Difference between revisions of "Ju 87 D-3"

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{{Specs-Card|code=ju-87d-3}}
 
 
{{About
 
{{About
 
| about = German dive bomber '''{{PAGENAME}}'''
 
| about = German dive bomber '''{{PAGENAME}}'''
Line 7: Line 6:
 
| usage-2 = other versions
 
| usage-2 = other versions
 
| link-2 = Ju 87 (Family)
 
| link-2 = Ju 87 (Family)
 +
}}
 +
{{Specs-Card
 +
|code=ju-87d-3
 +
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
 
}}
 
}}
  
 
== 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.'' -->
[[File:GarageImage_Ju87D3.jpg|420px|thumb|left]]
 
{{break}}
 
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German dive bomber {{Battle-rating}}. It has been in the game since the start of the Open Beta Test prior to Update 1.27.
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German dive bomber {{Battle-rating}}. It has been in the game since the start of the Open Beta Test prior to Update 1.27.
  
The Ju 87 D3 is not very fast for its battle rating. However, it is decently fast in a dive. The Ju 87 is fairly durable as well, taking a decent amount of 7.7 mm and 12.7 mm fire before being fully disabled, but this doesn't mean you should fly in a straight line. This dive bomber has a very low stall speed and is very manoeuvrable at lower speeds giving it an edge in a dive bomb run or a turn fight. The offensive and defensive armaments are a bit underwhelming, but given the chance, it can still take down planes. In a dive attack on tank columns, it can deploy air brakes so you don't slam into the ground.
+
The {{PAGENAME}} is a slow bomber when flying but decently fast in a dive. It is fairly durable for its battle rating, being able to take a decent amount of 7.7 mm and 12.7 mm fire before being fully disabled, but this doesn't mean you should fly in a straight line. The Stuka has a very low stall speed and is very manoeuvrable at lower speeds giving it an edge in a dive bomb run or a turn fight. The offensive and defensive armaments are a bit underwhelming, but can still heavily damage enemy aircraft in close proximity. In a dive attack, deploy the air brakes to control the acceleration so you don't gain too much speed and slam into the ground.
  
Its armament consists of 2 x MG 17s mounted in the wings, very good for killing soft ground targets like armoured cars and AA, and has a good bomb load for destroying medium tanks, pillboxes, destroyers and bases easily. Its defensive turret consists of two fast-firing MG 81s but they are not enough to shoot down planes reliably.
+
Its armament consists of two MG 17s mounted in the wings, very good for killing soft ground targets like armoured cars and AA, and has a good bomb load for destroying hard targets like tanks, pillboxes, ships and bases. Its defensive turret consists of two fast-firing MG 81s but they are not lethal enough to shoot down planes reliably.
  
 
== General info ==
 
== General info ==
 
=== Flight performance ===
 
=== Flight performance ===
 +
{{Specs-Avia-Flight}}
 
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
 
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
  
Line 42: Line 44:
  
 
==== Details ====
 
==== Details ====
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
 
! colspan="5" | Features
 
! colspan="5" | Features
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|}
 
|}
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="5" | Limits
+
! colspan="7" | Limits
 
|-
 
|-
! rowspan="2" | Wing-break speed<br>(km/h)
+
! rowspan="2" | Wings (km/h)
! rowspan="2" | Gear limit<br>(km/h)
+
! rowspan="2" | Gear (km/h)
! rowspan="2" | Combat flaps<br>(km/h)
+
! colspan="3" | Flaps (km/h)
 
! colspan="2" | Max Static G
 
! colspan="2" | Max Static G
 
|-
 
|-
! + !! -
+
! Combat !! Take-off !! Landing !! + !! -
|-
 
|{{Specs|1=destruction|2=body}}||{{Specs|1=destruction|2=gear}} || 500 || ~12 || ~4
 
|-
 
|}
 
 
 
{| class="wikitable" style="text-align:center"
 
|-
 
! colspan="4" | Optimal velocities
 
 
|-
 
|-
! Ailerons<br>(km/h)
+
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 454 || 320 || ~13 || ~5
! Rudder<br>(km/h)
 
! Elevators<br>(km/h)
 
! Radiator<br>(km/h)
 
|-
 
| < 270 || < 270 || < 350 || > 325
 
 
|-
 
|-
 
|}
 
|}
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="3" | Compressor (RB/SB)
+
! colspan="4" | Optimal velocities (km/h)
 
|-
 
|-
! colspan="3" | Setting 1
+
! Ailerons !! Rudder !! Elevators !! Radiator
 
|-
 
|-
! Optimal altitude
+
| < 270 || < 350 || < 380 || > 325
! 100% Engine power
 
! WEP Engine power
 
|-
 
| 4,000 m || 1,180 hp || 1,390 hp
 
 
|-
 
|-
 
|}
 
|}
  
 
=== Survivability and armour ===
 
=== Survivability and 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.'' -->
  
Line 105: Line 91:
 
* 50 mm bulletproof glass in front of pilot
 
* 50 mm bulletproof glass in front of pilot
 
* 4 self-sealing fuel tanks, 2 in each wing (wing root and mid-wing)
 
* 4 self-sealing fuel tanks, 2 in each wing (wing root and mid-wing)
 +
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
 +
 +
It is recommended to research the radiator first, as it gives slight performance improvement and helps with engine overheating. Next, the offensive 7.92 mm belts, after that, you can unlock tier 2 modifications. Performance upgrades will also help greatly in the Ju 87 line.
  
 
== Armaments ==
 
== Armaments ==
 +
{{Specs-Avia-Armaments}}
 
=== Offensive armament ===
 
=== Offensive armament ===
 +
{{Specs-Avia-Offensive}}
 
<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
 
<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
 
{{main|MG 17 (7.92 mm)}}
 
{{main|MG 17 (7.92 mm)}}
Line 114: Line 107:
  
 
* 2 x 7.92 mm MG 17 machine guns, wing-mounted (1,000 rpg = 2,000 total)
 
* 2 x 7.92 mm MG 17 machine guns, wing-mounted (1,000 rpg = 2,000 total)
 +
 +
With 2 MG 17 installed at the wing roots, the gunner can destroy soft ground targets (artillery position, AA vehicle or armoured car) or damage overshooting enemy aircraft. However, you can't inflict heavy damage to other aircraft as your calibre is too small but you can cripple them badly enough to abort mission and return to base. Engage below 500 m distance to make sure you reliably damage the targets you're going after. For information on the available belts, visit the MG page (link above).
  
