Difference between revisions of "Ju 87 R-2"

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{{Specs-Card|code=ju-87r-2}}
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{{About
 +
| about = German dive bomber '''{{PAGENAME}}'''
 +
| usage = other versions
 +
| link = Ju 87 (Family)
 +
}}
 +
{{Specs-Card
 +
|code=ju-87r-2
 +
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
 +
}}
  
 
== Description ==
 
== Description ==
<!--''In the description, the first part needs to be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert screenshot of the vehicle. If the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle it is talking about.''-->
+
<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
 +
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German bomber {{Battle-rating}}. It has been in the game since the start of the Open Beta Test prior to Update 1.27.
  
[[File:GarageImage_Ju87R2.jpg|420px|thumb|left]]
+
The main use of this plane is precision strikes on hard targets such as tanks and pillboxes, as well as providing ground support in ground battles. This is largely due to its spectacular dive-bombing accuracy and powerful payload. To perform an effective dive with this plane, at an altitude of at least 1,400 m, place your target at the bend in your wings, roll your upside-down and dive at an angle of 60-90 degrees, aiming your cross-hairs at or slightly in front of the target (leading with their speed). Drop throttle to 0% and deploy airbrakes (H key by default); you should keep a steady speed of 400 km/h. Release your bomb at 300 m from the target and you should score a direct, or near hit.
{{break}}
 
The '''Ju 87 R-2''' is a Rank I German dive bomber with a battle rating of 1.7 (AB/SB) and 2.0 (RB). It was in the game since the start of the Open Beta Test prior to Update 1.29.
 
  
The main use of this plane is precision strikes on hard targets such as tanks and pillboxes, as well as providing ground support in ground battles. This is largely due to its spectacular dive-bombing accuracy and powerful payload. To preform an effective dive with this plane, at an altitude of at least 1400 m, place your target at the bend in your wings, roll your upside-down and dive at an angle of 60-90 degrees, aiming your cross-hairs at or slightly in front of the target (leading with their speed). Drop throttle to 0% and deploy airbrakes (h key by default); you should keep a steady speed of 400 km/h. Release your bomb at 300 m from the target and you should score a direct, or near hit.
 
 
== General info ==
 
== General info ==
=== Flight Performance ===
+
=== Flight performance ===
<!--''Describe how the aircraft behaves in the air. Maximum speed, maneuverability, speed and allowable loads - these are the most important characteristics of the vehicle.''-->
+
{{Specs-Avia-Flight}}
{| class="wikitable" style="text-align:center"
+
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''
|-
+
 
! colspan="8" | Characteristics
+
{| class="wikitable" style="text-align:center" width="70%"
|-
+
! rowspan="2" | Characteristics
! colspan="8" | ''Stock''
 
|-
 
 
! colspan="2" | Max Speed<br>(km/h at 4,100 m)
 
! colspan="2" | Max Speed<br>(km/h at 4,100 m)
! rowspan="2" | Max altitude<br>(meters)
+
! rowspan="2" | Max altitude<br>(metres)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Turn time<br>(seconds)
! colspan="2" | Rate of climb<br>(meters/second)
+
! colspan="2" | Rate of climb<br>(metres/second)
! rowspan="2" |Take-off run<br>(meters)
+
! rowspan="2" | Take-off run<br>(metres)
|-
 
! AB
 
! RB
 
! AB
 
! RB
 
! AB
 
! RB
 
|-
 
| 365 || 356 || 7,000 || 28.2 || 28.6 || 2.5 || 1.9 || 434
 
|-
 
! colspan="8" | ''Upgraded''
 
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 4,100 m)
+
! AB !! RB !! AB !! RB !! AB !! RB
! rowspan="2" |Max altitude (meters)
 
! colspan="2" | Turn time (seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" |Take-off run (meters)
 
 
|-
 
|-
! AB
+
! Stock
! RB
+
| 366 || 356 || rowspan="2" | {{Specs|ceiling}} || 28.1 || 29.1 || 6.5 || 6.5 || rowspan="2" | 434
! AB
 
! RB
 
! AB
 
! RB
 
 
|-
 
|-
| 383 || ??? || 7,000 || 25.9 || 27.0|| 14.2 || 5.6 || 434
+
! Upgraded
 +
| 403 || 383 || 25.9 || 27.0 || 14.0 || 9.6
 
|-
 
|-
 
|}
 
|}
  
====Details====
+
==== Details ====
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
 
! colspan="5" | Features
 
! colspan="5" | Features
 
|-
 
|-
! Combat flap
+
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear
! Take-off flap
 
