Difference between revisions of "F-4EJ Phantom II"

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== Description ==
 
== Description ==
 
<!-- ''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.'' -->
 
<!-- ''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}} Japanese jet fighter {{Battle-rating}}. It was introduced in [[Update 1.97 "Viking Fury"]].
+
The '''F-4EJ''' was a version of the [[F-4 Phantom II (Family)|Phantom II]], a versatile fighter jet designed by McDonnell Douglas in the late 1950s. Japan bought 140 F-4EJs in 1968, based on the [[F-4E]] model used by the U.S. Air Force, but with some changes such as the removal of aerial refueling and ground attack capabilities. Mitsubishi Heavy Industries also built 138 F-4EJs under license. The F-4EJ served as Japan's main air defense fighter for many years, until it was gradually replaced by the Mitsubishi F-2 and the F-35A Joint Strike Fighter. Japan also operated a reconnaissance version of the F-4EJ, the RF-4EJ, which had no weapons and carried cameras and sensors. The RF-4EJ retired in March 2020, followed by the last F-4EJ in December 2020, marking the end of an era for Japan's "Phantastic Phantoms".
 +
 
 +
It was introduced in [[Update 1.97 "Viking Fury"]]. The F-4EJ Phantom II is a versatile jet that can attack ground and air targets with bombs, rockets, missiles, and cannons. It can also mount three extra gun pods for more firepower, but this reduces its speed and agility. The plane has decent missiles and a frontal cannon that can take down enemy aircraft with ease. Due to its lack of Agile Eagle upgrades, F-4EJ is not as manoeuvrable as the [[F-4C|F-4E]], [[F-4F Early (Germany)|F-4F Early]], and [[F-4F (Germany)|F-4F]]. It should avoid turn fights with lighter jets, instead relying on its generous armament and speed to make hit and run attacks.  
  
 
== General info ==
 
== General info ==
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="4" | [[Ballistic Computer]]
+
! colspan="5" | [[Ballistic Computer]]
 
|-
 
|-
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs)
+
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! EEGS
 
|-
 
|-
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}
+
| {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}} || {{Tick}}
 
|-
 
|-
 
|}
 
|}
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The '''''{{PAGENAME}}''''' is armed with:
 
The '''''{{PAGENAME}}''''' is armed with:
  
* A choice between two presets:
+
* 1 x 20 mm JM61A1 cannon, chin-mounted (640 rpg)
** 1 x 20 mm JM61A1 cannon, chin-mounted (640 rpg)
+
* 30 x large calibre countermeasures
** 1 x 20 mm JM61A1 cannon + 90 x countermeasures
+
* 60 x countermeasures
  
 
Due to this cannon's high rate of fire (only 6.60 seconds of continuous fire), trigger discipline is a must.
 
Due to this cannon's high rate of fire (only 6.60 seconds of continuous fire), trigger discipline is a must.
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{{Specs-Avia-Suspended}}
 
{{Specs-Avia-Suspended}}
 
<!-- ''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.'' -->
 
<!-- ''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|LDGP Mk 82 (500 lb)|M117 cone 45 (750 lb)|FFAR Mighty Mouse|Zuni Mk32 Mod 0 ATAP|GAU-4 (20 mm)}}
 
{{main|AIM-7D Sparrow|AIM-7E Sparrow|AIM-9E Sidewinder|AIM-9P Sidewinder}}
 
 
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance presets:
 
  
* Without load
+
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
* 2 x AIM-9E Sidewinder missiles
 
* 4 x AIM-9E Sidewinder missiles
 
* 4 x AIM-9P Sidewinder missiles
 
* 4 x AIM-7D Sparrow missiles
 
* 4 x AIM-7E Sparrow missiles
 
* 24 x 500 lb LDGP Mk 82 bombs (12,000 lb total)
 
* 17 x 750 lb M117 cone 45 bombs (12,750 lb total)
 
* 285 x FFAR Mighty Mouse rockets
 
* 60 x Zuni Mk32 Mod 0 ATAP rockets
 
* 3 x 20 mm GAU-4 cannons (1,200 rpg = 3,600 total)
 
