A6M3 mod. 22Ko

From War Thunder Wiki
Jump to: navigation, search
RANK 6 USA
"APACHE" | AH-64A Peten
A6M3 Reisen mod. 22Ko
a6m3_mod22ko_zero.png
AB
RB
SB
General characteristics
Brief
Detailed
4.3/4.3/4.3BR
1 personCrew
2.8 tTake-off weight
2.40 kg/sBurst mass
Flight characteristics
11 050 mCeiling
Nakajima Sakae 21Engine
RadialType
airCooling system
Speed of destruction
703 km/hStructural
240 km/hGear
Offensive armament
2 x 20 mm Type 99 Model 2 cannonWeapon 1
200 roundsAmmunition
490 shots/minFire rate
2 x 7.7 mm Type 97 machine gunWeapon 2
1 400 roundsAmmunition
900 shots/minFire rate
Suspended armament
2 x 60 kg Navy Type 97 Number 6 ground bombSetup 1
Economy
36 000 Rp icon.pngResearch
140 000 Sl icon.pngPurchase
Sl icon.png5 880 / 7 438/7 220 / 9 133/2 030 / 2 567Repair
39 000 Sl icon.pngCrew training
140 000 Sl icon.pngExperts
590 Ge icon.pngAces
148 % Rp icon.pngReward for battle
320 % Sl icon.png320 % Sl icon.png90 % Sl icon.png
This page is about the Japanese fighter A6M3 mod. 22Ko. For other variants, see A6M (Family).

Description

GarageImage A6M3 mod. 22Ko.jpg


The A6M3 Reisen mod. 22Ko is a rank III Japanese fighter with a battle rating of 4.3 (AB/RB/SB). It was introduced in Update 1.37.

General info

Flight performance

Characteristics Max Speed
(km/h at 6,000 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 522 509 11 050 15.9 16.6 10.2 10.2 288
Upgraded 563 542 15.3 15.5 18.1 13.8

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
703 240 420 420 220 ~13 ~6
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 270 < 420 < 410 > 335
Compressor Optimal altitude 100% Engine power WEP Engine power
Setting 1 1,850 m 1,105 hp 1,235 hp
Setting 2 5,000 m 985 hp 1,101 hp

Survivability and armour

  • No Armor Protection
  • Not Self-Sealing Fuel Tanks

Armaments

Offensive armament

The A6M3 mod. 22Ko is armed with:

  • 2 x 20 mm Type 99 Model 2 cannons, wing-mounted (100 rpg = 200 total)
  • 2 x 7.7 mm Type 97 navy machine guns, nose-mounted (700 rpg = 1,400 total)

With this plane you get two 7.7 mm Type 97 guns and two 20 mm Type 99 Model 2 cannons. The 20 mm cannons do not hold a great deal of ammunition, so extra care should be taken when firing to ensure that no round is wasted. Stealth belts are recommended for both weapons, as they contain a decent proportion of high-explosive rounds, and maintain an element of surprise.

Suspended armament

The A6M3 mod. 22Ko can be outfitted with the following ordnance:

  • Without load
  • 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)

The only suspended armament you get with this plane is two 60 kg bombs with a explosive mass of 23 kg and a penetration of 78 mm.

Usage in battles

The Zero is a extremely effective dogfighter with a very tight turn. Head on engagements should not be taken with any plane, especially Americans such as the F6F and the P51, as the Zero is very fragile. Any hit can be lethal. The engine is very weak and fuel tanks can easily catch ablaze. At the start of the match, try climbing to be able to dive on unaware opponents. The plane can exceed 700 km/h allowing it to commit to very steep or long dives with slight stiffening. The biggest threats to the plane are American planes due to their potent and numerous guns, but any plane can be taken in a turn-fight victoriously.

In offence, aim to begin turn-fights with your opponents as you will outclass them, but take very careful shots. The guns are the weakest aspect of the plane and must be used with precision. Always aim for the fuel tanks or pilot as those are the most effective ways to take down enemy aircraft. Make sure to tail burning aircraft loosely as most fuel tanks are self-sealing. Bomber and other heavier planes should not be taken on as the guns are very ineffective. Only careful pilot snipes should be taken, otherwise conserve ammo for future engagements.

To defend yourself from the rear, perform a split S, which consists of rolling and turning downwards in the opposite direction, and turn to the enemy to begin engaging them. Planes will quickly overshoot and will have difficulty regaining dominance. If caught in a head-on situation, roll and dive downwards towards the enemy, make sure to have no commitment.

