F2H-2 Banshee

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Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator


General info

F2H-2 Banshee in the garage.

The F2H-2 Banshee is a Rank V American naval jet fighter with a battle rating of 8.0. It was introduced in Update 1.45 "Steel Generals". The F2H-2 Banshee is a fantastic jet-fighter with great overall speed and good maneuverability. It is most recognized for its ability to remain stable even past its speed limit break (933km/h) and also for its fantastic high-altitude performance.

The main purpose, usage and tactics recommendations

General play style

The Banshee is first in the US naval jet lineup, and possesses many traits and characteristics that make it a fantastic start for jet players. Some tips to use it effectively are:

  • Staying at a high altitude (side-climbing)
  • Avoiding/evading higher-flying prop and jet planes (use c to pan around you; this is extremely useful)
  • Using BnZ or BnR
  • Upgrading your plane
In AB, the F2H is actually quite mediocre. Its high BR makes it liable to be put with superior jets such as the Me-262 (which has unlimited fuel, as is characteristic of AB) or the F-86 Sabre. However, an AB player can use the Banshee effectively by:

AB will initially be frustrating. The un-upgraded Banshee is a very poor performer. Its cannons jam, it has a relatively poor climb rate, and acceleration is poor as well.

Once upgraded, however, the Banshee is a very effective and useful plane.
The F2H-2 is most effectively used as an energy fighter. It has great energy retention, turns well, and accelerates quite well once fully researched. However, the stock Banshee is terrible compared to super-props such as the Tempest Mk.II, F8F-1B, La-9, and others. Therefore, it is recommended to climb at the beginning of a match to at least 4-6 km. The Banshee performs extremely well at these altitudes. However, keep in mind that evasion of superior planes such as the F8F-1B or the MiG-15 is key. Once there, BnZ can be employed. Make sure your level speed is at least 300 mph due to the fact that the F2H-2 is extremely sluggish below that. However, low-speed stability coupled with an airbrake make the Banshee an extremely good prop-killer. SPEED IS YOUR FRIEND, as you can outrun most jets at your Battle Rating. It is also extremely hard to tear the Banshee's wings.

If you are unlucky, you will face the F-86A and MiG-15 in some battles. Avoid them at all costs as they climb far better than the Banshee and have superior top speed.

Unfortunately, like most other jets, modifications take a long while to grind. Go for anything that increases the Banshee's climb rate. Leave the cannon ammo belts alone because default has the most HE shells (besides Stealth), and research the New Cannons modification. It will markedly improve the terrible spread of the cannon.
The F2H-2 is most effectively used as an energy fighter. It has great energy retention, turns well, and accelerates quite well once fully researched. However, the stock Banshee is terrible compared to super-props such as the Tempest Mk.II, F8F-1B, La-9, and others. Therefore, it is recommended to climb at the beginning of a match to at least 4-6 km. The Banshee performs extremely well at these altitudes. However, keep in mind that evasion of superior planes such as the F8F-1B or the MiG-15 is key. Once there, BnZ can be employed. Make sure your level speed is at least 300 mph due to the fact that the F2H-2 is extremely sluggish below that. However, low-speed stability coupled with an airbrake make the Banshee an extremely good prop-killer. SPEED IS YOUR FRIEND, as you can outrun most jets at your Battle Rating. It is also extremely hard to tear the Banshee's wings.

If you are unlucky, you will face the F-86A and MiG-15 in some battles. Avoid them at all costs as they climb far better than the Banshee and have superior top speed.

Unfortunately, like most other jets, modifications take a long while to grind. Go for anything that increases the Banshee's climb rate. Leave the cannon ammo belts alone because default has the most HE shells (besides Stealth), and research the New Cannons modification. It will markedly improve the terrible spread of the cannon.

The cockpit of the F2H-2 is fantastic- the bubble canopy provides good visibility, rearward and forward.

Vehicle characteristics

The Banshee is a very stable platform at HIGH speeds. Warning appears at 940km/h; but it can reach over a 1000km/h and still not rip appart, if flown carefully and kept it in a straight line.

Two engines for redundancy. If one is taken out, the machine can still return to base safely. A good advantage to have, due the fragility of jet engine regarding bullet impacts.

Tactics

Specific enemies worth noting

Even with good advantages as a starting jetfighter (if you went with the Naval Line of USA Fighters), it has some disadvantages going up against MiG-15's and MiG-17's. It can certainly outrun La-174's and La-15's with splendid ease, but it will never be able to outrun a MiG once it's on your tail. As for MiG-9's, they can't outrun the Banshee (if fully spaded, careful here) but can probably out-turn it if the MiG-9 pilot is properly trained and experienced.

