Difference between revisions of "A7M1 (NK9H)"

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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 premium rank {{Specs|rank}} Japanese fighter {{Battle-rating}}. It was introduced in [[Update 1.53 "Firestorm"]].
+
The '''A7M1 (NK9H)''', designated as '''17-Shi, Reppū ({{Annotation|十七試, 烈風|1942-Plan, Strong Wind}})''', was a pre-production model of the Reppū, the [[A6M]] ''Zero'' successor. It was developed since late 1940, but faced many delays due to the Navy's high expectations and the lack of powerful engines. Mitsubishi tried to make their own engine, the Ha-43 (MK9), but it was not ready until 1944. The Navy asked Mitsubishi to use Nakajima's Ha-45 Homare (NK9) engine in 1943 instead, but this also took time because of Mitsubishi's prioritization to existing production lines. The A7M1 finally flew in May 1944, and showed great handling and maneuverability, but it was still underpowered with the 2,000 hp engine. The Navy cancelled the order for the Reppū. (Mitsubishi continued development for the MK9 engine for the [[A7M2]], which achieved 2,200 hp and navy approval.)
  
The A7M1 Reppu is the prototype version of the A7M2 in the tech tree fitted with a NK9H engine. In game this fighter is a jack of all trades - excellent energy retention, amazing turn rate, and acceptable speed. These traits make the Reppu an excellent weapon for players who enjoy being the tip of the spear.
+
It was introduced in [[Update 1.53 "Firestorm"]]. The A7M1 Reppu is the prototype version of the A7M2 in the tech tree fitted with a NK9H engine. In game this fighter is the definition of a "jack of all trades." It has excellent energy retention, amazing turn rate, and decent speed. These traits makes the A7M1 an excellent hybrid between a turn fighter and energy fighter. It can fit almost any playstyle because of it.
 +
 
 +
;Nicknames:
 +
* [[Abbreviations#.28IJN.29_Official_name_designation|Official Designation]]: ''烈風 (Reppū, "Strong Wind")''
 +
* Allied reporting name: Sam
  
 
== General info ==
 
== General info ==
Line 63: Line 67:
 
|-
 
|-
 
|}
 
|}
 
+
Something important to take note of is that the wings break off at around 800+ km/h and it compresses at 650 km/h
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
Line 118: Line 122:
 
* 2 x 20 mm Type 99 Model 2 cannons, wing-mounted (200 rpg = 400 total)
 
* 2 x 20 mm Type 99 Model 2 cannons, wing-mounted (200 rpg = 400 total)
 
* 2 x 13.2 mm Type 3 machine guns, wing-mounted (300 rpg = 600 total)
 
* 2 x 13.2 mm Type 3 machine guns, wing-mounted (300 rpg = 600 total)
 +
* The guns have relatively low velocity, but they do pack a punch.
  
 
=== Suspended armament ===
 
=== Suspended armament ===
Line 131: Line 136:
 
== 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 A7M1 ''Reppu'' is a relatively heavy plane but still performs very similar to an [[A6M (Family)|A6M ''Zero'']] with the increased performance thanks to its high output engine. This engine however won't be the best outfitted on the A7M platform and a better can be found in the tech tree as the [[A7M2]] which boasts a Ha-43 engine with 200 hp extra.
+
The A7M1 ''Reppu'' is a relatively heavy plane while still performing very similar to an [[A6M (Family)|A6M ''Zero'']] with the increased performance thanks to its high output engine. This engine however won't be the best outfitted on the A7M platform and a better can be found in the tech tree as the [[A7M2]] which boasts a Ha-43 engine with 200 hp extra.
  
 
The A7M1 that takes the best of the [[A6M (Family)|A6M]] and does it better also translates it in aerial combat. With its higher output, very similar manoeuvrability and higher rip-speeds, it can engage in all playstyles; whether the situation calls for it the A7M can either turn fight, Boom-&-Zoom, energy fight and others. Yet even with its NK9H engine, it is sometimes tricky to maintaining energy fights with enemies like the [[F6F-5]], [[P-51 (Family)|P-51]], etc.
 
