Difference between revisions of "Ju 87 D-3 (Italy)"

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(Updated format)
(Suspended armament: Updated)
 
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| usage-1 = the German version
 
| usage-1 = the German version
 
| link-1 = Ju 87 D-3
 
| link-1 = Ju 87 D-3
| usage-2 = other uses
+
| usage-2 = other versions
 
| link-2 = Ju 87 (Family)
 
| link-2 = Ju 87 (Family)
 
}}
 
}}
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian dive bomber {{Battle-rating}}. It was introduced in [[Update 1.85 "Supersonic"]].
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Italian dive bomber {{Battle-rating}}. It was introduced in [[Update 1.85 "Supersonic"]].
  
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 to much speed and 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 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.
 
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.
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! Combat !! Take-off !! Landing !! + !! -
 
! Combat !! Take-off !! Landing !! + !! -
 
|-
 
|-
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 500 || 320 || ~12 || ~4
+
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || N/A || 454 || 320 || ~13 || ~5
 
|-
 
|-
 
|}
 
|}
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{{Specs-Avia-Armour}}
 
{{Specs-Avia-Armour}}
 
<!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' -->
 
<!-- ''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.'' -->
 +
[[File:Ju 87 D-3 Italy.png|thumb|Armour layout for the Ju 87 D-3]]
  
 
* 4 mm steel underneath engine
 
* 4 mm steel underneath engine
Line 103: Line 104:
 
* 8 mm steel pilot's seat
 
* 8 mm steel pilot's seat
 
* 8 mm steel pilot's headrest
 
* 8 mm steel pilot's headrest
* 50 mm bulletproof glass in front of pilot
+
* 50 mm (51°) 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)
 +
 +
This protects the pilot and gunner from most shrapnel pieces and gives the engine some extra protection from small calibre gunfire from below.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
Line 119: Line 122:
  
 
* 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).
 
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).
  
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{{Specs-Avia-Suspended}}
 
{{Specs-Avia-Suspended}}
 
<!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' -->
 
<!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' -->
{{main|GP 50 (50 kg)|GP 100 (100 kg)|GP 250 (250 kg)|GP 500 (500 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="5" width="30%" | <div class="ttx-image">[[File:Hardpoints_Ju_87_B-2.png]]</div>
 +
|-
 +
! [[GP 50 (50 kg)|50 kg GP 50]] bombs
 +
| 2 || || 2
 +
|-
 +
! [[GP 100T (100 kg)|100 kg GP 100T]] bombs
 +
| 2 || || 2
 +
|-
 +
! [[GP 250 (250 kg)|250 kg GP 250]] bombs
 +
| || 1 ||
 +
|-
 +
! [[GP 500 (500 kg)|500 kg GP 500]] bombs
 +
| || 1 ||
 +
|-
 +
|}
 +
 +
{{Navigation-Start|Default weapon presets}}
 +
{{Navigation-First-Simple-Line}}
 
* 1 x 250 kg GP 250 bomb (250 kg total)
 
* 1 x 250 kg GP 250 bomb (250 kg total)
* 1 x 250 kg GP 250 bomb + 4 x 50 kg GP 50 bombs (450 kg total)
+
* 4 x 50 kg GP 50 bombs (200 kg total)
* 1 x 250 kg GP 250 bomb + 4 x 100 kg GP 100 bombs (650 kg total)
+
* 4 x 100 kg GP 100T bombs (400 kg total)
 
* 1 x 500 kg GP 500 bomb (500 kg total)
 
* 1 x 500 kg GP 500 bomb (500 kg total)
* 1 x 500 kg GP 500 bomb + 4 x 50 kg GP 50 bombs (700 kg total)
+
{{Navigation-End}}
* 1 x 500 kg GP 500 bomb + 4 x 100 kg GP 100 bombs (900 kg total)
 
  
 
=== Defensive armament ===
 
=== Defensive armament ===
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== 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 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).'' -->
  
===Modes===
+
;Air Arcade Battles
==== 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.  
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 ditance between your plane and pursuing enemy aircraft.  
 
  
 
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.
 
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
Take a modular payload of 5 bombs of 1x 250 or 500kg plus 4x 100 kg into battle, forget about 50 kg bombs whose effect is too weak to secure the destruction of an enemy tank. Bombs loaded on the wings drop together by pair, the last one is under the fuselage, meaning that with accurate aiming, you can consistently destroy two to three 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. Do not use the 100 kg bombs against heavy tanks.
+
Take a modular payload of 5 bombs of 1 x 250 or 500 kg plus 4 x 100 kg into battle, forget about 50 kg bombs whose effect is too weak to secure the destruction of an enemy tank. Bombs loaded on the wings drop together by pair, the last one is under the fuselage, meaning that with accurate aiming, you can consistently destroy two to three 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. Do not use the 100 kg bombs against heavy tanks.
 
 
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 100 kg bomb and for the 500 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 ===
 
* [[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.
 