 
=== Suspended armament ===
 
=== Suspended armament ===
 +
{{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|SC50JA (50 kg)|SC250JA (250 kg)|SC500K (500 kg)|SC1000L2 (1,000 kg)}}
 
  
 
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
 
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
  
 +
{| class="wikitable" style="text-align:center" width="100%"
 +
|-
 +
! !! width="15%" | 1 !! width="15%" | 2 !! width="15%" | 3
 +
| rowspan="10" width="30%" | <div class="ttx-image">[[File:Hardpoints_Ju_87_B-2.png]]</div>
 +
|-
 +
! [[SC50JA (50 kg)|50 kg SC50JA]] bombs
 +
| 2 || || 2
 +
|-
 +
! [[SC250JA (250 kg)|250 kg SC250JA]] bombs
 +
| 1 || 1 || 1
 +
|-
 +
! [[SC500K (500 kg)|500 kg SC500K]] bombs
 +
| 1 || 1 || 1
 +
|-
 +
! [[PC500 (500 kg)|500 kg PC500]] bombs
 +
| 1 || 1 || 1
 +
|-
 +
! [[SC1000L2 (1,000 kg)|1,000 kg SC1000L2]] bombs
 +
| || 1 ||
 +
|-
 +
! [[PC1000 (1,000 kg)|1,000 kg PC1000]] bombs
 +
| || 1 ||
 +
|-
 +
! [[Flam C 250 incendiary]] bombs
 +
| 1 || 1 || 1
 +
|-
 +
! [[Flam C 500 incendiary]] bombs
 +
| 1 || 1 || 1
 +
|-
 +
| colspan="4" | Maximum permissible loadout weight: 1,510 kg
 +
|-
 +
|}
 +
 +
{{Navigation-Start|Default weapon presets}}
 +
{{Navigation-First-Simple-Line}}
 
* 1 x 250 kg SC250JA bomb (250 kg total)
 
* 1 x 250 kg SC250JA bomb (250 kg total)
* 1 x 250 kg SC250JA bomb + 4 x 50 kg SC50JA bombs (450 kg total)
+
* 4 x 50 kg SC50JA bombs (200 kg total)
 
* 3 x 250 kg SC250JA bombs (750 kg total)
 
* 3 x 250 kg SC250JA bombs (750 kg total)
* 1 x 500 kg SC500K bomb (500 kg total)
 
* 1 x 500 kg SC500K bomb + 4 x 50 kg SC50JA bombs (700 kg total)
 
* 1 x 500 kg SC500K bomb + 2 x 250 kg SC250JA bombs (1,000 kg total)
 
 
* 3 x 500 kg SC500K bombs (1,500 kg total)
 
* 3 x 500 kg SC500K bombs (1,500 kg total)
 +
* 3 x 500 kg PC500 bombs (1,500 kg total)
 
* 1 x 1,000 kg SC1000L2 bomb (1,000 kg total)
 
* 1 x 1,000 kg SC1000L2 bomb (1,000 kg total)
* 1 x 1,000 kg SC1000L2 bomb + 4 x 50 kg SC50JA bombs (1,200 kg total)
+
* 1 x 1,000 kg PC1000 bomb (1,000 kg total)
* 1 x 1,000 kg SC1000L2 bomb + 2 x 250 kg SC250JA bombs (1,500 kg total)
+
* 3 x Flam C 250 incendiary bombs
 +
* 3 x Flam C 500 incendiary bombs
 +
{{Navigation-End}}
  
 
=== Defensive armament ===
 
=== Defensive armament ===
 +
{{Specs-Avia-Defensive}}
 
<!-- ''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available, remove this subsection.'' -->
 
<!-- ''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available, remove this subsection.'' -->
 
{{main|MG 81 (7.92 mm)}}
 
{{main|MG 81 (7.92 mm)}}
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* 2 x 7.92 mm MG 81 machine guns, dorsal turret (1,000 rpg = 2,000 total)
 
* 2 x 7.92 mm MG 81 machine guns, dorsal turret (1,000 rpg = 2,000 total)
  
With a traverse angle of ±60° and an elevation angle of -15°/+70°, the rear gunner can effectively cover the {{PAGENAME}} from opponents attacking from behind. The fast-firing MG 81 machine guns are quickly depleted so use them sparsely. The tail of the Junkers is massive and will provide cover for enemy aircraft when they're directly behind you, change your heading by a few degrees to prevent that. Unlike the TBF-1c or the B6N bombers, your gunner can't reach pursuing aircraft flying well under your plane's level. Fly close to the ground to avoid this situation. For information on the available belts, visit the MG page (link above).
+
With a traverse angle of ±60° and an elevation angle of -15°/+70°, the rear gunner can effectively cover the {{PAGENAME}} from opponents attacking from behind. The fast-firing MG 81 machine guns are quickly depleted and they overheat after a few seconds of continuous fire so use them sparsely (burst-firing). The tail of the Junkers is massive and will provide cover for enemy aircraft when they're directly behind you, change your heading by a few degrees to prevent that. Unlike the TBF-1C or the B6N series, your gunner can't reach pursuing aircraft flying well under your plane's level. Fly close to the ground to avoid this situation. For information on the available belts, visit the MG page (link above).
  