The A7M1 that takes the best of the [[A6M (Family)|A6M]] and does it better also translates it in aerial combat. With its higher output, very similar manoeuvrability and higher rip-speeds, it can engage in all playstyles; whether the situation calls for it the A7M can either turn fight, Boom-&-Zoom, energy fight and others. Yet even with its NK9H engine, it is sometimes tricky to maintaining energy fights with enemies like the [[F6F-5]], [[P-51 (Family)|P-51]], etc.
  
The main focus of the A7M1 is a naval fighter, solidified by its only ordnance of 2 x 60 kg that only destroy vehicles at this rank with a direct hit. However, its strong armament of 13 mm and 20 mm machineguns makes it a hard-hitting fighter on most less-protected roof armors (<20 mm).
+
The main focus of the A7M1 is a naval fighter, solidified by its only ordnance of 2 x 60 kg that only destroy vehicles at this rank with a direct hit. However, its strong armament of 13 mm and 20 mm machineguns makes it a hard-hitting fighter on most less-protected roof armours (<20 mm).
  
 
===Tactics===
 
===Tactics===
 +
 
;;Low altitude fighting
 
;;Low altitude fighting
  
This is where the {{PAGENAME}} shines and players familiar with the [[A6M (Family)|A6M]] will feel right at home and. Newer players will become familiar with its playstyle quite easily due its better performance and more forgiving yet punchier gun-choice with plenty of ammo to spare.
+
This is where the {{PAGENAME}} shines and players familiar with the [[A6M (Family)|A6M]] will feel right at home and. Newer players will become familiar with its playstyle and get the hang of it quite easily due its better performance and more forgiving yet punchier gun-choice with plenty of ammo to spare compared to other fighters.
  
Only couple of planes like Spitfires can be a challenging opponent at low altitudes, mainly because most planes will lose energy when fighting with the A7M1 at low altitudes when the A7M1 is able to outturn and be on their tail in couple seconds. The 13 mm and 20 mm armaments combined are very deadly and will tear down a plane in a good placed burst. Aim for center of mass when turn fighting, and tail when tailing, especially the elevators.
+
Only a couple of planes like Spitfires can be a challenging opponent at low altitudes, mainly because most planes will lose energy when fighting with the A7M1 at low altitudes when the A7M1 is able to outturn and be on their tail in couple seconds. The 13 mm and 20 mm armaments combined are very deadly and will tear down any plane in a well placed burst. Aim for center of mass when turn fighting, and tail when tailing, aim especially for the elevators.
  
 
;;High altitude fighting
 
;;High altitude fighting
  
Turn fighting at high altitude is rather difficult since, the higher you go, the less air pressure there is. This means there will be less air to lift your plane when doing a hard turn compared to sea level, meaning the A7M1 will not be able to turn as fast as you do at sea level. This should be taken into consideration since most of the planes at high altitudes (4+ km) often have superchargers or turbochargers ([[Wyvern S4]] for example) and will make an easy prey out of you, as you do not maintain the same energy nor speed they maintain.
+
Turn fighting at high altitude is rather difficult since, the higher you go, the less air pressure there is. This means there will be less air to lift your plane when doing a hard turn compared to sea level, meaning the A7M1 will not be able to turn as fast as you do at sea level. This should be taken into consideration since most of the planes at high altitudes (4+ km) often have superchargers or turbochargers ([[P-47 (Family)|P-47]] for example) and will make an easy prey out of you, as you do not maintain the same energy nor speed they maintain.
  
 
;;Bomber Interception
 
;;Bomber Interception
  
The drawbacks from high altitude does not stop the A7M1 from fighting in the clouds. One of the easiest targets for the A7M1 are bombers. They are big, have big wingspans and are often slow (unless they are dive bombers or strike fighters). They can be easily destroyed with the 13 mm and 20 mm armaments due to their sheer caliber and destructive ammunition. When engaging a bomber, aim for the engines or wings. With the right belts equipped, a few well placed shots the bombers will catch fire or even shred the wings.
+
The drawbacks from high altitude does not stop the A7M1 from fighting in the clouds. One of the easiest targets for the A7M1 are bombers as they are big, have big wingspans and are often slow (With the exepction of dive bombers or strike fighters). They can be easily destroyed with the 13 mm and 20 mm armaments due to their sheer calibre and destructive ammunition. When engaging a bomber, aim for the engines or wings. With the right belts equipped, a few well placed hits on the engines can put them on fire and firing on the wings may damage their ability to turn or even destroy the wing completely.
  
