Difference between revisions of "A6M5 otsu"
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===Specific enemies worth noting=== | ===Specific enemies worth noting=== | ||
<!--Some concerning vehicles to worry about if playing this plane. (i.e. Japanese fighters will out turn you)--> | <!--Some concerning vehicles to worry about if playing this plane. (i.e. Japanese fighters will out turn you)--> | ||
− | Although the A6M5 Otsu is a fantastic fighter as far as manoeuvrability goes, its speed is not on par with the enemy aircraft it faces. Both the [[P-51_(Family)|P-51]] and the [[F4U_(Family)|F4U]] can outrun the A6M5 Otsu. In a situation where one is being Boom & Zoomed (enemy aircraft is using superior speed and dive attacks) call upon teammates for assistance. There is little an A6M5 otsu pilot can do against an enemy with superior speed. The A6M5 otsu is best used as a support aircraft as it is generally unable to destroy some of the aircraft it faces. Staying with other teammates is a sure tactic and will net you the best results. A "Zero" pilot must always recognize the need for teamwork and communication. One can also play the A6M5 series as a light boom and zoom aircraft, using the climb rate to get above the competition, and the improved dive capabilities over the M2/3s to swoop down onto enemies from above, but be mindful of your speed. | + | Although the A6M5 Otsu is a fantastic fighter as far as manoeuvrability goes, its speed is not on par with the enemy aircraft it faces. Both the [[P-51_(Family)|P-51]] and the [[F4U_(Family)|F4U]] can outrun the A6M5 Otsu. In a situation where one is being Boom & Zoomed (enemy aircraft is using superior speed and dive attacks) call upon teammates for assistance. There is little an A6M5 otsu pilot can do against an enemy with superior speed. The A6M5 otsu is best used as a support aircraft as it is generally unable to destroy some of the aircraft it faces. Staying with other teammates is a sure tactic and will net you the best results. A "Zero" pilot must always recognize the need for teamwork and communication. One can also play the A6M5 series as a light boom and zoom aircraft, using the climb rate to get above the competition, and the improved dive capabilities over the M2/3s to swoop down onto enemies from above, but be mindful of your speed. You should ALWAYS play realistic battles with this plane because you can easily exploit the turn time. |
+ | |||
+ | - Spitfires: Their turn time will come close to yours. They are fast, and can boom and zoom. To avoid them, don't panic when you see them trying to boom and zoom. PRETEND you DON'T see them. This will lull them into a false sense of security. Then, just as they fire the first shots, dodge them, and head upwards and loop around to take the shot on them. | ||
+ | |||
+ | - P51: Their machine guns do severe damage to you. But the poor P51s usually have noob pilots who want to turnfight you. Simply dodge their attacks, do a loop o get on their tail, and take the shot when you are close enough. Even better, when in a turn fight, they'll almost ALWAYS expose the top part of the plane, allowing you to pilot snipe with the 7.7 guns while inflicting severe damage with your canons or light them up with your 12.7 machine gun! | ||
+ | |||
+ | Yak 3/9: Their 20mms are DEVASTATING. Do not try to head on them, just dodge the attacks by looping around the bullets, get on thir tail, and shoot them before they get away! | ||
+ | |||
+ | -Bombers: Do not tail a bomber. Only boom and zoom them, as their defensive armaments can kill you <u>easily</u> | ||
===Modules=== | ===Modules=== |
Revision as of 22:53, 6 February 2020
Contents
This page is about the Japanese naval fighter A6M5 otsu. For other uses, see A6M (Family). |
Description
The A6M5 otsu is a rank IV Japanese naval fighter
with a battle rating of 5.0 (AB/SB) and 5.3 (RB). This fighter was introduced in Update 1.37.
Being the last version in-game of the famed A6M "Zero" this aircraft is not only a continuation of the classic series but also a major improvement. It differs from other versions of the A6M in several ways - for one, this is the first version with armour in both the pilot's seat and the windscreen. In turn, this version of the A6M is inherently heavier, making the aircraft more sluggish in turns and manoeuvres. Another major upgrade from past A6M models is a 13.2mm Type 3 Browning-derived machine gun placed on the right side of the engine cowling. This gives the A6M5 otsu a fighting chance if its cannon ammunition is expended. Also featuring a pair of Type 99 mk 2 cannons and a 7.7 Type 97 machine gun, the A6M5 otsu is heavily armed for a fighter its size.