  
==== Custom loadout options ====
+
{| class="wikitable" style="text-align:center" width="100%"
{| class="wikitable" width="100%" style="text-align:center"
 
 
|-
 
|-
 
! !! width="4%" | 1 !! width="4%" | 2 !! width="4%" | 3 !! width="4%" | 4 !! width="4%" | 5 !! width="4%" | 6 !! width="4%" | 7 !! width="4%" | 8 !! width="4%" | 9 !! width="4%" | 10 !! width="4%" | 11
 
! !! width="4%" | 1 !! width="4%" | 2 !! width="4%" | 3 !! width="4%" | 4 !! width="4%" | 5 !! width="4%" | 6 !! width="4%" | 7 !! width="4%" | 8 !! width="4%" | 9 !! width="4%" | 10 !! width="4%" | 11
| rowspan="11" width="30%" | <div class="ttx-image">[[File:Hardpoints_F-4C_Phantom_II.png]]</div>
+
| rowspan="13" width="30%" | <div class="ttx-image">[[File:Hardpoints_F-4C_Phantom_II.png]]</div>
 
|-
 
|-
! 20 mm GAU-4 cannons (1200 rpg)
+
! [[GAU-4 (20 mm)|20 mm GAU-4]] cannons (1,200 rpg)
 
| 1 || || || || || 1 || || || || || 1
 
| 1 || || || || || 1 || || || || || 1
 
|-
 
|-
! 500 lb LDGP Mk 82 bombs
+
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs
 
| 6 || 3 || || || || 6 || || || || 3 || 6
 
| 6 || 3 || || || || 6 || || || || 3 || 6
 
|-
 
|-
! 750 lb M117 cone 45 bombs
+
! [[Mk 82 Snakeye (500 lb)|500 lb Mk 82 Snakeye]] bombs
 +
| 6 || 3 || || || || 6 || || || || 3 || 6
 +
|-
 +
! [[M117 cone 45 (750 lb)|750 lb M117 cone 45]] bombs
 
| 3 || 3 || || || || 5 || || || || 3 || 3
 
| 3 || 3 || || || || 5 || || || || 3 || 3
 
|-
 
|-
! FFAR Mighty Mouse rockets
+
! [[FFAR Mighty Mouse]] rockets
 
| 57 || 57 || || || || 57 || || || || 57 || 57
 
| 57 || 57 || || || || 57 || || || || 57 || 57
 
|-
 
|-
! Zuni Mk32 Mod 0 ATAP rockets
+
! [[Zuni Mk32 Mod 0 ATAP]] rockets
 
| 12 || 12 || || || || 12 || || || || 12 || 12
 
| 12 || 12 || || || || 12 || || || || 12 || 12
 
|-
 
|-
! AIM-7D Sparrow missiles
+
! [[AIM-7D Sparrow]] missiles
 
| || || || 1 || 1 || || 1 || 1 || || ||
 
| || || || 1 || 1 || || 1 || 1 || || ||
 
|-
 
|-
! AIM-7E Sparrow missiles
+
! [[AIM-7E Sparrow]] missiles
 
| || || || 1 || 1 || || 1 || 1 || || ||
 
| || || || 1 || 1 || || 1 || 1 || || ||
 
|-
 
|-
! AIM-9E Sidewinder missiles
+
! [[AIM-9E Sidewinder]] missiles
 
| || || 1, 2 || || || || || || 1, 2 || ||
 
| || || 1, 2 || || || || || || 1, 2 || ||
 
|-
 
|-
! AIM-9P Sidewinder missiles
+
! [[AIM-9P Sidewinder]] missiles
 
| || || 2 || || || || || || 2 || ||
 
| || || 2 || || || || || || 2 || ||
 
|-
 
|-
| colspan="12" | Maximum permissible weight imbalance: 1,500 kg
+
! 600 gal drop tanks
 +
| || || || || || 1 || || || || ||
 +
|-
 +
| colspan="12" | Maximum permissible loadout weight: 7,400 kg<br>Maximum permissible wing load: 3,000 kg<br>Maximum permissible weight imbalance: 1,500 kg
 