Be careful when engaging bigger preys as they might turn into a predator if handled wrongly. Hit fast and hard, put bullets into the cockpit or make short work of their wings. Do not tail it, most bombers will shred the '''A7M''' badly and a fire is most guaranteed, which the '''A7M''' won't last long through.
+
Be careful when engaging bigger preys as they might turn into a predator if handled wrongly. Hit fast and hard, put bullets into the cockpit or make short work of their wings. Do not tail it, most bombers will shred the A7M badly and a fire is most guaranteed, which the A7M won't last long through.
  
 
=== Manual Engine Control ===
 
=== Manual Engine Control ===
Line 175: Line 181:
  
 
'''Pros:'''
 
'''Pros:'''
* '''A'''7M for Carrier-based fighter:
+
* Good turn rate
** Arrestor hook
+
* Small radiator drag
** Decent cannon armament
+
* Large ammunition pool
** Extremely manoeuvrable
+
* In ground battles AP-I belt shreds soft targets, and can weaken / destroy weak top armored tanks, especially engine decks
*** Excellent turn rate
+
* Stealth belt is full of HEF and APHE, wrecking havoc on enemy planes with its HE filler and enough penetration to overcome most of the armour plates
*** Excellent roll rate
+
* Fields 13.2 mm machine guns unlike most other Japanese fighters using 7.7 mms
** Very short takeoff distance
+
* Very short takeoff distance
* Common Navy plane construction:
+
* Arrestor hook
** Decent offensive armament: [[Type 99 Model 2 (20 mm)|20 mm Type 99 Model 2 Cannon]]
 
*** ''Ground Targets'': Great for Ground battles
 
<div class="mw-collapsible mw-collapsed">
 
:::* AP-I:
 
::::* Shreds soft targets, and can weaken / destroy weak top armored tanks, especially engine decks
 
::::* Easily sets fire to air targets
 
:::* HEF(T):
 
::::* Tracer can help you aim on target
 
::::* The few rounds in the belt can still wreck havoc on enemy planes with their HE filler
 
</div>
 
::* ''Stealth'': Great for Air battles
 
<div class="mw-collapsible mw-collapsed">
 
:::* No tracers
 
:::* HEF:
 
::::* Near full HE belt
 
::::* Wrecks havoc on enemy planes with HE filler  
 
:::* AP-I:
 
::::* Easily sets fire to air targets
 
</div>
 
:* Excellent manoeuvrability
 
:* Small radiator drag
 
 
 
* '''A7M''' specific:
 
** 70 mm bulletproof glass in front of the pilot
 
** Large ammunition pool
 
** Fields 13.2 mm machine guns unlike most other Japanese fighters using 7.7 mms
 
  
 
'''Cons:'''
 
'''Cons:'''
* '''A'''7M for Carrier-based fighter:
+
* Significantly increased size compared to [[A6M (Family)|A6M]]
** Low dive speed, and easily compressed in a dive
+
* Flimsy and large wings get easily damaged
 
+
* Roll rate extremely slow, slow turn prep
* '''A7M''' specific:
+
* Average burst mass for the BR
** Significantly increased size compared to [[A6M (Family)|A6M]]
+
* No access to rockets compared to the [[A7M2|production model]]
*** Flimsy and large wings, easily damaged
 
*** Roll rate extremely slow, slow turn prep
 
 
 
* '''{{PAGENAME}}''' specific:
 
** Engine tends to overheat
 
  
 
== History ==
 
== History ==
Line 226: Line 201:
 
