Difference between revisions of "AGM-65B"

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== Usage in battles ==
 
== Usage in battles ==
''Overall, the missile is very straight forwards: Point at target in third-person or inside the missile camera, press your target lock keybind, wait for the missile to follow the target, and fire. However, versus different targets, you'll have to use it differently. Also, the range is quite poor for moving targets, so keep your range to target in mind.''
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<!-- ''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)'' -->
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Overall, the missile is very straight forwards: Point at target in third-person or inside the missile camera, press your target lock keybind, wait for the missile to follow the target, and fire. However, versus different targets, you'll have to use it differently. Also, the range is quite poor for moving targets, so keep your range to target in mind.
  
''Air RB: In Air RB, this missile can be used in 3 main ways; Pillboxes/tanks, head-ons, and airfield campers. On ground targets, it's best used on pillboxes/tanks as they yield the most SL/RP. Simply just point and shoot and they'll die in one shot. Now against aircraft, the Mavericks can somewhat work. Using them on a head-on can make an enemy break off early, or even destroy them if they're flying straight (especially A-10s). However, against airfield campers the Mavericks allow you to snipe people on the field outside of SAM range. Fly above the enemy airfield, and get a lock on their plane. The slow and predictable path can allow you to get easy hits.''
+
;Air RB
  
''Ground RB: Ground RB is where the Maverick truly shines. An amazing tank-buster, it cracks even the heaviest tanks with just 1 or 2 missiles. Your first targets should generally be enemy AA's that threaten your very existence in the air. Spawn, climb, and get into their dead-zone while dropping missiles from 3km+ away. You CAN hit enemies from further than 3-4km, but it won't track them moving. Instead you'll have to bank on the target sitting in one spot (which is common for AAs). After eliminating enemy AA, focus on opportune targets. Targets in the open, targets with little foliage/building cover, sitting still, etc. Cap points are an easy way to find enemies, as just find a point being capped by an enemy. If you need to quickly lock up a target, don't forget you can activate your lock and lock targets in third person. The tracker will search right at your crosshair, and leave a square on the spot/target its chosen.''
+
In Air RB, this missile can be used in 3 main ways; pillboxes/tanks, head-ons, and airfield campers. On ground targets, it's best used on pillboxes/tanks as they yield the most SL/RP. Simply just point and shoot and they'll die in one shot. Now against aircraft, the Mavericks can somewhat work. Using them on a head-on can make an enemy break off early, or even destroy them if they're flying straight (especially A-10s). However, against airfield campers the Mavericks allow you to snipe people on the field outside of SAM range. Fly above the enemy airfield, and get a lock on their plane. The slow and predictable path can allow you to get easy hits.
  
''Also attached to Ground RB is engaging enemy helicopters. The Mavericks have quite the ability to eliminate enemy helicopters, thanks to being fire-and-forget and helicopters rarely have the agility to dodge. They seem to gain an extra kilometer or 2 of lock range on helicopters, so don't rule out helicopters (unless you just want to gun them down and run the risk of getting gunned yourself).''
+
;Ground RB
 +
 
 +
Ground RB is where the Maverick truly shines. An amazing tank-buster, it cracks even the heaviest tanks with just 1 or 2 missiles. Your first targets should generally be enemy AA's that threaten your very existence in the air. Spawn, climb, and get into their dead-zone while dropping missiles from 3+ km away. You can hit enemies from further than 3-4 km, but it won't track them moving. Instead you'll have to bank on the target sitting in one spot (which is common for AAs). After eliminating enemy AA, focus on opportune targets. Targets in the open, targets with little foliage/building cover, sitting still, etc. Cap points are an easy way to find enemies, as just find a point being capped by an enemy. If you need to quickly lock up a target, don't forget you can activate your lock and lock targets in third person. The tracker will search right at your crosshair, and leave a square on the spot/target it has chosen.
 +
 
 +
Also attached to Ground RB is engaging enemy helicopters. The Mavericks have quite the ability to eliminate enemy helicopters, thanks to being fire-and-forget and helicopters rarely have the agility to dodge. They seem to gain an extra kilometre or 2 of lock range on helicopters, so don't rule out helicopters (unless you just want to gun them down and run the risk of getting gunned yourself).
  
