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

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(Reverted the part about base bombing to the previous way it was written. The wikipage should sound unbiased and neutral to any playstyle a vehicle is used for, not passive aggressive and potentially demeaning. Save that attitude for the in-game chat.)
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The F-4 Phantom II served its most notable service period in the Vietnam War for both the US Air Force (USAF) and US Navy (USN). The USN had the [[F-4J Phantom II|F-4J]] as their latest aircraft, and it began to show its age in the post Vietnam War period. A modernization program began to keep the F-4J up to date with latest upgrades. Improvements were done in avionics, weapon systems, airframe, and undercarriage, but the two most notable improvements were wing leading-edge slats, for improved manoeuvrability, and new smokeless engines. The F-4S flew for USN up until the Phantom's retirement in the late 1980s, replaced by more modern aircraft like the [[F-14A Early|F-14 Tomcat]] and the F-18 Hornet.
 
The F-4 Phantom II served its most notable service period in the Vietnam War for both the US Air Force (USAF) and US Navy (USN). The USN had the [[F-4J Phantom II|F-4J]] as their latest aircraft, and it began to show its age in the post Vietnam War period. A modernization program began to keep the F-4J up to date with latest upgrades. Improvements were done in avionics, weapon systems, airframe, and undercarriage, but the two most notable improvements were wing leading-edge slats, for improved manoeuvrability, and new smokeless engines. The F-4S flew for USN up until the Phantom's retirement in the late 1980s, replaced by more modern aircraft like the [[F-14A Early|F-14 Tomcat]] and the F-18 Hornet.
  
The '''{{Specs|name}}''', bum cum
+
The '''{{Specs|name}}''', introduced in [[Update "Sky Guardians"]], is one of the top versions of the F-4 Phantom II in the game. While the overall play style is not very different from the F-4J, the performance improvements in manoeuvrability should allow the F-4S to occasionally get the upper hand over even more modern fighter designs that it can encounter. Outside the dogfighting range, the usual complement of BVR weaponry like the Sparrows alongside the PD radar should allow the F-4S to shoot down careless enemy fighters who can't evade in time.
 
 
 
 
 
 
 
 
introduced in [[Update "Sky Guardians"]], is one of the top versions of the F-4 Phantom II in the game. While the overall play style is not very different from the F-4J, the performance improvements in manoeuvrability should allow the F-4S to occasionally get the upper hand over even more modern fighter designs that it can encounter. Outside the dogfighting range, the usual complement of BVR weaponry like the Sparrows alongside the PD radar should allow the F-4S to shoot down careless enemy fighters who can't evade in time.
 
  
 
== General info ==
 
== General info ==
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{{Specs-Avia-Armour}}
 
{{Specs-Avia-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, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' -->
 
<!-- ''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.'' -->
While the F-4S completely lacks any armour plating or ballistic glass, meaning that the pilot and internal systems are exposed to damage from even small arms fire, the airframe itself is relatively sturdy thanks to the upgrades it got to better handle high-G sustained turns, and can take a few hits from opposing aircraft using 20 x 102 mm Vulcan or 20 x 110 mm USN rounds and remain airborne. Higher calibre guns however such as the BK-27 found on the Tornados, and the GSh-30-1 on the MiG-29 have a higher chance of severely crippling your performance or outright destroying the aircraft. As with the F-4J, the RIO (Radar Intercept Officer) in the back of the cockpit cannot take control of the aircraft if the pilot is knocked out, as it lacks the dual controls found on the USAF variants of the Phantom (C & E.)  
+
While the F-4S completely lacks any armour plating or ballistic glass, meaning that the pilot and internal systems are exposed to damage from even small arms fire, the airframe itself is relatively sturdy thanks to the upgrades it got to better handle high-G sustained turns, and can take a few hits from opposing aircraft using 20 x 102 mm Vulcan or 20 x 110 mm USN rounds and remain airborne. Higher calibre guns however such as the BK-27 found on the Tornados, and the GSh-30-1 on the MiG-29 have a higher chance of severely crippling your performance or outright destroying the aircraft. As with the F-4J, the RIO (Radar Intercept Officer) in the back of the cockpit cannot take control of the aircraft if the pilot is knocked out, as it lacks the dual controls found on the USAF variants of the Phantom (C & E.)
  
