Difference between revisions of "AGM-65B"
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{{About | {{About | ||
| about = American air-to-ground missile '''{{PAGENAME}}''' | | about = American air-to-ground missile '''{{PAGENAME}}''' | ||
− | |||
| usage = other versions | | usage = other versions | ||
− | | link | + | | link = AGM-65 (Family) |
− | |||
}} | }} | ||
== Description == | == Description == | ||
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{{Navigation-Line|F-4}}{{Specs-Link|f-4e}}{{-}}{{Specs-Link|f-4f_late}}{{-}}{{Specs-Link|f-4e_iaf}} | {{Navigation-Line|F-4}}{{Specs-Link|f-4e}}{{-}}{{Specs-Link|f-4f_late}}{{-}}{{Specs-Link|f-4e_iaf}} | ||
{{Navigation-Line|F-5}}{{Specs-Link|f-5e}}{{-}}{{Specs-Link|f-5e_aidc}}{{-}}{{Specs-Link|f-5e_fcu_thailand}}{{-}}{{Specs-Link|f_20a}} | {{Navigation-Line|F-5}}{{Specs-Link|f-5e}}{{-}}{{Specs-Link|f-5e_aidc}}{{-}}{{Specs-Link|f-5e_fcu_thailand}}{{-}}{{Specs-Link|f_20a}} | ||
− | {{Navigation-Line|F-16}}{{Specs-Link|f_16a_block_10}}{{-}}{{Specs-Link|f_16a_block_20_mlu}}{{-}}{{Specs-Link|f_16aj}}{{-}}{{Specs-Link|f_16a_block_10_iaf}} | + | {{Navigation-Line|F-16}}{{Specs-Link|f_16a_block_10}}{{-}}{{Specs-Link|f_16a_block_20_mlu}}{{-}}{{Specs-Link|f_16aj}}{{-}}{{Specs-Link|f_16a_block_15_belgium}}{{-}}{{Specs-Link|f_16a_block_10_iaf}} |
{{Navigation-Line|JAS39}}{{Specs-Link|saab_jas39c_south_africa}} | {{Navigation-Line|JAS39}}{{Specs-Link|saab_jas39c_south_africa}} | ||
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=== Comparison with analogues === | === Comparison with analogues === | ||
''Give a comparative description of missiles that have firepower equal to this weapon.'' | ''Give a comparative description of missiles that have firepower equal to this weapon.'' | ||
+ | {{AGM-65-ComparisonTable}} | ||
== Usage in battles == | == Usage in battles == | ||
− | ''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)'' | + | <!-- ''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)'' --> |
+ | Overall, the missile is very straight forwards: Point at target in third-person or inside the missile camera, press your target lock keybind, wait for the missile to follow the target, and fire. However, versus different targets, you'll have to use it differently. Also, the range is quite poor for moving targets, so keep your range to target in mind. | ||
+ | |||
+ | ;Air RB | ||
+ | |||
+ | In Air RB, this missile can be used in 3 main ways; pillboxes/tanks, head-ons, and airfield campers. On ground targets, it's best used on pillboxes/tanks as they yield the most SL/RP. Simply just point and shoot and they'll die in one shot. Now against aircraft, the Mavericks can somewhat work. Using them on a head-on can make an enemy break off early, or even destroy them if they're flying straight (especially A-10s). However, against airfield campers the Mavericks allow you to snipe people on the field outside of SAM range. Fly above the enemy airfield, and get a lock on their plane. The slow and predictable path can allow you to get easy hits. | ||
+ | |||
+ | ;Ground RB | ||
+ | |||
+ | Ground RB is where the Maverick truly shines. An amazing tank-buster, it cracks even the heaviest tanks with just 1 or 2 missiles. Your first targets should generally be enemy AA's that threaten your very existence in the air. Spawn, climb, and get into their dead-zone while dropping missiles from 3+ km away. You can hit enemies from further than 3-4 km, but it won't track them moving. Instead you'll have to bank on the target sitting in one spot (which is common for AAs). After eliminating enemy AA, focus on opportune targets. Targets in the open, targets with little foliage/building cover, sitting still, etc. Cap points are an easy way to find enemies, as just find a point being capped by an enemy. If you need to quickly lock up a target, don't forget you can activate your lock and lock targets in third person. The tracker will search right at your crosshair, and leave a square on the spot/target it has chosen. | ||
+ | |||
+ | Also attached to Ground RB is engaging enemy helicopters. The Mavericks have quite the ability to eliminate enemy helicopters, thanks to being fire-and-forget and helicopters rarely have the agility to dodge. They seem to gain an extra kilometre or 2 of lock range on helicopters, so don't rule out helicopters (unless you just want to gun them down and run the risk of getting gunned yourself). | ||
=== Pros and cons === | === Pros and cons === | ||
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;Related development | ;Related development | ||
− | + | ||
− | * [[AGM- | + | * [[AGM-65 (Family)]] |
== 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;'' | ||
* ''other literature.'' | * ''other literature.'' |
Latest revision as of 09:21, 20 September 2024
This page is about the American air-to-ground missile AGM-65B. For other versions, see AGM-65 (Family). |
Contents
Description
The AGM-65B is an American TV-guided air-to-ground missile. It was introduced in Update "Red Skies".