! Landing flap
 
! Air brakes
 
! Arrestor gear
 
 
|-
 
|-
| || ✓ || ✓ || ✓ || X    <!-- ✓ -->
+
| X || ✓ || ✓ || ✓ || X    <!-- ✓ -->
 
|-
 
|-
 
|}
 
|}
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="5" | Limits
+
! colspan="7" | Limits
 
|-
 
|-
! rowspan="2" | Wing-break speed<br>(km/h)
+
! rowspan="2" | Wings (km/h)
! rowspan="2" | Gear limit<br>(km/h)
+
! rowspan="2" | Gear (km/h)
! rowspan="2" | Combat flap<br> (km/h)
+
! colspan="3" | Flaps (km/h)
 
! colspan="2" | Max Static G
 
! colspan="2" | Max Static G
 
|-
 
|-
! +
+
! Combat !! Take-off !! Landing !! + !! -
! -
 
 
|-
 
|-
| 680 || 680 || 520 || ~17 || ~7
+
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 469 || 320 || ~18 || ~7
 
|-
 
|-
 
|}
 
|}
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="4" | Optimal velocities
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! colspan="4" | Optimal velocities (km/h)
 
|-
 
|-
! Ailerons<br>(km/h)
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! Ailerons !! Rudder !! Elevators !! Radiator
! Rudder<br>(km/h)
 
! Elevators<br>(km/h)
 
! Radiator<br>(km/h)
 
 
|-
 
|-
| < 250 || < 350 || < 350 || > 230?
+
| < 250 || < 350 || < 350 || > 280
 
|-
 
|-
 
|}
 
|}
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! WEP Engine power
 
! WEP Engine power
 
|-
 
|-
| 3,700 m || 930 hp || 1,200 hp  
+
| 3,700 m || 930 hp || 1,200 hp
|-
 
<!--! colspan="3" | Setting 2
 
|-
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
|-
 
| ?,??? m || ?,??? hp || ?,??? hp
 
|-
 
! colspan="3" | Setting 3
 
|-
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
 
|-
 
|-
| ?,??? m || ?,??? hp || ?,??? hp
 
|- -->
 
 
|}
 
|}
  
 
=== Survivability and armour ===
 
=== Survivability and armour ===
<!--''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured. Describe the armour, if there is any, also mention the vulnerability of other critical aircraft systems.''-->
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{{Specs-Avia-Armour}}
* 8 mm Steel - behind pilot
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<!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' -->
* 5 mm Steel - behind rear gunner
+
The armour of the Ju 87 R-2 is decent at this BR, although it is unlikely to stop real bullets and is only really effective at protecting against shrapnel. All of the important components, like the pilot and engine, are located in the front of the plane, which means that you should not expose the front unless absolutely necessary. Also, whereas the pilot actually has a decent 8 mm armour plate behind him, the gunner only has a 5 mm one which won't stop pretty much anything except glancing bullets and small shrapnel fragments. Adding to that, the gunner is usually the one facing enemy planes, so he will most likely get knocked out early in the fight, leaving you without much protection against enemies.
 +
 
 +
* 8 mm Steel - behind the pilot
 +
* 5 mm Steel - behind the rear gunner
 
* No armour glazing
 
* No armour glazing
* Critical components located at front of aircraft (fuel, pilot, engine, controls)
+
* Critical components located in front of aircraft (fuel, pilot, engine, controls)
 
* More fuel tanks located in wings near fuselage
 
* More fuel tanks located in wings near fuselage
 +
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
 +
 +
In this aircraft, all the bomb loads can be equipped from the start, with no need to research any pylon modules. So, it is advisable to acquire either 500 kg bombs or 1,000 kg bombs from the start. However, before using the 1,000 kg bomb it is best to research modules that influence climb rate heavily, particularly engine upgrades. Without these, the larger bomb degrades performance too heavily, so it is recommended to use the 500 kg bombs first, which are still quite good and can easily destroy anything at this plane's BR. The gun upgrades are less needed, as this aircraft does not rely too much on their damage output, however they can still be used for defending yourself against enemy planes and strafing soft-skinned targets on the ground like AAA and armoured cars.
  
 
== Armaments ==
 
== Armaments ==
 +
{{Specs-Avia-Armaments}}
 
=== Offensive armament ===
 
=== Offensive armament ===
<!--''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''-->
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{{Specs-Avia-Offensive}}
 +
<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
 
{{main|MG 17 (7.92 mm)}}
 
{{main|MG 17 (7.92 mm)}}
  
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=== Suspended armament ===
 
=== Suspended armament ===
<!--''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.''-->
+
{{Specs-Avia-Suspended}}
{{main|SC250JA (250 kg)|SC500 (500 kg)|SC1000 (1,000 kg)}}
+
<!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' -->
 +
{{main|SC250JA (250 kg)|SC500K (500 kg)|SC1000L2 (1,000 kg)|Flam C 500 incendiary}}
  
The '''''{{PAGENAME}}''''' can outfit the following ordinances:
+
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
  
 
* 1 x 250 kg SC250JA bomb (250 kg total)
 
