestor Gear yes
Statistics
Power per Engine 830 hp
WEP Duration infinite
top speed ~541.80 kph at 4600 m
Climb Rate ~10.88 m/s
Optimal climb velocity ~230.40 kph
Turn Time ~24.59 s
Wing loading (Empty) ~87.00 kg/m²
Characteristics
Empty Weight ~3704 lb
Empty Weight + fuel ~4652 lb
Takeoff Weight ~8607 lb
Wing Area ~209 ft²
# Flap Positions 3
Number of Engines 1
Air Breaks no
Arrestor Gear yes
Statistics
Power per Engine 830 hp
WEP Duration infinite
Top speed ~336.66 mph at 15092 m
Climb Rate 35.70 ft/s
Optimal climb velocity ~143.16 mph
Turn Time 24.59 s
Wing loading (Empty) ~17.82 lb/ft²
Main Weapons
1 x .30-06 Browning USAAF 450 RPG
1 x M2/early Browning 250 RPG
Limits
Max Speed limit 761 kph
Gear lmit 720 kph
Combat Flaps 460 kph
Max static +G's ~22
Max static -G's ~11
Optimal Velocities
Ailerons <405 kph
Rudder <400 kph
Elevators <380 kph
Radiator >200 kph
Limits
Max Speed limit 473 mph
Gear lmit 447 mph
Combat Flaps 286 mph
Max static +G's ~22
Max static -G's ~11
Optimal Velocities
Ailerons <252 mph
Rudder <249 mph
Elevators <236 mph
Radiator >124 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
1800 m
5906 ft
100% Enginepower 860 hp
WEP Enginepower 963 hp
Compressor settings 2
Optimal Altitude
4650 m
15256 ft
100% Enginepower 760 hp
WEP Enginepower 851 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)