Its main usage will be basically acting as a support fighter in EVERY situation, unless you are downtiered and you are put against Ho-229's and Me-262's. In such a case, you can become an aggressive fighter and easily get three or more kills. Although, if you are put up against MiG-17's, MiG-15's and La-15's, best prepare yourself to side-climb and be behind your allies. Get some altitude, get some patience and get ready to take out baited MiG's that are either chasing Hunter's or Sabers, or an unfortunate bomber.

A good recommendation is that you should never go for IL-28's alone. Other recommendations is that you should never strap in rockets to this thing or bombs, unless you're in a squad and you all have the purpose of bombing points together. It is NOT recommended, either way. Another tip is to always try to hold your speed and REMEMBER to use your airbrakes when being tailed by a MiG.

Counter-tactics

Pros and cons

Pros

  • Heavy Armament.
  • Very good energy retention.
  • Good acceleration, dive acceleration.
  • Good climb rate.
  • Good low speed stability and turn time.
  • Good performance at high altitudes (10,000m) .
  • G-Suit.
  • Cheap Repairs.
  • Durability .
  • Stable Gun Platform.
  • Decent Roll Rate.
  • Landing hook for carriers.

Cons

  • Cannon jams quickly and are very inaccurate unless "new cannons" mod is activated.
  • Long takeoff run.
  • Slow roll rate.
  • Extremely poor stock model.
  • Not fast enough to effectively tail fast fighters.
  • Big wings, easy target for Soviet 37mm cannon.
  • Due to battle rating of 8.0, it has a high tendency to get pitted against 9.0 jets that can outrun, outgun, and outclimb it, making it a sitting duck unless an enemy pilot makes a grevious mistake.

Specifications

Armaments

Offensive armaments

  • 4 x 20 mm AN/M3 cannon, nose-mounted (150 rpg = 600 total)

Payloads

  • 8 x 127 mm HVAR rockets
  • 4 x 250 lb AN-M57 bombs
  • 2 x 500 lb AN-M64A1 bombs

bombs

bombs

Bombs

Nation Mass (nominal) Name Caliber Drag   Damage  
  Rating  
  Radius     Pen     Damage  
  Rating  
  Radius     Pen  
Bomb properties High explosive Fragmentation
Nation-de.png
Germany
1,000 kg SC 1000L2 450 33 360.4 30m 250mm 94.4 150m 15mm
250 kg SC 250Ja 285 16.9 6.3 10m 100mm 111 80m 12mm
50 kg SC 50Ja 152 4.3 0 3m 35mm 51.3 40m 10mm
500 kg SC 500K 392 23.7 100 25m 160mm 100 120m 15mm
10 kg SD 10C 152 0.8 0.3 5m 8mm 0 15m 5mm
10 kg SD 10a 152 0.8 0.5 5m 10mm 0 15m 5mm
Nation-jp.png
Japan
250 kg mod.25 mk 2 285 16.9 6.3 10m 100mm 111 80m 12mm
500 kg mod. 50 mk 2 392 23.7 100 25m 160mm 100 120m 15mm
800 kg mod. 80 mk 1 450 49.6 640.9 40m 250mm 94.4 150m 15mm
250 kg Type 92 mod. 25 285 16.9 6.3 10m 100mm 111 80m 12mm
500 kg Type 92 mod. 50 392 23.7 100 25m 160mm 100 120m 15mm
100 kg Type 94 mod. 10 267 9.3 0.9 6m 75mm 102.3 45m 12mm
50 kg Army Type 94 mod. 5 152 4.3 0 3m 35mm 51.3 40m 10mm
60 kg Type 97 mod. 6 152 4.3 0 3m 35mm 51.3 40m 10mm
250 kg Type 98 mod.25 285 16.9 6.3 10m 100mm 111 80m 12mm
800kg Type 99 mod. 25 450 49.6 640.9 40m 250mm 94.4 150m 15mm
800 kg Navy Type 99 No. 80 mod. 1 450 49.6 640.9 40m 250mm 94.4 150m 15mm
Nation-su.png
USSR
100 kg FAB-100 267 9.3 0.9 6m 75mm 102.3 45m 12mm
1,000 kg FAB-1000 450 33 360.4 30m 250mm 94.4 150m 15mm
250 kg FAB-250M-43 285 16.9 6.3 10m 100mm 111 80m 12mm
50 kg FAB-50 152 4.3 0 3m 35mm 51.3 40m 10mm
500 kg FAB-500 392 23.7 100 25m 160mm 100 120m 15mm
1,500 kg FAB-1500M-46 450 33 2452.7 70m 450mm 94.4 150m 15mm
3,000 kg FAB-3000M-46 450 33 8493.2 100m 500mm 94.4 150m 15mm
Nation-gb.png
Britain
453 kg 1000 lb GP 392 37 100 25m 160mm 100 120m 15mm
453 kg 1000 lb GP mk 1 392 37 100 25m 160mm 100 120m 15mm
453 kg 1000 lb MC mk 1 392 37 100 25m 160mm 100 120m 15mm
113.4 kg 250 lb 267 0 5.4 13m 78mm 100.6 48m 12mm
113.4 kg 250 lb 43 267 0 5.4 13m 78mm 100.6 48m 12mm
113.4 kg 250 lb late 267 0 5.4 13m 78mm 100.6 48m 12mm
226.8 kg 500 lb 285 16.9 15.7 16m 100mm 111 80m 12mm
226.8 kg 500 lb 43 285 16.9 15.7 16m 100mm 111 80m 12mm
1,815 kg mk 2 Cookie 450 100 4955.1 80m 400mm 87.6 200m 15mm
Nation-us.png
USA
453.6 kg 1000lb AN-M65 cone 392 37 100 25m 160mm 100 120m 15mm
453.6 kg 1000 lb AN-M65A1 392 37 100 25m 160mm 100 120m 15mm
45.4 kg 100 lb AN-M30A1 152 4.3 1 8m 50mm 51.3 40m 10mm
907.2 kg 2000 lb AN-M66A2 450 49.6 640.9 40m 250mm 94.4 150m 15mm
113.4 kg 250 lb AN-M57 267 9.3 4.1 12m 75mm 102.3 45m 12mm
226.8 kg 500 lb AN-M64A1 285 16.9 15.7 16m 100mm 111 80m 12mm
Nation-fr.png
France
kg 100 kg No. 1 m mm m mm
kg 200 kg No. 1 m mm m mm
kg 500 kg No. 2 m mm m mm