|-
 
|-
 
|}
 
|}
 +
 +
{{Navigation-Start|Default weapon presets}}
 +
{{Navigation-First-Simple-Line}}
 +
 +
* 1 x 600 gal drop tank
 +
* 2 x AIM-9E Sidewinder missiles
 +
* 4 x AIM-9E Sidewinder missiles
 +
* 4 x AIM-9P Sidewinder missiles
 +
* 4 x AIM-7D Sparrow missiles
 +
* 4 x AIM-7E Sparrow missiles
 +
* 24 x 500 lb LDGP Mk 82 bombs (12,000 lb total)
 +
* 24 x 500 lb Mk 82 Snakeye bombs (12,000 lb total)
 +
* 17 x 750 lb M117 cone 45 bombs (12,750 lb total)
 +
* 285 x FFAR Mighty Mouse rockets
 +
* 60 x Zuni Mk32 Mod 0 ATAP rockets
 +
* 3 x 20 mm GAU-4 cannons (1,200 rpg = 3,600 total)
 +
{{Navigation-End}}
  
 
== Usage in battles ==
 
== Usage in battles ==
 
<!-- ''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).'' -->
 
<!-- ''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).'' -->
The F-4EJ Phantom is well-suited for any in-game situation. For attacking ground targets, the plane is armed with an assortment of bombs and rockets, and against air targets, players may employ the vehicle's deadly air-to-air missiles and frontal cannon. If desired, three externally-mounted gun pods may be equipped, but note that these may not be useful in all situations. Although they will undoubtedly increase the vehicle's destructive capabilities, they also appreciably hinder flight performance. In many situations, one front-facing cannon is all that is required to dispatch an opponent aircraft. As for the missiles, the ones used by this plane are among the best in the game, comparable to the [[R-60]] missiles equipped by the [[MiG-21MF (Germany)]] and the [[MiG-21SMT]].
+
The F-4EJ Phantom II is best described as a mixed bag. It is a potent fighter-bomber, capable of carrying x24 500lb bombs along with a full payload of Sparrows and Sidewinders. This means that, with some luck, the F-4EJ Phantom destroy two bases before circling around to engage the enemy in their unguarded flanks. However, this is not advisable and largely depends on luck, as you will likely be swamped by masses of low-flying aircraft who will have no issues completely outperforming you with a full bomb load. The ideal role for the F-4EJ is as a high-altitude Interceptor, being faster and more well-armed than many aircraft that will be up there with you. In a downtier, climbing at around 20-30° (depending on whether you want to be faster or more well-positioned) to a height of 5kms or higher generally means that your Sparrows, with better performance, will often be able to take out high-flying aircraft with impunity. It can hold its own against some opponents, but generally avoid a turnfight with the generally accepted threats such as F-5Cs and Drakens and most Mig-21s, who will have no issue dancing around your nose. While most aircraft can be beaten with careful application of airbrakes and the planes, almost any delta wing aircraft, namely the Mirage III, MiG-21 and J35D, being nigh impossible to beat. To have any chance of beating delta winged jets you must force the fight into the sustained regime where some delta winged jets flown by inexperienced pilots may struggle to rate with you.
  
Thanks to its leading-edge flaps, the F-4EJ is more manoeuvrable than the [[F-4C Phantom II]]. Because of this, it can calmly deal with more intense dogfight situations than its predecessor. As with all top-tier fighter jets, extended turn fights should be avoided since they bleed much speed out of this heavy aircraft and leave the pilot defenceless against nearby vultures. Specifically, watch out for the [[J35D]] ''Draken'', which will beat any of its contemporaries in an extended turn, and also keep an eye on nearby [[Mitsubishi T-2]] pilots: although the T-2 doesn't do well in extended turns, it can pull a significant angle of attack in the first few moments of a turn fight. The [[F-4E Phantom II]] can also be considered a threat as it includes leading-edge slats not found on the F-4EJ.
+
The main armament of the F-4EJ are its x4 AIM-9P short-range IR missiles, x4 longer-ranged, faster AIM-7E SARH missiles, and the notorious M61 Vulcan 20mm rotary cannon. Players familiar with the earlier Rank 6 Japanese jets should have no trouble using this cannon, with devastating firepower and a tight-spread when upgraded, the Vulcan will be far more effective due to the increased maneuverability of the F-4EJ. The AIM-7E will often be the primary weapon when dealing with targets at altitude, having much better range and pull than the AIM-7D, you can easily get away with kills from a maximum of 15,000m away. The range of the missile's maximum effectiveness largely depends on the speed of the aircraft on launch, the direction of the target, the altitude of both the attacker and the defender, and the angle of launch. Be advised that the 7E tends not to do well launching at any maneuvering target under 5,000m away, due to the 1.5s it takes to reach full maneuverability. The AIM-9Ps are far more simple. Launch while fast, and they will pull hard into targets up to 1,000m away, often able to achieve locks at a 90° approach angle on targets with extremely hot engines such as other Phantoms, Tomcats and MiG-23s.
  
