Difference between revisions of "A-7E"

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{{About
 
{{About
 
|about= American strike aircraft '''{{PAGENAME}}'''
 
|about= American strike aircraft '''{{PAGENAME}}'''
|usage= the other version
+
|usage= other versions
|link= A-7D
+
|link= A-7 Corsair II (Family)
 
}}
 
}}
 
{{Specs-Card
 
{{Specs-Card
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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}} American strike aircraft {{Battle-rating}}. It was introduced in [[Update "Ground Breaking"]]. The A-7E Corsair II is among the most capable ground attack aircraft in the game, sporting a variety of air-to-ground payloads including large calibre rotary cannon pods, unguided bombs and rockets, and medium range guided bombs. Additionally, CCIP and CCRP can be used for accurate usage of unguided weaponry, while an optional FLIR pod grants night vision and thermal sights to easily spot targets. This supreme air-to-ground capability comes with a hefty price; the A-7E is strictly limited to that ground attack role, as it has very slow speed and poor manoeuvrability which leaves it basically helpless in air-to-air combat.
+
The A-7E was the last version of the Corsair II series used by the US armed services, operational from 1968 until retirement in 1991. Thailand, Portugal, and Greece continued to use the A-7E, with Greece retiring it in 2014.  It was a modified A-7D for naval operations with features like an arrestor hook, heavy-duty landing gear, and foldable wings for carrier operations. Upgrades included AN/APN-190 and AN/APQ-128 radars for ground-hugging flight, the aircraft also added hardpoints for the AIM-9D Sidewinder and retained the same capabilities of the A-7D in terms of ground attack.
 +
 
 +
It was introduced in [[Update "Ground Breaking"]]. The A-7E Corsair II is among the most capable ground attack aircraft in the game, sporting a variety of air-to-ground payloads including large calibre rotary cannon pods, unguided bombs and rockets, and medium range guided bombs. Additionally, CCIP and CCRP can be used for accurate usage of unguided weaponry, while an optional FLIR pod grants night vision and thermal sights to easily spot targets. This supreme air-to-ground capability comes with a hefty price; the A-7E is strictly limited to that ground attack role, as it has very slow speed and poor manoeuvrability which leaves it basically helpless in air-to-air combat.
  
 
== General info ==
 
== General info ==
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|-
 
|-
 
! colspan="3" | Engine characteristics
 
! colspan="3" | Engine characteristics
! colspan="5" | Mass with fuel (no weapons load) || rowspan="2" | Max Takeoff<br>Weight
+
! colspan="5" | Mass with fuel (no weapons load) || rowspan="2" | {{Annotation|Max Gross<br>Weight|Mass of the fully equipped aircraft with heaviest weapons load}}
 
|-
 
|-
 
! Weight (each) || colspan="2" | Type
 
! Weight (each) || colspan="2" | Type
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|-
 
|-
 
| 1,592 kg || colspan="2" | Low-bypass turbofan
 
| 1,592 kg || colspan="2" | Low-bypass turbofan
| 10,472 kg || 10,820 kg || 11,678 kg || 12,963 kg || 13,658 kg || 19,051 kg
+
| 10,472 kg || 10,820 kg || 11,678 kg || 12,963 kg || 13,658 kg || 19,479 kg
 
|-
 
|-
 
! colspan="3" | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed & altitude.}}
 
! colspan="3" | {{Annotation|Maximum engine thrust @ 0 m (RB/SB)|The maximum thrust produced by each engine, while mounted in the aircraft. NOTE: Thrust varies significantly depending on speed & altitude.}}
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|-
 
|-
 
! Condition || 100% || WEP
 
! Condition || 100% || WEP
! 15m fuel || 20m fuel || 30m fuel || 45m fuel || 53m fuel || MTOW
+
! 15m fuel || 20m fuel || 30m fuel || 45m fuel || 53m fuel || MGW
 
|-
 
|-
| ''Stationary'' || 4,741 kgf || N/A
+
| ''Stationary'' || 6,315 kgf || -
| 0.45 || 0.44 || 0.41 || 0.37 || 0.35 || 0.25
+
| 0.60 || 0.58 || 0.54 || 0.49 || 0.46 || 0.32
 
|-
 
|-
| ''Optimal'' || 6,378 kgf<br>(200 km/h) || N/A
+
| ''Optimal'' || 6,378 kgf<br>(200 km/h) || -
 
| 0.61 || 0.59 || 0.55 || 0.49 || 0.47 || 0.33
 
| 0.61 || 0.59 || 0.55 || 0.49 || 0.47 || 0.33
 
|-
 
|-
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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 81 (250 lb)|LDGP Mk 82 (500 lb)|M117 cone 45 (750 lb)|LDGP Mk 83 (1,000 lb)|LDGP Mk 84 (2,000 lb)}}
 
{{main|AGM-62A Walleye I ER (510 kg)|AIM-9D Sidewinder|AIM-9G Sidewinder}}
 
{{main|FFAR Mighty Mouse|Zuni Mk32 Mod 0 ATAP|BLU-27/B incendiary|GAU-13/A (30 mm)|GAU-4 (20 mm)}}
 
  
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance presets:
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The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
  
* Without load
 
* 2 x AIM-9D Sidewinder missiles
 
* 2 x AIM-9G Sidewinder missiles
 
* 228 x FFAR Mighty Mouse rockets
 
* 64 x Zuni Mk32 Mod 0 ATAP rockets
 
* 24 x 250 lb LDGP Mk 81 bombs (6,000 lb total)
 
* 24 x 500 lb LDGP Mk 82 bombs (12,000 lb total)
 
* 14 x 750 lb M117 cone 45 bombs (10,500 lb total)
 
