Martin 167-A3

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Arcade Realistic Simulator

Arcade Realistic Simulator

Arcade Realistic Simulator

General info

The Martin 167-A3 in the garage.

The Martin 167-A3 is a Rank I French frontline bomber with a battle rating of 2.3 (AB/RB/SB). It was introduced in Update 1.77 "Advancing Storm".

The main purpose, usage and tactics recommendations

General play style

The Martin 167-A3 is a classic dual role aircraft as a light bomber/ground attacker. This aircraft utilizes 50 kg bombs (8 or 16) which typically have a low explosive yield. Soft targets should be the focus of this aircraft which include light pillboxes, artillery/AA gun emplacements, armoured vehicles and light tanks. Defensive weapons are on the weak side and will do little to deter enemy fighters in pursuit. While the wing mounted machine guns can be used on ground targets such as artillery or armoured vehicles (not tanks), if forced, can also be used against enemy fighters or bombers.

Vehicle characteristics

The Martin 167 is a twin-engine all-metal monoplane which had a crew of three (pilot, bombardier and gunner). The aircraft is fairly manoeuverable when loaded with ordinance, however the aircraft can become very manoeuverable once the ordinance has been dropped and act more like a heavy fighter.

Tactics

High-altitude bomber: For high altitude bombing, gaining altitude is a priority, especially to put distance between you and fighters that rumble around the low-mid altitudes. At higher altitudes, mobile targets will be difficult to bomb as they will scatter when your bombs are released. Up high, it is better to focus on immobile targets such as artillery/AA gun emplacements or bases (if they are on the map). In AB, one way to gain altitude is to:

  • Immediately on spawn, drop all bombs, hit WEP and climb.
  • As WEP runs out, level the plane and wait for the next WEP cycle. It takes about three WEP cycles to get to a decent altitude.
  • Remember, as you are climbing, release bombs as they reload to reduce weight.
  • Once you are at a decent altitude, fly towards your targets and prepare to bomb utilizing the bomb sight (V).
  • If you start to see fighters working their way up towards you, continue on climbing in between bomb reloading cycles.
  • Repeat 4-5 as needed until you get shot down or the game ends.

Mid-Low altitude bomber: At the mid-low altitudes you are a prime target for fighters, being not as manoeuverable and a fairly large profile. Here you may only get one chance to drop your bombs before being shot down, so look for holes in the enemy defense where you can slip by, line up a shot, drop your ordinance and manouever out for another run (or reload at base if playing RB/SB). If pressed and there are enemy all around, turn into heavy-fighter mode after your ordinance has been dropped and start pursuing. The turn and loop time is not the greatest, however this aircraft has a strong rudder and can do a power-on wing-over, quickly changing directions without much loss in energy (and a surprise to some pursuit aircraft who think they have you nailed). At this point, you can also transition to attacker mode.

Attacker (on the deck): While the four wing mounted 7.5 mm FN Browning machine guns may not seem like much, when coupled with the 50 kg bombs, you can rack up some vehicle kills. While strafing the ground, all soft targets are available as the vehicles will not have much time to get out of the way of your ordinance. In AB it is best to use your 3rd person view to use the bombing indicator as you will need to fly the aircraft and bomb at the same time (vs. using (V) and solely utilizing the bomb sight while the AI keeps the aircraft level). In between bombing reloads you can strafe with your 4 x 7.5 mm machine guns to eliminate artillery/AA gun emplacements and armoured vehicles. While on the deck, you will typically encounter enemy aircraft and can divert to go after them if given the chance or perform evasive maneuvers while your gunner fires away (you get credit for hits, so let him fire away!).

Specific enemies worth noting

All aircraft pose a threat, either stay at high altitude keeping distance (even a passing enemy bomber you can still damage you with their gunners) from enemy aircraft to increase your chances of survival and dropping ordinance. In the mid-level down to the deck, stay mobile, that is, don’t just fly in a straight line. Vary your route so enemies trying to line up a shot will have to compensate. Most enemy aircraft utilize some sort of tracer so you can adjust your manoeuvering by where you see the tracers fly by.

Counter-tactics

The Martin 167-A3 is fairly quick and manoeuverable, however it is in it’s most sluggish state when loaded with ordinance. The defensive weapons are fairly weak and can be evaded or if hit does not pose to much of a threat (unless the pilot takes a direct hit). The Martin’s blind spots are to attack the entire underside of the aircraft or at an approximately 45 degree downward angle towards the cockpit from the front. Usually if you boom and zoom against the bomber you should come away with minimal damage if any.

Pros and cons

Pros:

  • Decently manoeuverable for a bomber.
  • Short take off distance (which is great for maps with short runways).
  • Fast.
  • Tracer belts for the forward-firing MGs are flamethrowers.
  • Good visibility from the cockpit.
  • Decent rate of climb at full load (best when ordinance is released).
  • Strong rudder control - aids in sharper manoeuvers.

Cons:

  • No armour protection whatsoever.
  • Weak defensive firepower.
  • Very light stock payload.
  • Rear gunner field of vision and fire is small.
  • Rear gun is on a pintle mount, and cannot traverse forward.
  • Extremely prone to fuel fires.
  • (RB/SB) Flaps tear off quickly and at moderate speed (easily red-lines in a dive).