* 1 x 250 kg SC250JA bomb (250 kg total)
* 1 x 500 kg SC500 bomb (500 kg total)
+
* 1 x 500 kg SC500K bomb (500 kg total)
* 1 x 1,000 kg SC1000 bomb (1,000 kg total)
+
* 1 x 1,000 kg SC1000L2 bomb (1,000 kg total)
 +
* 1 x Flam C 500 incendiary bomb
  
 
=== Defensive armament ===
 
=== Defensive armament ===
<!--''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available remove this subsection.''-->
+
{{Specs-Avia-Defensive}}
 +
<!-- ''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available, remove this subsection.'' -->
 
{{main|MG 15 (7.92 mm)}}
 
{{main|MG 15 (7.92 mm)}}
  
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* 1 x 7.92 mm MG 15 machine gun, dorsal turret (900 rpg)
 
* 1 x 7.92 mm MG 15 machine gun, dorsal turret (900 rpg)
  
== Usage in the battles ==
+
== Usage in battles ==
<!--''Describe the tactics of playing in an aircraft, the features of using vehicles in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).''-->
+
<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
[[File:BomberImage_Ju87R2 desert camo.jpg|thumbnail|right|[[Ju 87 R-2|Ju 87R-2]] with desert camouflage.]]
+
[[File:BomberImage_Ju87R2 desert camo.jpg|thumbnail|right|Ju 87 R-2 with desert camouflage]]
 +
 
 +
In Arcade Battles you should concentrate on killing tanks and pillboxes first (if any) with your bombs, and use your offensive machine guns to kill soft targets like armoured cars, artillery, howitzers and AA. In this mode, you won't need your air brakes since you can't break your wings and it's easy to pull up from a fast dive attack, and its recommended that you keep as much of your speed up from the dives so you are harder to intercept by enemy aircraft. Another viable option on maps with light vehicles is to stay at altitude, dive,
 +
drop your 1,000 kg bomb, and climb again, circling until you get another bomb. This work most effectively on maps with groups of armoured cars that are clustered, bot in a line.
 +
 
 +
In Realistic Battles, you should keep your altitude, and look for tank columns to attack. Once you've chosen which tank column you wish to attack(I recommend some ground targets as far from the battlefield or enemy airfield as possible, so you are less likely to be intercepted) . Once you are right over your intended target, set your throttle to 0% and point your nose at the at the tank you want to destroy (since you have no bombsight, there will not be a bomb-drop indicator like in Arcade, and you will have to guess where the bombs will drop) once you are nearing your target, you will have to deploy your air-brakes or you won't be able to pull up at high speeds. (you can tell when you are reaching a high speed with the sounds that the air and wings make) Once you drop your bomb(s) point your nose up to pull up. At this point you may or may not have killed your intended target, but it is OK if you didn't you will get better at it with more practice, but you still have your offensive armament to kill soft targets like AA or you can engage enemy fighters that are nearby (which is very likely).
 +
 
 +
Dogfighting in RB with a Ju 87 is a very difficult task if the enemy knows your disadvantages and uses them to his own advantage. It is recommended that you avoid doing head-on attacks a much as possible, as you don't have the armament to risk it. It is also recommended that you stay low and slow in a combat situation with enemy aircraft (because of control surface lock-up at high speeds) and try to get the enemy to engage in a turnfight. If he falls for your turnfight, you should end up on his 6 o'clock in 3-5 turns on most enemies, it really depends on if its a British, American or Soviet plane, British being generally the better turnfighter. If he doesn't fall for your turnfight, you are most likely going to go down, as this plane is not a fighter plane.
 +
 
 +
When returning to base landing and takeoff is simple, and use of the air brakes will help if you came in to fast to land. But you may be coming back on a dead or damaged engine (The Ju 87's engine is prone to damage and overheat)and it would help if you find the nearest friendly airfield and get there as soon as possible.
  
In Arcade Battles you should concentrate on killing tanks and pillboxes first (if any) with your bombs, and use your offensive machine guns to kill soft targets like armored cars, artillery, howitzers and AA. In this mode you wont need your air brakes since you can't break your wings and its easy to pull up from a fast dive attack, and its recommended that you keep as much of your speed up from the dives so your are harder to intercept by enemy aircraft. Another viable option on maps with light vehicles is to stay at altitude, dive,
+
Because of their low speed, permanent landing gear and reasonable durability, all the Ju 87s are quite good for capturing airfields in the Airfield Domination mode.
drop your 1000 kg bomb, and climb again, circling until you get another bomb. This work most effectively on maps with groups of armored cars that are clustered, bot in a line.  
 
