Difference between revisions of "F-4J(UK) Phantom II"
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(Added some basic gameplay tips and pros and cons to the wiki. There were none previously so think of this as a place holder until more stuff can be added) (Tag: Visual edit) |
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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).'' | ||
+ | |||
+ | The F4J (UK) is a great aircraft but will feel out of place to new players. The main attraction to any phantom are its missiles, however the sky flash missiles do not complement the F4J(UK)'s gameplay. Being essentially an improved [[AIM-7E-2 Sparrow]] the Sky flashes do not have the long range performance of the [[AIM-7F Sparrow]] or [[AIM-7M Sparrow]]. Not to mention you cannot roll out of the way of these high performance SARH missiles, forcing you to dump your lock and go 90° to attempt to force the missiles to over lead the other direction. In terms of raw G performance however, the Sky flash will absolutely pull all 25Gs to hit a target (especially at short range) if you can maintain a radar lock. | ||
+ | |||
+ | As with all F4s, sharp turns will quickly deplete your energy/speed. The F4J(UK) is a heavy plane and will take an unacceptable (in terms of dodging missiles) amount of time to regain its speed in order to dodge another. Limit your time in open air and on the enemy's radar scopes if at all possible. i suggest staying behind a teammate or behind the pack in general. | ||
+ | |||
+ | The [[AN/APG-59]] radar on the F4J(UK) is a very average pulse doppler radar. Although you can theoretically get a radar lock on a target that is moving away from you at less that 540 km/h, the SARH missiles will have a difficult time getting a lock even if the radar is locked. Other than that the PD mode performs as you would expect, being especially potent in a head on engagement. | ||
+ | |||
+ | If you are using this plane to grind out the UK tech tree i suggest always brining at least 8 1000lb bombs. Of course you will lose turn performance however your playstyle shouldn't change too much. the F4J(UK) already is not completive with other planes at this br (In terms of turning performance) so when entering the merge try and pick out a target you know has poor/no decent radar missiles. Other than that just take a few seconds to hit a base before turning back to reengage. | ||
+ | |||
+ | This combo of radar and missile leaves much to be desires and locks you into a less than optimal playstyle. The usual strategy and go for head-on attacks to negate your lackluster maneuverability and make the most out of your decent radar and missiles. But keep in mind you are almost always bringing a pistol to a long range sniper range. A competent opponent can easily roll out of the way of your missile and even then still might maintain a radar lock long enough to win the joust. The F4J(UK) doesn't maneuver well enough to make a reliable last minute dodge so it is advisable to think ahead two steps when you anticipate a SARH joust. One thing you might want to get used to is pushing your nose down when dodging all aspect IR missiles. As your countermeasure pods fire directly upwards. The F4J(UK) suffers from wing rip problems when pulling negative Gs so you will need to work out a techniques that works for you. | ||
+ | |||
+ | Gameplay tips: | ||
+ | |||
+ | STAY LOW | ||
+ | |||
+ | The best way to dodge long-mid range SARH shots and remain in position for the merge is to use hills and terrain features. The Phantom simply lacks the performance to pull multiple 90° turns and still be in a firing position for the merge. This is doubly important with any sort of bombload as you may find yourself struggling to notch within visual range distances (20KM>). If you miss the merge you will find yourself in the center of a furball, attempting to outmaneuver significantly more agile and/or higher performance aircraft with much higher performance. entering a fight at anything less than Mach 1 leaves you open to getting jumped by dedicated dogfighters without a clear way to escape. | ||
=== Pros and cons === | === Pros and cons === | ||
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'''Pros:''' | '''Pros:''' | ||
+ | |||
+ | * signature "jack of all trades" phantom performance | ||
+ | * Nuanced yet effective sky flash missiles | ||
+ | ** | ||
+ | * Heavy and effective bomb load | ||
+ | * Similar performance to other British phantoms | ||
+ | ** identical weapon systems | ||
+ | ** makes a good trainer for top tier UK | ||
+ | |||
* | * | ||
'''Cons:''' | '''Cons:''' | ||
+ | |||
+ | * Doesn't turn well | ||
+ | * Sky flash has short range and can be kinetically dodged | ||
+ | ** Sky flash missiles have a tendency to not detonate or lose track at last second | ||
+ | * gun pod hampers turning performance | ||
+ | * inferior afterburners to the other British phantoms | ||
+ | ** although slightly better thrust when not afterburning | ||
+ | * wings rip easily in negative G maneuver | ||
+ | |||
* | * | ||
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* ''links to approximate analogues of other nations and research trees.'' --> | * ''links to approximate analogues of other nations and research trees.'' --> | ||
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:'' | ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:'' | ||
+ | |||
* ''reference to the series of the aircraft;'' | * ''reference to the series of the aircraft;'' | ||
* ''links to approximate analogues of other nations and research trees.'' | * ''links to approximate analogues of other nations and research trees.'' | ||
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* ''other literature.'' --> | * ''other literature.'' --> | ||
''Paste links to sources and external resources, such as:'' | ''Paste links to sources and external resources, such as:'' | ||
+ | |||
* ''topic on the official game forum;'' | * ''topic on the official game forum;'' | ||
* ''other literature.'' | * ''other literature.'' |
Revision as of 05:07, 3 January 2023
This page is about the premium British jet fighter F-4J(UK) Phantom II. For the American version, see F-4J Phantom II. For other versions, see F-4 Phantom II (Family). |
Contents
Description
The F-4J(UK) Phantom II is a premium gift rank VII British jet fighter with a battle rating of 11.7 (AB) and 12.0 (RB/SB). It was introduced in Update "Apex Predators".