{{main|A7M_(Family)#History|l1=History of the A7M}}
 
{{main|A7M_(Family)#History|l1=History of the A7M}}
  
In late 1940, just after the [[A6M (Family)|A6M]] started entering its production phase, the navy requested Mitsubishi to start development of a direct successor by 1941, but due engine choice for a high-output compact engine was scarce, and the development team having their hands filled with development of the [[A6M2|A6M2 Mod.21]] and developing the [[J2M (Family)|J2M]] made Mitsubishi decide to scrap the request.
+
In late 1940, right after the [[A6M (Family)|A6M]] started entering its production phase, the navy requested Mitsubishi develop a direct successor of the A6M by 1941, but due engine choice for a high-output compact engine was scarce, and the development team having their hands filled with development of the [[A6M2|A6M2 Mod.21]] and developing the [[J2M (Family)|J2M]] made Mitsubishi decide to scrap the request.
  
By 1942 as development of the [[A6M3|A6M3 Mod.32]] and [[J2M2|J2M2 Mod.11]] have been finished, the navy once more ordered Mitsubishi and their team to design a direct successor which would be faster and as nimble as the Zero, but as before, engines which would suit the plane were still in development and the team had to design a plane while still having to wait on a viable engine.
+
By 1942 as development of the [[A6M3|A6M3 Mod.32]] and [[J2M2|J2M2 Mod.11]] were finished, the navy once more ordered Mitsubishi and their team to design a direct successor to the A6M that would be faster and as nimble as the Zero, but as before, engines which would suit the plane were still in development and the team had to design a plane while still having to wait on a viable engine.
  
As development of the A7M platform came to an end, the last set piece and main problem of the A7M development, being the engine, led to the first prototype to make use of the Nakajima NK9 "Homare". This singular plane would be the first A7M and respectively would become the [[A7M1 (NK9H)|A7M1]] and a trial flight would be performed on the 6th of May, 1944.
+
As development of the A7M platform came to an end, the last set piece and main problem of the A7M development, being the engine, led to the first prototype to make use of the Nakajima NK9 "Homare". This singular plane would be the first A7M and respectively would become the [[A7M1 (NK9H)|A7M1]] and a trial flight would be conducted on the 6th of May, 1944.
  
While the wingload was acceptable of 150 kg/m², manoeuvrability and handling were excellent but the engine was simply underpowered and couldn't meet the speed requirements the Navy were looking for and ended up in a disappointed cancel of the project.
+
While the wingload was acceptable of 150 kg/m², manoeuvrability and handling were excellent but the engine was simply underpowered and couldn't meet the speed requirements the Navy were looking for and ended up disappointed and cancelled of the project.
  
 
But as Mitsubishi already got a greenlight to use Mitsubishi's home-made engine with the MK9 beforehand, the project sparked interest once more for the Navy with the [[A7M2#History|A7M2]].
 
But as Mitsubishi already got a greenlight to use Mitsubishi's home-made engine with the MK9 beforehand, the project sparked interest once more for the Navy with the [[A7M2#History|A7M2]].
  
 
== Media ==
 
== Media ==
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 +
 
 +
;Skins
 +
 
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=a7m1 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
== See also ==
 
== See also ==
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
+
<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 
* ''reference to the series of the aircraft;''
 
* ''reference to the series of the aircraft;''
* ''links to approximate analogues of other nations and research trees.''
+
* ''links to approximate analogues of other nations and research trees.'' -->
 +
 
 +
;Related development
 +
 
 +
* [[A7M2]]
  
 
== External links ==
 
== External links ==
 
<!--''Paste links to sources and external resources, such as:''
 
<!--''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on the aircraft;''
 
 
* ''other literature.''-->
 
* ''other literature.''-->
  

Latest revision as of 19:43, 6 November 2024

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
This page is about the Japanese premium fighter A7M1 (NK9H). For the regular version, see A7M2.
A7M1 (NK9H)
A7M1 (NK9H)
Purchase:4 080 Specs-Card-Eagle.png
Show in game

Description

The A7M1 (NK9H), designated as 17-Shi, Reppū (十七試, 烈風), was a pre-production model of the Reppū, the A6M Zero successor. It was developed since late 1940, but faced many delays due to the Navy's high expectations and the lack of powerful engines. Mitsubishi tried to make their own engine, the Ha-43 (MK9), but it was not ready until 1944. The Navy asked Mitsubishi to use Nakajima's Ha-45 Homare (NK9) engine in 1943 instead, but this also took time because of Mitsubishi's prioritization to existing production lines. The A7M1 finally flew in May 1944, and showed great handling and maneuverability, but it was still underpowered with the 2,000 hp engine. The Navy cancelled the order for the Reppū. (Mitsubishi continued development for the MK9 engine for the A7M2, which achieved 2,200 hp and navy approval.)