 
== Usage in battles ==
 
== Usage in battles ==
<!-- ''Describe the tactics of playing in an 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 vehicle, the features of using vehicles in the 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. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 
===Modes===
 
===Modes===
 
==== Air Arcade Battles ====
 
==== Air Arcade Battles ====
In Arcade Battles you should concentrate on destroying tanks and pillboxes first (if any) with your bombs, and use your offensive machine guns to destroy soft targets like armoured cars, artillery, howitzers and AA. In this mode, you won't need your air brakes since you can't break your wings and it's easy to pull up from a fast dive attack, and it's recommended that you keep as much of your speed up from the dives as possible so you are harder to intercept by enemy aircraft.  
+
In Arcade Battles, you should concentrate on destroying ground targets: use your bombs for tanks and pillboxes first and use your offensive machine guns for soft targets like armoured cars, artillery, howitzers and AA. In this mode, you won't need your air brakes since you can't break your wings and it's easy to pull up from a high-speed dive. It's also recommended that you maintain a high speed after dive-bombing so you can escape unscathed and keep a distance between your plane and pursuing enemy aircraft.
  
Because of its low speed, permanent landing gear and reasonable durability, the Ju 87 D-3 quite good for capturing airfields in the Arcade "Domination" mode.
+
Because of its low speed, non-retractable landing gear and reasonable durability, the {{PAGENAME}} is quite good for capturing airfields in the Arcade "Domination" mode.
  
 
==== Air Realistic Battles ====
 
==== Air Realistic Battles ====
 
In Realistic Battles, you should keep your altitude, and look for tank columns to attack (ground targets as far from the battlefield or enemy airfield as possible are recommended, so that you are less likely to be intercepted). Once you are right over your intended target, set your throttle to 0% and point your nose at the tank you want to destroy (since you have no bombsight, there will not be a bomb-drop indicator like in Arcade, and you will have to guess where the bombs will land). Once you are nearing your target, you will have to deploy your air-brakes or you won't be able to pull up at high speeds. You can tell when you are reaching a high speed with the sounds that the air and wings make. Once you drop your bomb(s) point your nose up to pull up. At this point, you can use your offensive armament to destroy soft targets like AA, engage enemy fighters that are nearby (which is very likely), or head back to the airfield to rearm for another run.
 
In Realistic Battles, you should keep your altitude, and look for tank columns to attack (ground targets as far from the battlefield or enemy airfield as possible are recommended, so that you are less likely to be intercepted). Once you are right over your intended target, set your throttle to 0% and point your nose at the tank you want to destroy (since you have no bombsight, there will not be a bomb-drop indicator like in Arcade, and you will have to guess where the bombs will land). Once you are nearing your target, you will have to deploy your air-brakes or you won't be able to pull up at high speeds. You can tell when you are reaching a high speed with the sounds that the air and wings make. Once you drop your bomb(s) point your nose up to pull up. At this point, you can use your offensive armament to destroy soft targets like AA, engage enemy fighters that are nearby (which is very likely), or head back to the airfield to rearm for another run.
  
Dog-fighting in RB with the Ju 87 is a very difficult task if the enemy knows your advantages and disadvantages and uses them to his advantage. Head-on attacks are very much not recommended, as the Ju 87's relatively weak armament severely lowers its chances of succeeding or surviving. Instead, stay low and slow in a combat situation with enemy aircraft (because of the Ju 87's control stiffening at high speeds) and try to trick the enemy into a turn fight. If he falls for your turn fight, you should end up on his 6 o'clock in 3-5 turns on most enemies, depending on the turn rate of the enemy plane. If he doesn't fall for your turn fight, you are most likely going to go down... this plane is not a fighter plane.
+
Dogfighting in RB with the Ju 87 is a very difficult task if the enemy knows your advantages and disadvantages and uses them to his advantage. Head-on attacks are very much not recommended, as the Ju 87's relatively weak armament severely lowers its chances of succeeding or surviving. Instead, stay low and slow in a combat situation with enemy aircraft (because of the Ju 87's control stiffening at high speeds) and try to trick the enemy into a turn fight. If he falls for your turn fight, you should end up on his 6 o'clock in 3-5 turns on most enemies, depending on the turn rate of the enemy plane. If he doesn't fall for your turn fight, you are most likely going to go down... this plane is not a fighter plane.
  
 
When returning to base, landing and takeoff is simple, and use of the air brakes will help if you come in too fast to land.
 
When returning to base, landing and takeoff is simple, and use of the air brakes will help if you come in too fast to land.
  
 
====Tank Realistic Battles====
 
====Tank Realistic Battles====
What makes a Stuka great in tank RB is purely its huge bombload. It can carry a maximum of 3x 500kg or 2x 250kg + 1x 100kg which is very destructive. The most recommended setup is 3x 500kg bombs with at least 1.5 second fuse. Two are loaded on the wings and drop together, the other is under the fuselage, meaning that with accurate aiming, you can consistently destroy two enemy ground vehicles. Dive at a target, extend airbrake and gather speed up around 450 kph (if too fast, cut throttle). Zoom in on the target and when it is twice as big as the mouse cursor, place the target between the cursor and the cockpit, and release the bomb. For the 2x 250 kg + 1x 1000 kg setup, the aiming is similar, but place the target closer to the cursor for the 250 kg, and for the 1000 kg, closer to the cockpit. Once all bombs are out, return to your airfield to rearm for another run, or target ground units, especially lightly armored SPAA / light tank / SPG. If you are caught by an enemy plane from behind, use your tail gun and put a stray of 7.92mm bullets into it, but remember to use ''armored target'' belt to compensate for the small caliber.  
+
Take a modular payload of 3 bombs of 250 kg or more into battle, forget about 50 kg bombs whose effect is too weak to secure the destruction of an enemy tank. Two bombs are loaded on the wings and drop together, the third is under the fuselage, meaning that with accurate aiming, you can consistently destroy two enemy ground vehicles. It is recommended to set up a fuse of at least 1.5 seconds to have time to clear the blast zone.
 +
 
 +
Your goal is to evolve at an altitude between 1,500 and 2,000 m above the battlefield. Once you've identified a target, fly towards its position while keeping your altitude. Proceed then to dive and reach a speed of 450 km/h, extend the airbrake to control the acceleration (and set the throttle on zero if needed) so that you stay at that speed. Zoom in on the target and when it is twice as big as the mouse cursor, place the target between the cursor and the cockpit, and release the bomb. Trajectories vary depending on the weight of the bomb: place the target closer to the cursor for the 250 kg bomb and for the 1,000 kg one, closer to the cockpit. You can shoot a burst with your offensive machine guns to estimate your attack angle. Release your bombs around 1,000 m and pull on the stick to fly away and regain altitude. Once all bombs are out, return to your airfield to rearm for another run or target lightly armoured vehicles with your machine guns (SPAA, armoured car, light tank, open-topped SPG, etc.). If you are attacked by an enemy plane from behind, use your defensive MG and put a stray of 7.92 mm bullets into it, but use the Armoured targets belt to compensate for the small calibre.
  
