A6M5 otsu

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A6M5 otsu
a6m5otsu.png
A6M5 otsu
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This page is about the Japanese naval fighter A6M5 otsu. For other uses, see A6M (Family).

Description

GarageImage A6M5 otsu.jpg


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

  • 60 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)

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.

  • Spitfires - Although you can outurn them, they come pretty close to your turn time, so be wary of them. If engaging a spitfire head on, allow the spitfire to come about .75 km or .5 miles away, and then, quickly zoom up and do a loop to get on their tail. Make sure that you have enough speed. If you don't have speed, go into a dive using zig zag motions. Once you hit a high speed, do a fast loop and get on that spitfire's tail!
  • P51 - Although not much of a threat, some zero pilots forget that diving is not a good option in a zero. Instead, pretend not to notice them. Once they fire, dodge all bullets with a series of turns.
  • Bombers, in general - Due to armor in the front of the plane, bombers can't pose much of a threat. Try to boom and zoom them, and DO NOT TAIL them for excessive amounts of time. You WILL be killed.
  • Yaks - Due to their short ammo count, they will almost always attempt to do a boom and zoom. If you see a Yak with a higher energy state, dive, and then do a swoop up and go into a vertical loop to get on their tail.

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 (19k SL)

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

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)