* 6 x BLU-27/B incendiary bombs
 
* 12 x 1,000 lb LDGP Mk 83 bombs (12,000 lb total)
 
* 6 x 2,000 lb LDGP Mk 84 bombs (12,000 lb total)
 
* 6 x 510 kg AGM-62A Walleye I ER bombs (3,060 kg total)
 
* 2 x 20 mm GAU-4 cannons (1,200 rpg = 2,400 total)
 
* 2 x 30 mm GAU-13/A cannons (353 rpg = 706 total)
 
 
==== Custom loadout options ====
 
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
 
|-
 
|-
 
! !! width="5%" | 1 !! width="5%" | 2 !! width="5%" | 3 !! width="5%" | 4 !! width="5%" | 5 !! width="5%" | 6 !! width="5%" | 7 !! width="5%" | 8
 
! !! width="5%" | 1 !! width="5%" | 2 !! width="5%" | 3 !! width="5%" | 4 !! width="5%" | 5 !! width="5%" | 6 !! width="5%" | 7 !! width="5%" | 8
| rowspan="15" width="30%" | <div class="ttx-image">[[File:Hardpoints_A-7D.png]]</div>
+
| rowspan="19" width="30%" | <div class="ttx-image">[[File:Hardpoints_A-7D.png]]</div>
 
|-
 
|-
! 20 mm GAU-4 cannons (1,200 rpg)
+
! [[GAU-4 (20 mm)|20 mm GAU-4]] cannons (1,200 rpg)
 
| || || 1 || || || 1 || ||
 
| || || 1 || || || 1 || ||
 
|-
 
|-
! 30 mm GAU-13/A cannons (353 rpg)
+
! [[GAU-13/A (30 mm)|30 mm GAU-13/A]] cannons (353 rpg)
 
| || || 1 || || || 1 || ||
 
| || || 1 || || || 1 || ||
 
|-
 
|-
! 250 lb LDGP Mk 81 bombs
+
! [[LDGP Mk 81 (250 lb)|250 lb LDGP Mk 81]] bombs
| 6 || 6 || || || || || 6 || 6
+
| 6 || 6 || 4 || || || 4 || 6 || 6
 +
|-
 +
! [[Mk 81 Snakeye (250 lb)|250 lb Mk 81 Snakeye]] bombs
 +
| 6 || 6 || 4 || || || 4 || 6 || 6
 
|-
 
|-
! 500 lb LDGP Mk 82 bombs
+
! [[LDGP Mk 82 (500 lb)|500 lb LDGP Mk 82]] bombs
| 6 || 6 || || || || || 6 || 6
+
| 6 || 6 || 4 || || || 4 || 6 || 6
 
|-
 
|-
! 510 kg AGM-62A Walleye I ER bombs
+
! [[Mk 82 Snakeye (500 lb)|500 lb Mk 82 Snakeye]] bombs
| 1 || 1 || 1 || || || 1 || 1 || 1
+
| 6 || 6 || 4 || || || 4 || 6 || 6
 
|-
 
|-
! 750 lb M117 cone 45 bombs
+
! [[M117 cone 45 (750 lb)|750 lb M117 cone 45]] bombs
 
| 1 || 4 || 2 || || || 2 || 4 || 1
 
| 1 || 4 || 2 || || || 2 || 4 || 1
 
|-
 
|-
! 1,000 lb LDGP Mk 83 bombs
+
! [[LDGP Mk 83 (1,000 lb)|1,000 lb LDGP Mk 83]] bombs
| 3 || 3 || || || || || 3 || 3
+
| 3 || 3 || 2 || || || 2 || 3 || 3
 +
|-
 +
! [[LDGP Mk 84 (2,000 lb)|2,000 lb LDGP Mk 84]] bombs
 +
| 1 || 1 || 1 || || || 1 || 1 || 1
 
|-
 
|-
! 2,000 lb LDGP Mk 84 bombs
+
! [[LDGP Mk 84 Air (2,000 lb)|2,000 lb LDGP Mk 84 Air]] bombs
 
| 1 || 1 || 1 || || || 1 || 1 || 1
 
| 1 || 1 || 1 || || || 1 || 1 || 1
 
|-
 
|-
! BLU-27/B incendiary bombs
+
! [[AGM-62A Walleye I ER (510 kg)|510 kg AGM-62A Walleye I ER]] bombs
 
| 1 || 1 || 1 || || || 1 || 1 || 1
 
| 1 || 1 || 1 || || || 1 || 1 || 1
 
|-
 
|-
! FFAR Mighty Mouse rockets
+
! [[BLU-27/B incendiary]] bombs
 +
| 1 || 1 || 1 || || || 1 || 1 || 1
 +
|-
 +
! [[FFAR Mighty Mouse]] rockets
 
| 38 || 38 || 38 || || || 38 || 38 || 38
 
| 38 || 38 || 38 || || || 38 || 38 || 38
 
|-
 
|-
! Zuni Mk32 Mod 0 ATAP rockets
+
! [[Zuni Mk32 Mod 0 ATAP]] rockets
 
| 12 || 12 || 8 || || || 8 || 12 || 12
 
| 12 || 12 || 8 || || || 8 || 12 || 12
 
|-
 
|-
! AIM-9D Sidewinder missiles
+
! [[AIM-9D Sidewinder]] missiles
 
| || || || 1 || 1 || || ||
 
| || || || 1 || 1 || || ||
 
|-
 
|-
! AIM-9G Sidewinder missiles
+
! [[AIM-9G Sidewinder]] missiles
 
| || || || 1 || 1 || || ||
 
| || || || 1 || 1 || || ||
 
|-
 
|-
! LANA Flir
+
! LANA Flir Navigation Pod
 
| || || 1 || || || || ||
 
| || || 1 || || || || ||
 +
|-
 +
| colspan="9" | Maximum permissible loadout weight: 7,260 kg<br>Maximum permissible wing load: 3,630 kg<br>Maximum permissible weight imbalance: 2,900 kg
 
