- 1 Description
- 2 General info
- 3 Armaments
- 4 Usage in battles
- 5 History
- 6 Media
- 7 See also
- 8 External links
The A6M5 Hei is a rank III Japanese fighter with a battle rating of 4.7 (AB/RB) and 5.0 (SB). It was introduced in Update "Ixwa Strike". As the latest addition to the Zero Family, this plane will come as a nice surprise to many pilots who are looking for a plane with good armament. The A6M5 Hei has five high caliber guns and cannons, which work wonders on enemy fighters. If you are interested in taking this plane into mixed battles, there are bombs and rockets that will serve you well. This plane also has armor and self sealing fuel tanks, which will be a warm welcome for many players looking for a more sturdy Japanese plane. This zero retains good flight characteristics of its brethren, although it can feel a little sluggish to people used to early zeroes. The turn time is still low enough to keep on par with enemy fighters.
This aircraft can feel quite sluggish compared to the other zeros. It cannot turn as well as the other planes in the A6M5 family. The climb rate on this plane is rather poor for its BR. This is due to the extra weight of the self sealing fuel tanks, pilot armor, and additional heavy machine guns. The engine is unchanged on this plane when compared to the other A6M5s. This means the plane won't overheat under combat conditions. The plane's turning ability is hampered by the extra weight, although you will still be able to out-turn everything. These performance losses are the biggest downside of this plane.
|Characteristics|| Max Speed
(km/h at 6,000m)
| Max altitude
| Turn time
| Rate of climb
| Take-off run|
|Combat flaps||Take-off flaps||Landing flaps||Air brakes||Arrestor gear|
|Wings (km/h)||Gear (km/h)||Flaps (km/h)||Max Static G|
|Optimal velocities (km/h)|
|< 280||< 420||< 410||> 335|
Survivability and armour
This is the only zero with self sealing fuel tanks. The A6M5 hei has three armor components, each with varying thickness:
- 45mm bulletproof glass in front of the pilot, angled at 68°
- 55mm bulletproof glass behind the pilot, angled at 12°
- 8mm of steel behind the pilot, angled at 12°
This armor is enough to survive light machine gun fire and light AA fire. However, the A6M5 Hei is still very fragile. In other words, don't rely on this armor, because the guns you will be facing at Battle Rating 4.7 will not be stopped by this armor. The self sealing fuel tanks increase the weight of the plane dramatically, although they allow you to put out wing fires. There is more chance on the A6M5 hei that you'll put out a fuel fire.
Modifications and economy
The A6M5 Hei is armed with:
- 2 x 20 mm Type 99 Model 2 cannons, wing-mounted (125 rpg = 250 total)
- 2 x 13.2 mm Type 3 machine guns, wing-mounted (240 rpg = 480 total)
- 1 x 13.2 mm Type 3 machine gun, nose-mounted (230 rpg)
The A6M5 Hei can be outfitted with the following ordnance:
- Without load
- 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)
- 1 x 250 kg Navy Type Number 25 Model 2 bomb (250 kg total)
- 10 x Type 3 No.1 Mod.28 Mk.1 rockets
- 2 x Type 3 No.6 Mod.27 Mk.1 rockets
Usage in battles
In Air Realistic Battles, your primary focus is to engage fighters. Do not bring any payload options for this plane, as it will weigh you down significantly. Select 400 meters of gun targeting, use the Ground Targets rounds for your 13mm guns, and the Universal or Tracer rounds for your 20mm cannons. Climb at a 14-15 degree angle and you may want to try a slight side climb on smaller maps. Try climbing and staying with your team. You will be outclassed by many fighters, so play to your strengths. Engage targets that have low energy states, and try to dogfight them. Do not engage in head-ons or high altitude fighting. Try to stay close to your allied aircraft, as the A6M5 hei works well when an enemy is overfocused on an allied plane. Try not to stall out in this plane, as you're weight is increased and the relatively weak engine won't allow you to recover from stalls easily.
In Air Arcade Battles, this plane is extremely versatile. It can engage enemy ground units with Rockets, it can bomber intercept, and it can also hunt enemy fighters. In any case, play with caution, as this plane is fragile. Try to turnfight everything, and you will be able to out turn the enemy.
In mixed battles, the 250kg bomb is your best option. You can fly extremely low to the ground thanks to the plane's superb maneuverability. You need to make sure that you drop your bomb really close to the target. Set a 1.5 second fuse on the bomb. Once you have expended all ordnance, return to the airfield and rearm.