It is advised to side climb up to at least 8,000 m before engaging the enemy to ensure a favourable position at the start of the battle.
+
When in an uptier, the playstyle changes very drastically. You will be fighting against Tornado ADVs, F-4S/J and FGR.2 Phantoms, Tomcats, Fulcrums, Floggers, Viggens, and many more aircraft that you have little to no chance against in a one-on-one engagement. Particularly oppressive are the F-14A and B, who vastly outrange you by a great margin, whilst also posessing far better flight performance due to their variable-wing sweep and much better engines. In a dogfight, the F-4EJ fares little better, as very little will struggle against you in a fight. Your best bet is to climb to medium altitude, staying behind your team while looking for high-flying targets for your Sparrows. Keep a very close eye on the plane's RWR and dive to the deck while notching and popping chaff if you get locked. You may also hug the deck, as radar missiles are unable to track when flying directly above tree-top level, though this will make your own Sparrows quite useless since you don't have a PD radar to ignore ground clutter. Playing as a Support Fighter is key to your survival in uptiers.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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'''Pros:'''
 
'''Pros:'''
  
* Fairly manoeuvrable thanks to leading-edge flaps, especially when low on fuel
+
* Decent top speed
* AIM-9P air-to-air missiles are among the best in the game (export version of the AIM-9J)
+
* AIM-9Ps can pull a respectable 20Gs, with a mild degree of flare resistance.
* Equipped with flares for evading enemy missiles
+
* AIM-9Ps have radar-slaving capability.
* A wide range of suspended armaments, suitable for any playstyle
+
* Equipped with x90 Countermeasures in varying orders.
* Deadly frontal armament with high burst mass
+
* Can hold a wide and heavy range of payload options, including a full load of missiles and x24 500lb bombs.
* Makes use of a ballistic computer for assisting in the aim of cannons, rockets, and bombs against ground targets
+
* The M61 Vulcan is an incredibly dangerous weapon, with great all-round characteristics.
 +
* The AIM-7E Sparrow is a decent mid-range weapon in downtiers, with competitive flight performance and range.
 +
* Makes use of a ballistic computer for assisting in the aim of cannons, rockets, and bombs against ground targets.
  
 
'''Cons:'''
 
'''Cons:'''
  
* Unlike the [[F-4E Phantom II]], the F-4EJ does not have the Agile Eagle upgrade
+
* Lack of Agile Eagle unlike F-4E and F-4F, giving it a wider turning arc, making it less likely to outturn its peers in the first turn.
* Limited ammunition in the frontally-mounted cannon
+
* No combat flaps. Takeoff flaps have a low speed limit and high drag, which makes them not very useful in dogfights
* Quite large and heavy compared to other fighters at its rank
+
* The AIM-7E, compared to the 7E-2, takes 1.5s to begin maneuvering, making it worse at short-range shots.
 +
* Trigger discipline is required to make the most of the plane's 640 rounds of 20mm ammo.
 +
* Quite large and heavy compared to other fighters at its rank.
 +
* Radar susceptible to ground clutter, making shots on lower-flying targets more difficult.
  
 
== History ==
 
== History ==
Line 248: Line 263:
  
 
;Videos
 
;Videos
{{Youtube-gallery|TWT-ETcU_No|'''The Shooting Range #198''' - ''Metal Beasts'' section at 05:01 discusses the {{PAGENAME}}.|PNkoJ-MFERc|'''Best naval fighters''' discusses the {{PAGENAME}} at 3:39 - ''War Thunder Official Channel''|DCvuy_E5ZAk|'''JASDF F-4EJ Phantom II: Actual Sound Recording''' - ''DMM GAMES Official Channel''}}
+
{{Youtube-gallery|TWT-ETcU_No|'''The Shooting Range #198''' - ''Metal Beasts'' section at 05:01 discusses the {{PAGENAME}}.|PNkoJ-MFERc|'''Best naval fighters''' discusses the {{PAGENAME}} at 3:39 - ''War Thunder Official Channel''|DCvuy_E5ZAk|'''JASDF F-4EJ Phantom II: Actual Sound Recording''' - ''DMM GAMES Official Channel''|wzoNirlvARE|'''F-4 PHANTOM Ⅱ JASDF Final year''' - ''Yomiuri Shimbun''}}
  
