Difference between revisions of "Martin 167-A3"

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{{Specs-Card
 
{{Specs-Card
 
|code=maryland_mk1_france
 
|code=maryland_mk1_france
|images={{Specs-Card-Image|GarageImage_Martin167-A3.jpg}}
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.jpg}}
 
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! Combat !! Take-off !! Landing !! + !! -
 
! Combat !! Take-off !! Landing !! + !! -
 
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| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 340 || 340 || 210 || ~8 || ~3
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== Usage in battles ==
 
== Usage in battles ==
 
<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 
<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
'''High-altitude bomber:''' For high altitude bombing, gaining altitude is a priority, especially to put distance between you and fighters that rumble around the low-mid altitudes. At higher altitudes, mobile targets will be difficult to bomb as they will scatter when your bombs are released. Up high, it is better to focus on immobile targets such as artillery/AA gun emplacements or bases (if they are on the map). In AB, one way to gain altitude is to:
+
'''High-altitude bomber:''' For high altitude bombing, gaining altitude is a priority, especially to put distance between you and fighters that rumble around the low-mid altitudes. At higher altitudes, mobile targets will be difficult to bomb as they will scatter when your bombs are released. Up high, it is better to focus on immobile targets such as artillery/AA gun emplacements or bases (if they are on the map). In AB, one way to gain altitude is to:
  
 
* Immediately on spawn, drop all bombs, hit WEP and climb.
 
* Immediately on spawn, drop all bombs, hit WEP and climb.
* As WEP runs out, level the plane and wait for the next WEP cycle. It takes about three WEP cycles to get to a decent altitude.
+
* As WEP runs out, level the plane and wait for the next WEP cycle. It takes about three WEP cycles to get to a decent altitude.
 
* Remember, as you are climbing, release bombs as they reload to reduce weight.
 
* Remember, as you are climbing, release bombs as they reload to reduce weight.
 
* Once you are at a decent altitude, fly towards your targets and prepare to bomb utilizing the bomb sight (V).
 
* Once you are at a decent altitude, fly towards your targets and prepare to bomb utilizing the bomb sight (V).
Line 120: Line 120:
 
* Repeat 4-5 as needed until you get shot down or the game ends.
 
* Repeat 4-5 as needed until you get shot down or the game ends.
  
'''Mid-Low altitude bomber:''' At the mid-low altitudes you are a prime target for fighters, being not as manoeuverable and a fairly large profile. Here you may only get one chance to drop your bombs before being shot down, so look for holes in the enemy defense where you can slip by, line up a shot, drop your ordinance and manouever out for another run (or reload at base if playing RB/SB). If pressed and there are enemy all around, turn into heavy-fighter mode after your ordinance has been dropped and start pursuing. The turn and loop time is not the greatest, however this aircraft has a strong rudder and can do a power-on wing-over, quickly changing directions without much loss in energy (and a surprise to some pursuit aircraft who think they have you nailed). At this point, you can also transition to attacker mode.
+
'''Mid-Low altitude bomber:''' At the mid-low altitudes you are a prime target for fighters, being not as manoeuvrable and a fairly large profile. Here you may only get one chance to drop your bombs before being shot down, so look for holes in the enemy defence where you can slip by, line up a shot, drop your ordnance and manoeuvre out for another run (or reload at base if playing RB/SB). If pressed and there are enemy all around, turn into heavy-fighter mode after your ordnance has been dropped and start pursuing. The turn and loop time is not the greatest, however this aircraft has a strong rudder and can do a power-on wing-over, quickly changing directions without much loss in energy (and a surprise to some pursuit aircraft who think they have you nailed). At this point, you can also transition to attacker mode.
  