General info
Flight performance
Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.
Characteristics | Max speed (km/h at _,___ m) |
Max altitude (metres) |
Turn time (seconds) |
Rate of climb (metres/second) |
Take-off run (metres) | |||
---|---|---|---|---|---|---|---|---|
AB | RB | AB | RB | AB | RB | |||
Stock | ___ | ___ | 16000 | __._ | __._ | __._ | __._ | ___ |
Upgraded | ___ | ___ | __._ | __._ | __._ | __._ |
Details
Features | |||||
---|---|---|---|---|---|
Combat flaps | Take-off flaps | Landing flaps | Air brakes | Arrestor gear | Drogue chute |
_ | _ | _ | _ | _ | _ |
Limits | ||||||
---|---|---|---|---|---|---|
Wings (km/h) | Gear (km/h) | Flaps (km/h) | Max Static G | |||
Combat | Take-off | Landing | + | - | ||
1458 | 463 | ___ | ___ | ___ | ~__ | ~__ |
Optimal velocities (km/h) | |||
---|---|---|---|
Ailerons | Rudder | Elevators | Radiator |
< ___ | < ___ | < ___ | N/A |
Engine performance
Engine | Aircraft mass | |||||
---|---|---|---|---|---|---|
Engine name | Number | Basic mass | Wing loading (full fuel) | |||
_____ | _ | _,___ kg | ___ kg/m2 | |||
Engine characteristics | Mass with fuel (no weapons load) | Max Gross Weight | ||||
Weight (each) | Type | _m fuel | __m fuel | __m fuel | ||
___ kg | ___ | _,___ kg | _,___ kg | _,___ kg | _,___ kg | |
Maximum engine thrust @ 0 m (RB/SB) | Thrust to weight ratio @ 0 m (___%/WEP) | |||||
Condition | 100% | ___%/WEP | _m fuel | __m fuel | __m fuel | MGW |
Stationary | ___ kgf | ___ kgf | _.__ | _.__ | _.__ | _.__ |
Optimal | ___ kgf (_ km/h) |
___ kgf (_ km/h) |
_.__ | _.__ | _.__ | _.__ |
Survivability and 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.
Modifications and economy
Armaments
Offensive armament
The F-4J(UK) Phantom II is armed with:
- A choice between two presets:
- Without offensive armament
- 60 x countermeasures
Suspended armament
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.
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).
The F4J (UK) is a great aircraft but will feel out of place to new players. The main attraction to any phantom are its missiles, however the sky flash missiles do not complement the F4J(UK)'s gameplay. Being essentially an improved AIM-7E-2 Sparrow the Sky flashes do not have the long range performance of the AIM-7F Sparrow or AIM-7M Sparrow. Not to mention you cannot roll out of the way of these high performance SARH missiles, forcing you to dump your lock and go 90° to attempt to force the missiles to over lead the other direction. In terms of raw G performance however, the Sky flash will absolutely pull all 25Gs to hit a target (especially at short range) if you can maintain a radar lock.
As with all F4s, sharp turns will quickly deplete your energy/speed. The F4J(UK) is a heavy plane and will take an unacceptable (in terms of dodging missiles) amount of time to regain its speed in order to dodge another. Limit your time in open air and on the enemy's radar scopes if at all possible. i suggest staying behind a teammate or behind the pack in general.
The AN/APG-59 radar on the F4J(UK) is a very average pulse doppler radar. Although you can theoretically get a radar lock on a target that is moving away from you at less that 540 km/h, the SARH missiles will have a difficult time getting a lock even if the radar is locked. Other than that the PD mode performs as you would expect, being especially potent in a head on engagement.
If you are using this plane to grind out the UK tech tree i suggest always brining at least 8 1000lb bombs. Of course you will lose turn performance however your playstyle shouldn't change too much. the F4J(UK) already is not completive with other planes at this br (In terms of turning performance) so when entering the merge try and pick out a target you know has poor/no decent radar missiles. Other than that just take a few seconds to hit a base before turning back to reengage.