 
The fuel tanks are self-sealing, but generally won't be able to stop a fire from igniting due to every aircraft at the F-4S' BR using guns that are at least 20 mm in calibre. They also take up a lot of space in the midsection and rear of the Phantom, making shots to the fuselage potentially fatal. There are additional fuel tanks located in the upper-front of the wings and in the bottom of the fuselage, but they are a much smaller and thinner target, so the chances that they get hit are much lower in comparison. You have an extinguisher to put out engine fires, but effectiveness may vary depending on the severity of damage to the rest of the airframe, along with your airspeed.
 
The fuel tanks are self-sealing, but generally won't be able to stop a fire from igniting due to every aircraft at the F-4S' BR using guns that are at least 20 mm in calibre. They also take up a lot of space in the midsection and rear of the Phantom, making shots to the fuselage potentially fatal. There are additional fuel tanks located in the upper-front of the wings and in the bottom of the fuselage, but they are a much smaller and thinner target, so the chances that they get hit are much lower in comparison. You have an extinguisher to put out engine fires, but effectiveness may vary depending on the severity of damage to the rest of the airframe, along with your airspeed.
  
With only 60 countermeasures available to use, the F-4S is rather limited in its defense against missiles compared to its peers and opponents, and bringing chaff with the mixed loadout halves your effective amount to just 30.
+
It is important to note that your countermeasures fire in pairs of two; with the introduction of separate flare/chaff firing, it is now possible to optimize your countermeasure drops in order to defend against both SARH and IR air-to-air missiles. 60 countermeasures at this BR is roughly the norm, but as you may face ARH missiles in the form of AIM-120As on the [[AV-8B_Plus|AV-8B+]] it is best to keep the idea of chaffing separately in the back of your head at all times.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
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! colspan="5" | [[Ballistic Computer]]
 
! colspan="5" | [[Ballistic Computer]]
 
|-
 
|-
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! Lead indicator
+
! CCIP (Guns) !! CCIP (Rockets) !! CCIP (Bombs) !! CCRP (Bombs) !! EEGS
 
|-
 
|-
 
| {{Tick}} || {{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:
+
* 60 x countermeasures
** Without offensive armament
 
** 60 x countermeasures
 
  
 
=== Suspended armament ===
 
=== Suspended armament ===
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|-
 
|-
 
! [[AIM-7F Sparrow]] missiles
 
! [[AIM-7F Sparrow]] missiles
| || 1 || || 1 || 1 || || 1 || 1 || || 1 ||
+
| || 1* || || 1 || 1 || || 1 || 1 || || 1* ||
 
|-
 
|-
 
! [[AIM-9H Sidewinder]] missiles
 
! [[AIM-9H Sidewinder]] missiles
| || || 2 || || || || || || 2 || ||
+
| || || 2* || || || || || || 2* || ||
 
|-
 
|-
 
! 600 gal drop tanks
 
! 600 gal drop tanks
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|-
 
|-
 
| colspan="13" | * Sparrows on hardpoints 2/10 cannot be carried in conjunction with Sidewinders on hardpoints 3/9 respectively
 
| colspan="13" | * Sparrows on hardpoints 2/10 cannot be carried in conjunction with Sidewinders on hardpoints 3/9 respectively
<nowiki>*</nowiki>20 mm Mk 11 Mod 5 gun pod and 600 gal drop tank cannot be carried at the same time due to sharing hardpoint 1
 
 
|-
 
|-
 
|}
 
|}
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Being a slightly upgraded F-4J, the F-4S retains many of its predecessor's defining characteristics.
 
Being a slightly upgraded F-4J, the F-4S retains many of its predecessor's defining characteristics.
  