'''Attacker (on the deck):''' While the four wing mounted 7.5 mm FN Browning machine guns may not seem like much, when coupled with the 50 kg bombs, you can rack up some vehicle kills. While strafing the ground, all soft targets are available as the vehicles will not have much time to get out of the way of your ordinance. In AB it is best to use your 3rd person view to use the bombing indicator as you will need to fly the aircraft and bomb at the same time (vs. using (V) and solely utilizing the bomb sight while the AI keeps the aircraft level). In between bombing reloads you can strafe with your 4 x 7.5 mm machine guns to eliminate artillery/AA gun emplacements and armoured vehicles. While on the deck, you will typically encounter enemy aircraft and can divert to go after them if given the chance or perform evasive maneuvers while your gunner fires away (you get credit for hits, so let him fire away!).
+
'''Attacker (on the deck):''' While the four wing mounted 7.5 mm FN Browning machine guns may not seem like much, when coupled with the 50 kg bombs, you can rack up some vehicle kills. While strafing the ground, all soft targets are available as the vehicles will not have much time to get out of the way of your ordnance. In AB it is best to use your 3rd person view to use the bombing indicator as you will need to fly the aircraft and bomb at the same time (vs. using (V) and solely utilizing the bomb sight while the AI keeps the aircraft level). In between bombing reloads you can strafe with your 4 x 7.5 mm machine guns to eliminate artillery/AA gun emplacements and armoured vehicles. While on the deck, you will typically encounter enemy aircraft and can divert to go after them if given the chance or perform evasive manoeuvres while your gunner fires away (you get credit for hits, so let him fire away!).
  
 
=== Manual Engine Control ===
 
=== Manual Engine Control ===
Line 151: Line 151:
 
* Tracer belts for the forward-firing MGs are literal flamethrowers
 
* Tracer belts for the forward-firing MGs are literal flamethrowers
 
* Good visibility from the cockpit.
 
* Good visibility from the cockpit.
* Decent rate of climb at full load (best when ordinance is released)
+
* Decent rate of climb at full load (best when ordnance is released)
 
* Strong rudder control - aids in sharper manoeuvres
 
* Strong rudder control - aids in sharper manoeuvres
  
Line 160: Line 160:
 
* Very light stock payload
 
* Very light stock payload
 
* Rear gunner field of vision and fire is small
 
* Rear gunner field of vision and fire is small
* Rear gun is on a pintle mount, and cannot traverse forward
 
 
* Extremely prone to fuel fires
 
* Extremely prone to fuel fires
 
* (RB/SB) Flaps tear off quickly and at moderate speed (easily red-lines in a dive)
 
* (RB/SB) Flaps tear off quickly and at moderate speed (easily red-lines in a dive)
Line 174: Line 173:
  
 
== Media ==
 
== Media ==
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 +
 
 +
;Skins
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=maryland_mk1_france Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
== See also ==
 
== See also ==
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<!-- ''Paste links to sources and external resources, such as:''
 
<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on the aircraft;''
 
 
* ''other literature.'' -->
 
* ''other literature.'' -->
  

Latest revision as of 19:54, 25 May 2022

RANK 5 FRANCE
Somua SM PACK
Martin 167-A3
maryland_mk1_france.png
GarageImage Martin 167-A3.jpg
ArtImage Martin 167-A3.jpg
Martin 167-A3
Research:5 900 Specs-Card-Exp.png
Purchase:6 300 Specs-Card-Lion.png
Show in game

Description

The Martin 167-A3 is a rank I French bomber with a battle rating of 2.0 (AB/RB) and 2.3 (SB). It was introduced in Update 1.77 "Advancing Storm".

General info

Flight performance

Max speed
at 3 962 m479 km/h
Turn time21 s
Max altitude9 600 m
Engine2 х Pratt & Whitney R-1830-S1C3-G
TypeRadial
Cooling systemAir
Take-off weight8 t
Characteristics Max Speed
(km/h at 3,962 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 454 443 9600 21.8 22.6 6.3 6.3 350
Upgraded 505 479 20.2 21.0 12.4 9.0

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 + -
0 278 325 306 210 ~9 ~4
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 315 < 310 < 300 > 290

Survivability and armour

Crew3 people
Speed of destruction
Structural0 km/h
Gear278 km/h
  • No armour
  • Self-sealing fuel tanks (1 in each wingroot)