  • In Simulator, the A6M Zero is overall a great plane to fly. Its advantages include the extremely smooth handling, impressive turn rate, low stall speed, the ability to not enter spins in extreme manoeuvres, decent rear visibility, and increased cannon ammo capacity. It is able to pull really tight turns or barrel rolls without losing control or going into a spin, allowing the player to use this stability to their advantage. Its disadvantages, however, are the fragile protection, wing-mounted guns, and the cockpit scattered with frames. Although not thick, these frames can still be obstructions in a fight. Also the gunsight is small and mounted very low, resulting in inadequate visibility over the nose. This can limit the player's ability to see the target in a turn fight since to lead the target, the player must cut inside its turn, meaning the nose will now block the target. The A6M can perform dogfighting, some ground pounding and some intercepting.
  • You can bring the minimum amount of fuel (29 minutes) since this model of the Zero only has a 100-round drum per cannon, as a result you might need to constantly return to airfield to reload so there is no need to bring more fuel. Set the convergence to 150-300 m. When taking off, the A6M will shift severely to the left so it is best to set separate keybind for left and right brakes to counter the torque.
  • For dogfighting, it is better to engage with an altitude advantage so climb to around 2,500 m. Track the opponent using lead or pure pursuit, as with lag pursuit you will eventually end up at the 6'o clock of the target aircraft whose fuselage will soak up most of your MG bullets, and your wing mounted cannons will become really awkward to aim. With the amazing stableness the aim should be easy. Target their wings or nose and avoid the back half of the fuselage as there is usually nothing in there. You can turn with most planes with your combat/takeoff flaps deployed. Note that it is best to fire in 10-round/one-second bursts to avoid wasting cannon rounds. Once the cannons are out, the leftover 7.7 mm MGs can only effectively damage single engine fighters.
  • For ground pounding with bombs, look for tanks and pillboxes. First you need some separation between you and the target so you have enough time to line-up the drop. Dive at the target at a rather shallow angle, and release the 60 kg bombs when you are very close, with the target below the gunsight and filling up around half of it. If you only use the MGs, your targets are trucks, AAA and howitzers. Dive at it and stabilise the plane so the gunsight stays overall still at the target. Then, once the target fills out around 1/6 of the gunsight, open fire. If your aim is accurate you can destroy one target in a single pass. However, it is very recommended to set keybind for firing MG only as you can definitely not waste the valuable cannon rounds. Save them for any unexpected dogfights.
  • Landing is easy thanks to the low stall speed and lovely handling. Line up and approach the airstrip at treetop, decrease speed to at most 210 km/h and deploy combat, takeoff and landing flaps in order. Further decelerate so the touchdown speed is no more than 180 km/h to avoid bouncing up. Keep braking until the plane reaches a full stop, you don't have to worry about the nose dipping down and causing a propeller strike.

Enemies worth noting:

  • P-61: this plane is one tough nut to crack. It is quite fast, packs a fatal punch, has a searching radar, and a deadly turret on top. The turret consists of 4 x 12.7 mm M2 Browning machine guns that cover the upper half of the plane, and most P-61 players tend to fly low or get you into their upper half to target you with the turret. Avoid being above them at all costs, utilise the Zero's manoeuvrability and sneak under their belly. Its appearance resembles a P-38: a center fuselage with two engine nacelles extending backwards and forming the twin tail like a frame, you will know it is a Black Widow and not a Lightning when red tracer bullets start shooting out from it.
  • I-16: the late I-16s are equipped with ShVAK cannons that can be pretty dangerous to your fragile airframe. They can turn equally well as the Zero, have superior roll rate but the stability is so terrible that as soon as they pull a little more on the stick, they will enter spins. Therefore it is quite easy to counter them: engage a turnfight with them and turn tighter and tighter, or do a few barrel rolls. They will quickly lose control and start spinning and it is quite hard to recover. Then simply get some separation, turn around and put some solid shots into them. They have an I-15's short and fat fuselage, a flat radial engine and triangular stabilisers located right after the low-mounted mono wings, all covered in olive green paint.
  • F4U, F6F, P-47, etc: these planes are a huge threat to the late Zeros as they have superior firepower, speed, dive acceleration and robust airframes. Their 12.7 mm MGs can easily tear you apart or simply pilot-snipe you even when they are far away, as the M2 Brownings have great velocity and trajectory. They can also set you aflame easily. Start a turnfight whenever you see these stubby planes. The F4U has a long cylindrical nose and the iconic inverted gull wing. The P-47 has a huge, jug-like fuselage, bubble canopy and elliptical trailing edge that usually have invasion stripes painted on them. The F6F, on the other hand, might get confused with other planes as it looks rather average.