 
=== Pros and cons ===
 
=== Pros and cons ===

Revision as of 13:05, 12 August 2024

This page is about the American air-to-ground missile AGM-65B. For other versions, see AGM-65 (Family).

Description

The AGM-65B missile (scale is approximate)


The AGM-65B is an American TV-guided air-to-ground missile. It was introduced in Update "Red Skies".

Vehicles equipped with this weapon

Vehicles equipped with this weapon
Jet fighters 
F-4  F-4E Phantom II · ◄F-4F · Kurnass
F-5  F-5E · ␗F-5E · ▄F-5E FCU · F-20A
F-16  F-16A · ␗F-16A MLU · F-16AJ · Netz
JAS39  ▄JAS39C
Strike aircraft 
A-7  A-7K
A-10  A-10A

General info

Missile characteristics
Mass 210.47 kg
Guidance TV
Maximum speed 0.9 M
Missile guidance time 105 secs
Launch range 23 km
Explosive mass 51.19 kg TNTeq
Warhead type HEAT
Armour penetration 830 mm

Effective damage

Describe the type of damage produced by this type of missile (high explosive, splash damage, etc.)

Comparison with analogues

Give a comparative description of missiles that have firepower equal to this weapon.

Usage in battles

Overall, the missile is very straight forwards: Point at target in third-person or inside the missile camera, press your target lock keybind, wait for the missile to follow the target, and fire. However, versus different targets, you'll have to use it differently. Also, the range is quite poor for moving targets, so keep your range to target in mind.

Air RB

In Air RB, this missile can be used in 3 main ways; pillboxes/tanks, head-ons, and airfield campers. On ground targets, it's best used on pillboxes/tanks as they yield the most SL/RP. Simply just point and shoot and they'll die in one shot. Now against aircraft, the Mavericks can somewhat work. Using them on a head-on can make an enemy break off early, or even destroy them if they're flying straight (especially A-10s). However, against airfield campers the Mavericks allow you to snipe people on the field outside of SAM range. Fly above the enemy airfield, and get a lock on their plane. The slow and predictable path can allow you to get easy hits.

Ground RB

Ground RB is where the Maverick truly shines. An amazing tank-buster, it cracks even the heaviest tanks with just 1 or 2 missiles. Your first targets should generally be enemy AA's that threaten your very existence in the air. Spawn, climb, and get into their dead-zone while dropping missiles from 3+ km away. You can hit enemies from further than 3-4 km, but it won't track them moving. Instead you'll have to bank on the target sitting in one spot (which is common for AAs). After eliminating enemy AA, focus on opportune targets. Targets in the open, targets with little foliage/building cover, sitting still, etc. Cap points are an easy way to find enemies, as just find a point being capped by an enemy. If you need to quickly lock up a target, don't forget you can activate your lock and lock targets in third person. The tracker will search right at your crosshair, and leave a square on the spot/target it has chosen.

Also attached to Ground RB is engaging enemy helicopters. The Mavericks have quite the ability to eliminate enemy helicopters, thanks to being fire-and-forget and helicopters rarely have the agility to dodge. They seem to gain an extra kilometre or 2 of lock range on helicopters, so don't rule out helicopters (unless you just want to gun them down and run the risk of getting gunned yourself).

Pros and cons

Pros:

  • Fire-and-Forget missile once a lock has been made

Cons:

  • Requires a direct hit to kill ground vehicles and is occasionally blocked by ERA even on directs hits
  • Track-locking tank-sized target is only likely around 6 km away (locking onto static target can still be done further away)
  • Cannot be fired without a lock
  • Cannot be used at night or in poor visibility conditions such as rain

History

Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block "/History" (example: https://wiki.warthunder.com/(Weapon-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 />.

Media

Images

See also

Related development

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • other literature.