Specific Enemies worth noting
- P-51 - As always, anything with fifty caliber brownings is a threat to the A6M5 hei. These planes will always try to boom and zoom you, unleashing six laser beams that will light you an fire. These planes will usually have an altitude advantage, thanks to its amazing climb rate. To engage these fighters, make sure you have a good speed and room to dodge its attacks. Try to bait the P-51 to lower altitudes or to friendly fighters. A great way to kill a P-51 is when it is low and slow.
- Bf 109 - This plane's superb climb and energy retention allows it to make multiple boom and zoom attacks on you. Dodge these by making evasive loops to throw off the pilot and make them overshoot. Do not try to take head-ons with the Bf 109.
- XP-55 - Arguably the most overpowered American plane in the game, standing alongside the F-89D, the XP-55 outperforms you in every way possible. Play smart when facing these planes, and stick with your team.
Manual Engine Control
Not auto controlled
Not auto controlled
Not auto controlled
The Zero's manual engine controls are simple to learn. The propeller pitch should be kept at 95% at all times. The radiators both should be kept at 5-15 percent depending if you are on a hot or cold map. The second supercharger gear should be activated at 3500 meters and above.
Pros and cons
- Upgraded Guns - Has the most offensive armament out of any zero. (3x 13mm HMG and 2x 20mm Cannon)
- Additional Payload Options - Has more ordnance to select from. (10x Rockets)
- Maneuverability - Maintains a solid turn rate compared to other fighters of this Battle Rating
- Survivability - Uses additional armor to increase durability, and utilizes self sealing fuel tanks
- Tail hook - Can land on carriers if necessary
- Engine performance - Engine will not overheat, it is easy to cool off
- Payload - Does not contain any upgraded bombs
- Rockets - The rockets do not do much damage, and they can only be fired two at a time
- Repair Cost - Rather high for Realistic Battles
- Flight Performance - Feels sluggish compared to the other zeros
- Acceleration - You'll notice that the acceleration in this aircraft is not the best
- Top Speed - Top speed is already poor for a zero, and compared to other fighters, it is painfully slow
- Energy Retention - Reduced energy retention
- Climb Rate - Rather slow compared to other zeros and fighters at the BR
In 1944, the A6M5 Otsu failed to meet the expectations of Japanese military leaders, turning out to be just a half-measure in an attempt of aircraft engineers to modernize the A6M fighter. Furthermore Japan was in a situation where no replacement for the outdated Zero had been found yet, with the aircraft that have been designed as replacements continuously suffered setbacks and engine deficits while the war situation continued to worsen for Japan.
Faced with the increasing threat of American high-altitude bombing raids, Japanese engineers had little choice but to further modify the A6M, despite knowing it was vastly inferior to the latest aircraft flown by the Allies. As a result, in September 1944, Mitsubishi rolled out the A6M5 Hei; a modification of the late war ‘Zero’ design, but outfitted with a stronger weapons arsenal, including an expanded range of secondary weapons the aircraft could carry.
Tests of the aircraft revealed substantially degraded performance characteristics over previous variants due to weight increases. As fitting the aircraft with a different, more powerful engine, wasn’t possible, the A6M5 Hei was accepted into service nonetheless, despite its worse performance. However, as the A6M5 Hei entered production in the last stages of WWII, its production numbers remained low, chiefly due to the decreasing Japanese industrial capacity in the final months of the war. In total, over 90 units of the A6M5 Hei were produced by Mitsubishi alone by the end of WWII, with no available production data from Nakajima.
Articles Related to the A6M5 Hei:
- The Gunned Up Samurai - War Thunder
- The Zero Family
- A6M5 otsu, A6M5 Ko, A6M5 - All three are zeros familiar to us
Paste links to sources and external resources, such as:
- topic on the official game forum;
- other literature.
|A5M||A5M4 · Hagiri's A5M4|
|A6M||A6M2 mod. 11 · A6M2 · A6M3 · A6M3 mod. 22 · A6M3 mod. 22Ko · A6M5 · A6M5 Ko · A6M5 otsu · A6M5 Hei|
|A7M||A7M1 (NK9H) · A7M2|
|J2M||J2M2 · J2M3 · J2M4 Kai · J2M5 · J2M5 (30 mm)|
|N1K-J||N1K1-Ja · N1K2-J · N1K2-Ja|
|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 · Ki-61-I hei Tada's · Ki-61-I tei · Ki-61-II|
|Ki-84||Ki-84 ko · Ki-84 otsu · Ki-84 hei|
|Ki-100||Ki-100 · Ki-100-II|
|Other countries||▅F4U-1A · ▅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)|