  
In Realistic Battles, you should keep your altitude, and look for tank columns to attack. Once you've chosen which tank column you wish to attack(I recommend some ground targets as far from the battle field or enemy airfield as possible, so you are less likely to be intercepted) . Once you are right over your intended target, set your throttle to 0% and point your nose at the at the tank you want to destroy (since you have no bomb sight, there will not be a bomb-drop indicator like in Arcade, and you will have to guess where the bombs will drop) once you are nearing your target, you will have to deploy your air-brakes or you wont be able to pull up at high speeds. (you can tell when you are reaching a high speed with the sounds that the air and wings make) Once you drop your bomb(s) point your nose up to pull up. At this point you may or may not have killed your intended target, but it is OK if you didn't you will get better at it with more practice, but you still have your offensive armament to kill soft targets like AA or you can engage enemy fighters that are near by(which is very likely).  
+
In ground RBs, the Ju 87 R-2 has a great advantage: the large 1,000 kg bomb. Almost all enemy tanks at a similar BR won't survive such an explosion, or they will have critical damages for sure. Remember to set the time fuse at 3 seconds: if longer the enemy may escape, if shorter your plane might be damaged by the explosion as well. Dive at a target, extend airbrake and gather speed up around 450 km/h (if too fast, cut throttle). Zoom in on the target and when it is twice as big as the mouse cursor, place the target closer to the cockpit than to the cursor, and release the bomb. For the 1 x 250 kg or 1 x 500 kg setup, the aiming is similar, but place the target closer to the cursor for the 250 kg, and for the 500 kg, between the cockpit and the cursor. Follow all the instructions you have for RBs, and return to the airfield as soon as possible because with the slow speed, the Ju 87 is a perfect target for AA vehicles.
  
Dog fighting the RB with Ju87 is a very difficult task if the enemy knows your advantages and disadvantages and uses them to his advantage. I recommend that you avoid doing [[Front-pass|head-on]] attacks a much as possible, for you don't have the armament to risk it. I also recommend that you stay low and slow in a combat situation with enemy aircraft(because bad control ability at high speeds ) and try to get the enemy to engage in a turn fight. If he falls for your turn fight, you should end up on his 6 o'clock in 3-5 turns on most enemies, it really depends on if its a British, American or Russian plane, British being generally the better turn fighter. If he doesn't fall for your turn fight, you are most likely going to go down...this plane is not a fighter plane.
+
'''Enemies worth noting:'''
  
When returning to base landing and takeoff is simple, and use of the air brakes will help if you came in to fast to land. But you may be coming back on a dead or damaged engine (The Ju87s engine is prone to damage and over heat)and it would help if you find the nearest friendly airfield and get there as soon as possible.
+
* [[Yak-2 KABB]]: Do not think that the {{PAGENAME}} can confidently outmanoeuvre this plane just because it is twin-engined. The Yak-2 has an amazing turn rate for a heavy fighter, thus the {{PAGENAME}} must avoid turning with it, if not dogfighting with it in general. It bears a pair of ShVAK cannons that can easily damage vital parts like engine or cooling systems. It has a green livery, greatly resembling an Me 410 but with an H-tail like a Bf 110s.
 +
* [[I-15bis]]: This pudgy little biplane may not look very threatening, but it can easily outmanoeuvre you. It is the first in the famed line of I-15 fighters and it lives up to its reputation as an excellent turnfighter. It also has 4 x 7.62 mm machine guns that can shred you. However, it has no armour whatsoever, and your defensive 7.92 mm can dispatch it quite easily.
  
Because of their low speed, permanent landing gear and reasonable durability, all the Ju 87 are quite good for capturing airfields in the Airfield Domination mode.
+
=== Manual Engine Control ===
===Manual Engine Control===
 
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
 
! colspan="7" | MEC elements
 
! colspan="7" | MEC elements
 
|-
 
|-
! rowspan="2" |Mixer
+
! rowspan="2" | Mixer
! rowspan="2" |Pitch
+
! rowspan="2" | Pitch
! colspan="3" |Radiator
+
! colspan="3" | Radiator
! rowspan="2" |Supercharger
+
! rowspan="2" | Supercharger
! rowspan="2" |Turbocharger
+
! rowspan="2" | Turbocharger
 
|-
 
|-
! Oil
+
! Oil !! Water !! Type
! Water
 
! Type  
 
 
|-
 
|-
| Controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Separate || rowspan="2" | Not ontrollable || rowspan="2" | Not controllable
+
| Not controllable || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Separate || Not controllable<br>1 gear || Not controllable
 
|-
 
|-
 
|}
 
|}
 
===Modules===
 
{| class="wikitable"
 