* [[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}}
 
:: With four to six 0.50 cal machine guns, these aircraft can inflict heavy damage to your airframe.
 
* [[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]]
 
:: 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.
 
 
 
=== IGD (Intentional Gear Destruction) ===
 
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
+
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 100 kg bomb and for the 500 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.
  
Effects have been tested numerous times, but may vary based on payload, fuel, aircraft damage, etc.
+
;Enemies worth noting
  
* Airspeed: +50 km/h (30 mph) to max speed.
+
* [[Hurricane Mk IV]]{{-}}[[Ki-44-II otsu]] - With two 40 mm cannons, these fighters will cut the {{PAGENAME}} in half.
* Drag coefficient: -10-20% (numbers not exact)
+
* [[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.
* Weight: Negligible
+
* [[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.
* Turn Time: -2 sec
+
* [[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}} - With four to six 0.50 cal machine guns, these aircraft can inflict heavy damage to your airframe.
 +
* [[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]] - 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 ===
 
=== Manual Engine Control ===
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'''Pros:'''
 
'''Pros:'''
  
* More powerful engine than the previous Ju 87 models
 
* Extremely helpful in ground forces battles
 
 
* Easy landing and takeoff
 
* Easy landing and takeoff
* Low-speed manoeuvrability
+
* Good low-speed manoeuvrability
 
* Precision bombing accuracy, has air brakes
 
* Precision bombing accuracy, has air brakes
 
* Good ammunition amount for the 7.92 mm machine guns
 
* Good ammunition amount for the 7.92 mm machine guns
* Decent defensive armament
+
* Fast-firing defensive armament
 
* Can perform both level and dive bombing equally
 
* Can perform both level and dive bombing equally
 
* Well armoured
 
* Well armoured
* Dive siren removed, like the R-2 model
 
 
* Lower profile cockpit and no more large radiator below the engine
 
* Lower profile cockpit and no more large radiator below the engine
* Very high rate of fire for defensive armament
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* Very slow compared to what it will face
+
* Very slow aircraft
 
* Poor climb rate
 
* Poor climb rate
* Truly helpless against higher BR fighters
 
 
* No bomb-sight, but with enough flight hours, precision bombing can be easily mastered
 
* 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
 
* Defensive armament is inadequate against well armoured and well-coordinated foes
* SPAA will rip you apart if not careful
 
 
* Poor stock performance
 
* Poor stock performance
 
* No suspended guns, unlike the D-5 model
 
* No suspended guns, unlike the D-5 model
Line 255: Line 255:
  
 
;Skins
 
;Skins
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=italy&vehicleType=aircraft&vehicleClass=bomber&vehicle=ju-87d-3_italy Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
+
 
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=ju-87d-3_italy Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 
* Skins and camouflages for the German [[Ju 87 D-3]] can be used for the {{PAGENAME}}.
 
* Skins and camouflages for the German [[Ju 87 D-3]] can be used for the {{PAGENAME}}.
  
Line 267: Line 268:
  
 
;Related development
 
;Related development
 +
 
* [[Ju 87 (Family)]]
 
* [[Ju 87 (Family)]]
  
 
;Aircraft of comparable role, configuration and era
 
;Aircraft of comparable role, configuration and era
 +
 
* [[SBD-3]]
 
* [[SBD-3]]
 
* [[D4Y1]]
 
* [[D4Y1]]
Line 279: Line 282:
 
* ''other literature.'' -->
 
* ''other literature.'' -->
  
 +
* [https://forum.warthunder.com/index.php?/topic/161907-junkers-ju-87-d-3/ Official data sheet - more details about the performance]
 
* [[wikipedia:Junkers_Ju_87|[Wikipedia] Junkers Ju 87]]
 
* [[wikipedia:Junkers_Ju_87|[Wikipedia] Junkers Ju 87]]
  
 
{{AirManufacturer Junkers}}
 
{{AirManufacturer Junkers}}
 
{{Italy bombers}}
 
{{Italy bombers}}

Latest revision as of 21:08, 13 October 2023

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
This page is about the dive bomber Ju 87 D-3 (Italy). For the German version, see Ju 87 D-3. For other versions, see Ju 87 (Family).
▄Ju 87 D-3
ju-87d-3_italy.png
GarageImage Ju 87 D-3 (Italy).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 Italian dive bomber with a battle rating of 2.3 (AB/SB) and 2.0 (RB). It was introduced in Update 1.85 "Supersonic".

The Ju 87 D-3 (Italy) 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 < 270 < 350 > 325
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
4,000 m 1,180 hp 1,390 hp

Survivability and armour

Crew2 people
Speed of destruction
Structural730 km/h
Gear800 km/h
Armour layout for the Ju 87 D-3
  • 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 (51°) bulletproof glass in front of pilot
  • 4 self-sealing fuel tanks, 2 in each wing (wing root and mid-wing)

This protects the pilot and gunner from most shrapnel pieces and gives the engine some extra protection from small calibre gunfire from below.