The main difference between the two is the F-4S' leading edge wing slats. These greatly increase manoeuvrability below ~970-1000 km/h SPD by allowing you to pull more AoA (Angle of Attack) which helps to tighten down your turning circle, but results in noticeably more energy bleed. Inversely, the slats will reduce the amount of AoA you can pull above the priorly-mentioned airspeed, which massively improves energy retention and delays pilot blackouts at the cost of an overall wider turn circle. This ability to control your AoA at various speeds can be an invaluable tool in winning engagements if properly mastered, but remember that you're still a Phantom; the F-4S can't turn tight enough to competitively dogfight most other top-tier aircraft even with the manoeuvrability upgrade, but it's good enough that you may be able to last in an extended engagement against a single opponent until an ally comes to your aid. <!--Testing was done with a loadout consisting of 6 Sparrows and the gunpod with 30:23 / a full tank of fuel at ~1000ft and ~6500ft, starting from ~1190-1210km/h SPD. RB physics and good weather were selected with limited fuel and ammo disabled, and the test location was Peale Island. Testing was performed by continually turning horizontally with combat flaps deployed and full WEP at both specified altitudes while maintaining said altitude as best as possible.-->
+
The main difference between the two is the F-4S' leading edge wing slats. These greatly increase manoeuvrability below ~970-1000 km/h SPD by allowing you to pull more AoA (Angle of Attack) which helps to tighten down your turning circle, but results in noticeably more energy bleed. Inversely, the slats will reduce the amount of AoA you can pull above the priorly-mentioned airspeed, which massively improves energy retention and delays pilot blackouts at the cost of an overall wider turn circle. This ability to control your AoA at various speeds can be an invaluable tool in winning engagements if properly mastered, but remember that you're still a Phantom; the F-4S can't turn tight enough to competitively dogfight most other top-tier aircraft even with the manoeuvrability upgrade, but it's good enough that you may be able to last in an extended engagement against a single opponent until an ally comes to your aid. <!--Testing was done with a loadout consisting of 6 Sparrows and the gunpod with 30:23 / a full tank of fuel at ~1,000 ft and ~6,500 ft, starting from ~1,190-1,210 km/h SPD. RB physics and good weather were selected with limited fuel and ammo disabled, and the test location was Peale Island. Testing was performed by continually turning horizontally with combat flaps deployed and full WEP at both specified altitudes while maintaining said altitude as best as possible.-->
  
  
The most powerful aspect of the F-4S is its weaponry. For IR-guided missiles, it carries AIM-9Hs. Even though they have mediocre turn performance (max overload 18G), their respectable range and long guidance time makes them ideal for picking off inattentive players or AI planes. The crown jewel of the F-4S' arsenal however is the AIM-7F. With effective usage of the Pulse Doppler and ACM modes, the F-4S can confidently go into battle with an all-Sparrow loadout and not feel limited at closer engagement ranges. The AIM-7F is able to reliably hit targets from a minimum of 3 km in head ons, all the way out to a maximum of 25-30 km in good conditions with Pulse Doppler active (any further than that will require some luck.) Head on snapshots from less than 3 km can be done, but you'll be pushing the limits of both your radar's lock speed and the Sparrow's 25G pull limit.
+
The most powerful aspect of the F-4S is its weaponry. For IR-guided missiles, it carries AIM-9Hs, which are functionally very similar to their predecessor, the AIM-9Gs. Even though they have a fairly average turn performance with a max overload of 18G, their respectable range and long guidance time make them ideal for picking off inattentive players or AI planes. The crown jewel of the F-4S' arsenal however is the AIM-7F Sparrow, a Semi-Active Radar Homing missile. With enough range to reliably hit 15km+ shots from front-aspect, it offers a much needed range boost from the lacking-in-range AIM-7E-2s and starts pulling in much faster than AIM-7Es, making them an excellent all-rounder missile. Head-on snapshots from less than 3 km can be done, but you'll be pushing the limits of both your radar's lock speed and the Sparrow's 25G pull limit, so it may be beneficial to roll your aircraft to lessen the G load the missile will have to pull in some circumstances.
  
Your biggest threats will be the F-14A / B, the MiG-29 9.13, and the Yak-141. All three gravely outclass you in BVR combat; the F-14s due to their massive, highly advanced radar and long-range Phoenix missiles, while the MiG-29 and Yak-141 carry the R-27ER, arguably the best SARH missile currently in War Thunder. The F-14s and MiG-29 9.13 also have you massively beat in a dogfight; both are able to comfortably sit inside your turning circle and either shoot at you with their guns or fire off a missile, so catching these opponents off guard or while they're distracted will aid in you and your team's survival. The Yak-141 however, while boasting phenomenal acceleration, has much more exploitable performance flaws; it can barely break the sound barrier due to high airframe drag, and bleeds energy severely in turns. You will have no issue beating the 141 in a 1v1 dogfight thanks to your upgraded manoeuvrability, just as long as you remember that the 141 is a VTOL aircraft, and may get creative with their manoeuvres out of desperation.
+
There are two types of vehicles you have to be wary of in the F-4S as of current: 4th generation fighters that completely outclass you, and Harriers. First off, 4th generation fighters such as the [[F-14 (Family) | F-14]], [[F-15A]], [[F-16A]] and [[MiG-29]] all have you completely beat in terms of flight performance. While you may attempt to fight them in a 1v1, unless the enemy pilot makes a severe lapse in judgement it will be all but certain you will be the one ejecting out of your plane. On the topic of missile armament, while the F-15A still comes equipped with AIM-7Ms (which are functionally identical to your AIM-7Fs) and the F-16A lacks SARH/ARH missiles, the F-14 comes equipped with the AIM-54 Phoenix Active Radar Homing (ARH) missile which has an effective launch range at least twice that of your 7Ms and the MiG-29 has 2 R-27ER/ET SARH missiles which have better range, a stronger motor and significantly faster speeds than your AIM-7M can hope to achieve, meaning even if you launch first you may not be guaranteed a win. The latter two aircraft also come equipped with a Track-While-Scan (TWS) mode capable radar, which can easily give your position away even from extreme ranges while your radar needs a hard lock to make sure if a target is, in fact, an enemy flying towards you at maximum speed.  
  