 
== See also ==
 
== See also ==

Latest revision as of 07:51, 23 August 2024

Rank VII | Premium | Golden Eagles
Challenger DS Pack
This page is about the Japanese jet fighter F-4EJ Phantom II. For other versions, see F-4 Phantom II (Family).
F-4EJ Phantom II
f-4ej.png
GarageImage F-4EJ Phantom II.jpg
ArtImage F-4EJ Phantom II.png
F-4EJ Phantom II
AB RB SB
11.3 11.0 10.7
Research:300 000 Specs-Card-Exp.png
Purchase:830 000 Specs-Card-Lion.png
Show in game

Description

The F-4EJ was a version of the Phantom II, a versatile fighter jet designed by McDonnell Douglas in the late 1950s. Japan bought 140 F-4EJs in 1968, based on the F-4E model used by the U.S. Air Force, but with some changes such as the removal of aerial refueling and ground attack capabilities. Mitsubishi Heavy Industries also built 138 F-4EJs under license. The F-4EJ served as Japan's main air defense fighter for many years, until it was gradually replaced by the Mitsubishi F-2 and the F-35A Joint Strike Fighter. Japan also operated a reconnaissance version of the F-4EJ, the RF-4EJ, which had no weapons and carried cameras and sensors. The RF-4EJ retired in March 2020, followed by the last F-4EJ in December 2020, marking the end of an era for Japan's "Phantastic Phantoms".

It was introduced in Update 1.97 "Viking Fury". The F-4EJ Phantom II is a versatile jet that can attack ground and air targets with bombs, rockets, missiles, and cannons. It can also mount three extra gun pods for more firepower, but this reduces its speed and agility. The plane has decent missiles and a frontal cannon that can take down enemy aircraft with ease. Due to its lack of Agile Eagle upgrades, F-4EJ is not as manoeuvrable as the F-4E, F-4F Early, and F-4F. It should avoid turn fights with lighter jets, instead relying on its generous armament and speed to make hit and run attacks.

General info

Flight performance

Arrestor gear
Accelerates braking by grabbing the brake cable on the deck of the aircraft carrier
Air brakes
Allows you to dramatically reduce the flight speed by releasing special flaps
Drogue parachute
Reduces braking distance when landing on any runway
Max speed
at 12 192 m2 340 km/h
Turn time26 s
Max altitude16 000 m
Engine2 х General Electric J79-GE-17
TypeJet
Cooling systemAir
Take-off weight24 t
Characteristics Max Speed
(km/h at 12,192 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 2,255 2,221 16000 26.5 27.4 141.6 131.6 850
Upgraded 2,419 2,340 25.6 26.0 204.3 172.0
F-4EJ Phantom II taking off

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear Drogue chute
X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
1458 463 N/A 580 463 ~11 ~4
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 810 < 750 < 700 N/A

Engine performance

Engine Aircraft mass
Engine name Number Basic mass Wing loading (full fuel)
General Electric J79-GE-17 2 13,965 kg 403 kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Takeoff
Weight
Weight (each) Type 9m fuel 20m fuel 30m fuel
1,750 kg Afterburning axial-flow turbojet 15,724 kg 17,787 kg 19,829 kg 24,000 kg
Maximum engine thrust @ 0 m (RB/SB) Thrust to weight ratio @ 0 m (WEP)
Condition 100% WEP 9m fuel 20m fuel 30m fuel MTOW
Stationary 5,200 kgf 8,008 kgf 1.02 0.90 0.81 0.67
Optimal 5,200 kgf
(0 km/h)
10,170 kgf
(1,400 km/h)
1.29 1.14 1.03 0.85

Survivability and armour

Flares/Chaff
Aircraft countermeasures to distract IR and radar-guided missiles and also AA radar
Crew2 people
Speed of destruction
Structural1 458 km/h
Gear463 km/h
  • 8.5 mm of Steel below the cockpit.