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 410 Rp icon.png
9 400 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:
420 Rp icon.png
Cost:
470 Sl icon.png
80 Ge icon.png
Mods radiator.png
Radiator
Research:
420 Rp icon.png
Cost:
470 Sl icon.png
80 Ge icon.png
Mods armor frame.png
Airframe
Research:
470 Rp icon.png
Cost:
530 Sl icon.png
90 Ge icon.png
Mods compressor.png
Compressor
Research:
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Cost:
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Wings repair
Research:
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Cost:
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Engine
Research:
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Cost:
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Cover
Research:
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Cost:
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Engine injection
Research:
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Cost:
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mg_belt_pack
Research:
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Cost:
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GP50
Research:
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Cost:
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mg_turret_belt_pack
Research:
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Cost:
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GP100
Research:
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Cost:
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mg17_new_gun
Research:
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Cost:
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GP500
Research:
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Cost:
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mg81_turret_new_gun
Research:
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Cost:
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Armaments

Offensive armament

Main article: MG 17 (7.92 mm)

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

1 2 3
Hardpoints Ju 87 B-2.png
50 kg GP 50 bombs 2 2
100 kg GP 100T bombs 2 2
250 kg GP 250 bombs 1
500 kg GP 500 bombs 1
Default weapon presets
  • 1 x 250 kg GP 250 bomb (250 kg total)
  • 4 x 50 kg GP 50 bombs (200 kg total)
  • 4 x 100 kg GP 100T bombs (400 kg total)
  • 1 x 500 kg GP 500 bomb (500 kg total)

Defensive armament

Main article: MG 81 (7.92 mm)

The Ju 87 D-3 (Italy) 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 (Italy) 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 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).

Usage in battles

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 (Italy) 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 5 bombs of 1 x 250 or 500 kg plus 4 x 100 kg into battle, forget about 50 kg bombs whose effect is too weak to secure the destruction of an enemy tank. Bombs loaded on the wings drop together by pair, the last one is under the fuselage, meaning that with accurate aiming, you can consistently destroy two to three 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. Do not use the 100 kg bombs against heavy tanks.

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 100 kg bomb and for the 500 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

Manual Engine Control

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

Pros and cons

Pros:

  • Easy landing and takeoff
  • Good low-speed manoeuvrability
  • Precision bombing accuracy, has air brakes
  • Good ammunition amount for the 7.92 mm machine guns
  • Fast-firing defensive armament
  • Can perform both level and dive bombing equally
  • Well armoured
  • Lower profile cockpit and no more large radiator below the engine

Cons:

  • Very slow aircraft
  • Poor climb rate
  • 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
  • Poor stock performance
  • No suspended guns, unlike the D-5 model

History

Procurement

In early 1939, a commission of the Luftwaffe met the Regia Aeronautica in Italy to share technology and knowledge. The Luftwaffe tested Italian aircraft and the Italian Air Force tested the Junkers 87. The dive bombing technique was not commonly used by Italian bombers as they lacked capable planes like the Stuka. The Italian government ordered 100 Ju 87 B-2 following the visit of the Luftwaffe. Italian fighter pilots were sent in Austria to be trained as Stuka pilots and in the summer of 1940, the Regia Aeronautica had its first dive bombing group followed later by additional squadrons.

The first 50 planes were Ju 87 B-2 while the 50 following were Ju 87 R-2, a version derived from the B-2 focused on the anti-ship role and with greater autonomy thanks to drop fuel tanks. They were later upgraded to the R-5 version. The initial Italian Stukas were mainly used against Malta and the allied ships convoys in the Mediterranean and in North Africa, where they took part in the siege of Tobruk in 1941. As the war continued in Europe, the Italian Air Force received additional Ju 87 B-2 and R-5 for a total of 159 aircraft in 1942. The Regia Aeronautica received the D-3 version in 1943. The D-3 variant was derived from the D-1 (which had a better engine and better armament than previous versions) and was specially uparmoured for the ground attack role.

Combat usage

The Italian Ju 87 D-3 saw combat during the Allied invasion of Sicily, where they suffered heavy losses against allied fighters. After the Italian armistice, most of the Italian Stukas served with the Italian Cobelligerent Air Force and did not see further combat. They were used as training aircraft by allied air forces, either to get familiar with the plane's capabilities or to simulate air combat against Stukas.

Media

Skins
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

Italy bombers
Fiat  B.R.20DR · B.R.20M M1
Savoia-Marchetti  S.81 · S.M.79 serie 1 · S.M.79 B · S.M.79 serie 8 · S.M.79 AS · S.M.79 bis/T.M
CANT  Z.1007 bis serie 3 · Z.1007 bis serie 5
Piaggio  P.108B serie 1 · P.108B serie 2
  Foreign:
Germany  ▄Ju 87 R-2 · ▄Ju 87 D-3
Hungary  ◔Tu-2S-59