The MiG-29SMT, while featuring more advanced avionics and the deadly R-73 infared missile at close range, along with the R-27ER for mid and long range, has far worse manoeuvreability than the 9.13 and is moderately heavier, making it much less dominant in a dogfight and unable to extend out of an engagement as easily. Avoiding detection from this aircraft as you approach the frontline is evermore paramount as you're now at an extremely large BVR disadvantage, but you'll find that it's relatively much easier to lead your shots on the SMT than many of the other 4th gen fighters if you manage to close the distance.
+
The second problem you may face is, as said prior, Harriers. This may sound odd, as Harriers are a much lower Battle Rating than the F-4S, and even in a 1v1 situation aren't excellent dogfighters unless they take full advantage of their VTOL capabilities, but it is also of the most vital importance to remember the [[AV-8B_Plus | AV-8B+]] for the simple fact that it has AIM-120As. ARH missiles are much less reliant on holding a lock on the target than SARH missiles due to the seeker built into the missile itself, so all the AV-8B+ has to do is obtain a lock within visual range (<10km or so) and fire a missile at you, as the missile's own seeker will almost instantly turn itself on and lock your aircraft. To dodge these ARH missiles, you should first lower your altitude (if possible) to be as close to ground level as possible, as multipathing means that the missiles will not be able to track you properly if you are hugging the ground. However, this may not always be possible, or the terrain may have too many trees to realistically dive down and hold that altitude - so in that case, what should you do? The ideal way to dodge an ARH missile is not to try and notch the missile (keeping the missile lock 90 degrees to your aircraft), as the missile seeker is not as easily spoofed as a SARH missile. Instead, you should strive to 'go cold', i.e. turn a full 180 degrees around from the missile to make it harder for the missile to track you - in general, it is recommended to try both and see what works best for you depending on the situation you're in. What matters is the ability to be aware of the possibilty of facing ARH in a full uptier, so you can control your encounters as much as possible.  
  
 
Base bombing is, as expected for the Phantoms, and no exception to the F-4S, a completely viable strategy thanks to its impressive bomb load. It also has some merit in attacking ground targets, as it can carry a ludicrous amount of Mighty Mouse rockets (Up to a maximum of 247 if you wish to forgo the gun pod) that are very easy to aim thanks to having a rocket CCIP, and you can still carry 4 Sparrows to have a strong weapon against enemy aircraft. Avoid SPAA vehicles like the plague, as getting too close may spell an untimely return to the hangar, and the lack of guided munitions means you have to get close to or within their firing range to deal with them, either with bombs or rockets.
 
Base bombing is, as expected for the Phantoms, and no exception to the F-4S, a completely viable strategy thanks to its impressive bomb load. It also has some merit in attacking ground targets, as it can carry a ludicrous amount of Mighty Mouse rockets (Up to a maximum of 247 if you wish to forgo the gun pod) that are very easy to aim thanks to having a rocket CCIP, and you can still carry 4 Sparrows to have a strong weapon against enemy aircraft. Avoid SPAA vehicles like the plague, as getting too close may spell an untimely return to the hangar, and the lack of guided munitions means you have to get close to or within their firing range to deal with them, either with bombs or rockets.
  