Modifications and economy

Repair costBasic → Reference
AB2 949 → 3 984 Sl icon.png
RB8 660 → 11 699 Sl icon.png
SB8 917 → 12 046 Sl icon.png
Total cost of modifications262 800 Rp icon.png
406 000 Sl icon.png
Talisman cost2 900 Ge icon.png
Crew training240 000 Sl icon.png
Experts830 000 Sl icon.png
Aces3 000 Ge icon.png
Research Aces1 140 000 Rp icon.png
Reward for battleAB / RB / SB
100 / 310 / 600 % Sl icon.png
238 / 238 / 238 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
310 Ge icon.png
Mods booster.png
New boosters
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
530 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
460 Ge icon.png
Mods jet engine.png
Engine
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
610 Ge icon.png
Mods aerodinamic fuse.png
Fuselage repair
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
310 Ge icon.png
Mods armor frame.png
Airframe
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
530 Ge icon.png
Mods g suit.png
G-suit
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
460 Ge icon.png
Mods armor cover.png
Cover
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
610 Ge icon.png
Mods ammo.png
JM61A1_belt_pack
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
310 Ge icon.png
Mod arrow 1.png
Mods pilon bomb.png
Mk82
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
310 Ge icon.png
Mod arrow 1.png
Mods heli false thermal targets.png
Flares/Chaff
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
310 Ge icon.png
Mods air to air missile.png
AIM-9E
Research:
8 800 Rp icon.png
Cost:
14 000 Sl icon.png
310 Ge icon.png
Mod arrow 0.png
Mods pilon block rocket.png
JLAU-3/A
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
530 Ge icon.png
Mod arrow 1.png
Mods air to air missile.png
AIM-9P
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
530 Ge icon.png
Mod arrow 0.png
Mods weapon.png
JM61A1_new_gun
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
460 Ge icon.png
Mods pilon bomb.png
JM117
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
460 Ge icon.png
Mods air to air midrange missile.png
AIM-7D
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
460 Ge icon.png
Mod arrow 0.png
Mods gunpods.png
Gun pod SUU-23/A.
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
610 Ge icon.png
Mods pilon block rocket large.png
LAU-10/A
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
610 Ge icon.png
Mods air to air midrange missile.png
AIM-7E
Research:
17 000 Rp icon.png
Cost:
26 000 Sl icon.png
610 Ge icon.png

Armaments

Ballistic Computer
CCIP (Guns) CCIP (Rockets) CCIP (Bombs) CCRP (Bombs) EEGS
Icon GreenCheckmark.png Icon GreenCheckmark.png Icon GreenCheckmark.png Icon GreenCheckmark.png Icon GreenCheckmark.png

Offensive armament

Main article: JM61A1 (20 mm)

The F-4EJ Phantom II is armed with:

  • 1 x 20 mm JM61A1 cannon, chin-mounted (640 rpg)
  • 30 x large calibre countermeasures
  • 60 x countermeasures

Due to this cannon's high rate of fire (only 6.60 seconds of continuous fire), trigger discipline is a must.

Suspended armament

The F-4EJ Phantom II can be outfitted with the following ordnance:

1 2 3 4 5 6 7 8 9 10 11
Hardpoints F-4C Phantom II.png
20 mm GAU-4 cannons (1,200 rpg) 1 1 1
500 lb LDGP Mk 82 bombs 6 3 6 3 6
500 lb Mk 82 Snakeye bombs 6 3 6 3 6
750 lb M117 cone 45 bombs 3 3 5 3 3
FFAR Mighty Mouse rockets 57 57 57 57 57
Zuni Mk32 Mod 0 ATAP rockets 12 12 12 12 12
AIM-7D Sparrow missiles 1 1 1 1
AIM-7E Sparrow missiles 1 1 1 1
AIM-9E Sidewinder missiles 1, 2 1, 2
AIM-9P Sidewinder missiles 2 2
600 gal drop tanks 1
Maximum permissible loadout weight: 7,400 kg
Maximum permissible wing load: 3,000 kg
Maximum permissible weight imbalance: 1,500 kg
Default weapon presets
  • 1 x 600 gal drop tank
  • 2 x AIM-9E Sidewinder missiles
  • 4 x AIM-9E Sidewinder missiles
  • 4 x AIM-9P Sidewinder missiles
  • 4 x AIM-7D Sparrow missiles
  • 4 x AIM-7E Sparrow missiles
  • 24 x 500 lb LDGP Mk 82 bombs (12,000 lb total)
  • 24 x 500 lb Mk 82 Snakeye bombs (12,000 lb total)
  • 17 x 750 lb M117 cone 45 bombs (12,750 lb total)
  • 285 x FFAR Mighty Mouse rockets
  • 60 x Zuni Mk32 Mod 0 ATAP rockets
  • 3 x 20 mm GAU-4 cannons (1,200 rpg = 3,600 total)