The A6M5 otsu's armament is an upgrade from previous "Zeroes". It features two Type 99 mk 2 20 mm cannons with 125 RPG along with 7.7 mm and 13.2 mm machine guns. Gun convergence is best set at 400 meters or less, as most engagements are in very close quarters. Stealth is easily the best belt for the 20 mm cannons as it is composed of high explosive rounds and API shells. Universal works If you have trouble leading the shots. Stealth or Universal belts work for both the 7.7 mm and 13.2 mm machine guns. If attacking armoured targets such as landing craft, use ground targets belts.
General info
Flight Performance
Stat card
Characteristics | |||||||
---|---|---|---|---|---|---|---|
Stock | |||||||
Max Speed (km/h at 6,000 m) |
Max altitude (meters) |
Turn time (seconds) |
Rate of climb (meters/second) |
Take-off run (meters) | |||
AB | RB | AB | RB | AB | RB | ||
541 | 529 | 10,900 | 16.8 | 17.2 | 9.8 | 12.1 | 190 |
Upgraded | |||||||
Max Speed (km/h at 6,000 m) |
Max altitude (meters) | Turn time (seconds) | Rate of climb (meters/second) |
Take-off run (meters) | |||
AB | RB | AB | RB | AB | RB | ||
565 | 540 | 10,900 | 15.8 | 16.0 | 15.2 | 16.9 | 190 |
Details
Features | ||||
---|---|---|---|---|
Combat flap | Take-off flap | Landing flap | Air brakes | Arrestor gear |
✓ | ✓ | ✓ | X | ✓ |
Limits | ||||
---|---|---|---|---|
Wing-break speed (km/h) |
Gear limit (km/h) |
Combat flap (km/h) |
Max Static G | |
+ | - | |||
740 | 300 | 420 | ~18 | ~7 |
Optimal velocities | |||
---|---|---|---|
Ailerons (km/h) |
Rudder (km/h) |
Elevators (km/h) |
Radiator (km/h) |
< 280 | < 420 | < 410 | > 335 |
Compressor (RB/SB) | ||
---|---|---|
Setting 1 | ||
Optimal altitude | 100% Engine power | WEP Engine power |
2,500 m | 1,095 hp | 1,226 hp |
Setting 2 | ||
Optimal altitude | 100% Engine power | WEP Engine power |
5,000 m | 965 hp | 1,081 hp |
Engine performance
Engine | |||||
---|---|---|---|---|---|
Engine Name | Number present | ||||
Nakajima Sakae 21 14-cylinder | 1 | ||||
Engine characteristics | |||||
Weight (each) | Type | Cooling | |||
533 kg | Radial | Air | |||
Engine power (Stock) | |||||
Mode | Max | Take-off | |||
Arcade | 908 hp | 1,038 hp | |||
Realistic/Simulator | 897 hp | 1,028 hp | |||
Engine power (Upgraded) | |||||
Mode | Max | Take-off | |||
Arcade | 1,106 hp | 1,237 hp | |||
Realistic/Simulator | 995 hp | 1,126 hp |
WEP Duration | |||
---|---|---|---|
Arcade | Realistic/Simulator | ||
25 seconds | Infinite |
Survivability and armour
- 45 mm Bulletproof glass in front
- 13 mm Steel plate behind the pilot
Armaments
Offensive armament
The A6M5 otsu is armed with:
- 2 × 20 mm Type 99 Mk 2 cannons, wing-mounted (125 rpg = 250 total)
- 1 × 13.2 mm Type 3 machine gun, nose-mounted (230 rpg)
- 1 × 7.7 mm Type 97 machine gun, nose-mounted (700 rpg)
The stock belts for the A6M5 otsu's weapons are insufficiently powerful, especially for the 13mm gun. However, the 13mm gun's belts has access to full assortment of incendiary-type bullets that can light the enemy on fire. Use stealth for the 13mm for best performance of incendiary with no indicator for the enemy that the A6M5 otsu is firing.
The 20 mm cannon has more explosive potential, as well as some incendiary bullets. Stealth belts are actually again a great choice for the 20mm cannon. They will shred the enemy to bits, sometimes light on fire. Another good belt choice is tracers as it is solely explosive, and are also a good asset to take into battle with the downside that firing it will alert the enemy of the A6M5 otsu's location.