! Tier
 
! Flight performance
 
! Survivability
 
! Weaponry
 
|-
 
| I
 
| Fuselage Repair, Radiator
 
|
 
| Offensive 7 mm
 
|-
 
| II
 
| Compressor
 
| Airframe
 
| New 7 mm MGs
 
|-
 
| III
 
| Wing Repair, Engine
 
|
 
| Turret 7 mm
 
|-
 
| IV
 
| Engine Injector
 
| Cover
 
| New 7 mm MGs (turret)
 
|-
 
|}
 
 
In this aircraft, all the bomb loads are purchasable form the start, with no need to research any pylon modules. So, it is advisable to acquire either 500 kg bombs or 1000 kg bombs from the start. However, before using the 1000 kg bomb it is best to research modules that influence climb rate heavily, particularly engine upgrades. Without these, the larger bomb degrades performance too heavily. The gun upgrades are less needed, as this aircraft does not rely too much on their damage output.
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
+
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
  
 
'''Pros:'''
 
'''Pros:'''
 +
 
* Forward-firing guns
 
* Forward-firing guns
* Airbrake
+
* Airbrakes
 
* Customizable armament presets
 
* Customizable armament presets
* Significant maximum bomb load
+
* Very large 1,000 kg bomb
 
* High maximum dive speed for its tier
 
* High maximum dive speed for its tier
  
 
'''Cons:'''
 
'''Cons:'''
* Slow speed
+
 
 +
* Pretty slow speed
 
* Poor rate of climb
 
* Poor rate of climb
 
* Bad energy retention
 
* Bad energy retention
 
* Poor performance while equipped with 1,000 kg bomb
 
* Poor performance while equipped with 1,000 kg bomb
* Can mount only one bomb (of any kind that is available on this plane), unlike the B version.
+
* Can mount only one bomb (of any kind that is available on this plane), unlike the B version
  
 
== History ==
 
== 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 big, take it to a separate article, taking a link to an article about the vehicle and adding a block "/ historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the <code>main</code> template. Be sure to include links to sources at the end of the article.''-->
+
<!-- ''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: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
The single-engine two-seater Junkers Ju-87 Stuka dive bomber was plagued with low speed and maneuverability and was extremely vulnerable without fighter support, but due to its high accuracy and a number of unusual design choices, it became one of the most famous of the Luftwaffe’s aircraft.
 
  
Even though the S-87 had such outdated technology as fixed landing gear, its design included new automatic air brakes which allowed the plane to escape a dive even if the pilot lost consciousness. An unusual decision was to install sirens, filling the vicinity with a deafening roar to strike fear into the enemy’s heart.
+
{{break}}
 +
{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}|expand=true}}
 +
{{Navigation-First-Simple-Line}}
 +
The single-engine two-seater Junkers Ju-87 Stuka dive bomber was plagued with low speed and manoeuvrability and was extremely vulnerable without fighter support, but due to its high accuracy and a number of unusual design choices, it became one of the most famous of the Luftwaffe's aircraft.
  
The Ju 87R-2 was a modification of the Ju 87B-2 and was manufactured during the same period of time. The Ju 87R-2 (Reichweite, “long-range”) had increased range due to the installation of two additional 150-liter wing fuel tanks and two disposable 150-liter fuel tanks under its wings, instead of the usual four 50-kg bombs. Like the B-2, the R-2’s engine had a capacity of 1,200 horsepower, and its bomb load was reduced to one 250-kg bomb.
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Even though the S-87 had such outdated technology as fixed landing gear, its design included new automatic air brakes which allowed the plane to escape a dive even if the pilot lost consciousness. An unusual decision was to install sirens, filling the vicinity with a deafening roar to strike fear into the enemy's heart.
  
5,752 "Stukas" were constructed, 616 of which were Ju 87 R-2s.
+
The Ju 87R-2 was a modification of the Ju 87B-2 and was manufactured during the same period of time. The Ju 87R-2 (Reichweite, "long-range") had increased range due to the installation of two additional 150-liter wing fuel tanks and two disposable 150-liter fuel tanks under its wings, instead of the usual four 50-kg bombs. Like the B-2, the R-2's engine had a capacity of 1,200 horsepower, and its bomb load was reduced to one 250-kg bomb.
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5,752 "Stukas" were constructed, 616 of which were Ju 87R-2s.
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{{Navigation-End}}
  
 
== Media ==
 
== Media ==
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
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<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
  
== Read also ==
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;Skins
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example,''
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* [https://live.warthunder.com/feed/camouflages/?vehicle=ju-87r-2 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
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;Videos
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{{Youtube-gallery|owYlJZ4LgyA|'''The Shooting Range #36''' - ''Pages of History'' section at 06:02 discusses the Ju 87 Stuka.}}
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== See also ==
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<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
* ''reference to the series of the aircraft;''
 
* ''reference to the series of the aircraft;''
* ''links to approximate analogues of other nations and research trees.''
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* ''links to approximate analogues of other nations and research trees.'' -->'''Related development'''
<!--''ETC.''-->
 