Usage in battles

The F-4EJ Phantom II is best described as a mixed bag. It is a potent fighter-bomber, capable of carrying x24 500lb bombs along with a full payload of Sparrows and Sidewinders. This means that, with some luck, the F-4EJ Phantom destroy two bases before circling around to engage the enemy in their unguarded flanks. However, this is not advisable and largely depends on luck, as you will likely be swamped by masses of low-flying aircraft who will have no issues completely outperforming you with a full bomb load. The ideal role for the F-4EJ is as a high-altitude Interceptor, being faster and more well-armed than many aircraft that will be up there with you. In a downtier, climbing at around 20-30° (depending on whether you want to be faster or more well-positioned) to a height of 5kms or higher generally means that your Sparrows, with better performance, will often be able to take out high-flying aircraft with impunity. It can hold its own against some opponents, but generally avoid a turnfight with the generally accepted threats such as F-5Cs and Drakens and most Mig-21s, who will have no issue dancing around your nose. While most aircraft can be beaten with careful application of airbrakes and the planes, almost any delta wing aircraft, namely the Mirage III, MiG-21 and J35D, being nigh impossible to beat. To have any chance of beating delta winged jets you must force the fight into the sustained regime where some delta winged jets flown by inexperienced pilots may struggle to rate with you.

The main armament of the F-4EJ are its x4 AIM-9P short-range IR missiles, x4 longer-ranged, faster AIM-7E SARH missiles, and the notorious M61 Vulcan 20mm rotary cannon. Players familiar with the earlier Rank 6 Japanese jets should have no trouble using this cannon, with devastating firepower and a tight-spread when upgraded, the Vulcan will be far more effective due to the increased maneuverability of the F-4EJ. The AIM-7E will often be the primary weapon when dealing with targets at altitude, having much better range and pull than the AIM-7D, you can easily get away with kills from a maximum of 15,000m away. The range of the missile's maximum effectiveness largely depends on the speed of the aircraft on launch, the direction of the target, the altitude of both the attacker and the defender, and the angle of launch. Be advised that the 7E tends not to do well launching at any maneuvering target under 5,000m away, due to the 1.5s it takes to reach full maneuverability. The AIM-9Ps are far more simple. Launch while fast, and they will pull hard into targets up to 1,000m away, often able to achieve locks at a 90° approach angle on targets with extremely hot engines such as other Phantoms, Tomcats and MiG-23s.

When in an uptier, the playstyle changes very drastically. You will be fighting against Tornado ADVs, F-4S/J and FGR.2 Phantoms, Tomcats, Fulcrums, Floggers, Viggens, and many more aircraft that you have little to no chance against in a one-on-one engagement. Particularly oppressive are the F-14A and B, who vastly outrange you by a great margin, whilst also posessing far better flight performance due to their variable-wing sweep and much better engines. In a dogfight, the F-4EJ fares little better, as very little will struggle against you in a fight. Your best bet is to climb to medium altitude, staying behind your team while looking for high-flying targets for your Sparrows. Keep a very close eye on the plane's RWR and dive to the deck while notching and popping chaff if you get locked. You may also hug the deck, as radar missiles are unable to track when flying directly above tree-top level, though this will make your own Sparrows quite useless since you don't have a PD radar to ignore ground clutter. Playing as a Support Fighter is key to your survival in uptiers.