Rockets

Rockets

Aircraft Rockets

Nation Mass Name Velocity Caliber Drag   Damage  
  Rating  
  Radius     Pen     Damage  
  Rating  
  Radius     Pen  
Rocket properties High explosive Fragmentation
Nation-de.png
Germany
110.9 kg BR 20 350 m/s 210 100 210.8 5 m 75 mm 100 50 m 10 mm
3.85 kg R4M Orkan 525 m/s 55 0 0.6 1 m 12 mm 5.2 25 m 8 mm
2.78 kg RZ 65 Föhn 260 m/s 73 17.5 0 0.9 m 10 mm 13.1 15 m 8 mm
Nation-jp.png
Japan
60 kg 60 kg 340 m/s 82 21.1 99.9 6 m 60 mm 0 15 m 8 mm
Nation-su.png
USSR
41.9 kg RS-132 350 m/s 132 14 27.9 3 m 75 mm 43.3 25 m 10 mm
7.84 kg RS-82 340 m/s 82 0 0.6 1 m 23 mm 16.9 12 m 8 mm
Nation-gb.png
Britain
64 kg HVAR 420 m/s 127 14 29.3 3.5 m 75 mm 98.6 17 m 12 mm
43 kg RP-3 350 m/s 76 10.5 35.8 3.5m 75 mm 56.7 15 m 5 mm
Nation-us.png
USA
583 kg 11.75 in Tiny Tim 300 m/s 298 17.5 1,289.2 13 m 120 mm 183.4 45 m 12 mm
64 kg 5 in HVAR 420 m/s 127 14 29.3 3.5 m 75 mm 98.6 17 m 12 mm
17 kg M8 Bazooka 250 m/s 114 3.5 6 1 m 29 mm 16.8 25 m 7 mm

Engine & mobility

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Arcade Realistic Simulator

Arcade Realistic Simulator


Engine

Name: Westinghouse J34-WE-34 jet
  • Takeoff thrust: 1397.6 kgf (Stock), ____ kgf (Upgraded)
  • Mass: 600 kg
Name: Westinghouse J34-WE-34 jet
  • Takeoff thrust: 1383.3 kgf (Stock), ____ kgf (Upgraded)
  • Mass: 600 kg
Name: Westinghouse J34-WE-34 jet
  • Takeoff thrust: 1383.3 kgf (Stock), ____ kgf (Upgraded)
  • Mass: 600 kg

Stats

Stock
  • Max speed: 910 km/h
    • at height: at sea level
  • Max altitude: 14,965 m
  • Turn Time: 26.8 s
  • Rate of Climb: 21.6 m/s
  • Takeoff run: 670 m

Upgraded

  • Max speed: ___ km/h
    • at height: at sea level
  • Max altitude: 14,965 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 670 m
Stock
  • Max speed: 884 km/h
    • at height: at sea level
  • Max altitude: 14,965 m
  • Turn Time: 27.8 s
  • Rate of Climb: 20.2 m/s
  • Takeoff run: 670 m

Upgraded

  • Max speed: ___ km/h
    • at height: at sea level
  • Max altitude: 14,965 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 670 m
Stock
  • Max speed: 884 km/h
    • at height: at sea level
  • Max altitude: 14,965 m
  • Turn Time: 27.8 s
  • Rate of Climb: 20.2 m/s
  • Takeoff run: 670 m