  
== Sources ==
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* [[Ju 87 (Family)]]
''Paste links to sources and external resources, such as:''
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** [[Ju 87 R-2 Libya]]
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** [[Ju 87 R-2 (Italy)]]
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== External links ==
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<!--''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''page on aircraft encyclopedia;''
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* ''other literature.''-->
* ''other literature.''
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* [https://forum.warthunder.com/index.php?/topic/161909-junkers-ju-87-b-2-and-r-2/ Official data sheet - more details about the performance]
  
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{{AirManufacturer Junkers}}
 
{{Germany bombers}}
 
{{Germany bombers}}

Latest revision as of 20:31, 7 August 2024

Rank VII | Premium | Golden Eagles
Challenger DS Pack
This page is about the German dive bomber Ju 87 R-2. For other versions, see Ju 87 (Family).
Ju 87 R-2
ju-87r-2.png
GarageImage Ju 87 R-2.jpg
Ju 87 R-2
AB RB SB
1.3 1.3 1.3
Research:3 000 Specs-Card-Exp.png
Purchase:6 300 Specs-Card-Lion.png
Show in game

Description

The Ju 87 R-2 is a rank I German bomber with a battle rating of 1.3 (AB/RB/SB). It has been in the game since the start of the Open Beta Test prior to Update 1.27.

The main use of this plane is precision strikes on hard targets such as tanks and pillboxes, as well as providing ground support in ground battles. This is largely due to its spectacular dive-bombing accuracy and powerful payload. To perform an effective dive with this plane, at an altitude of at least 1,400 m, place your target at the bend in your wings, roll your upside-down and dive at an angle of 60-90 degrees, aiming your cross-hairs at or slightly in front of the target (leading with their speed). Drop throttle to 0% and deploy airbrakes (H key by default); you should keep a steady speed of 400 km/h. Release your bomb at 300 m from the target and you should score a direct, or near hit.

General info

Flight performance

Air brakes
Allows you to dramatically reduce the flight speed by releasing special flaps
Max speed
at 4 100 m383 km/h
Turn time27 s
Max altitude7 000 m
EngineJunkers Jumo 211D
TypeInline
Cooling systemWater
Take-off weight4 t

Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.

Characteristics Max Speed
(km/h at 4,100 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 366 356 7000 28.1 29.1 6.5 6.5 434
Upgraded 403 383 25.9 27.0 14.0 9.6

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
680 680 N/A 469 320 ~18 ~7
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 250 < 350 < 350 > 280
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
3,700 m 930 hp 1,200 hp

Survivability and armour

Crew2 people
Speed of destruction
Structural680 km/h
Gear680 km/h

The armour of the Ju 87 R-2 is decent at this BR, although it is unlikely to stop real bullets and is only really effective at protecting against shrapnel. All of the important components, like the pilot and engine, are located in the front of the plane, which means that you should not expose the front unless absolutely necessary. Also, whereas the pilot actually has a decent 8 mm armour plate behind him, the gunner only has a 5 mm one which won't stop pretty much anything except glancing bullets and small shrapnel fragments. Adding to that, the gunner is usually the one facing enemy planes, so he will most likely get knocked out early in the fight, leaving you without much protection against enemies.

  • 8 mm Steel - behind the pilot
  • 5 mm Steel - behind the rear gunner
  • No armour glazing
  • Critical components located in front of aircraft (fuel, pilot, engine, controls)
  • More fuel tanks located in wings near fuselage

Modifications and economy

Repair costBasic → Reference
AB334 → 421 Sl icon.png
RB464 → 585 Sl icon.png
SB606 → 764 Sl icon.png
Total cost of modifications5 970 Rp icon.png
4 500 Sl icon.png
Talisman cost410 Ge icon.png
Crew training1 800 Sl icon.png
Experts6 300 Sl icon.png
Aces80 Ge icon.png
Research Aces135 000 Rp icon.png
Reward for battleAB / RB / SB
30 / 70 / 120 % Sl icon.png
106 / 106 / 106 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
400 Rp icon.png
Cost:
300 Sl icon.png
65 Ge icon.png
Mods radiator.png
Radiator
Research:
400 Rp icon.png
Cost:
300 Sl icon.png
65 Ge icon.png
Mods armor frame.png
Airframe
Research:
450 Rp icon.png
Cost:
340 Sl icon.png
70 Ge icon.png
Mods compressor.png
Compressor
Research:
450 Rp icon.png
Cost:
340 Sl icon.png
70 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
500 Rp icon.png
Cost:
380 Sl icon.png
80 Ge icon.png
Mods new engine.png
Engine
Research:
500 Rp icon.png
Cost:
380 Sl icon.png
80 Ge icon.png
Mods armor cover.png
Cover
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
105 Ge icon.png
Mods metanol.png
Engine injection
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
105 Ge icon.png
Mods ammo.png
mg_belt_pack
Research:
400 Rp icon.png
Cost:
300 Sl icon.png
65 Ge icon.png
Mod arrow 0.png
Mods weapon.png
mg17_new_gun
Research:
450 Rp icon.png
Cost:
340 Sl icon.png
70 Ge icon.png
Mods ammo.png
mg_turret_belt_pack
Research:
500 Rp icon.png
Cost:
380 Sl icon.png
80 Ge icon.png
Mod arrow 0.png
Mods turret gun.png
mg15_turret_new_gun
Research:
640 Rp icon.png
Cost:
480 Sl icon.png
105 Ge icon.png