 
+
=== Pros and cons ===
=== Pros and cons ===
 
 
<!-- ''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".'' -->
 
<!-- ''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:'''
  
* Powerful pulse-Doppler radar
+
* Powerful Pulse-Doppler radar
 
* HMD allows significant off-boresight tracking for both the AIM-7F and AIM-9H
 
* HMD allows significant off-boresight tracking for both the AIM-7F and AIM-9H
 
* Can carry up to 8 air-to-air missiles
 
* Can carry up to 8 air-to-air missiles
* One of the best SARH missiles at 11.3
+
* Very potent SARH missiles for its BR
 
* Can take off and land on aircraft carrier
 
* Can take off and land on aircraft carrier
 
* A wide range of suspended armaments, suitable for any playstyle
 
* A wide range of suspended armaments, suitable for any playstyle
 
* Can carry enough bombs to destroy a base without significantly affecting its flight performance
 
* Can carry enough bombs to destroy a base without significantly affecting its flight performance
* Slats provide valuable ability to control AoA and energy retention, increasing adaptability in aerial combat.
+
* Slats provide valuable ability to control AoA and energy retention, increasing adaptability in aerial combat
  
 
'''Cons:'''
 
'''Cons:'''
  
 
* Doesn't have an internal gun
 
* Doesn't have an internal gun
* The external gun pod negatively affects flight performance
+
* The external gun pod adversely affects flight performance
 +
* The 20 mm Mk 11 mod 5 cannon is less efficient than other cannons at this BR
 
* Can't carry a gun pod and drop tank at the same time as they share the same hardpoint
 
* Can't carry a gun pod and drop tank at the same time as they share the same hardpoint
 
* Quite large and heavy compared to other fighters at its rank
 
* Quite large and heavy compared to other fighters at its rank
* Fires will very rapidly destroy the airframe, and effectiveness of the extinguishers is questionable
 
 
* Lack of guided munitions limits its potential in Ground Battles
 
* Lack of guided munitions limits its potential in Ground Battles
 
* 60 countermeasures is mediocre in uptiers, which this aircraft sees extremely often
 
* 60 countermeasures is mediocre in uptiers, which this aircraft sees extremely often

Revision as of 20:16, 31 August 2024

This page is about the premium American jet fighter F-4S Phantom II. For other versions, see F-4 Phantom II (Family).
F-4S Phantom II
f-4s.png
GarageImage F-4S Phantom II.jpg
StoreImage F-4S Phantom II 004.jpg
F-4S Phantom II
Show in game
STORE

Description

The F-4 Phantom II served its most notable service period in the Vietnam War for both the US Air Force (USAF) and US Navy (USN). The USN had the F-4J as their latest aircraft, and it began to show its age in the post Vietnam War period. A modernization program began to keep the F-4J up to date with latest upgrades. Improvements were done in avionics, weapon systems, airframe, and undercarriage, but the two most notable improvements were wing leading-edge slats, for improved manoeuvrability, and new smokeless engines. The F-4S flew for USN up until the Phantom's retirement in the late 1980s, replaced by more modern aircraft like the F-14 Tomcat and the F-18 Hornet.

The F-4S Phantom II, introduced in Update "Sky Guardians", is one of the top versions of the F-4 Phantom II in the game. While the overall play style is not very different from the F-4J, the performance improvements in manoeuvrability should allow the F-4S to occasionally get the upper hand over even more modern fighter designs that it can encounter. Outside the dogfighting range, the usual complement of BVR weaponry like the Sparrows alongside the PD radar should allow the F-4S to shoot down careless enemy fighters who can't evade in time.

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 140 km/h
Turn time26 s
Max altitude16 000 m
Engine2 х General Electric J79-GE-10B
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 2,080 2,058 16000 26.5 27.4 155.0 145.2 850
Upgraded 2,224 2,140 25.5 26.0 217.6 185.0

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear Drogue chute
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
1458 463 1,458 618 463 ~11 ~4
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 810 < 750 < 700 -

Engine performance

Engine Aircraft mass
Engine name Number Basic mass Wing loading (full fuel)
General Electric J79-GE-10B 2 14,205 kg 408 kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Gross
Weight
Weight (each) Type 9m fuel 20m fuel 30m fuel
1,750 kg Afterburning axial-flow turbojet 15,964 kg 18,047 kg 20,070 kg 27,058 kg
Maximum engine thrust @ 0 m (RB/SB) Thrust to weight ratio @ 0 m (WEP)
Condition 100% WEP 9m fuel 20m fuel 30m fuel MGW
Stationary 5,250 kgf 8,159 kgf 1.02 0.90 0.81 0.60
Optimal 5,311 kgf
(1,458 km/h)
10,361 kgf
(1,400 km/h)
1.30 1.15 1.03 0.77

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

While the F-4S completely lacks any armour plating or ballistic glass, meaning that the pilot and internal systems are exposed to damage from even small arms fire, the airframe itself is relatively sturdy thanks to the upgrades it got to better handle high-G sustained turns, and can take a few hits from opposing aircraft using 20 x 102 mm Vulcan or 20 x 110 mm USN rounds and remain airborne. Higher calibre guns however such as the BK-27 found on the Tornados, and the GSh-30-1 on the MiG-29 have a higher chance of severely crippling your performance or outright destroying the aircraft. As with the F-4J, the RIO (Radar Intercept Officer) in the back of the cockpit cannot take control of the aircraft if the pilot is knocked out, as it lacks the dual controls found on the USAF variants of the Phantom (C & E.)