Modifications and economy

Repair costBasic → Reference
AB330 → 445 Sl icon.png
RB510 → 689 Sl icon.png
SB820 → 1 107 Sl icon.png
Total cost of modifications5 940 Rp icon.png
4 480 Sl icon.png
Talisman cost410 Ge icon.png
Crew training1 800 Sl icon.png
Experts6 300 Sl icon.png
Aces80 Ge icon.png
Research Aces135 000 Rp icon.png
Reward for battleAB / RB / SB
30 / 60 / 110 % Sl icon.png
106 / 106 / 106 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
400 Rp icon.png
Cost:
300 Sl icon.png
75 Ge icon.png
Mods radiator.png
Radiator
Research:
400 Rp icon.png
Cost:
300 Sl icon.png
75 Ge icon.png
Mods armor frame.png
Airframe
Research:
330 Rp icon.png
Cost:
250 Sl icon.png
60 Ge icon.png
Mods compressor.png
Compressor
Research:
330 Rp icon.png
Cost:
250 Sl icon.png
60 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
500 Rp icon.png
Cost:
380 Sl icon.png
95 Ge icon.png
Mods new engine.png
Engine
Research:
500 Rp icon.png
Cost:
380 Sl icon.png
95 Ge icon.png
Mods armor cover.png
Cover
Research:
480 Rp icon.png
Cost:
360 Sl icon.png
90 Ge icon.png
Mods metanol.png
Engine injection
Research:
480 Rp icon.png
Cost:
360 Sl icon.png
90 Ge icon.png
Mods engine extinguisher.png
EFS(a)
Research:
480 Rp icon.png
Cost:
360 Sl icon.png
90 Ge icon.png
Mods ammo.png
bmg303_turret_belt_pack
Research:
400 Rp icon.png
Cost:
300 Sl icon.png
75 Ge icon.png
Mod arrow 0.png
Mods turret gun.png
vikkersK_turret_new_gun
Research:
330 Rp icon.png
Cost:
250 Sl icon.png
60 Ge icon.png
Mods pilon bomb.png
50 DT
Research:
330 Rp icon.png
Cost:
250 Sl icon.png
60 Ge icon.png
Mods ammo.png
7_5mm_belt_pack
Research:
500 Rp icon.png
Cost:
380 Sl icon.png
95 Ge icon.png
Mod arrow 0.png
Mods weapon.png
mac39_new_gun
Research:
480 Rp icon.png
Cost:
360 Sl icon.png
90 Ge icon.png

Armaments

Offensive armament

Weapon 14 x 7.5 mm FN Browning machine gun
Ammunition3 200 rounds
Fire rate1 350 shots/min
Main article: FN Browning (7.5 mm)

The Martin 167-A3 is armed with:

  • 4 x 7.5 mm FN Browning machine guns, wing-mounted (800 rpg = 3,200 total)

The four machine guns are arranged in bundles of two mounted in each wing. Each are armed with the same amount of ammunition, which means that all guns will fire with each other until empty.

Suspended armament

List of setups (2)
Setup 18 x 50 kg D.T. No.2
Setup 216 x 50 kg D.T. No.2
Main article: D.T. No.2 (50 kg)

The Martin 167-A3 can be outfitted with the following ordnance:

  • 8 x 50 kg D.T. No.2 bombs (400 kg total)
  • 16 x 50 kg D.T. No.2 bombs (800 kg total)

Defensive armament

Turret7.7 mm Vickers K machine gun
Ammunition500 rounds
Fire rate950 shots/min
Main article: Vickers K (7.7 mm)

The Martin 167-A3 is defended by:

  • 1 x 7.7 mm Vickers K machine gun, dorsal turret (500 rpg)

Usage in battles

High-altitude bomber: For high altitude bombing, gaining altitude is a priority, especially to put distance between you and fighters that rumble around the low-mid altitudes. At higher altitudes, mobile targets will be difficult to bomb as they will scatter when your bombs are released. Up high, it is better to focus on immobile targets such as artillery/AA gun emplacements or bases (if they are on the map). In AB, one way to gain altitude is to:

  • Immediately on spawn, drop all bombs, hit WEP and climb.
  • As WEP runs out, level the plane and wait for the next WEP cycle. It takes about three WEP cycles to get to a decent altitude.
  • Remember, as you are climbing, release bombs as they reload to reduce weight.
  • Once you are at a decent altitude, fly towards your targets and prepare to bomb utilizing the bomb sight (V).
  • If you start to see fighters working their way up towards you, continue on climbing in between bomb reloading cycles.
  • Repeat 4-5 as needed until you get shot down or the game ends.

Mid-Low altitude bomber: At the mid-low altitudes you are a prime target for fighters, being not as manoeuvrable and a fairly large profile. Here you may only get one chance to drop your bombs before being shot down, so look for holes in the enemy defence where you can slip by, line up a shot, drop your ordnance and manoeuvre out for another run (or reload at base if playing RB/SB). If pressed and there are enemy all around, turn into heavy-fighter mode after your ordnance has been dropped and start pursuing. The turn and loop time is not the greatest, however this aircraft has a strong rudder and can do a power-on wing-over, quickly changing directions without much loss in energy (and a surprise to some pursuit aircraft who think they have you nailed). At this point, you can also transition to attacker mode.