It was introduced in Update 1.53 "Firestorm". The A7M1 Reppu is the prototype version of the A7M2 in the tech tree fitted with a NK9H engine. In game this fighter is the definition of a "jack of all trades." It has excellent energy retention, amazing turn rate, and decent speed. These traits makes the A7M1 an excellent hybrid between a turn fighter and energy fighter. It can fit almost any playstyle because of it.

Nicknames

General info

Flight performance

Arrestor gear
Accelerates braking by grabbing the brake cable on the deck of the aircraft carrier
Max speed
at 6 900 m617 km/h
Turn time15 s
Max altitude11 000 m
EngineNakajima Homare 21
TypeRadial
Cooling systemAir
Take-off weight4 t
Characteristics Max Speed
(km/h at 6,900 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 594 578 11000 15.7 16.2 13.6 13.6 250
Upgraded 643 617 14.8 15.0 21.0 16.9

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
826 310 484 451 280 ~13 ~10

Something important to take note of is that the wings break off at around 800+ km/h and it compresses at 650 km/h

Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 400 < 380 < 380 > 317
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
2,000 m 1,875 hp 2,089 hp
Setting 2
Optimal altitude 100% Engine power WEP Engine power
6,000 m 1,675 hp 1,866 hp

Survivability and armour

Crew1 person
Speed of destruction
Structural826 km/h
Gear310 km/h
  • 13 mm steel plate behind seat, angled 13°
  • 70 mm bulletproof glass forward of seat, angled 24°
  • Self-sealing fuel tanks

Modifications and economy

Repair cost
AB1 384 Sl icon.png
RB4 323 Sl icon.png
SB3 869 Sl icon.png
Crew training10 000 Sl icon.png
Experts250 000 Sl icon.png
Aces820 Ge icon.png
Research Aces870 000 Rp icon.png
Reward for battleAB / RB / SB
Talisman.png 2 × 80 / 220 / 420 % Sl icon.png
Talisman.png 2 × 160 / 160 / 160 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Mods radiator.png
Radiator
Mods compressor.png
Compressor
Mods aerodinamic wing.png
Wings repair
Mods new engine.png
Engine
Mods metanol.png
Engine injection
Mods armor frame.png
Airframe
Mods engine extinguisher.png
EFS
Mods armor cover.png
Cover
Mods ammo.png
type3_belt_pack
Mod arrow 0.png
Mods weapon.png
type3_new_gun
Mods pilon bomb.png
9 in (mod30)
Mods ammo.png
type99mk2_belt_pack
Mod arrow 0.png
Mods weapon.png
type99mk2_new_gun

Armaments

Offensive armament

Ammunition400 rounds
Fire rate490 shots/min
Ammunition600 rounds
Fire rate798 shots/min

The A7M1 (NK9H) is armed with:

  • 2 x 20 mm Type 99 Model 2 cannons, wing-mounted (200 rpg = 400 total)
  • 2 x 13.2 mm Type 3 machine guns, wing-mounted (300 rpg = 600 total)
  • The guns have relatively low velocity, but they do pack a punch.

Suspended armament

List of setups (1)
Setup 12 x 60 kg Navy Type 97 Number 6 ground bomb

The A7M1 (NK9H) can be outfitted with the following ordnance:

  • Without load
  • 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)

Usage in battles

The A7M1 Reppu is a relatively heavy plane while still performing very similar to an A6M Zero with the increased performance thanks to its high output engine. This engine however won't be the best outfitted on the A7M platform and a better can be found in the tech tree as the A7M2 which boasts a Ha-43 engine with 200 hp extra.