The fuel tanks are self-sealing, but generally won't be able to stop a fire from igniting due to every aircraft at the F-4S' BR using guns that are at least 20 mm in calibre. They also take up a lot of space in the midsection and rear of the Phantom, making shots to the fuselage potentially fatal. There are additional fuel tanks located in the upper-front of the wings and in the bottom of the fuselage, but they are a much smaller and thinner target, so the chances that they get hit are much lower in comparison. You have an extinguisher to put out engine fires, but effectiveness may vary depending on the severity of damage to the rest of the airframe, along with your airspeed.

It is important to note that your countermeasures fire in pairs of two; with the introduction of separate flare/chaff firing, it is now possible to optimize your countermeasure drops in order to defend against both SARH and IR air-to-air missiles. 60 countermeasures at this BR is roughly the norm, but as you may face ARH missiles in the form of AIM-120As on the AV-8B+ it is best to keep the idea of chaffing separately in the back of your head at all times.

Modifications and economy

Repair cost
AB1 976 Sl icon.png
RB5 979 Sl icon.png
SB6 411 Sl icon.png
Crew training10 000 Sl icon.png
Experts1 350 000 Sl icon.png
Aces3 000 Ge icon.png
Research Aces2 280 000 Rp icon.png
Reward for battleAB / RB / SB
Talisman.png 2 × 100 / 310 / 600 % Sl icon.png
Talisman.png 2 × 238 / 238 / 238 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Mods booster.png
New boosters
Mods aerodinamic wing.png
Wings repair
Mods jet engine.png
Engine
Mods aerodinamic fuse.png
Fuselage repair
Mods g suit.png
G-suit
Mods armor frame.png
Airframe
Mods armor cover.png
Cover
Mods jet engine extinguisher.png
EFS
Mods ammo.png
Mk11_belt_pack
Mod arrow 1.png
Mods pilon bomb.png
Mk81
Mod arrow 0.png
Mods heli false thermal targets.png
Flares/Chaff
Mods pilon bomb.png
Mk82
Mod arrow 0.png
Mods pilon block rocket.png
LAU-3/A
Mod arrow 1.png
Mods air to air missile.png
AIM-9H
Mod arrow 1.png
Mods weapon.png
Mk11_new_gun
Mods pilon bomb.png
M117
Mod arrow 0.png
Mods pilon bomb.png
Mk83
Mods pilon block rocket large.png
LAU-10/A
Mods air to air midrange missile.png
AIM-7F

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

The F-4S Phantom II is armed with:

  • 60 x countermeasures

Suspended armament

The F-4S 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 Mk 11 mod 5 cannons (750 rpg) 1
250 lb LDGP Mk 81 bombs 6 3 6 3 6
250 lb Mk 81 Snakeye bombs 6 3 6 3 6
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 3 3 3
1,000 lb LDGP Mk 83 bombs 2 2 3 2 2
Mk 79 Mod 1 incendiary bombs 1 1 1
FFAR Mighty Mouse rockets 38 57 57 57 38
Zuni Mk32 Mod 0 ATAP rockets 12 12 12 12 12
AIM-7F Sparrow missiles 1* 1 1 1 1 1*
AIM-9H Sidewinder missiles 2* 2*
600 gal drop tanks 1
Maximum permissible loadout weight: 7,257 kg
Maximum permissible wing load: 3,000 kg
Maximum permissible weight imbalance: 1,500 kg
* Sparrows on hardpoints 2/10 cannot be carried in conjunction with Sidewinders on hardpoints 3/9 respectively
Default weapon presets
  • 1 x 20 mm Mk 11 mod 5 cannon (750 rpg)
  • 1 x 600 gal drop tank
  • 4 x AIM-9H Sidewinder missiles
  • 6 x AIM-7F Sparrow missiles
  • 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 48 x Zuni Mk32 Mod 0 ATAP rockets
  • 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 190 x FFAR Mighty Mouse rockets
  • 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 18 x 250 lb LDGP Mk 81 bombs (4,500 lb total)
  • 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 18 x 500 lb LDGP Mk 82 bombs (9,000 lb total)
  • 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 18 x 250 lb Mk 81 Snakeye bombs (4,500 lb total)
  • 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 18 x 500 lb Mk 82 Snakeye bombs (9,000 lb total)
  • 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 12 x 750 lb M117 cone 45 bombs (9,000 lb total)
  • 1 x 20 mm Mk 11 mod 5 cannon + 4 x AIM-7F Sparrow missiles + 4 x AIM-9H Sidewinder missiles + 8 x 1,000 lb LDGP Mk 83 bombs (8,000 lb total)
  • 3 x Mk 79 Mod 1 incendiary bombs