|-
 
|-
 
|}
 
|}
 +
 +
{{Navigation-Start|Default weapon presets}}
 +
{{Navigation-First-Simple-Line}}
 +
 +
* Without load
 +
* 2 x AIM-9D Sidewinder missiles
 +
* 2 x AIM-9G Sidewinder missiles
 +
* 228 x FFAR Mighty Mouse rockets
 +
* 64 x Zuni Mk32 Mod 0 ATAP rockets
 +
* 32 x 250 lb LDGP Mk 81 bombs (8,000 lb total)
 +
* 32 x 250 lb Mk 81 Snakeye bombs (8,000 lb total)
 +
* 32 x 500 lb LDGP Mk 82 bombs (16,000 lb total)
 +
* 32 x 500 lb Mk 82 Snakeye bombs (16,000 lb total)
 +
* 14 x 750 lb M117 cone 45 bombs (10,500 lb total)
 +
* 16 x 1,000 lb LDGP Mk 83 bombs (16,000 lb total)
 +
* 6 x 2,000 lb LDGP Mk 84 bombs (12,000 lb total)
 +
* 6 x 2,000 lb LDGP Mk 84 Air bombs (12,000 lb total)
 +
* 6 x BLU-27/B incendiary bombs
 +
* 6 x 510 kg AGM-62A Walleye I ER bombs (3,060 kg total)
 +
* 2 x 20 mm GAU-4 cannons (1,200 rpg = 2,400 total)
 +
* 2 x 30 mm GAU-13/A cannons (353 rpg = 706 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).'' -->
  
'''Ground RB'''  
+
'''Ground RB'''
  
Ground RB is where the A-7E truly shines. Its poor flight performance and manoeuvrability is less of an issue due to a lessened fighter presence. In Ground RB, the A-7E's most potent weapon is the AGM-62A Walleye I ER guided bombs. These bombs are fire-and-forget and can still reliably hit a target point from more than five kilometers away. However, it has trouble tracking moving targets, so don’t expect to reliably hit moving targets.  
+
Ground RB is where the A-7E truly shines. Its poor flight performance and manoeuvrability is less of an issue due to a lessened fighter presence. In Ground RB, the A-7E's most potent weapon is the AGM-62A Walleye I ER guided bombs. These bombs are fire-and-forget and can still reliably hit a target point from more than five kilometers away. However, it has trouble tracking moving targets, so don't expect to reliably hit moving targets.
  
Additionally, an AN/AAR-45 Lana FLIR pod can optionally be carried in place of one Walleye guided bomb. This pod grants night vision and thermal imaging capabilities, allowing for significantly easier location of enemy vehicles. It is highly recommended to sacrifice a Walleye for the FLIR pod, as the Walleye's targeting sight uses very dark colors which at long distances make enemy tanks hard to distinguish from other common objects such as rocks. Even so, when using the FLIR pod, it can be easy to mistake dead tanks for alive tanks as they both give off generally similar thermal images. The best way to recognize an alive tank is the lack of particle effect (dead tanks are burning).  
+
Additionally, an AN/AAR-45 Lana FLIR pod can optionally be carried in place of one Walleye guided bomb. This pod grants night vision and thermal imaging capabilities, allowing for significantly easier location of enemy vehicles. It is highly recommended to sacrifice a Walleye for the FLIR pod, as the Walleye's targeting sight uses very dark colors which at long distances make enemy tanks hard to distinguish from other common objects such as rocks. Even so, when using the FLIR pod, it can be easy to mistake dead tanks for alive tanks as they both give off generally similar thermal images. The best way to recognize an alive tank is the lack of particle effect (dead tanks are burning).
  
When you first spawn in with the Walleyes, you must first gain some altitude. As the A-7E is very slow, it is essential that if you you enter directly above the battlefield, it is at higher altitudes (at the very, very least 5 kilometers) to ensure safety from enemy SAMs. Be sure to take note of who your opponent is; if you are facing China, their Tor-M1s have a long range, so to stay safe try to climb to at least 6.5 kilometers.  
+
When you first spawn in with the Walleyes, you must first gain some altitude. As the A-7E is very slow, it is essential that if you you enter directly above the battlefield, it is at higher altitudes (at the very, very least 5 kilometers) to ensure safety from enemy SAMs. Be sure to take note of who your opponent is; if you are facing China, their Tor-M1s have a long range, so to stay safe try to climb to at least 6.5 kilometers.
  
Once you are at this altitude, enter a shallow dive to point your sights down and locate targets using either the Walleye's own targeting sight or the FLIR pod. Ideally, you will be high enough that SAMs cannot reach, so you can focus mainly on locating targets. A good place to look is the enemy spawn, where SAM vehicles generally tend to reside. As they are poorly armored and usually stationary, the Walleyes inability to reliably track moving targets is less of an issue. Once you find an enemy, simply lock on to them with the bomb and drop the bomb. After this, you don't need to worry about the dropped bomb as it is fire-and-forget (no outside input is needed once it's dropped).  
+
Once you are at this altitude, enter a shallow dive to point your sights down and locate targets using either the Walleye's own targeting sight or the FLIR pod. Ideally, you will be high enough that SAMs cannot reach, so you can focus mainly on locating targets. A good place to look is the enemy spawn, where SAM vehicles generally tend to reside. As they are poorly armored and usually stationary, the Walleyes inability to reliably track moving targets is less of an issue. Once you find an enemy, simply lock on to them with the bomb and drop the bomb. After this, you don't need to worry about the dropped bomb as it is fire-and-forget (no outside input is needed once it's dropped).
  