Pros and cons

Pros:

  • Decent top speed
  • AIM-9Ps can pull a respectable 20Gs, with a mild degree of flare resistance.
  • AIM-9Ps have radar-slaving capability.
  • Equipped with x90 Countermeasures in varying orders.
  • Can hold a wide and heavy range of payload options, including a full load of missiles and x24 500lb bombs.
  • The M61 Vulcan is an incredibly dangerous weapon, with great all-round characteristics.
  • The AIM-7E Sparrow is a decent mid-range weapon in downtiers, with competitive flight performance and range.
  • Makes use of a ballistic computer for assisting in the aim of cannons, rockets, and bombs against ground targets.

Cons:

  • Lack of Agile Eagle unlike F-4E and F-4F, giving it a wider turning arc, making it less likely to outturn its peers in the first turn.
  • No combat flaps. Takeoff flaps have a low speed limit and high drag, which makes them not very useful in dogfights
  • The AIM-7E, compared to the 7E-2, takes 1.5s to begin maneuvering, making it worse at short-range shots.
  • Trigger discipline is required to make the most of the plane's 640 rounds of 20mm ammo.
  • Quite large and heavy compared to other fighters at its rank.
  • Radar susceptible to ground clutter, making shots on lower-flying targets more difficult.

History

F-4EJ "Samurai Phantom" was a jet fighter aircraft that saw service in the JASDF (Japanese Air Self Defense Force) from 1971 until 2020. At the end of 2020, the F-4EJ will be replaced by the F-35A Lightning II.

In 1968 Japan made it public that they would update their JASDF with the F-4 phantom. Being one of the only countries to acquire the permissions to build the plane in their own Factories, Japan started to develop the F-4EJ at Mitsubishi Heavy Industries. Due to post WW2 sanctions and restrictions, Japan was not allowed to equip any air-to-surface capabilities to the aircraft. As such, the F-4EJ would be made without the AN/AJB-7 bombing computer system.

McDonnell Douglas built the first 2, F-4EJ prototypes with Mitsubishi Heavy Industries building the remaining Phantoms. They did, however, import RF-4EJ from McDonnell Douglas over the 10-year span of production. Mitsubishi Heavy Industries would build the very last F-4 in the world, nicknamed "The Finale Phantom", on the 20th of May, 1981. It served with the 306th and 301st Tactical Fighter Squadrons. 127 EJ variant Phantoms were built.

The first squadron equipped with the new F-4EJ would be the 301st Hikotai, in August 1st 1972. In October 1973, the 301st would be deemed operational with the Phantom, having 14 Phantoms in their squadron. On October 30th 1978, five years after the squadron was equipped and trained in the Phantom: the 301st was designated as JASDF Quick Ready Alert force. In 1979 they would be the first F-4EJ to intercept another aircraft when a Soviet Tu-95 was deemed a threat on February 21st of that year. Ironically the same day of the intercept is when Japan launched the Hakucho X-ray satellite & Corsa-B.

In July of 1984, after the post-war sanctions were dropped, Japan put together plans to upgrade its F-4EJ Phantoms. In 1989 their F-4EJ Phantoms were updated starting with the 306th Hikotai. The new Phantoms were equipped with APG-66J pulse-Doppler radar, which allowed the Phantoms to carry out air-to-ground and Air-to-Ship capabilities while being lighter, smaller, and more efficient than the old radar. A new computer and heads up display was added to Phantom, allowing them to bring the Phantom into the 21st century. Additional upgrades to the pylons allowed the new Phantoms to be equipped with the F-15 fuel tanks, which could sustain more G forces than the current fuel tanks being used. And with the adoption of the Westinghouse AN/ALQ-131 countermeasures, it allowed the pilot to adapt and counter any threats on the modern battlefield quickly. These upgrades were desperately needed for the JASDF as their Mitsubishi F-1 and F-2 did not have the range needed to adequately defend their countries territory if war ever arose. 96 Phantoms were upgraded and designated as F-4EJ Kai (Kai means "Modified" in Japanese).

The F-4EJ Phantoms were equipped with 3 different colour schemes. Blue Camo, Green Camo, and Grey. 127 aircraft were built, with 8 squadrons adopting the plane. The F-4EJ was decommissioned in 2020 to adapt to the F-35A Lightning II.

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Related development
Aircraft of comparable role, configuration and era

External links


Mitsubishi Heavy Industries Ltd. (三菱重工業株式会社)
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