Vehicles equipped with this weapon
Vehicles equipped with this weapon | |
---|---|
Jet fighters | |
F-4 | F-4E Phantom II · ◄F-4F · Kurnass |
F-5 | F-5E · ␗F-5E · ▄F-5E FCU · F-20A |
F-16 | F-16A · ␗F-16A MLU · F-16AJ · ▄F-16A · Netz |
JAS39 | ▄JAS39C |
Strike aircraft | |
A-7 | A-7K |
A-10 | A-10A |
General info
Missile characteristics | |
---|---|
Mass | 210.47 kg |
Guidance | TV |
Maximum speed | 0.9 M |
Missile guidance time | 105 secs |
Launch range | 23 km |
Explosive mass | 51.19 kg TNTeq |
Warhead type | HEAT |
Armour penetration | 830 mm |
Effective damage
Describe the type of damage produced by this type of missile (high explosive, splash damage, etc.)
Comparison with analogues
Give a comparative description of missiles that have firepower equal to this weapon.
Missile Characteristics | AGM-65A | AGM-65B | AGM-65D | AGM-65E | AGM-65E2 | AGM-65G | AGM-65H | AGM-65L |
---|---|---|---|---|---|---|---|---|
Mass (kg) | 210.47 | 227 | 291.21 | 303.45 | 226.8 | 291.21 | ||
Guidance | TV | TV+IR | Laser | IR | TV | Laser | ||
Maximum speed (M) | 0.9 | |||||||
Missile guidance time (secs) | 105 | |||||||
Firing/launch range (km) | 23 | |||||||
Lock range (km) | - | - | 20 | - | - | 20 | - | - |
Explosive mass (kg) | 51.19 | 39 | 51.19 | 39 | ||||
Explosive type | Comp. B | PBXN-110 | Comp. B | PBXN-110 | ||||
TNT equivalent (kg) | 39.08 | 49.92 | 39.08 | 49.92 | ||||
Warhead type | HEAT | SAP-HE | HEAT | SAP-HE | ||||
Armour penetration (mm) | 830 | 122 | 830 | 122 | ||||
Maximum allowed rocket release speed (M) | 1.4 |
Usage in battles
Overall, the missile is very straight forwards: Point at target in third-person or inside the missile camera, press your target lock keybind, wait for the missile to follow the target, and fire. However, versus different targets, you'll have to use it differently. Also, the range is quite poor for moving targets, so keep your range to target in mind.
- Air RB
In Air RB, this missile can be used in 3 main ways; pillboxes/tanks, head-ons, and airfield campers. On ground targets, it's best used on pillboxes/tanks as they yield the most SL/RP. Simply just point and shoot and they'll die in one shot. Now against aircraft, the Mavericks can somewhat work. Using them on a head-on can make an enemy break off early, or even destroy them if they're flying straight (especially A-10s). However, against airfield campers the Mavericks allow you to snipe people on the field outside of SAM range. Fly above the enemy airfield, and get a lock on their plane. The slow and predictable path can allow you to get easy hits.
- Ground RB
Ground RB is where the Maverick truly shines. An amazing tank-buster, it cracks even the heaviest tanks with just 1 or 2 missiles. Your first targets should generally be enemy AA's that threaten your very existence in the air. Spawn, climb, and get into their dead-zone while dropping missiles from 3+ km away. You can hit enemies from further than 3-4 km, but it won't track them moving. Instead you'll have to bank on the target sitting in one spot (which is common for AAs). After eliminating enemy AA, focus on opportune targets. Targets in the open, targets with little foliage/building cover, sitting still, etc. Cap points are an easy way to find enemies, as just find a point being capped by an enemy. If you need to quickly lock up a target, don't forget you can activate your lock and lock targets in third person. The tracker will search right at your crosshair, and leave a square on the spot/target it has chosen.
Also attached to Ground RB is engaging enemy helicopters. The Mavericks have quite the ability to eliminate enemy helicopters, thanks to being fire-and-forget and helicopters rarely have the agility to dodge. They seem to gain an extra kilometre or 2 of lock range on helicopters, so don't rule out helicopters (unless you just want to gun them down and run the risk of getting gunned yourself).
Pros and cons
Pros:
- Fire-and-Forget missile once a lock has been made
Cons:
- Requires a direct hit to kill ground vehicles and is occasionally blocked by ERA even on directs hits
- Track-locking tank-sized target is only likely around 6 km away (locking onto static target can still be done further away)
- Cannot be fired without a lock
- Cannot be used at night or in poor visibility conditions such as rain
History
Examine the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block "/History" (example: https://wiki.warthunder.com/(Weapon-name)/History) and add a link to it here using the main
template. Be sure to reference text and sources by using <ref></ref>
, as well as adding them at the end of the article with <references />
.
Media
- Images
See also
- Related development
External links
Paste links to sources and external resources, such as:
- topic on the official game forum;
- other literature.