In this aircraft, all the bomb loads can be equipped from the start, with no need to research any pylon modules. So, it is advisable to acquire either 500 kg bombs or 1,000 kg bombs from the start. However, before using the 1,000 kg bomb it is best to research modules that influence climb rate heavily, particularly engine upgrades. Without these, the larger bomb degrades performance too heavily, so it is recommended to use the 500 kg bombs first, which are still quite good and can easily destroy anything at this plane's BR. The gun upgrades are less needed, as this aircraft does not rely too much on their damage output, however they can still be used for defending yourself against enemy planes and strafing soft-skinned targets on the ground like AAA and armoured cars.

Armaments

Offensive armament

Main article: MG 17 (7.92 mm)

The Ju 87 R-2 is armed with:

  • 2 x 7.92 mm MG 17 machine guns, wing-mounted (500 rpg = 1,000 total)

Suspended armament

The Ju 87 R-2 can be outfitted with the following ordnance:

  • 1 x 250 kg SC250JA bomb (250 kg total)
  • 1 x 500 kg SC500K bomb (500 kg total)
  • 1 x 1,000 kg SC1000L2 bomb (1,000 kg total)
  • 1 x Flam C 500 incendiary bomb

Defensive armament

Main article: MG 15 (7.92 mm)

The Ju 87 R-2 is defended by:

  • 1 x 7.92 mm MG 15 machine gun, dorsal turret (900 rpg)

Usage in battles

Ju 87 R-2 with desert camouflage

In Arcade Battles you should concentrate on killing tanks and pillboxes first (if any) with your bombs, and use your offensive machine guns to kill soft targets like armoured cars, artillery, howitzers and AA. In this mode, you won't need your air brakes since you can't break your wings and it's easy to pull up from a fast dive attack, and its recommended that you keep as much of your speed up from the dives so you are harder to intercept by enemy aircraft. Another viable option on maps with light vehicles is to stay at altitude, dive, drop your 1,000 kg bomb, and climb again, circling until you get another bomb. This work most effectively on maps with groups of armoured cars that are clustered, bot in a line.

In Realistic Battles, you should keep your altitude, and look for tank columns to attack. Once you've chosen which tank column you wish to attack(I recommend some ground targets as far from the battlefield or enemy airfield as possible, so you are less likely to be intercepted) . Once you are right over your intended target, set your throttle to 0% and point your nose at the at the tank you want to destroy (since you have no bombsight, there will not be a bomb-drop indicator like in Arcade, and you will have to guess where the bombs will drop) once you are nearing your target, you will have to deploy your air-brakes or you won't be able to pull up at high speeds. (you can tell when you are reaching a high speed with the sounds that the air and wings make) Once you drop your bomb(s) point your nose up to pull up. At this point you may or may not have killed your intended target, but it is OK if you didn't you will get better at it with more practice, but you still have your offensive armament to kill soft targets like AA or you can engage enemy fighters that are nearby (which is very likely).

Dogfighting in RB with a Ju 87 is a very difficult task if the enemy knows your disadvantages and uses them to his own advantage. It is recommended that you avoid doing head-on attacks a much as possible, as you don't have the armament to risk it. It is also recommended that you stay low and slow in a combat situation with enemy aircraft (because of control surface lock-up at high speeds) and try to get the enemy to engage in a turnfight. If he falls for your turnfight, you should end up on his 6 o'clock in 3-5 turns on most enemies, it really depends on if its a British, American or Soviet plane, British being generally the better turnfighter. If he doesn't fall for your turnfight, you are most likely going to go down, as this plane is not a fighter plane.

When returning to base landing and takeoff is simple, and use of the air brakes will help if you came in to fast to land. But you may be coming back on a dead or damaged engine (The Ju 87's engine is prone to damage and overheat)and it would help if you find the nearest friendly airfield and get there as soon as possible.

Because of their low speed, permanent landing gear and reasonable durability, all the Ju 87s are quite good for capturing airfields in the Airfield Domination mode.