 
=== Enemies Worth Noting ===
 
=== Enemies Worth Noting ===
  
* [[Yak-2 KABB]]: Do not think that the {{PAGENAME}} can confidently out maneuver this plane just because it is twin-engined. The Yak-2 has an amazing turn rate for a heavy fighter, thus the {{PAGENAME}} must avoid turning with it, if not dogfighting with it in general. It bears a pair of ShVAK cannons that can easily damage vital parts like engine or cooling systems. It has green camo, greatly resembling an Me 410 but with an H-tail like a Bf 110's.
+
* [[Hurricane Mk IV]]{{-}}[[Ki-44-II otsu]]
 +
 
 +
:: With two 40 mm cannons, these fighters will cut the {{PAGENAME}} in half.
 +
 
 +
* [[He 112 B-0]]{{-}}[[He 112 B-1/U2]]{{-}}[[He 112 B-2/U2]]{{-}}[[Bf 109 E-3]]{{-}}[[MiG-3-34]]{{-}}[[IL-2 (1941)]]{{-}}[[Yak-2 KABB]]{{-}}[[I-29]]{{-}}[[IAR-81C]]
 +
 
 +
:: With two 20 mm cannons, any of these aircraft can damage vital parts like the engine or cooling systems.
 +
 
 +
* [[LaGG-3-8]]{{-}}[[LaGG-3-35]]{{-}}[[Yak-1]]{{-}}[[Yak-9B]]{{-}}[[M.S.406C1]]{{-}}[[M.S.410]]{{-}}[[V.G.33C-1]]
 +
 
 +
:: With a single 20 mm cannon supported by machine guns, these planes are also dangerous for the Stuka to a lesser extent.
  
=== IGD (Intentional Gear Destruction) ===
+
* [[P-40 (Family)]]{{-}}[[A-36]]{{-}}[[F4U-1A]]{{-}}{{Specs-Link|corsair_fmk2}}{{-}}[[A-20G-25]]{{-}}[[Ki-61-I otsu]]{{-}}{{Specs-Link|ki_61_1a_otsu_china}}{{-}}{{Specs-Link|ki_44_2_hei_china}}
Due to the high parasite drag imposed by fixed landing gear spats, the planes top speed and performance are hindered. No Stuka's landing gear is retractable. For maximum performance of the plane, one can destroy the gear by touching them to a body of water (not rough, but flat and calm). To do this, swoop low, and reduce airspeed to around 210 km/h (160 mph). Next, slowly near the water at an angle of attack of 10 degrees or more. Once you hear a snap, or see the gear come off, pull up immediately to avoid breaking the engine.
 
  
;Effects on performance due to IGD
+
:: With four to six 0.50 cal machine guns, these aircraft can inflict heavy damage to your airframe.
  
Effects have been tested numerous times, but may vary based on payload, fuel, aircraft damage, etc.
+
* [[Hurricane Mk I/L]]{{-}}[[Hurricane Mk.I/L FAA M]]{{-}}[[Hurricane Mk IIB/Trop]]{{-}}[[Sea Hurricane Mk IB]]{{-}}[[Spitfire Mk Ia]]{{-}}[[Spitfire Mk IIa]]{{-}}[[Typhoon Mk Ia]]
  
* Airspeed: +50 km/h (30 mph) to max speed.
+
:: With eight to twelve 0.303 machine guns, these fighters can turnfight the Junkers and thus can damage you if you stay exposed for too long to their saturating fire. Avoid dogfighting these planes in general.
* Drag coefficient: -10-20% (numbers not exact)
 
* Weight: Negligible
 
* Turn Time: -2 sec
 
  
 
=== Manual Engine Control ===
 
=== Manual Engine Control ===
Line 189: Line 228:
 
! Oil !! Water !! Type
 
! Oil !! Water !! Type
 
|-
 
|-
| Not controllable || Controllable<br>Not auto controlled || Not controllable<br>Not auto controlled || Controllable<br>Auto control available || Separate || Not controllable<br>1 gear || Not controllable
+
| Not controllable || Controllable<br>Not auto controlled || Controllable<br>Auto control available || Controllable<br>Auto control available || Separate || Not controllable<br>1 gear || Not controllable
 
|-
 
|-
 
|}
 
|}
 
=== Modules ===
 
{| class="wikitable"
 
! Tier
 
! colspan="2" | Flight performance
 
! Survivability
 
! colspan="2" | Weaponry
 
|-
 
| I
 
| Fuselage repair
 
| Radiator
 
|
 
| Offensive 7 mm
 
| ETC 50/IV
 
|-
 
| II
 
|
 
| Compressor
 
| Airframe
 
| New 7 mm MGs
 
| ETC 250/II
 
|-
 
| III
 
| Wings repair
 
| Engine
 
|
 
| Turret 7 mm
 
| ETC 500/III
 
|-
 
| IV
 
|
 
| Engine injection
 
| Cover
 
| New 7 mm MGs (turret)
 
| ETC 1000/I
 
|-
 
|}
 
 
* It is recommended to research the radiator first, as it gives slight performance improvement and helps with engine overheating. Next, the offensive 7.92 mm belts, after that, you can unlock tier 2 modifications. Performance upgrades will also help greatly in the Ju 87 line.
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 270: Line 270:
 
The Ju 87 D was used extensively on the Eastern Front and in North Africa. The Ju 87 was very effective at destroying Soviet counterattacks, disrupting supply-lines, and in one case on July 5, when StG 77 knocked out 15 trains and 500 vehicles. But everything has to come to an end, the Ju 87 had enjoyed superiority in the early war, but as the war progressed and the Soviet air force grew more effective and obtained better aircraft, the Ju 87 was made obsolete.
 
