AGM-65B
This page is about the American air-to-ground missile AGM-65B. For other versions, see AGM-65 (Family). |
Contents
Description
The AGM-65B is an American TV-guided air-to-ground missile. It was introduced in Update "Red Skies".
Vehicles equipped with this weapon
Vehicles equipped with this weapon | |
---|---|
Jet fighters | |
F-4 | F-4E Phantom II · ◄F-4F · Kurnass |
F-5 | F-5E · ␗F-5E · ▄F-5E FCU · F-20A |
F-16 | F-16A · ␗F-16A MLU · F-16AJ · ▄F-16A · Netz |
JAS39 | ▄JAS39C |
Strike aircraft | |
A-7 | A-7K |
A-10 | A-10A |
General info
Missile characteristics | |
---|---|
Mass | 210.47 kg |
Guidance | TV |
Maximum speed | 0.9 M |
Missile guidance time | 105 secs |
Launch range | 23 km |
Explosive mass | 51.19 kg TNTeq |
Warhead type | HEAT |
Armour penetration | 830 mm |
Effective damage
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Comparison with analogues
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Usage in battles
Overall, the missile is very straight forwards: Point at target in third-person or inside the missile camera, press your target lock keybind, wait for the missile to follow the target, and fire. However, versus different targets, you'll have to use it differently. Also, the range is quite poor for moving targets, so keep your range to target in mind.
- Air RB
In Air RB, this missile can be used in 3 main ways; pillboxes/tanks, head-ons, and airfield campers. On ground targets, it's best used on pillboxes/tanks as they yield the most SL/RP. Simply just point and shoot and they'll die in one shot. Now against aircraft, the Mavericks can somewhat work. Using them on a head-on can make an enemy break off early, or even destroy them if they're flying straight (especially A-10s). However, against airfield campers the Mavericks allow you to snipe people on the field outside of SAM range. Fly above the enemy airfield, and get a lock on their plane. The slow and predictable path can allow you to get easy hits.
- Ground RB
Ground RB is where the Maverick truly shines. An amazing tank-buster, it cracks even the heaviest tanks with just 1 or 2 missiles. Your first targets should generally be enemy AA's that threaten your very existence in the air. Spawn, climb, and get into their dead-zone while dropping missiles from 3+ km away. You can hit enemies from further than 3-4 km, but it won't track them moving. Instead you'll have to bank on the target sitting in one spot (which is common for AAs). After eliminating enemy AA, focus on opportune targets. Targets in the open, targets with little foliage/building cover, sitting still, etc. Cap points are an easy way to find enemies, as just find a point being capped by an enemy. If you need to quickly lock up a target, don't forget you can activate your lock and lock targets in third person. The tracker will search right at your crosshair, and leave a square on the spot/target it has chosen.
Also attached to Ground RB is engaging enemy helicopters. The Mavericks have quite the ability to eliminate enemy helicopters, thanks to being fire-and-forget and helicopters rarely have the agility to dodge. They seem to gain an extra kilometre or 2 of lock range on helicopters, so don't rule out helicopters (unless you just want to gun them down and run the risk of getting gunned yourself).
Pros and cons
Pros:
- Fire-and-Forget missile once a lock has been made
Cons:
- Requires a direct hit to kill ground vehicles and is occasionally blocked by ERA even on directs hits
- Track-locking tank-sized target is only likely around 6 km away (locking onto static target can still be done further away)
- Cannot be fired without a lock
- Cannot be used at night or in poor visibility conditions such as rain
History
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Media
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See also
- Related development
External links
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- topic on the official game forum;
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