With many strike aircraft, this is where you would pitch back up and regain your lost altitude quickly to get out of SAMs range. However, the A-7E is slow and accelerates poorly, so doing this repeatedly will make you quickly lose altitude, putting you into SAM range. Therefore, a good way to use the Walleyes is to drop most or all of them in one run, exploiting it’s fire-and-forget capability. Once at high altitude, pitch down and deploy your airbrake to give you more dive time to search for targets. Use your FLIR pod to quickly locate an enemy, and when one is found, drop a Walleye on them, and quickly rinse and repeat five more times. Once your bombs are expended, continue the dive and level out at very low altitude to avoid any SAMs. After this, you can reclimb to drop any remaining bombs, use your gun and AIM-9s for air defense, or to go back to base and rearm.  
+
With many strike aircraft, this is where you would pitch back up and regain your lost altitude quickly to get out of SAMs range. However, the A-7E is slow and accelerates poorly, so doing this repeatedly will make you quickly lose altitude, putting you into SAM range. Therefore, a good way to use the Walleyes is to drop most or all of them in one run, exploiting it's fire-and-forget capability. Once at high altitude, pitch down and deploy your airbrake to give you more dive time to search for targets. Use your FLIR pod to quickly locate an enemy, and when one is found, drop a Walleye on them, and quickly rinse and repeat five more times. Once your bombs are expended, continue the dive and level out at very low altitude to avoid any SAMs. After this, you can reclimb to drop any remaining bombs, use your gun and AIM-9s for air defense, or to go back to base and rearm.
  
'''Air RB'''
+
'''Air RB'''
  
In Air RB, the A-7E is unfortunately extremely outclassed. Its potent ground attack capabilities offer minimal advantages in Air RB, and you are left only with its poor flight performance and bad manoeuvrability. Your best bet will be to attack ground targets in Air RB using your cannon. Don't try bombing bases as you are simply too slow; either other planes will get to the bases first, or the enemy will get to you first.  
+
In Air RB, the A-7E is unfortunately extremely outclassed. Its potent ground attack capabilities offer minimal advantages in Air RB, and you are left only with its poor flight performance and bad manoeuvrability. Your best bet will be to attack ground targets in Air RB using your cannon. Don't try bombing bases as you are simply too slow; either other planes will get to the bases first, or the enemy will get to you first.
  
Air Combat in the A-7E is hazard fraught. Against other planes at a comparable BR, your advantages are slim-to-none, and easy to counter if your opponent is aware of you and mindful.  
+
Air Combat in the A-7E is hazard fraught. Against other planes at a comparable BR, your advantages are slim-to-none, and easy to counter if your opponent is aware of you and mindful.
  
One advantage of the plane is that it does not have an afterburner, nor does it go fast enough to create a shock cone. This may enable you to start engagements with the element of surprise. In conjunction with the AIM-9G sidewinder missiles, this may be enough to secure 2 kills per battle against unaware opponents out of spotting range, as the AIM-9G modification of the sidewinder missile has a much larger engagement range compared to other IR missiles at its BR.  
+
One advantage of the plane is that it does not have an afterburner, nor does it go fast enough to create a shock cone. This may enable you to start engagements with the element of surprise. In conjunction with the AIM-9G sidewinder missiles, this may be enough to secure 2 kills per battle against unaware opponents out of spotting range, as the AIM-9G modification of the sidewinder missile has a much larger engagement range compared to other IR missiles at its BR.
  
 
Additionally, you have exceptional gun armament: the M61A1 Vulcan has a lightning fast fire rate, exceptional muzzle velocity, and a deep pool of ammunition. At this BR, any hit you score on an enemy plane will catastrophically damage it, and the Vulcan cannon lets you score a multitude of hits. Due to the high muzzle velocity, it may be possible to win head-on engagements against enemy aircraft which have slower bullets. A non-exhaustive list of cannons this is effective against is as follows:
 
Additionally, you have exceptional gun armament: the M61A1 Vulcan has a lightning fast fire rate, exceptional muzzle velocity, and a deep pool of ammunition. At this BR, any hit you score on an enemy plane will catastrophically damage it, and the Vulcan cannon lets you score a multitude of hits. Due to the high muzzle velocity, it may be possible to win head-on engagements against enemy aircraft which have slower bullets. A non-exhaustive list of cannons this is effective against is as follows:
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* The GSh-23L and any other guns that fire 23x115 mm rounds, for example the Type 23-2K
 
* The GSh-23L and any other guns that fire 23x115 mm rounds, for example the Type 23-2K
  
However, be aware that enemy aircraft will, in most cases, be faster than you, and will more easily evade your fire.
+
However, be aware that enemy aircraft will, in most cases, be faster than you, and will more easily evade your fire.
  
Furthermore, your low speed can, in some occasions, enable you to cut into an enemy's turn, meaning you will make a turn with a smaller radius, in a shorter time, because you are not going as fast. This will give you a temporary, but powerful positional advantage, enabling you to put the Vulcan to best use.  
+
Furthermore, your low speed can, in some occasions, enable you to cut into an enemy's turn, meaning you will make a turn with a smaller radius, in a shorter time, because you are not going as fast. This will give you a temporary, but powerful positional advantage, enabling you to put the Vulcan to best use.
  