Attacker (on the deck): While the four wing mounted 7.5 mm FN Browning machine guns may not seem like much, when coupled with the 50 kg bombs, you can rack up some vehicle kills. While strafing the ground, all soft targets are available as the vehicles will not have much time to get out of the way of your ordnance. In AB it is best to use your 3rd person view to use the bombing indicator as you will need to fly the aircraft and bomb at the same time (vs. using (V) and solely utilizing the bomb sight while the AI keeps the aircraft level). In between bombing reloads you can strafe with your 4 x 7.5 mm machine guns to eliminate artillery/AA gun emplacements and armoured vehicles. While on the deck, you will typically encounter enemy aircraft and can divert to go after them if given the chance or perform evasive manoeuvres while your gunner fires away (you get credit for hits, so let him fire away!).

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
Combined Not controllable
1 gear
Not controllable

Pros and cons

Pros:

  • Decently manoeuvrable for a bomber
  • Short take off distance (which is great for maps with short runways)
  • Fast
  • Tracer belts for the forward-firing MGs are literal flamethrowers
  • Good visibility from the cockpit.
  • Decent rate of climb at full load (best when ordnance is released)
  • Strong rudder control - aids in sharper manoeuvres

Cons:

  • No armour protection whatsoever
  • Weak defensive firepower
  • Very light stock payload
  • Rear gunner field of vision and fire is small
  • Extremely prone to fuel fires
  • (RB/SB) Flaps tear off quickly and at moderate speed (easily red-lines in a dive)
  • Offensive machine guns are mounted so far apart that they are virtually useless (you won't be able to hit a truck with all 4, for example)

History

The Martin Model 167 medium bomber was developed as a response to a set of requirements issued by the USAAC in 1938. Following these requirements, Martin developed its Model 167 bomber, which received its official testing designation of XA-22. However, despite showing favorable performance, the XA-22 lost out to the Douglas DB-7 (which became A-20 Havoc) during the competition, which resulted in Douglas getting the contract with the USAAC. What would usually spell disaster for most projects that suffered a fate like this, turned out to not to be the case for Martin's design. With an armed conflict looming over Europe, nations such as France and the UK were desperately stocking up with any military equipment that was on offer, including aircraft. France in particular was looking into buying any available aircraft from manufacturers abroad as the domestic production was limited. These manufacturers were in many cases American companies, just like Martin. In any case, the first orders for French export versions of Martin's new bomber soon came in, effectively sparing the project from ruin.

The first order called for more than 200 Martin 167s to be built with certain modifications made to optimize it for French use, such as the installation of French armament, including guns, metric instruments and different engines. Martin, eager to fulfill the order, nearly doubled production and managed to manufacture over 100 aircraft in the space of six months. However, the shipment of ready units was delayed until October 1939 until the U.S. arms embargo was lifted. During this period, the French placed an order for an additional 100 aircraft to be made. However, before the order could be entirely fulfilled, France had been occupied by Germany in June 1940 and only 25 further aircraft made it to France after the initial batch. Nonetheless, the units that made it to France performed well in combat, out matching some of France's domestic bomber aircraft, such as the LeO 451 in combat efficiency and loss rates. Once the armistice was signed, the remaining aircraft were transferred to the African theater of operations, placed under Vichy command and took part in bombing missions against allied positions. In 1943, the Martin 167s stationed in Africa were replaced by newer allied aircraft once the local French forces joined the allies again. A total of around 450 Martin 167 bombers were manufactured and the aircraft continued to serve among the ranks of the French and British air forces until 1945.

- From Devblog

Media

Skins

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the aircraft;
  • links to approximate analogues of other nations and research trees.

External links


Glenn L. Martin Company
Attackers  AM-1
Bombers  B-10B · B-26B · PBM-1 · PBM-3 · PBM-5A
Jet bombers  B-57A* · B-57B*
Export  Martin 139WC · Martin 167-A3 · B-26C
  * These aircraft were license-built from The English Electric Company Limited who developed and built the British English Electric Canberra.

France bombers
Farman  F.222.2 · N.C.223.3
Latécoère  Late 298D
Potez  Potez 633
Liore et Olivier  LeO 451 early · LeO 451 late
Bloch  M.B.174A-3 · M.B.162 · M.B.175T
American  V-156-F · Martin 167-A3 · ▄A-35B · ▄SB2C-5 · B-26C · ▄PBY-5A Late · ▄PB4Y-2
British  Lancaster MR.7