This combo of radar and missile leaves much to be desires and locks you into a less than optimal playstyle. The usual strategy and go for head-on attacks to negate your lackluster maneuverability and make the most out of your decent radar and missiles. But keep in mind you are almost always bringing a pistol to a long range sniper range. A competent opponent can easily roll out of the way of your missile and even then still might maintain a radar lock long enough to win the joust. The F4J(UK) doesn't maneuver well enough to make a reliable last minute dodge so it is advisable to think ahead two steps when you anticipate a SARH joust. One thing you might want to get used to is pushing your nose down when dodging all aspect IR missiles. As your countermeasure pods fire directly upwards. The F4J(UK) suffers from wing rip problems when pulling negative Gs so you will need to work out a techniques that works for you.
Gameplay tips:
STAY LOW
The best way to dodge long-mid range SARH shots and remain in position for the merge is to use hills and terrain features. The Phantom simply lacks the performance to pull multiple 90° turns and still be in a firing position for the merge. This is doubly important with any sort of bombload as you may find yourself struggling to notch within visual range distances (20KM>). If you miss the merge you will find yourself in the center of a furball, attempting to outmaneuver significantly more agile and/or higher performance aircraft with much higher performance. entering a fight at anything less than Mach 1 leaves you open to getting jumped by dedicated dogfighters without a clear way to escape.
Pros and cons
Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".
Pros:
- signature "jack of all trades" phantom performance
- Nuanced yet effective sky flash missiles
- Heavy and effective bomb load
- Similar performance to other British phantoms
- identical weapon systems
- makes a good trainer for top tier UK
Cons:
- Doesn't turn well
- Sky flash has short range and can be kinetically dodged
- Sky flash missiles have a tendency to not detonate or lose track at last second
- gun pod hampers turning performance
- inferior afterburners to the other British phantoms
- although slightly better thrust when not afterburning
- wings rip easily in negative G maneuver
History
Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main
template. Be sure to reference text and sources by using <ref></ref>
, as well as adding them at the end of the article with <references />
. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===
, also if applicable).
Media
Excellent additions to the article would be video guides, screenshots from the game, and photos.
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
Paste links to sources and external resources, such as:
- topic on the official game forum;
- other literature.
Britain jet aircraft | |
---|---|
Blackburn | Buccaneer S.1 · Buccaneer S.2 · Buccaneer S.2B |
British Aerospace | Harrier GR.7 · Sea Harrier FRS.1 (e) · Sea Harrier FRS.1 · Sea Harrier FA 2 |
British Aircraft Corporation | Strikemaster Mk.88 |
English Electric | Canberra B Mk 2 · Canberra B (I) Mk 6 · Lightning F.6 · Lightning F.53 |
Gloster | Meteor F Mk 3 · Sea Meteor F Mk 3 · Meteor F Mk 4 G.41F · Meteor F Mk 4 G.41G · Meteor F Mk 8 G.41K · Meteor F Mk.8 Reaper |
Javelin F.(A.W.) Mk.9 | |
de Havilland | Vampire F.B.5 · Venom FB.4 · Sea Venom FAW 20 · Sea Vixen F.A.W. Mk.2 |
Hawker | Sea Hawk FGA.6 · Hunter F.1 · Hunter F.6 · Hunter FGA.9 · Harrier GR.1 · Harrier GR.3 |
Panavia | Tornado GR.1 · Tornado GR.4 · Tornado F.3 · Tornado F.3 Late |
SEPECAT | Jaguar GR.1 · Jaguar GR.1A · Jaguar IS |
Supermarine | Attacker FB 1 · Attacker FB.2 · Scimitar F Mk.1 · Swift F.1 · Swift F.7 |
Foreign | Phantom FG.1 (USA) · Phantom FGR.2 (USA) · F-4J(UK) Phantom II (USA) |
Australia | F-111C |
India | ▄MiG-21 Bison |
South Africa | ▄JAS39C |
Britain premium aircraft | |
---|---|
Fighters | Tuck's Gladiator Mk II · ▄Boomerang Mk I · ▄Boomerang Mk II · ▄D.520 |
▄Martlet Mk IV · ▄Corsair F Mk II · ▄Hellcat Mk II · ▄Thunderbolt Mk.1 · ▄Mustang Mk IA | |
Hurricane Mk.I/L FAA M · Spitfire Mk.IIa Venture I · Spitfire F Mk IXc · Plagis' Spitfire LF Mk IXc · Spitfire F Mk XIVc · Prendergast's Spitfire FR Mk XIVe | |
Typhoon Mk Ib · MB.5 | |
Twin-engine fighters | Hornet Mk.I · Whirlwind P.9 |
Jet fighters | Attacker FB.2 · Hunter FGA.9 · Lightning F.53 · Meteor F Mk.8 Reaper · Sea Vixen F.A.W. Mk.2 · F-4J(UK) Phantom II · ▄MiG-21 Bison |
Strike aircraft | ▄Wirraway · Beaufighter Mk I (40-mm) · Wyvern S4 |
Harrier GR.1 · Strikemaster Mk.88 | |
Bombers | ▄Avenger Mk II · ▄Boston Mk I · ▄Catalina Mk IIIa · ▄DB-7 · ▄Havoc Mk I · ▄Hudson Mk V · Swordfish Mk II |