Missiles
USA 
AAM  AIM-54A Phoenix · AIM-54C Phoenix · ATAS (AIM-92) · AIM-120A · AIM-120B · Fakour-90 · Sedjeel
Sparrow  AIM-7C · AIM-7D · AIM-7E · AIM-7E-2 · AIM-7F · AIM-7M
Sidewinder  AIM-9B · AIM-9C · AIM-9D · AIM-9E · AIM-9G · AIM-9H · AIM-9J · AIM-9L · AIM-9M · AIM-9P
AGM  AGM-22 · APKWS II (M151) · APKWS II (M282) · BGM-71D TOW-2
Bullpup  AGM-12B Bullpup · AGM-12C Bullpup
Hellfire  AGM-114B Hellfire · AGM-114K Hellfire II
Maverick  AGM-65A · AGM-65B · AGM-65D · AGM-65E2 · AGM-65G · AGM-65L
ATGM  LOSAT/MGM-166A
TOW  BGM-71 · BGM-71A · BGM-71B · BGM-71C
SAM  FIM-92 Stinger · MIM-72 · MIM146
Naval SAM  RIM-24A
Germany 
AAM  AIM-9B FGW.2 Sidewinder · AIM-9L/I Sidewinder · Flz Lwf 63 · Flz Lwf 63/80
AGM  9M14M Malyutka · Flz Lwf LB 82 · HOT-1 · HOT-2 TOW · HOT-3 · PARS 3 LR
AShM  AS.34 Kormoran
ATGM  HOT-K3S · Spike-LR II
SAM  Roland
Naval SAM  Strela-2M
USSR 
AAM  9M39 Igla · R-3R · R-3S · R-13M1 · R-23R · R-23T · R-24R · R-24T · R-27ER(1) · R-27ET(1) · R-27R(1) · R-27T(1) · R-60 · R-60M · R-60MK · R-73(E) · R-77
AGM  9K127 Vikhr · 9M17M Falanga · 9M120 Ataka · 9M120-1 Ataka
  Kh-23M · Kh-25 · Kh-25ML · Kh-29L · Kh-29T · Kh-29TE · Kh-29TD · Kh-66 · S-25L · S-25LD
ATGM  3M7 · 9M14 · 9M113 Konkurs · 9M114 Shturm · 9M123 Khrizantema · 9M133 · 9M133FM3 · 9M133M-2
SAM  95Ya6 · 9M311 · 9M311-1M · 9M331 · 9M37M
Naval SAM  Volna-M
Britain 
AAM  Fireflash · Firestreak · Red Top · Skyflash · Skyflash SuperTEMP · SRAAM · R-Darter
AGM  AGM-65E · AS.12 · ZT-6 Mokopa
AShM  AJ.168
ATGM  BAe Swingfire · MILAN · MILAN 2 · ZT3
SAM  Starstreak
Japan 
AAM  AAM-3 · AAM-4
AGM  Ki-148 I-Go Model 1B
ATGM  Type 64 MAT · Type 79 Jyu-MAT
SAM  Type 81 SAM-1C · Type 91
China 
AAM  PL-2 · PL-5B · PL-5C · PL-5EII · PL-7 · PL-8 · PL-12 · SD-10(A) · TY-90
AGM  AKD-9 · AKD-10 · Fire Snake 90A · HJ-8A · HJ-8C · HJ-8E · HJ-8H
ATGM  302 · HJ-73 · HJ-73E · HJ-9 · QN201DD · QN502CDD
SAM  HN-6
Italy 
AAM  Aspide-1A · MAA-1 Piranha
AGM  AGM-65H · CIRIT · L-UMTAS · Spike ER
ATGM  Spike-LR II
Naval AShM  Nettuno
SAM  Mistral SATCP
France 
AAM  AA-20 Nord · Matra R511 · Matra R530 · Matra R530E · Matra Super 530D · Matra Super 530F · Matra R550 Magic 1 · Matra R550 Magic 2 · Mistral · MICA-EM
AGM  9M14-2 Malyutka-2 · AS-20 Nord · AS-30 Nord · AS-30L Nord · HOT-1 · HOT-2 TOW · HOT-3 · Spike ER
ATGM  HOT · SS.11
SAM  Roland · VT1
Sweden 
AAM  RB24 · RB24J · RB71 · RB 74 · RB 74(M) · RB 99
AGM  Rb05A · RB 53 Bantam · RB 55B Heli TOW · RB 55C Heli TOW · RB 75 · RB 75T
ATGM  Rbs 55 · Rbs 56
SAM  Rbs 70
Israel 
AAM  Shafrir · Shafrir 2 · Python 3 · Derby
ATGM  Spike-LR II
  AAM = Air-to-Air Missile   AGM = Air-to-Ground Missile   AShM = Anti-Ship Missile   ATGM = Anti-Tank Guided Missile (Ground mounts)   SAM = Surface-to-Air Missile