Unfortunately, this is where the list of advantages ends. The plane cannot generate or retain enough energy to stay competitive in a dogfight, and after a singular turn, or at most two, you will be out of energy and unable to follow your opponents' manoeuvres. This means that it is highly inadvisable to engage in a sustained rate fight with an enemy plane, as it will secure your death.  
+
Unfortunately, this is where the list of advantages ends. The plane cannot generate or retain enough energy to stay competitive in a dogfight, and after a singular turn, or at most two, you will be out of energy and unable to follow your opponents' manoeuvres. This means that it is highly inadvisable to engage in a sustained rate fight with an enemy plane, as it will secure your death.
  
To add insult to injury, the plane cannot evade engagements either, as it is too slow. This leaves the A-7E in the uncomfortable position of being quick enough to where most opponents have good control of their aircraft when lining up a shot, but not quick enough to avoid being shot.  
+
To add insult to injury, the plane cannot evade engagements either, as it is too slow. This leaves the A-7E in the uncomfortable position of being quick enough to where most opponents have good control of their aircraft when lining up a shot, but not quick enough to avoid being shot.
  
To summarize, if you must use the A-7E as a fighter, be sneaky with the missiles in the early game and secure sneaky kills on the most dangerous targets. Then, bait head-ons with opponents using slower guns, and finally, during the last phase of the battle, if you have survived this far, try to use your lower speed to gain position and finish the dogfight before it really starts.  
+
To summarize, if you must use the A-7E as a fighter, be sneaky with the missiles in the early game and secure sneaky kills on the most dangerous targets. Then, bait head-ons with opponents using slower guns, and finally, during the last phase of the battle, if you have survived this far, try to use your lower speed to gain position and finish the dogfight before it really starts.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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'''Pros:'''
 
'''Pros:'''
  
* Wide variety of powerful air-to-ground payloads, including up to six AGM-62 Walleye fire-and-forget TV guided bombs  
+
* Wide variety of powerful air-to-ground payloads, including up to six AGM-62 Walleye fire-and-forget TV guided bombs
 
* Has thermal sights in the form of an optional FLIR pod which greatly helps in locating ground targets in mixed battles
 
* Has thermal sights in the form of an optional FLIR pod which greatly helps in locating ground targets in mixed battles
 
* Comes with an internal 20 mm M61A1 Vulcan cannon, with the option to add either more 20 mm M61A1 Vulcans or the devastating 30 mm GAU-13/A cannons as gunpods
 
* Comes with an internal 20 mm M61A1 Vulcan cannon, with the option to add either more 20 mm M61A1 Vulcans or the devastating 30 mm GAU-13/A cannons as gunpods
Line 263: Line 279:
  
 
* Below average manoeuvrability and loses lots of speed in turns
 
* Below average manoeuvrability and loses lots of speed in turns
* Has poor top speed and acceleration for its BR, which makes it very difficult to bomb bases without being intercepted  
+
* Has poor top speed and acceleration for its BR, which makes it very difficult to bomb bases without being intercepted
 
* Equipping suspended ordnance further worsens its sluggish flight performance
 
* Equipping suspended ordnance further worsens its sluggish flight performance
 
* When using the thermal sight, it may be hard to distinguish alive enemy tanks from destroyed tanks and fires
 
* When using the thermal sight, it may be hard to distinguish alive enemy tanks from destroyed tanks and fires
* Walleye guided bombs generally have trouble locking on to moving targets, especially from medium to long ranges (>5km)
+
* Walleye guided bombs generally have trouble locking on to moving targets, especially from medium to long ranges (>5 km)
 
* Long landing distance (airbrake cannot be extended with landing gear out, and no drogue chute)
 
* Long landing distance (airbrake cannot be extended with landing gear out, and no drogue chute)
  
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;Videos
 
;Videos
{{Youtube-gallery|OuL1L0FhblE|'''The Shooting Range #277''' - ''Metal Beasts'' section at 00:29 discusses the {{PAGENAME}}.}}
+
{{Youtube-gallery|OuL1L0FhblE|'''The Shooting Range #277''' - ''Metal Beasts'' section at 00:29 discusses the {{PAGENAME}}.|A8B5w3Qb1AI|'''A-7E In War Thunder : A Basic Review''' - ''Tim's Variety War Thunder''}}
  
 
== See also ==
 
== See also ==

Latest revision as of 13:53, 24 November 2024

Rank VII | Premium | Golden Eagles
Challenger DS Pack
This page is about the American strike aircraft A-7E. For other versions, see A-7 Corsair II (Family).
A-7E
a_7e.png
GarageImage A-7E.jpg
A-7E
Research:175 000 Specs-Card-Exp.png
Purchase:950 000 Specs-Card-Lion.png
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Description

The A-7E was the last version of the Corsair II series used by the US armed services, operational from 1968 until retirement in 1991. Thailand, Portugal, and Greece continued to use the A-7E, with Greece retiring it in 2014.  It was a modified A-7D for naval operations with features like an arrestor hook, heavy-duty landing gear, and foldable wings for carrier operations. Upgrades included AN/APN-190 and AN/APQ-128 radars for ground-hugging flight, the aircraft also added hardpoints for the AIM-9D Sidewinder and retained the same capabilities of the A-7D in terms of ground attack.

It was introduced in Update "Ground Breaking". The A-7E Corsair II is among the most capable ground attack aircraft in the game, sporting a variety of air-to-ground payloads including large calibre rotary cannon pods, unguided bombs and rockets, and medium range guided bombs. Additionally, CCIP and CCRP can be used for accurate usage of unguided weaponry, while an optional FLIR pod grants night vision and thermal sights to easily spot targets. This supreme air-to-ground capability comes with a hefty price; the A-7E is strictly limited to that ground attack role, as it has very slow speed and poor manoeuvrability which leaves it basically helpless in air-to-air combat.