Upgraded

  • Max speed: ___ km/h
    • at height: at sea level
  • Max altitude: 14,965 m
  • Turn Time: __._ s
  • Rate of Climb: _._ m/s
  • Takeoff run: 670 m

Performance

Horsepower graph

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




0
1
2
3
4
5
6
7
8
9
10
0
0.26
0.52
0.78
1.04
1.3
Horsepower in 1000hp
Altitude in 1000m

Supercharger Stage #1: 100%

Supercharger Stage #1: WEP

Supercharger Stage #2: 100%

Supercharger Stage #2: WEP



Thrust graph
510
610
710
800
900
990
1090
1180
1280
1370
1470
0
1.2
2.4
3.7
4.9
6.1
7.3
8.5
9.8
11
12.2
0
1.2
2.4
3.6
4.8
6
7.2
8.4
9.6
10.8
12
Speed in 100kph
Altitude in 1000km


Modules and improvements

Compressor and Engine are always useful upgrades and all acceleration unlocks are top priority. Given the uniqueness of the AN/M3 armament New 20mm cannons and G-Suit should be preferable tier 4 goals. The stock belts are better than any other type of ammo, due to more two times more HEFI-T inside of them, but for the improved cannons, they need to be researched, albeit that can wait past the G-Suit. To help with the maneuverability issues, boosters should be considered a priority as well.

History of creation and combat usage

The Twin Engine F2H Banshee was a follow up to McDonnell's successful FH-1 Phantom. The two aircraft appear very similar. Primary differences include larger airframe, armament, and power-plants. The F2H Banshee was designed to become the Navy's next carrier born aircraft. Nearly 800 Banshees were built. The aircraft was quickly passed over by newer designs.

A majority of the F2H's service took place in the Atlantic and Mediterranean oceans. A few Banshees found their way to Korea with the Navy and Marines. VF 172 was deployed to Korea in August of 1951 and immediately saw action escorting B-29s. the Banshee saw limited fighter/bomber duty. The greatest role the F2H played was photo recon. Several aircraft were refurbished and sent to Canada were they saw limited service until the 1960's.

Ingame description

@var:description

Screenshots and fan art

Skins and camouflages for the F2H-2 Banshee from live.warthunder.com.

Additional information (links)

References


Horsepower graphSidebarThrust

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f2h-2.png

Icon-country-usa.png F2H-2 Banshee
Nation USA
Type Naval fighter
Jet Fighter
Fighting style Boom & Zoom

   Metric✓       Imperial   

   Metric       Imperial✓   

Characteristics
Empty Weight ~5620 kg
Empty Weight + fuel ~9095 kg
Takeoff Weight ~11000 kg
Wing Area ~27 m²
# Flap Positions 3
Number of Engines 2
Air Brakes yes
Arrestor Gear yes
Statistics
Thrust per Engine 1470 kN
WEP Duration infinite
top speed ~933.00 kph at 0 m
Climb Rate ~27.40 m/s
Turn Time ~25.00 s
Wing loading (Empty) ~206.00 kg/m²
Characteristics
Empty Weight ~12390 lb
Empty Weight + fuel ~20051 lb
Takeoff Weight ~24251 lb
Wing Area ~294 ft²
# Flap Positions 3
Number of Engines 2
Air Brakes yes
Arrestor Gear yes
Statistics
Thrust per Engine 1470 kN
WEP Duration infinite
Top speed ~579.74 mph at 0 m
Climb Rate 89.90 ft/s
Turn Time 25.00 s
Wing loading (Empty) ~42.19 lb/ft²
Main Weapons
4 x AN/M3 150 RPG
Payload Option 1
Without load Clean Plane
Payload Option 2
8 x 🚀 173mm, 20.6kg HVAR A rocket
Payload Option 3
4 x 💣 250 lbs Bomb
Payload Option 4
2 x 💣 500 lbs Bomb
Limits
Max Speed limit 994 kph
Gear lmit 342 kph
Combat Flaps 525 kph
Max static +G's ~12
Max static -G's ~5
Optimal Velocities
Ailerons <620 kph
Rudder <650 kph
Elevators <700 kph
Radiator >550 kph
Limits
Max Speed limit 618 mph
Gear lmit 213 mph
Combat Flaps 326 mph
Max static +G's ~12
Max static -G's ~5
Optimal Velocities
Ailerons <385 mph
Rudder <404 mph
Elevators <435 mph
Radiator >342 mph
Manual Control
Mixer is not controllable
Pitch is not controllable
no automatic pitch
Radiator (water) is not controllable
Radiator (oil) is not controllable
Oil and water uses combined radiator control
Supercharger is not controllable
Turbocharger is not controllable
* 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)