The A7M1 that takes the best of the A6M and does it better also translates it in aerial combat. With its higher output, very similar manoeuvrability and higher rip-speeds, it can engage in all playstyles; whether the situation calls for it the A7M can either turn fight, Boom-&-Zoom, energy fight and others. Yet even with its NK9H engine, it is sometimes tricky to maintaining energy fights with enemies like the F6F-5, P-51, etc.

The main focus of the A7M1 is a naval fighter, solidified by its only ordnance of 2 x 60 kg that only destroy vehicles at this rank with a direct hit. However, its strong armament of 13 mm and 20 mm machineguns makes it a hard-hitting fighter on most less-protected roof armours (<20 mm).

Tactics

Low altitude fighting

This is where the A7M1 (NK9H) shines and players familiar with the A6M will feel right at home and. Newer players will become familiar with its playstyle and get the hang of it quite easily due its better performance and more forgiving yet punchier gun-choice with plenty of ammo to spare compared to other fighters.

Only a couple of planes like Spitfires can be a challenging opponent at low altitudes, mainly because most planes will lose energy when fighting with the A7M1 at low altitudes when the A7M1 is able to outturn and be on their tail in couple seconds. The 13 mm and 20 mm armaments combined are very deadly and will tear down any plane in a well placed burst. Aim for center of mass when turn fighting, and tail when tailing, aim especially for the elevators.

High altitude fighting

Turn fighting at high altitude is rather difficult since, the higher you go, the less air pressure there is. This means there will be less air to lift your plane when doing a hard turn compared to sea level, meaning the A7M1 will not be able to turn as fast as you do at sea level. This should be taken into consideration since most of the planes at high altitudes (4+ km) often have superchargers or turbochargers (P-47 for example) and will make an easy prey out of you, as you do not maintain the same energy nor speed they maintain.

Bomber Interception

The drawbacks from high altitude does not stop the A7M1 from fighting in the clouds. One of the easiest targets for the A7M1 are bombers as they are big, have big wingspans and are often slow (With the exepction of dive bombers or strike fighters). They can be easily destroyed with the 13 mm and 20 mm armaments due to their sheer calibre and destructive ammunition. When engaging a bomber, aim for the engines or wings. With the right belts equipped, a few well placed hits on the engines can put them on fire and firing on the wings may damage their ability to turn or even destroy the wing completely.

Be careful when engaging bigger preys as they might turn into a predator if handled wrongly. Hit fast and hard, put bullets into the cockpit or make short work of their wings. Do not tail it, most bombers will shred the A7M badly and a fire is most guaranteed, which the A7M won't last long through.

Manual Engine Control

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

Pros and cons

Pros:

  • Good turn rate
  • Small radiator drag
  • Large ammunition pool
  • In ground battles AP-I belt shreds soft targets, and can weaken / destroy weak top armored tanks, especially engine decks
  • Stealth belt is full of HEF and APHE, wrecking havoc on enemy planes with its HE filler and enough penetration to overcome most of the armour plates
  • Fields 13.2 mm machine guns unlike most other Japanese fighters using 7.7 mms
  • Very short takeoff distance
  • Arrestor hook

Cons:

  • Significantly increased size compared to A6M
  • Flimsy and large wings get easily damaged
  • Roll rate extremely slow, slow turn prep
  • Average burst mass for the BR
  • No access to rockets compared to the production model

History

Main article: History of the A7M

In late 1940, right after the A6M started entering its production phase, the navy requested Mitsubishi develop a direct successor of the A6M by 1941, but due engine choice for a high-output compact engine was scarce, and the development team having their hands filled with development of the A6M2 Mod.21 and developing the J2M made Mitsubishi decide to scrap the request.

By 1942 as development of the A6M3 Mod.32 and J2M2 Mod.11 were finished, the navy once more ordered Mitsubishi and their team to design a direct successor to the A6M that would be faster and as nimble as the Zero, but as before, engines which would suit the plane were still in development and the team had to design a plane while still having to wait on a viable engine.