Usage in battles

Being a slightly upgraded F-4J, the F-4S retains many of its predecessor's defining characteristics.

The main difference between the two is the F-4S' leading edge wing slats. These greatly increase manoeuvrability below ~970-1000 km/h SPD by allowing you to pull more AoA (Angle of Attack) which helps to tighten down your turning circle, but results in noticeably more energy bleed. Inversely, the slats will reduce the amount of AoA you can pull above the priorly-mentioned airspeed, which massively improves energy retention and delays pilot blackouts at the cost of an overall wider turn circle. This ability to control your AoA at various speeds can be an invaluable tool in winning engagements if properly mastered, but remember that you're still a Phantom; the F-4S can't turn tight enough to competitively dogfight most other top-tier aircraft even with the manoeuvrability upgrade, but it's good enough that you may be able to last in an extended engagement against a single opponent until an ally comes to your aid.


The most powerful aspect of the F-4S is its weaponry. For IR-guided missiles, it carries AIM-9Hs, which are functionally very similar to their predecessor, the AIM-9Gs. Even though they have a fairly average turn performance with a max overload of 18G, their respectable range and long guidance time make them ideal for picking off inattentive players or AI planes. The crown jewel of the F-4S' arsenal however is the AIM-7F Sparrow, a Semi-Active Radar Homing missile. With enough range to reliably hit 15km+ shots from front-aspect, it offers a much needed range boost from the lacking-in-range AIM-7E-2s and starts pulling in much faster than AIM-7Es, making them an excellent all-rounder missile. Head-on snapshots from less than 3 km can be done, but you'll be pushing the limits of both your radar's lock speed and the Sparrow's 25G pull limit, so it may be beneficial to roll your aircraft to lessen the G load the missile will have to pull in some circumstances.

There are two types of vehicles you have to be wary of in the F-4S as of current: 4th generation fighters that completely outclass you, and Harriers. First off, 4th generation fighters such as the F-14, F-15A, F-16A and MiG-29 all have you completely beat in terms of flight performance. While you may attempt to fight them in a 1v1, unless the enemy pilot makes a severe lapse in judgement it will be all but certain you will be the one ejecting out of your plane. On the topic of missile armament, while the F-15A still comes equipped with AIM-7Ms (which are functionally identical to your AIM-7Fs) and the F-16A lacks SARH/ARH missiles, the F-14 comes equipped with the AIM-54 Phoenix Active Radar Homing (ARH) missile which has an effective launch range at least twice that of your 7Ms and the MiG-29 has 2 R-27ER/ET SARH missiles which have better range, a stronger motor and significantly faster speeds than your AIM-7M can hope to achieve, meaning even if you launch first you may not be guaranteed a win. The latter two aircraft also come equipped with a Track-While-Scan (TWS) mode capable radar, which can easily give your position away even from extreme ranges while your radar needs a hard lock to make sure if a target is, in fact, an enemy flying towards you at maximum speed.

The second problem you may face is, as said prior, Harriers. This may sound odd, as Harriers are a much lower Battle Rating than the F-4S, and even in a 1v1 situation aren't excellent dogfighters unless they take full advantage of their VTOL capabilities, but it is also of the most vital importance to remember the AV-8B+ for the simple fact that it has AIM-120As. ARH missiles are much less reliant on holding a lock on the target than SARH missiles due to the seeker built into the missile itself, so all the AV-8B+ has to do is obtain a lock within visual range (<10km or so) and fire a missile at you, as the missile's own seeker will almost instantly turn itself on and lock your aircraft. To dodge these ARH missiles, you should first lower your altitude (if possible) to be as close to ground level as possible, as multipathing means that the missiles will not be able to track you properly if you are hugging the ground. However, this may not always be possible, or the terrain may have too many trees to realistically dive down and hold that altitude - so in that case, what should you do? The ideal way to dodge an ARH missile is not to try and notch the missile (keeping the missile lock 90 degrees to your aircraft), as the missile seeker is not as easily spoofed as a SARH missile. Instead, you should strive to 'go cold', i.e. turn a full 180 degrees around from the missile to make it harder for the missile to track you - in general, it is recommended to try both and see what works best for you depending on the situation you're in. What matters is the ability to be aware of the possibilty of facing ARH in a full uptier, so you can control your encounters as much as possible.