Manual Engine Control

MEC elements
Mixer Pitch Radiator Supercharger Turbocharger
Oil Water Type
Controllable Controllable
Not auto controlled
Controllable
Not auto controlled
Controllable
Not auto controlled
Separate Controllable
2 gears
Not controllable

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Radiator Offensive 7 mm
II Compressor Airframe New 7 mm MGs 9 in (mod30)
III Wings repair Engine Offensive 20 mm
IV Engine injection Cover New 20 mm cannons

Pros and cons

Pros:

  • Effective at altitudes below 6,000 feet (1,800 metres)
  • The first A6M to carry Type 99 Model 2's, which can do considerable amount of damage to all aircraft
  • Type 97 machine guns have a fast velocity with an abundance of ammo allowing for easy ranging in RB and SB without needing to regulate the ammo
  • The high torque engine and low weight of the aircraft allow for exceptional turning radius, fast rate of climb, and above average stall recovery for even the newest of pilots
  • Excellent smooth handling in simulator and great rear visibility

Cons:

  • Ineffective above 10,000 feet (3,000 metres)
  • Slower than nearly any other aircraft making you the one being attacked more often than you attack others
  • The plane is fragile compared to others at its tier and prone to catching on fire
  • Newer pilots who do not have defensive skills can find the plane frustrating due to it being vulnerable to faster planes that "boom and zoom"
  • The Type 97 machine guns lack damage, newer pilots who do not have cannons and machine guns bound to different buttons will run out of cannon ammunition quickly and will be left with a plane that cannot reliably damage enemies
  • Limited 20 mm cannon ammo of only 100 RPG -- better than the early Zeros but still inadequate
  • Has lots of bars inside the cockpit, limiting visibility
  • Low cannon velocity makes leading harder

History

Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

See also

Related development
Aircraft of comparable role, configuration and era

External links


Mitsubishi Company (三菱商会)
Fighters  A5M4 · Hagiri's A5M4
  A6M2 mod. 11 · A6M2 · A6M3 · A6M3 mod. 22 · A6M3 mod. 22Ko · A6M5 · A6M5 Ko · A6M5 otsu
  A7M1 (NK9H) · A7M2
  J2M2 · J2M3 · J2M4 Kai · J2M5 · J2M5 (30 mm)
Hydroplanes  F1M2
Interceptors  Ki-83 · Ki-109
Bombers  G4M1
  Ki-21-Ia · Ki-21-I hei · Ki-67-I Ko · Ki-67-I otsu
Jet Fighters  Ki-200
Captured  ▃A6M2 · ␗A6M2
See also  Mitsubishi Heavy Industries (1945+)

Japan fighters
Navy 
Carrier-based fighter 
A5M  A5M4 · Hagiri's A5M4
A6M  A6M2 mod. 11 · A6M2 · A6M3 · A6M3 mod. 22 · A6M3 mod. 22Ko · A6M5 · A6M5 Ko · A6M5 otsu
A7He  A7He1*
A7M  A7M1 (NK9H) · A7M2
Land-based Fighter 
J2M  J2M2 · J2M3 · J2M4 Kai · J2M5 · J2M5 (30 mm)
J6K  J6K1
J7W  J7W1
N1K-J  N1K1-Ja · N1K2-J · N1K2-Ja
Fighter seaplane 
N1K  N1K1
A6M-N  A6M2-N
Army 
Ki-10  Ki-10-I · Ki-10-I C · Ki-10-II · Ki-10-II C
Ki-27  Ki-27 otsu · Ki-27 otsu Tachiarai
Ki-43  Ki-43-I · Ki-43-II · Ki-43-III otsu
Ki-44  Ki-44-I · Ki-44-I 34 · Ki-44-II otsu · Ki-44-II hei
Ki-61  Ki-61-I ko · Ki-61-I otsu · Ki-61-I hei · Ki-61-I hei Tada's · Ki-61-I tei · Ki-61-II
Ki-84  Ki-84 ko · Ki-84 otsu · Ki-84 hei
Ki-87  Ki-87
Ki-94  Ki-94-II
Ki-100  Ki-100 · Ki-100-II
Other countries  ▅F4U-1A · ▅Bf 109 E-7 · ▅Fw 190 A-5
  *Imported designation of the He 112 (A6M was in development - A7M wasn't heard of yet)