The Ju 87 D was used extensively on the Eastern Front and in North Africa. The Ju 87 was very effective at destroying Soviet counterattacks, disrupting supply-lines, and in one case on July 5, when StG 77 knocked out 15 trains and 500 vehicles. But everything has to come to an end, the Ju 87 had enjoyed superiority in the early war, but as the war progressed and the Soviet air force grew more effective and obtained better aircraft, the Ju 87 was made obsolete.
  
=== In-game description ===
+
{{break}}
The Junkers Ju 87 Stuka was a single-engine dive bomber and attack aircraft of the WWII era. The most famous Stuka pilot of the war was Hans-Ulrich Rudel, the most highly decorated Luftwaffe pilot in history. Despite its slow speed and mediocre aerodynamics (the landing gear was fixed), the Stuka was one of the most effective Luftwaffe aircraft early in the war due to its pin-point accuracy in a dive. The Ju-87 remains one of the most recognizable symbols of the Blitzkrieg.
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{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}}}
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{{Navigation-First-Simple-Line}}
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The Junkers Ju 87 Stuka was a single-engine dive bomber and attack aircraft of the WWII era. The most famous Stuka pilot of the war was Hans-Ulrich Rudel, the most highly decorated Luftwaffe pilot in history. Despite its slow speed and mediocre aerodynamics (the landing gear was fixed), the Stuka was one of the most effective Luftwaffe aircraft early in the war due to its pin-point accuracy in a dive. The Ju 87 remains one of the most recognizable symbols of the Blitzkrieg.
  
The Ju 87 D-3, a ground attack variant that still retained dive brakes, had improved armor. The pilot received some armor in the canopy, 8mm armored sheets were placed on the fuselage, and some examples even had armored sliding panels in the canopy. Additional armor was also installed around the rear gunner’s position. The new GSL-K 81Z turret had improved coverage. However, most aircrews thought that the gunner seat was less successful than that of the 'Bertha', the Ju 87 B.
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The Ju 87 D-3, a ground attack variant that still retained dive brakes, had improved armour. The pilot received some armour in the canopy, 8 mm armoured sheets were placed on the fuselage, and some examples even had armoured sliding panels in the canopy. Additional armour was also installed around the rear gunner's position. The new GSL-K 81Z turret had improved coverage. However, most aircrews thought that the gunner seat was less successful than that of the 'Bertha', the Ju 87 B.
  
The D variant also received a 5mm armor plating under the oil radiator and additional armor around the fuselage fuel tanks. For a ground attack aircraft, the Ju 87 D’s armament was rather weak, the D-3 variant having nothing but twin 7.92mm MG 17s in the wings, and the D-5 upgraded to twin 20mm MG 151/20 cannon. Acting in a ground attack role, the Stuka most often used special containers containing 92 fragmentation SC 2 bombs, which were ineffective against armored targets. In addition, much larger bombs were also used, weighing 250 or 500 kg.
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The D variant also received a 5 mm armour plating under the oil radiator and additional armour around the fuselage fuel tanks. For a ground attack aircraft, the Ju 87 D's armament was rather weak, the D-3 variant having nothing but twin 7.92 mm MG 17s in the wings, and the D-5 upgraded to twin 20 mm MG 151/20 cannon. Acting in a ground attack role, the Stuka most often used special containers containing 92 fragmentation SC 2 bombs, which were ineffective against armoured targets. In addition, much larger bombs were also used, weighing 250 or 500 kg.
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{{Navigation-End}}
  
 
== Media ==
 
== Media ==
<!--Excellent additions to the article would be video guides, screenshots from the game, and photos.-->
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<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
{{Youtube-gallery|owYlJZ4LgyA|'''The Shooting Range #36''' - ''Pages of History'' section at 06:02 discusses the Ju 87 Stuka.}}
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* [https://live.warthunder.com/feed/camouflages/?vehicle=ju-87d-3 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
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;Images
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<gallery mode="packed-hover" heights="200">
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File:Camo Ju 87 D-3.jpg|<small>Camouflage obtainable in-game</small>
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</gallery>
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;Videos
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{{Youtube-gallery|rOr8X22dnsA|'''Talisman Series, {{PAGENAME}} Stuka. A flight full of laughs!''' - ''Joseph 2000''|owYlJZ4LgyA|'''The Shooting Range #36''' - ''Pages of History'' section at 06:02 discusses the Ju 87 Stuka.}}
  
 
== See also ==
 
== See also ==
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
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<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
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* ''reference to the series of the aircraft;''
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* ''links to approximate analogues of other nations and research trees.'' -->
  
* ''reference to the series of the aircraft;''
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;Related development
* ''links to approximate analogues of other nations and research trees.''
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* [[Ju 87 (Family)]]
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;Aircraft of comparable role, configuration and era
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* [[SBD-3]]
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* [[D4Y1]]
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* [[D4Y2]]
  
 
== External links ==
 
== External links ==
''Paste links to sources and external resources, such as:''
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<!-- ''Paste links to sources and external resources, such as:''
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* ''topic on the official game forum;''
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* ''other literature.'' -->
  
* ''topic on the official game forum;''
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* [[wt:en/news/849/current|[Special] Junkers Ju 87, the Unexpected Legend]]
* ''encyclopedia page on the aircraft;''
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* [[wikipedia:Junkers_Ju_87|[Wikipedia] Junkers Ju 87]]
* ''other literature.''
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* [https://forum.warthunder.com/index.php?/topic/161907-junkers-ju-87-d-3/ Official data sheet - more details about the performance]
  
 
{{AirManufacturer Junkers}}
 
{{AirManufacturer Junkers}}
 
{{Germany bombers}}
 
{{Germany bombers}}

Latest revision as of 22:08, 3 November 2023

Rank VI | Premium | Golden Eagles
Chinese A-5C Pack
This page is about the German dive bomber Ju 87 D-3. For the Italian version, see Ju 87 D-3 (Italy). For other versions, see Ju 87 (Family).
Ju 87 D-3
ju-87d-3.png
GarageImage Ju 87 D-3.jpg
Ju 87 D-3
AB RB SB
2.3 2.0 2.3
Research:9 200 Specs-Card-Exp.png
Purchase:16 000 Specs-Card-Lion.png
Show in game

Description

The Ju 87 D-3 is a rank II German dive bomber with a battle rating of 2.3 (AB/SB) and 2.0 (RB). It has been in the game since the start of the Open Beta Test prior to Update 1.27.