In ground RBs, the Ju 87 R-2 has a great advantage: the large 1,000 kg bomb. Almost all enemy tanks at a similar BR won't survive such an explosion, or they will have critical damages for sure. Remember to set the time fuse at 3 seconds: if longer the enemy may escape, if shorter your plane might be damaged by the explosion as well. Dive at a target, extend airbrake and gather speed up around 450 km/h (if too fast, cut throttle). Zoom in on the target and when it is twice as big as the mouse cursor, place the target closer to the cockpit than to the cursor, and release the bomb. For the 1 x 250 kg or 1 x 500 kg setup, the aiming is similar, but place the target closer to the cursor for the 250 kg, and for the 500 kg, between the cockpit and the cursor. Follow all the instructions you have for RBs, and return to the airfield as soon as possible because with the slow speed, the Ju 87 is a perfect target for AA vehicles.

Enemies worth noting:

  • Yak-2 KABB: Do not think that the Ju 87 R-2 can confidently outmanoeuvre this plane just because it is twin-engined. The Yak-2 has an amazing turn rate for a heavy fighter, thus the Ju 87 R-2 must avoid turning with it, if not dogfighting with it in general. It bears a pair of ShVAK cannons that can easily damage vital parts like engine or cooling systems. It has a green livery, greatly resembling an Me 410 but with an H-tail like a Bf 110s.
  • I-15bis: This pudgy little biplane may not look very threatening, but it can easily outmanoeuvre you. It is the first in the famed line of I-15 fighters and it lives up to its reputation as an excellent turnfighter. It also has 4 x 7.62 mm machine guns that can shred you. However, it has no armour whatsoever, and your defensive 7.92 mm can dispatch it quite easily.

Manual Engine Control

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

Pros and cons

Pros:

  • Forward-firing guns
  • Airbrakes
  • Customizable armament presets
  • Very large 1,000 kg bomb
  • High maximum dive speed for its tier

Cons:

  • Pretty slow speed
  • Poor rate of climb
  • Bad energy retention
  • Poor performance while equipped with 1,000 kg bomb
  • Can mount only one bomb (of any kind that is available on this plane), unlike the B version

History


Archive of the in-game description

The single-engine two-seater Junkers Ju-87 Stuka dive bomber was plagued with low speed and manoeuvrability and was extremely vulnerable without fighter support, but due to its high accuracy and a number of unusual design choices, it became one of the most famous of the Luftwaffe's aircraft.

Even though the S-87 had such outdated technology as fixed landing gear, its design included new automatic air brakes which allowed the plane to escape a dive even if the pilot lost consciousness. An unusual decision was to install sirens, filling the vicinity with a deafening roar to strike fear into the enemy's heart.

The Ju 87R-2 was a modification of the Ju 87B-2 and was manufactured during the same period of time. The Ju 87R-2 (Reichweite, "long-range") had increased range due to the installation of two additional 150-liter wing fuel tanks and two disposable 150-liter fuel tanks under its wings, instead of the usual four 50-kg bombs. Like the B-2, the R-2's engine had a capacity of 1,200 horsepower, and its bomb load was reduced to one 250-kg bomb.

5,752 "Stukas" were constructed, 616 of which were Ju 87R-2s.


Media

Skins
Videos

See also

Related development

External links


Junkers Aircraft and Motor Works (Junkers Flugzeug- und Motorenwerke Aktiengesellschaft)
Fighters  Ju 88 C-6 · Ju 388 J
Strike Aircraft 
Ju 87  Ju 87 G-1 · Ju 87 G-2
Bombers  Ju 88 A-1 · Ju 88 A-4 · Ju 188 A-2 · Ju 288 C
Ju 87  Ju 87 B-2 · Ju 87 D-3 · Ju 87 D-5 · Ju 87 R-2 · Ju 87 R-2 Libya
Export  ▄Ju 87 D-3 · ▄Ju 87 R-2 · ▄Ju 88 A-4

Germany bombers
Arado  Ar 196 A-3
Blohm & Voss  BV 138 C-1 · BV 238
Dornier  Do 17 E-1 · Do 17 Z-2 · Do 217 E-2 · Do 217 E-4 · Do 217 K-1 · Do 217 M-1
Focke-Wulf  Fw 189 A-1 · Fw 200 C-1
Henschel  Hs 123 A-1
Heinkel  He 111 H-3 · He 111 H-6 · He 111 H-16 · He 115 C-1 · He 177 A-3 · He 177 A-5
Junkers  Ju 87 B-2 · Ju 87 R-2 · Ju 87 R-2 Libya · Ju 87 D-3 · Ju 87 D-5 · Ju 88 A-1 · Ju 88 A-4 · Ju 188 A-2 · Ju 288 C
Messerschmitt  Me 264
Savoia-Marchetti  ▀S.M.79 serie 1 · ▀S.M.79 B · ▀S.M.79 serie 4 · ▀S.M.79 serie 8
  ▀S.M.79 AS · ▀S.M.79 bis/N · ▀S.M.79 bis/T.M
Trophies  ▀Wellington Mk Ic