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
Max speed
at 0 m1 123 km/h
Turn time35 s
Max altitude12 497 m
EngineAllison TF-41-A-2
TypeJet
Cooling systemAir
Take-off weight19 t
Characteristics Max Speed
(km/h at 0 m - sea level)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 1,114 1,108 12497 35.4 37.0 42.1 41.7 1,000
Upgraded 1,133 1,123 34.6 35.0 68.9 55.0

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 + -
1,254 407 484 457 406 ~10 ~4
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 700 < 690 < 500 N/A

Engine performance

Engine Aircraft mass
Engine name Number Basic mass Wing loading (full fuel)
Allison TF-41-A-2 1 9,106 kg 392 kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Gross
Weight
Weight (each) Type 15m fuel 20m fuel 30m fuel 45m fuel 53m fuel
1,592 kg Low-bypass turbofan 10,472 kg 10,820 kg 11,678 kg 12,963 kg 13,658 kg 19,479 kg
Maximum engine thrust @ 0 m (RB/SB) Thrust to weight ratio @ 0 m (100%)
Condition 100% WEP 15m fuel 20m fuel 30m fuel 45m fuel 53m fuel MGW
Stationary 6,315 kgf - 0.60 0.58 0.54 0.49 0.46 0.32
Optimal 6,378 kgf
(200 km/h)
- 0.61 0.59 0.55 0.49 0.47 0.33

Survivability and armour

Flares/Chaff
Aircraft countermeasures to distract IR and radar-guided missiles and also AA radar
Crew1 person
Speed of destruction
Structural0 km/h
Gear407 km/h

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.

Modifications and economy

Repair costBasic → Reference
AB3 623 → 4 999 Sl icon.png
RB9 063 → 12 506 Sl icon.png
SB10 745 → 14 828 Sl icon.png
Total cost of modifications294 200 Rp icon.png
454 000 Sl icon.png
Talisman cost3 000 Ge icon.png
Crew training270 000 Sl icon.png
Experts950 000 Sl icon.png
Aces3 200 Ge icon.png
Research Aces1 210 000 Rp icon.png
Reward for battleAB / RB / SB
90 / 320 / 600 % Sl icon.png
244 / 244 / 244 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods booster.png
New boosters
Research:
9 600 Rp icon.png
Cost:
15 000 Sl icon.png
380 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
470 Ge icon.png
Mods jet engine.png
Engine
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
750 Ge icon.png
Mods aerodinamic fuse.png
Fuselage repair
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods armor frame.png
Airframe
Research:
9 600 Rp icon.png
Cost:
15 000 Sl icon.png
380 Ge icon.png
Mods g suit.png
G-suit
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
470 Ge icon.png
Mods armor cover.png
Cover
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
750 Ge icon.png
Mods gunpods.png
Gun pod SUU-23/A.
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods heli false thermal targets.png
Flares/Chaff
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods pilon bomb.png
Mk82
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mod arrow 0.png
Mods pilon block rocket.png
LAU-3/A
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mod arrow 0.png
Mods ammo.png
M60_belt_pack
Research:
9 600 Rp icon.png
Cost:
15 000 Sl icon.png
380 Ge icon.png
Mod arrow 0.png
Mods gunpods.png
Gun pod GPU-5/A.
Research:
9 600 Rp icon.png
Cost:
15 000 Sl icon.png
380 Ge icon.png
Mod arrow 0.png
Mods pilon bomb.png
M117
Research:
9 600 Rp icon.png
Cost:
15 000 Sl icon.png
380 Ge icon.png
Mod arrow right 0.png
Mods napalm fire bomb.png
BLU-27/B
Research:
9 600 Rp icon.png
Cost:
15 000 Sl icon.png
380 Ge icon.png
Mods pilon block rocket large.png
LAU-10/A
Research:
9 600 Rp icon.png
Cost:
15 000 Sl icon.png
380 Ge icon.png
Mod arrow 0.png
Mods weapon.png
M60_new_gun
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
470 Ge icon.png
Mods ammo.png
GAU_13A_belt_pack
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
470 Ge icon.png
Mod arrow 0.png
Mods pilon bomb.png
Mk83
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
470 Ge icon.png
Mod arrow 0.png
Mods air to air missile.png
AIM-9G
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
470 Ge icon.png
Mod arrow 0.png
Mods weapon.png
GAU_13A_new_gun
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
750 Ge icon.png
Mods pilon bomb.png
Mk84
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
750 Ge icon.png
Mods optical guided bomb.png
AGM-62A
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
750 Ge icon.png

Armaments

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

Offensive armament

Main article: M61A1 (20 mm)

The A-7E is armed with:

  • A choice between two presets:
    • 1 x 20 mm M61A1 cannon, chin-mounted (1,000 rpg)
    • 1 x 20 mm M61A1 cannon + 120 x countermeasures

Suspended armament

The A-7E can be outfitted with the following ordnance:

1 2 3 4 5 6 7 8
Hardpoints A-7D.png
20 mm GAU-4 cannons (1,200 rpg) 1 1
30 mm GAU-13/A cannons (353 rpg) 1 1
250 lb LDGP Mk 81 bombs 6 6 4 4 6 6
250 lb Mk 81 Snakeye bombs 6 6 4 4 6 6
500 lb LDGP Mk 82 bombs 6 6 4 4 6 6
500 lb Mk 82 Snakeye bombs 6 6 4 4 6 6
750 lb M117 cone 45 bombs 1 4 2 2 4 1
1,000 lb LDGP Mk 83 bombs 3 3 2 2 3 3
2,000 lb LDGP Mk 84 bombs 1 1 1 1 1 1
2,000 lb LDGP Mk 84 Air bombs 1 1 1 1 1 1
510 kg AGM-62A Walleye I ER bombs 1 1 1 1 1 1
BLU-27/B incendiary bombs 1 1 1 1 1 1
FFAR Mighty Mouse rockets 38 38 38 38 38 38
Zuni Mk32 Mod 0 ATAP rockets 12 12 8 8 12 12
AIM-9D Sidewinder missiles 1 1
AIM-9G Sidewinder missiles 1 1
LANA Flir Navigation Pod 1
Maximum permissible loadout weight: 7,260 kg
Maximum permissible wing load: 3,630 kg
Maximum permissible weight imbalance: 2,900 kg
Default weapon presets
  • Without load
  • 2 x AIM-9D Sidewinder missiles
  • 2 x AIM-9G Sidewinder missiles
  • 228 x FFAR Mighty Mouse rockets
  • 64 x Zuni Mk32 Mod 0 ATAP rockets
  • 32 x 250 lb LDGP Mk 81 bombs (8,000 lb total)
  • 32 x 250 lb Mk 81 Snakeye bombs (8,000 lb total)
  • 32 x 500 lb LDGP Mk 82 bombs (16,000 lb total)
  • 32 x 500 lb Mk 82 Snakeye bombs (16,000 lb total)
  • 14 x 750 lb M117 cone 45 bombs (10,500 lb total)
  • 16 x 1,000 lb LDGP Mk 83 bombs (16,000 lb total)
  • 6 x 2,000 lb LDGP Mk 84 bombs (12,000 lb total)
  • 6 x 2,000 lb LDGP Mk 84 Air bombs (12,000 lb total)
  • 6 x BLU-27/B incendiary bombs
  • 6 x 510 kg AGM-62A Walleye I ER bombs (3,060 kg total)
  • 2 x 20 mm GAU-4 cannons (1,200 rpg = 2,400 total)
  • 2 x 30 mm GAU-13/A cannons (353 rpg = 706 total)

Usage in battles

Ground RB

Ground RB is where the A-7E truly shines. Its poor flight performance and manoeuvrability is less of an issue due to a lessened fighter presence. In Ground RB, the A-7E's most potent weapon is the AGM-62A Walleye I ER guided bombs. These bombs are fire-and-forget and can still reliably hit a target point from more than five kilometers away. However, it has trouble tracking moving targets, so don't expect to reliably hit moving targets.

Additionally, an AN/AAR-45 Lana FLIR pod can optionally be carried in place of one Walleye guided bomb. This pod grants night vision and thermal imaging capabilities, allowing for significantly easier location of enemy vehicles. It is highly recommended to sacrifice a Walleye for the FLIR pod, as the Walleye's targeting sight uses very dark colors which at long distances make enemy tanks hard to distinguish from other common objects such as rocks. Even so, when using the FLIR pod, it can be easy to mistake dead tanks for alive tanks as they both give off generally similar thermal images. The best way to recognize an alive tank is the lack of particle effect (dead tanks are burning).

When you first spawn in with the Walleyes, you must first gain some altitude. As the A-7E is very slow, it is essential that if you you enter directly above the battlefield, it is at higher altitudes (at the very, very least 5 kilometers) to ensure safety from enemy SAMs. Be sure to take note of who your opponent is; if you are facing China, their Tor-M1s have a long range, so to stay safe try to climb to at least 6.5 kilometers.

Once you are at this altitude, enter a shallow dive to point your sights down and locate targets using either the Walleye's own targeting sight or the FLIR pod. Ideally, you will be high enough that SAMs cannot reach, so you can focus mainly on locating targets. A good place to look is the enemy spawn, where SAM vehicles generally tend to reside. As they are poorly armored and usually stationary, the Walleyes inability to reliably track moving targets is less of an issue. Once you find an enemy, simply lock on to them with the bomb and drop the bomb. After this, you don't need to worry about the dropped bomb as it is fire-and-forget (no outside input is needed once it's dropped).

With many strike aircraft, this is where you would pitch back up and regain your lost altitude quickly to get out of SAMs range. However, the A-7E is slow and accelerates poorly, so doing this repeatedly will make you quickly lose altitude, putting you into SAM range. Therefore, a good way to use the Walleyes is to drop most or all of them in one run, exploiting it's fire-and-forget capability. Once at high altitude, pitch down and deploy your airbrake to give you more dive time to search for targets. Use your FLIR pod to quickly locate an enemy, and when one is found, drop a Walleye on them, and quickly rinse and repeat five more times. Once your bombs are expended, continue the dive and level out at very low altitude to avoid any SAMs. After this, you can reclimb to drop any remaining bombs, use your gun and AIM-9s for air defense, or to go back to base and rearm.

Air RB

In Air RB, the A-7E is unfortunately extremely outclassed. Its potent ground attack capabilities offer minimal advantages in Air RB, and you are left only with its poor flight performance and bad manoeuvrability. Your best bet will be to attack ground targets in Air RB using your cannon. Don't try bombing bases as you are simply too slow; either other planes will get to the bases first, or the enemy will get to you first.

Air Combat in the A-7E is hazard fraught. Against other planes at a comparable BR, your advantages are slim-to-none, and easy to counter if your opponent is aware of you and mindful.

One advantage of the plane is that it does not have an afterburner, nor does it go fast enough to create a shock cone. This may enable you to start engagements with the element of surprise. In conjunction with the AIM-9G sidewinder missiles, this may be enough to secure 2 kills per battle against unaware opponents out of spotting range, as the AIM-9G modification of the sidewinder missile has a much larger engagement range compared to other IR missiles at its BR.