The Ju 87 D-3 is a slow bomber when flying but decently fast in a dive. It is fairly durable for its battle rating, being able to take a decent amount of 7.7 mm and 12.7 mm fire before being fully disabled, but this doesn't mean you should fly in a straight line. The Stuka has a very low stall speed and is very manoeuvrable at lower speeds giving it an edge in a dive bomb run or a turn fight. The offensive and defensive armaments are a bit underwhelming, but can still heavily damage enemy aircraft in close proximity. In a dive attack, deploy the air brakes to control the acceleration so you don't gain too much speed and slam into the ground.

Its armament consists of two MG 17s mounted in the wings, very good for killing soft ground targets like armoured cars and AA, and has a good bomb load for destroying hard targets like tanks, pillboxes, ships and bases. Its defensive turret consists of two fast-firing MG 81s but they are not lethal enough to shoot down planes reliably.

General info

Flight performance

Air brakes
Allows you to dramatically reduce the flight speed by releasing special flaps
Max speed
at 4 000 m385 km/h
Turn time31 s
Max altitude7 500 m
EngineJunkers Jumo 211J
TypeInline
Cooling systemWater
Take-off weight7 t
Characteristics Max Speed
(km/h at 4,000 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 369 359 7500 32.4 33.9 8.7 8.7 513
Upgraded 402 385 29.7 31.0 14.3 11.2

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
730 800 N/A 454 320 ~13 ~5
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 270 < 350 < 380 > 325

Survivability and armour

Crew2 people
Speed of destruction
Structural730 km/h
Gear800 km/h
  • 4 mm steel underneath engine
  • 4 mm steel tub surrounding pilot and gunner
  • 4 mm steel around gunner turret
  • 4 mm steel in front of gunner
  • 8 mm steel pilot's seat
  • 8 mm steel pilot's headrest
  • 50 mm bulletproof glass in front of pilot
  • 4 self-sealing fuel tanks, 2 in each wing (wing root and mid-wing)

Modifications and economy

Repair costBasic → Reference
AB693 → 873 Sl icon.png
RB1 020 → 1 286 Sl icon.png
SB1 680 → 2 118 Sl icon.png
Total cost of modifications8 440 Rp icon.png
9 530 Sl icon.png
Talisman cost640 Ge icon.png
Crew training4 500 Sl icon.png
Experts16 000 Sl icon.png
Aces180 Ge icon.png
Research Aces190 000 Rp icon.png
Reward for battleAB / RB / SB
50 / 100 / 200 % Sl icon.png
118 / 118 / 118 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
340 Rp icon.png
Cost:
380 Sl icon.png
75 Ge icon.png
Mods radiator.png
Radiator
Research:
340 Rp icon.png
Cost:
380 Sl icon.png
75 Ge icon.png
Mods armor frame.png
Airframe
Research:
380 Rp icon.png
Cost:
430 Sl icon.png
85 Ge icon.png
Mods compressor.png
Compressor
Research:
380 Rp icon.png
Cost:
430 Sl icon.png
85 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
120 Ge icon.png
Mods new engine.png
Engine
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
120 Ge icon.png
Mods armor cover.png
Cover
Research:
680 Rp icon.png
Cost:
770 Sl icon.png
155 Ge icon.png
Mods metanol.png
Engine injection
Research:
680 Rp icon.png
Cost:
770 Sl icon.png
155 Ge icon.png
Mods ammo.png
mg_belt_pack
Research:
340 Rp icon.png
Cost:
380 Sl icon.png
75 Ge icon.png
Mod arrow 0.png
Mods pilon bomb.png
SC 50
Research:
340 Rp icon.png
Cost:
380 Sl icon.png
75 Ge icon.png
Mod arrow 0.png
Mods napalm fire bomb.png
Flamm C 250
Research:
340 Rp icon.png
Cost:
380 Sl icon.png
75 Ge icon.png
Mod arrow 0.png
Mods weapon.png
mg17_new_gun
Research:
380 Rp icon.png
Cost:
430 Sl icon.png
85 Ge icon.png
Mods pilon bomb.png
SC 250
Research:
380 Rp icon.png
Cost:
430 Sl icon.png
85 Ge icon.png
Mod arrow 0.png
Mods napalm fire bomb.png
Flamm C 500
Research:
380 Rp icon.png
Cost:
430 Sl icon.png
85 Ge icon.png
Mods ammo.png
mg_turret_belt_pack
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
120 Ge icon.png
Mod arrow 0.png
Mods pilon bomb.png
SC 500
Research:
530 Rp icon.png
Cost:
600 Sl icon.png
120 Ge icon.png
Mod arrow 0.png
Mods turret gun.png
mg81_turret_new_gun
Research:
680 Rp icon.png
Cost:
770 Sl icon.png
155 Ge icon.png
Mods pilon bomb.png
SC 1000
Research:
680 Rp icon.png
Cost:
770 Sl icon.png
155 Ge icon.png

It is recommended to research the radiator first, as it gives slight performance improvement and helps with engine overheating. Next, the offensive 7.92 mm belts, after that, you can unlock tier 2 modifications. Performance upgrades will also help greatly in the Ju 87 line.

Armaments

Offensive armament

Main article: MG 17 (7.92 mm)

The Ju 87 D-3 is armed with:

  • 2 x 7.92 mm MG 17 machine guns, wing-mounted (1,000 rpg = 2,000 total)

With 2 MG 17 installed at the wing roots, the gunner can destroy soft ground targets (artillery position, AA vehicle or armoured car) or damage overshooting enemy aircraft. However, you can't inflict heavy damage to other aircraft as your calibre is too small but you can cripple them badly enough to abort mission and return to base. Engage below 500 m distance to make sure you reliably damage the targets you're going after. For information on the available belts, visit the MG page (link above).