As development of the A7M platform came to an end, the last set piece and main problem of the A7M development, being the engine, led to the first prototype to make use of the Nakajima NK9 "Homare". This singular plane would be the first A7M and respectively would become the A7M1 and a trial flight would be conducted on the 6th of May, 1944.

While the wingload was acceptable of 150 kg/m², manoeuvrability and handling were excellent but the engine was simply underpowered and couldn't meet the speed requirements the Navy were looking for and ended up disappointed and cancelled of the project.

But as Mitsubishi already got a greenlight to use Mitsubishi's home-made engine with the MK9 beforehand, the project sparked interest once more for the Navy with the A7M2.

Media

Skins

See also

Related development

External links


Mitsubishi Company (三菱商会)
Fighters  A5M4 · Hagiri's A5M4
  A6M2 mod. 11 · A6M2 · A6M3 · A6M3 mod. 22 · A6M3 mod. 22Ko · A6M5 · A6M5 Ko · A6M5 otsu · A6M5 Hei · A6M6c
  A7M1 (NK9H) · A7M2
  J2M2 · J2M3 · J2M4 Kai · J2M5 · J2M5 (30 mm)
Hydroplanes  F1M2
Interceptors  Ki-83 · Ki-109
Bombers  G4M1
  Ki-21-Ia · Ki-21-I hei · Ki-67-I Ko · Ki-67-I otsu
Jet Fighters  Ki-200
Captured  ▃A6M2 · ␗A6M2
See also  Mitsubishi Heavy Industries, Ltd. (Post-War)

Japan fighters
Navy 
Carrier-based fighter 
A5M  A5M4 · Hagiri's A5M4
A6M  A6M2 mod. 11 · A6M2 · A6M3 · A6M3 mod. 22 · A6M3 mod. 22Ko · A6M5 · A6M5 Ko · A6M5 otsu · A6M5 Hei · A6M6c
A7He  A7He1*
A7M  A7M1 (NK9H) · A7M2
Land-based Fighter 
J2M  J2M2 · J2M3 · J2M4 Kai · J2M5 · J2M5 (30 mm)
J6K  J6K1
J7W  J7W1
N1K-J  N1K1-Ja · N1K2-J · N1K2-Ja
Fighter seaplane 
N1K  N1K1
A6M-N  A6M2-N
Army 
Ki-10  Ki-10-I · Ki-10-I C · Ki-10-II · Ki-10-II C
Ki-27  Ki-27 otsu · Ki-27 otsu Tachiarai
Ki-43  Ki-43-I · Ki-43-II · Ki-43-III otsu
Ki-44  Ki-44-I · Ki-44-I 34 · Ki-44-II otsu · Ki-44-II hei
Ki-61  Ki-61-I ko · Ki-61-I otsu · Ki-61-I hei · Tada's Ki-61-I hei · Ki-61-I tei · Ki-61-II Otsu Kai
Ki-84  Ki-84 ko · Ki-84 otsu · Ki-84 hei
Ki-87  Ki-87
Ki-94  Ki-94-II
Ki-100  Ki-100 · Ki-100-II
Other countries  ▅F4U-1A · ▅P-51C-11-NT · ▅Bf 109 E-7 · ▅Fw 190 A-5
  *Imported designation of the He 112 (A6M was in development - A7M would take A7 designation after the cancelation of the A7He)

Japan premium aircraft
Fighters  Hagiri's A5M4 · A7He1 · Ki-27 otsu Tachiarai
  Ki-44-II otsu · ▅Bf 109 E-7 · ▅F4U-1A · Ki-100-II · Ki-44-I 34
  ▅Fw 190 A-5 · A7M1 (NK9H) · Tada's Ki-61-I hei · ▅P-51C-11-NT
  J2M4 Kai · A6M5 Ko · A6M6c · J2M5 · Ki-87 · J6K1
Twin-engine fighters  Ki-96
Jet fighters  F-86F-40 JASDF▅ · T-2 Early · F-4EJ ADTW
Strike aircraft  ▄AV-8S
Bombers  Ki-21-I hei · Ki-48-II otsu · H8K3 · B7A2 (Homare 23) · ▅B-17E