Base bombing is, as expected for the Phantoms, and no exception to the F-4S, a completely viable strategy thanks to its impressive bomb load. It also has some merit in attacking ground targets, as it can carry a ludicrous amount of Mighty Mouse rockets (Up to a maximum of 247 if you wish to forgo the gun pod) that are very easy to aim thanks to having a rocket CCIP, and you can still carry 4 Sparrows to have a strong weapon against enemy aircraft. Avoid SPAA vehicles like the plague, as getting too close may spell an untimely return to the hangar, and the lack of guided munitions means you have to get close to or within their firing range to deal with them, either with bombs or rockets.

Pros and cons

Pros:

  • Powerful Pulse-Doppler radar
  • HMD allows significant off-boresight tracking for both the AIM-7F and AIM-9H
  • Can carry up to 8 air-to-air missiles
  • Very potent SARH missiles for its BR
  • Can take off and land on aircraft carrier
  • A wide range of suspended armaments, suitable for any playstyle
  • Can carry enough bombs to destroy a base without significantly affecting its flight performance
  • Slats provide valuable ability to control AoA and energy retention, increasing adaptability in aerial combat

Cons:

  • Doesn't have an internal gun
  • The external gun pod adversely affects flight performance
  • The 20 mm Mk 11 mod 5 cannon is less efficient than other cannons at this BR
  • Can't carry a gun pod and drop tank at the same time as they share the same hardpoint
  • Quite large and heavy compared to other fighters at its rank
  • Lack of guided munitions limits its potential in Ground Battles
  • 60 countermeasures is mediocre in uptiers, which this aircraft sees extremely often

History

The F-4S is a variant of the F-4 Phantom II, a twin-engine, all-weather jet fighter-bomber originally developed by McDonnell Douglas (now part of Boeing) for the United States Navy in the 1950s. The F-4S was the final production version of the F-4, and saw extensive service during the Cold War and in various conflicts around the world. The F-4S was an upgraded F-4J, with slats and a better turn speed.

The F-4S was developed in response to the need for an advanced fighter-bomber that could operate in all weather conditions and perform a wide range of missions, including air-to-air combat, ground attack, and reconnaissance. It featured improved avionics, a more powerful engine, and upgraded weapons systems compared to earlier variants of the F-4.

One of the F-4S's most significant upgrades was its advanced radar system, which could track multiple targets at once and provide the pilot with a clear picture of the battlefield. It was also equipped with a more sophisticated weapons delivery system, which allowed it to carry a wider variety of bombs and missiles, including the AIM-7 Sparrow and AIM-9 Sidewinder air-to-air missiles, as well as multiple types of unguided bombs and rockets.

The F-4S saw extensive service with the US Navy and Marine Corps. It was used in a variety of conflicts, including the Vietnam War, the Gulf War, and the Gulf of Sidra incident.

Despite its success in combat, the F-4S was eventually phased out of service in the late 1980s and early 1990s, as newer and more advanced fighter aircraft were introduced into the US military fleet. Today, several examples of the F-4S can be found on display in aviation museums and military bases around the world, serving as a reminder of the aircraft's important role in military history.

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McDonnell Aircraft Corporation
Jet Fighters  F2H-2 · F3H-2
  F-4C Phantom II · F-4E Phantom II · F-4J Phantom II · F-4S Phantom II
  F-15A · F-15C MSIP II
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Helicopters  AH-6M
Export/Licensed 
Aircraft  ◄F-4F Early · ◄F-4F · ◄F-4F KWS LV · Phantom FG.1 · Phantom FGR.2 · F-4J(UK) Phantom II · F-4EJ Phantom II · F-4EJ ADTW · Kurnass · Kurnass 2000
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  The McDonnell Aircraft Corporation merged with Douglas Aircraft Company in 1967 to form McDonnell Douglas Corporation. Later it was merged with The Boeing Company in 1997.
See Also  Mitsubishi Heavy Industries

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