Suspended armament

The Ju 87 D-3 can be outfitted with the following ordnance:

1 2 3
Hardpoints Ju 87 B-2.png
50 kg SC50JA bombs 2 2
250 kg SC250JA bombs 1 1 1
500 kg SC500K bombs 1 1 1
500 kg PC500 bombs 1 1 1
1,000 kg SC1000L2 bombs 1
1,000 kg PC1000 bombs 1
Flam C 250 incendiary bombs 1 1 1
Flam C 500 incendiary bombs 1 1 1
Maximum permissible loadout weight: 1,510 kg
Default weapon presets
  • 1 x 250 kg SC250JA bomb (250 kg total)
  • 4 x 50 kg SC50JA bombs (200 kg total)
  • 3 x 250 kg SC250JA bombs (750 kg total)
  • 3 x 500 kg SC500K bombs (1,500 kg total)
  • 3 x 500 kg PC500 bombs (1,500 kg total)
  • 1 x 1,000 kg SC1000L2 bomb (1,000 kg total)
  • 1 x 1,000 kg PC1000 bomb (1,000 kg total)
  • 3 x Flam C 250 incendiary bombs
  • 3 x Flam C 500 incendiary bombs

Defensive armament

Main article: MG 81 (7.92 mm)

The Ju 87 D-3 is defended by:

  • 2 x 7.92 mm MG 81 machine guns, dorsal turret (1,000 rpg = 2,000 total)

With a traverse angle of ±60° and an elevation angle of -15°/+70°, the rear gunner can effectively cover the Ju 87 D-3 from opponents attacking from behind. The fast-firing MG 81 machine guns are quickly depleted and they overheat after a few seconds of continuous fire so use them sparsely (burst-firing). The tail of the Junkers is massive and will provide cover for enemy aircraft when they're directly behind you, change your heading by a few degrees to prevent that. Unlike the TBF-1C or the B6N series, your gunner can't reach pursuing aircraft flying well under your plane's level. Fly close to the ground to avoid this situation. For information on the available belts, visit the MG page (link above).

Usage in battles

Modes

Air Arcade Battles

In Arcade Battles, you should concentrate on destroying ground targets: use your bombs for tanks and pillboxes first and use your offensive machine guns for soft targets like armoured cars, artillery, howitzers and AA. In this mode, you won't need your air brakes since you can't break your wings and it's easy to pull up from a high-speed dive. It's also recommended that you maintain a high speed after dive-bombing so you can escape unscathed and keep a distance between your plane and pursuing enemy aircraft.

Because of its low speed, non-retractable landing gear and reasonable durability, the Ju 87 D-3 is quite good for capturing airfields in the Arcade "Domination" mode.

Air Realistic Battles

In Realistic Battles, you should keep your altitude, and look for tank columns to attack (ground targets as far from the battlefield or enemy airfield as possible are recommended, so that you are less likely to be intercepted). Once you are right over your intended target, set your throttle to 0% and point your nose at the tank you want to destroy (since you have no bombsight, there will not be a bomb-drop indicator like in Arcade, and you will have to guess where the bombs will land). Once you are nearing your target, you will have to deploy your air-brakes or you won't be able to pull up at high speeds. You can tell when you are reaching a high speed with the sounds that the air and wings make. Once you drop your bomb(s) point your nose up to pull up. At this point, you can use your offensive armament to destroy soft targets like AA, engage enemy fighters that are nearby (which is very likely), or head back to the airfield to rearm for another run.

Dogfighting in RB with the Ju 87 is a very difficult task if the enemy knows your advantages and disadvantages and uses them to his advantage. Head-on attacks are very much not recommended, as the Ju 87's relatively weak armament severely lowers its chances of succeeding or surviving. Instead, stay low and slow in a combat situation with enemy aircraft (because of the Ju 87's control stiffening at high speeds) and try to trick the enemy into a turn fight. If he falls for your turn fight, you should end up on his 6 o'clock in 3-5 turns on most enemies, depending on the turn rate of the enemy plane. If he doesn't fall for your turn fight, you are most likely going to go down... this plane is not a fighter plane.

When returning to base, landing and takeoff is simple, and use of the air brakes will help if you come in too fast to land.

Tank Realistic Battles

Take a modular payload of 3 bombs of 250 kg or more into battle, forget about 50 kg bombs whose effect is too weak to secure the destruction of an enemy tank. Two bombs are loaded on the wings and drop together, the third is under the fuselage, meaning that with accurate aiming, you can consistently destroy two enemy ground vehicles. It is recommended to set up a fuse of at least 1.5 seconds to have time to clear the blast zone.

Your goal is to evolve at an altitude between 1,500 and 2,000 m above the battlefield. Once you've identified a target, fly towards its position while keeping your altitude. Proceed then to dive and reach a speed of 450 km/h, extend the airbrake to control the acceleration (and set the throttle on zero if needed) so that you stay at that speed. Zoom in on the target and when it is twice as big as the mouse cursor, place the target between the cursor and the cockpit, and release the bomb. Trajectories vary depending on the weight of the bomb: place the target closer to the cursor for the 250 kg bomb and for the 1,000 kg one, closer to the cockpit. You can shoot a burst with your offensive machine guns to estimate your attack angle. Release your bombs around 1,000 m and pull on the stick to fly away and regain altitude. Once all bombs are out, return to your airfield to rearm for another run or target lightly armoured vehicles with your machine guns (SPAA, armoured car, light tank, open-topped SPG, etc.). If you are attacked by an enemy plane from behind, use your defensive MG and put a stray of 7.92 mm bullets into it, but use the Armoured targets belt to compensate for the small calibre.