Additionally, you have exceptional gun armament: the M61A1 Vulcan has a lightning fast fire rate, exceptional muzzle velocity, and a deep pool of ammunition. At this BR, any hit you score on an enemy plane will catastrophically damage it, and the Vulcan cannon lets you score a multitude of hits. Due to the high muzzle velocity, it may be possible to win head-on engagements against enemy aircraft which have slower bullets. A non-exhaustive list of cannons this is effective against is as follows:

  • The 30 mm ADEN/DEFA, including the gun in Swedish service as the Akan m/55
  • The GSh-23L and any other guns that fire 23x115 mm rounds, for example the Type 23-2K

However, be aware that enemy aircraft will, in most cases, be faster than you, and will more easily evade your fire.

Furthermore, your low speed can, in some occasions, enable you to cut into an enemy's turn, meaning you will make a turn with a smaller radius, in a shorter time, because you are not going as fast. This will give you a temporary, but powerful positional advantage, enabling you to put the Vulcan to best use.

Unfortunately, this is where the list of advantages ends. The plane cannot generate or retain enough energy to stay competitive in a dogfight, and after a singular turn, or at most two, you will be out of energy and unable to follow your opponents' manoeuvres. This means that it is highly inadvisable to engage in a sustained rate fight with an enemy plane, as it will secure your death.

To add insult to injury, the plane cannot evade engagements either, as it is too slow. This leaves the A-7E in the uncomfortable position of being quick enough to where most opponents have good control of their aircraft when lining up a shot, but not quick enough to avoid being shot.

To summarize, if you must use the A-7E as a fighter, be sneaky with the missiles in the early game and secure sneaky kills on the most dangerous targets. Then, bait head-ons with opponents using slower guns, and finally, during the last phase of the battle, if you have survived this far, try to use your lower speed to gain position and finish the dogfight before it really starts.

Pros and cons

Pros:

  • Wide variety of powerful air-to-ground payloads, including up to six AGM-62 Walleye fire-and-forget TV guided bombs
  • Has thermal sights in the form of an optional FLIR pod which greatly helps in locating ground targets in mixed battles
  • Comes with an internal 20 mm M61A1 Vulcan cannon, with the option to add either more 20 mm M61A1 Vulcans or the devastating 30 mm GAU-13/A cannons as gunpods
  • Large amount of countermeasures
  • Cockpit has a heads-up display and tactical map, both of which are useful in simulator battles

Cons:

  • Below average manoeuvrability and loses lots of speed in turns
  • Has poor top speed and acceleration for its BR, which makes it very difficult to bomb bases without being intercepted
  • Equipping suspended ordnance further worsens its sluggish flight performance
  • When using the thermal sight, it may be hard to distinguish alive enemy tanks from destroyed tanks and fires
  • Walleye guided bombs generally have trouble locking on to moving targets, especially from medium to long ranges (>5 km)
  • Long landing distance (airbrake cannot be extended with landing gear out, and no drogue chute)

History

The last iteration of the Corsair II series adopted into the US armed services was the A-7E. This aircraft operationally ran from 1968 until it was retired from service in 1991. Other countries, Thailand, Portugal, and Greece continued to utilize the A-7E, with Greece being the last country to fly this aircraft, finally retiring it from service in 2014.

The A-7E is effectively a modified version of the A-7D upgraded for Naval operations. The main modifications to the aircraft allowed for its use in carrier operations, such as adding an arrestor hook, heavy-duty landing gear, and foldable wings allowing for more aircraft storage on or below the deck of aircraft carriers. This aircraft also received the newer AN/APN-190 Doppler ground speed and drift radar and the AN/APQ-128 terrain-following radar, which allowed for ground-hugging or terrain-hugging flight, making it more difficult for enemy radar units to detect the slower flying aircraft. As for the weapon loadout, this aircraft continued using the 20 mm M61-A1 rotary cannon and had two fuselage hard points for AIM-9D Sidewinders and up to six underwing hardpoints, which allowed for mounting of various rockets, missiles, or bombs.

Media

Skins
Videos

See also

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;
  • links to approximate analogues of other nations and research trees.

External links


Chance Vought Aircraft
Fighters 
Corsair  F4U-1A · F4U-1A (USMC) · F4U-1C · F4U-1D · F4U-4 · F4U-4B · F4U-4B VMF-214
Float planes  O3U-1 · OS2U-1 · OS2U-3
Attackers  AU-1
Bombers  SB2U-2 · SB2U-3
Jet aircraft 
Corsair II  A-7D · A-7E · A-7K
Crusader  F8U-2 · F-8E
Export  V-156-B1 · V-156-F · ▄Corsair F Mk II · F4U-7 · ▄F-8E(FN)
Captured  ▅F4U-1A

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F9F  F9F-2 · F9F-5 · F9F-8
F-80  F-80A-5 · F-80C-10
F-84  F-84B-26 · F-84F · F-84G-21-RE
F-86  F-86A-5 · F-86F-25 · F-86F-2 · F-86F-35
F-89  F-89B · F-89D
F-100  F-100D
F-104  F-104A · F-104C
F-4  F-4C Phantom II · F-4E Phantom II · F-4J Phantom II · F-4S Phantom II
F-5  F-5A · F-5C · F-5E · F-20A
F-8  F8U-2 · F-8E
F-14  F-14A Early · ▄F-14A IRIAF · F-14B
F-15  F-15A · F-15C MSIP II · F-15E
F-16  F-16A · F-16A ADF · F-16C
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FJ-4  FJ-4B · FJ-4B VMF-232
A-4  A-4B · A-4E Early
A-7  A-7D · A-7E · A-7K
AV-8  AV-8A · AV-8C · AV-8B Plus · AV-8B (NA)
A-10  A-10A · A-10A Late · A-10C
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