The 7.7 mm machine gun's belts have little impact in comparison to the other armaments on the A6M5 otsu, but if a choice must be made, the stealth belts are a good choice as they can still pierce some armour with incendiary .
Overall, the best way to make use of the A6M5 otsu's firepower is to learn how to lead and shoot properly with stealth belts. It allows an awesome advantage of surprise and explosiveness.
Suspended armament
The A6M5 otsu can be outfitted with the following ordnance:
- Without load
- 2 × 60 kg Navy Type 97 Number 6 bombs (120 kg total)
- 1 × 250 kg Navy Type 98 bomb (250 kg total)
Usage in battles
Similar to past "Zeroes" the A6M5 Otsu is a proficient dogfighter. With a turn time rivalling biplanes this aircraft is more than capable of winning any standard turning fight. It encounters problems at both high speeds and high altitudes, where its foes excel at. Generally speaking, the A6M5 otsu is best utilized as a low-altitude low-speed dogfighter. It can be a great addition to a team especially if paired with higher speed Japanese aircraft such as the Ki-61 or J2M3. When flying the A6M5 otsu, remember to keep your speed low and to never engage in head-on attacks. Although the aircraft has a 45mm armoured glass plate in the windscreen, its main armament is not centrally located in the nose and thus will be at a significant disadvantage. "Bait" enemies by making them think they have a successful shot on you and then dart away to a lower altitude. This will most often result in either kind of scissors or a standard turn fight, where the A6M5 otsu excels. Once able to be destroyed, get as close as possible to the enemy aircraft and fire in short bursts. This way, ammunition will be conserved and the enemy surely destroyed. Be careful not to go too fast, as the A6M5 otsu's control surfaces lock up making it incredibly difficult to manoeuvre.
Specific enemies worth noting
Although the A6M5 Otsu is a fantastic fighter as far as manoeuvrability goes, its speed is not on par with the enemy aircraft it faces. Both the P-51 and the F4U can outrun the A6M5 Otsu. In a situation where one is being Boom & Zoomed (enemy aircraft is using superior speed and dive attacks) call upon teammates for assistance. There is little an A6M5 otsu pilot can do against an enemy with superior speed. The A6M5 otsu is best used as a support aircraft as it is generally unable to destroy some of the aircraft it faces. Staying with other teammates is a sure tactic and will net you the best results. A "Zero" pilot must always recognize the need for teamwork and communication. One can also play the A6M5 series as a light boom and zoom aircraft, using the climb rate to get above the competition, and the improved dive capabilities over the M2/3s to swoop down onto enemies from above, but be mindful of your speed. You should ALWAYS play realistic battles with this plane because you can easily exploit the turn time.
- Spitfires: Their turn time will come close to yours. They are fast, and can boom and zoom. To avoid them, don't panic when you see them trying to boom and zoom. PRETEND you DON'T see them. This will lull them into a false sense of security. Then, just as they fire the first shots, dodge them, and head upwards and loop around to take the shot on them.
- P51: Their machine guns do severe damage to you. But the poor P51s usually have noob pilots who want to turnfight you. Simply dodge their attacks, do a loop o get on their tail, and take the shot when you are close enough. Even better, when in a turn fight, they'll almost ALWAYS expose the top part of the plane, allowing you to pilot snipe with the 7.7 guns while inflicting severe damage with your canons or light them up with your 12.7 machine gun!
Yak 3/9: Their 20mms are DEVASTATING. Do not try to head on them, just dodge the attacks by looping around the bullets, get on thir tail, and shoot them before they get away!
-Bombers: Do not tail a bomber. Only boom and zoom them, as their defensive armaments can kill you easily
Modules
The A6M5 otsu's biggest downfall is its speed. Start by unlocking performance upgrades as the stock armament options are easily workable and viable. Unlocking performance modules such as Engine and Engine Injection will also shorten turn time. Once all the performance modules have been unlocked obtaining the rest of the modules is fairly easy.