Enemies Worth Noting

With two 40 mm cannons, these fighters will cut the Ju 87 D-3 in half.
With two 20 mm cannons, any of these aircraft can damage vital parts like the engine or cooling systems.
With a single 20 mm cannon supported by machine guns, these planes are also dangerous for the Stuka to a lesser extent.
With four to six 0.50 cal machine guns, these aircraft can inflict heavy damage to your airframe.
With eight to twelve 0.303 machine guns, these fighters can turnfight the Junkers and thus can damage you if you stay exposed for too long to their saturating fire. Avoid dogfighting these planes in general.

Manual Engine Control

MEC elements
Mixer Pitch Radiator Supercharger Turbocharger
Oil Water Type
Not controllable Controllable
Not auto controlled
Controllable
Auto control available
Controllable
Auto control available
Separate Not controllable
1 gear
Not controllable

Pros and cons

Pros:

  • Best bomb load for the Ju 87 series
  • More powerful engine than the previous Ju 87 models
  • Extremely helpful in ground forces battles
  • Easy landing and takeoff
  • Low-speed manoeuvrability
  • Precision bombing accuracy, has air brakes
  • Good ammunition amount for the 7.92 mm machine guns
  • Decent defensive armament
  • Can perform both level and dive bombing equally
  • Well armoured
  • Dive siren removed, like the R-2 model
  • Lower profile cockpit and no more large radiator below the engine
  • Very high rate of fire for defensive armament

Cons:

  • Very slow compared to what it will face
  • Poor climb rate
  • Truly helpless against higher BR fighters
  • No bomb-sight, but with enough flight hours, precision bombing can be easily mastered
  • Defensive armament is inadequate against well armoured and well-coordinated foes
  • SPAA will rip you apart if not careful
  • Poor stock performance
  • No suspended guns, unlike the D-5 model

History

During the Battle of Britain, the Ju 87 was shown to be outclassed and outdated by modern allied aircraft, but with no replacement in sight, a new modification of Ju 87 was developed. The new Ju 87 designated D-1 was fitted with a more powerful Jumo 211 engine and a more aerodynamic airframe. In addition, more armour was added for protection and a better defensive armament of dual 7.92 mm machine guns. The payload was almost 4 times as much as the Ju 87 R-2 with 1,800 kg max bomb load. The fuel capacity was increased as well and had the ability to carry drop tanks, too. The D-3 version had improved armour from the D-1 for ground attack.

From May 1941 to March 1942 Ju 87 Ds were delivered to front-line units. In total 1559 Ju 87 D3s where built.

The Ju 87 D was used extensively on the Eastern Front and in North Africa. The Ju 87 was very effective at destroying Soviet counterattacks, disrupting supply-lines, and in one case on July 5, when StG 77 knocked out 15 trains and 500 vehicles. But everything has to come to an end, the Ju 87 had enjoyed superiority in the early war, but as the war progressed and the Soviet air force grew more effective and obtained better aircraft, the Ju 87 was made obsolete.


Archive of the in-game description

The Junkers Ju 87 Stuka was a single-engine dive bomber and attack aircraft of the WWII era. The most famous Stuka pilot of the war was Hans-Ulrich Rudel, the most highly decorated Luftwaffe pilot in history. Despite its slow speed and mediocre aerodynamics (the landing gear was fixed), the Stuka was one of the most effective Luftwaffe aircraft early in the war due to its pin-point accuracy in a dive. The Ju 87 remains one of the most recognizable symbols of the Blitzkrieg.

The Ju 87 D-3, a ground attack variant that still retained dive brakes, had improved armour. The pilot received some armour in the canopy, 8 mm armoured sheets were placed on the fuselage, and some examples even had armoured sliding panels in the canopy. Additional armour was also installed around the rear gunner's position. The new GSL-K 81Z turret had improved coverage. However, most aircrews thought that the gunner seat was less successful than that of the 'Bertha', the Ju 87 B.

The D variant also received a 5 mm armour plating under the oil radiator and additional armour around the fuselage fuel tanks. For a ground attack aircraft, the Ju 87 D's armament was rather weak, the D-3 variant having nothing but twin 7.92 mm MG 17s in the wings, and the D-5 upgraded to twin 20 mm MG 151/20 cannon. Acting in a ground attack role, the Stuka most often used special containers containing 92 fragmentation SC 2 bombs, which were ineffective against armoured targets. In addition, much larger bombs were also used, weighing 250 or 500 kg.


Media

Skins
Images
Videos

See also

Related development
Aircraft of comparable role, configuration and era

External links


Junkers Aircraft and Motor Works (Junkers Flugzeug- und Motorenwerke Aktiengesellschaft)
Fighters  Ju 88 C-6 · Ju 388 J
Strike Aircraft 
Ju 87  Ju 87 G-1 · Ju 87 G-2
Bombers  Ju 88 A-1 · Ju 88 A-4 · Ju 188 A-2 · Ju 288 C
Ju 87  Ju 87 B-2 · Ju 87 D-3 · Ju 87 D-5 · Ju 87 R-2 · Ju 87 R-2 Libya
Export  ▄Ju 87 D-3 · ▄Ju 87 R-2 · ▄Ju 88 A-4

Germany bombers
Arado  Ar 196 A-3
Blohm & Voss  BV 138 C-1 · BV 238
Dornier  Do 17 E-1 · Do 17 Z-2 · Do 217 E-2 · Do 217 E-4 · Do 217 K-1 · Do 217 M-1
Focke-Wulf  Fw 189 A-1 · Fw 200 C-1
Henschel  Hs 123 A-1
Heinkel  He 111 H-3 · He 111 H-6 · He 111 H-16 · He 115 C-1 · He 177 A-3 · He 177 A-5
Junkers  Ju 87 B-2 · Ju 87 R-2 · Ju 87 R-2 Libya · Ju 87 D-3 · Ju 87 D-5 · Ju 88 A-1 · Ju 88 A-4 · Ju 188 A-2 · Ju 288 C
Messerschmitt  Me 264
Savoia-Marchetti  ▀S.M.79 serie 1 · ▀S.M.79 B · ▀S.M.79 serie 4 · ▀S.M.79 serie 8
  ▀S.M.79 AS · ▀S.M.79 bis/N · ▀S.M.79 bis/T.M
Trophies  ▀Wellington Mk Ic