Specifications

Armaments

Offensive armaments

  • 4 x 7.5 mm FN Browning machine guns, wing-mounted (800 rpg = 3200 total)

Defensive armaments

  • 1 x 7.7 mm Vickers K machine gun, dorsal turret (500 rpg)

Payloads

Engine & mobility

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Arcade Realistic Simulator

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Engine

Name: Pratt & Whitney R-1830-S1C3-G 14-cylinder radial x2
  • Cooling type: Air
  • Max power: 952 hp (Stock), 1173 hp (Upgraded)
  • Takeoff power: 1093 hp (Stock), 1314 hp (Upgraded)
  • Mass: 720 kg
Name: Pratt & Whitney R-1830-S1C3-G 14-cylinder radial x2
  • Cooling type: Air
  • Max power: 942 hp (Stock), 1049 hp (Upgraded)
  • Takeoff power: 1082 hp (Stock), 1190 hp (Upgraded)
  • Mass: 720 kg
Name: Pratt & Whitney R-1830-S1C3-G 14-cylinder radial x2
  • Cooling type: Air
  • Max power: 942 hp (Stock), 1049 hp (Upgraded)
  • Takeoff power: 1082 hp (Stock), 1190 hp (Upgraded)
  • Mass: 720 kg

Stat card

Stock
  • Max speed: 454 km/h
    • at height: 3,962 m
  • Max altitude: 9,600 m
  • Turn Time: 22.1 s
  • Rate of Climb: 6.3 m/s
  • Takeoff run: 350 m

Upgraded

  • Max speed: 505 km/h
    • at height: 3,962 m
  • Max altitude: 9,600 m
  • Turn Time: 20.0 s
  • Rate of Climb: 15.2 m/s
  • Takeoff run: 350 m
Stock
  • Max speed: 442 km/h
    • at height: 3,962 m
  • Max altitude: 9,600 m
  • Turn Time: 22.6 s
  • Rate of Climb: 6.3 m/s
  • Takeoff run: 350 m

Upgraded

  • Max speed: 479 km/h
    • at height: 3,962 m
  • Max altitude: 9,600 m
  • Turn Time: 21.0 s
  • Rate of Climb: 9.0 m/s
  • Takeoff run: 350 m
Stock
  • Max speed: 442 km/h
    • at height: 3,962 m
  • Max altitude: 9,600 m
  • Turn Time: 22.6 s
  • Rate of Climb: 6.3 m/s
  • Takeoff run: 350 m

Upgraded

  • Max speed: 479 km/h
    • at height: 3,962 m
  • Max altitude: 9,600 m
  • Turn Time: 21.0 s
  • Rate of Climb: 9.0 m/s
  • Takeoff run: 350 m

Performance

Martin 167-A3/Horsepower graph

Modules and improvements

History of creation and combat usage

Screenshots and fan art

Skins and camouflages for the ___ from live.warthunder.com.

Additional information (links)

References


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maryland_mk1_france.png

Icon-country-fra.png Martin 167-A3
Nation France
Manufacture Glenn L. Martin Company (U.S.)
Type Frontline Bomber
Rank 1
Battle Rating
2.3
2.3
2.3
Fighting style Bombing
Close air support

   Metric✓       Imperial   

   Metric       Imperial✓   

Offensive armament
4 x 7.5 mm FN Browning Machine gun
Magazine 800 rpg
Mount Wing
Defensive armament
1 x 7.7 mm Vickers K Machine gun
Magazine 500 rpg
Mount Dorsal turret
Payload Option 1
8 x 50 kg D.T. № 2 💣 Bomb
Payload Option 2
16 x 50 Kg D.T. № 2 💣 Bomb
Engine power
Number of Engines 2
100% (Stock, Upgraded)
952 hp, 1173 hp
942 hp, 1049 hp
942 hp, 1049 hp
WEP (Stock, Upgraded)
1269 hp, 1564 hp
1256 hp, 1189 hp
1256 hp, 1189 hp
WEP Duration
25.0 s
Infinite
Infinite
Characteristics
Empty Weight
5332 kg
11755 lb
Empty Weight + fuel
6340 kg
13977 lb
Takeoff Weight
7539 kg
16621 lb
Wing Area
49.84 m²
536.22 ft²
Wing loading (Empty)
106.98 kg/m²
21.88 lb/ft²
# Flap Positions 3
Air brakes No
Arrestor Gear No
Statistics
Top speed
___ kph at ___ m
___ mph at ___ ft
Top speed (WEP)
___ km/h at ____ m
___ mph at ____ ft
Climb Rate (100%)
___ m/s
___ ft/s
Climb Rate (WEP)
__.__ m/s
__.__ ft/s
Optimal climb velocity
___ kph
___ mph
Turn Time (100%) __ s
Turn Time (WEP) __ s
Limits
Max Speed limit
574 kph
356 mph
Gear limit
278 kph
172 mph
Combat Flaps
340 kph
211 mph
Max static +G's ~9 g
Max static -G's ~3.5 g
Optimal Velocities
Ailerons
<315 kph
<195 mph
Rudder
<310 kph
<192 mph
Elevators
<300 kph
<186 mph
Radiator
>290 kph
>180 mph
Manual Control
Mixer is not controllable
Pitch is controllable
has no automatic pitch
Radiator (water) is controllable
Radiator (oil) is not controllable
Oil and water uses combined radiator control
Supercharger is not controllable
Turbocharger is not controllable
Compressor settings 1
Optimal Altitude
2133 m
6996 ft
100% Engine power 1050 hp
WEP Engine power 1190 hp
Economy
Required RP ___ RP
Vehicle cost ___ SL
Crew training cost ___ SL
Max repair cost*
___ SL
___ SL
___ SL
Free repair time (Stock)
__h __m
__h __m
__h __m
Free repair time (Upgraded)
__h __m
__h __m
__h __m
* Warning this is still in the test phase and can be incorrect. Take information with a grain of salt. Last checked 1.77