Manual Engine Control
MEC elements | ||||||
---|---|---|---|---|---|---|
Mixer | Pitch | Radiator | Supercharger | Turbocharger | ||
Oil | Water | Type | ||||
Controllable | Controllable No automatic pitch |
Controllable | Controllable | Separate | Controllable | Not controllable |
Pros and cons
Pros:
- 13.2 mm machine gun, which is powerful for its size
- Decent energy retention
- 13 mm of armour in pilot's seat and 45 mm armoured glass plate in the windscreen
- Impressive manoeuvrability
- Low stall speed
- Effective armament
Cons:
- Turn rate is slower than past A6Ms
- Low top speed
- Locks up at high speeds
- Mediocre roll rate, gets worse as speed increases
- Limited ammunition for all weapons
- Lack of protection around fuel tanks
- Really expensive repair cost (28,500 SL stock)
History
The A6M5 Otsu was a modification of the earlier A6M5 series. It utilized the A6M5 Ko's Type 99 mk 2 cannon modification as well as thicker wing skinning, allowing for higher dive speeds. The A6M5 Otsu was the first variant of the A6M series to utilize armour protection. It was produced from April 1944 through October 1944.
Media
Skins and camouflages for the A6M5 from live.warthunder.com.
See also
- Related development
- Aircraft of comparable role, configuration and era
- Brewster F2A Buffalo
- Curtiss-Wright CW-21
- Fiat G.50
- Grumman F4F Wildcat
- Grumman F6F Hellcat
- IAR-81
- Macchi C.200
- Nakajima Ki-43 Oscar
- Supermarine Seafire
- Hawker Sea Hurricane
External links
[Wikipedia] A6M5 Type 0 Model 52
Mitsubishi Company (三菱商会) | |
---|---|
Fighters | A5M4 · Hagiri's A5M4 |
A6M2 mod. 11 · A6M2 · A6M3 · A6M3 mod. 22 · A6M3 mod. 22Ko · A6M5 · A6M5 Ko · A6M5 otsu · A6M5 Hei · A6M6c | |
A7M1 (NK9H) · A7M2 | |
J2M2 · J2M3 · J2M4 Kai · J2M5 · J2M5 (30 mm) | |
Hydroplanes | F1M2 |
Interceptors | Ki-83 · Ki-109 |
Bombers | G4M1 |
Ki-21-Ia · Ki-21-I hei · Ki-67-I Ko · Ki-67-I otsu | |
Jet Fighters | Ki-200 |
Captured | ▃A6M2 · ␗A6M2 |
See also | Mitsubishi Heavy Industries, Ltd. (Post-War) |
Japan fighters | |
---|---|
Navy | |
Carrier-based fighter | |
A5M | A5M4 · Hagiri's A5M4 |
A6M | A6M2 mod. 11 · A6M2 · A6M3 · A6M3 mod. 22 · A6M3 mod. 22Ko · A6M5 · A6M5 Ko · A6M5 otsu · A6M5 Hei · A6M6c |
A7He | A7He1* |
A7M | A7M1 (NK9H) · A7M2 |
Land-based Fighter | |
J2M | J2M2 · J2M3 · J2M4 Kai · J2M5 · J2M5 (30 mm) |
J6K | J6K1 |
J7W | J7W1 |
N1K-J | N1K1-Ja · N1K2-J · N1K2-Ja |
Fighter seaplane | |
N1K | N1K1 |
A6M-N | A6M2-N |
Army | |
Ki-10 | Ki-10-I · Ki-10-I C · Ki-10-II · Ki-10-II C |
Ki-27 | Ki-27 otsu · Ki-27 otsu Tachiarai |
Ki-43 | Ki-43-I · Ki-43-II · Ki-43-III otsu |
Ki-44 | Ki-44-I · Ki-44-I 34 · Ki-44-II otsu · Ki-44-II hei |
Ki-61 | Ki-61-I ko · Ki-61-I otsu · Ki-61-I hei · Tada's Ki-61-I hei · Ki-61-I tei · Ki-61-II Otsu Kai |
Ki-84 | Ki-84 ko · Ki-84 otsu · Ki-84 hei |
Ki-87 | Ki-87 |
Ki-94 | Ki-94-II |
Ki-100 | Ki-100 · Ki-100-II |
Other countries | ▅F4U-1A · ▅P-51C-11-NT · ▅Bf 109 E-7 · ▅Fw 190 A-5 |
*Imported designation of the He 112 (A6M was in development - A7M would take A7 designation after the cancelation of the A7He) |