Difference between revisions of "A7M1 (NK9H)"

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(Usage in battles)
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== Usage in battles ==
 
== Usage in battles ==
 
<!-- Describe the tactics of playing in an aircraft, the features of using vehicles 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 an aircraft, the features of using vehicles 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 A7M1 is a relatively heavy plane but still as agile as an A6M5, thus, making it a "multi task" aircraft when it comes to air battles as in ground battles it is obsolete as it only carries anti infantry bombs which do little to no damage to the vehicles at its br. The A7M1 can be used as an energy fighter and a turn fighter, although it is sometimes tricky to be energy fighter to enemies like F6F-5, P-51, etc.  
+
The '''A7M1 ''Reppu''''' is a relatively heavy plane but still performs very similar to an [[A6M (Family)|A6M ''Zero'']] with the increased performance thanks to it's high output engine. This engine however won't be the best outfitted on the '''A7M''' platform and a better can be found in the tech tree as the [[A7M2]] which boasts a Ha-43 engine with 200 hp extra.  
  
'''Low altitude fighting:'''
+
The '''A7M1''' that takes the best of the [[A6M (Family)|A6M]] and does it better also translates it in aerial combat, with its higher output, very similar maneuverability and higher rip-speeds it can engage in all playstyles. When the situation calls for it the A7M can either turn fight, Boom-&-Zoom, energy fight and others. Yet even with it's NK9H engine is sometimes tricky to maintaining energy fights with enemies like the [[F6F-5]], [[P-51 (Family)|P-51]], etc.
  
This is where the A7M1 exceeds the most, only couple planes like spitfires can be a challening oponent at low altitudes, mainly because most planes will loose energy when fighting with you at low altitudes when you are able to outturn and be on their tail in couple seconds. The 13mm and 20mm machine guns are enough to tear down a plane in couple bursts. Aim for center of mass when turn fighting, for tail when tailing, specially elevators.
+
Even though the main focus of the '''A7M1''' is a (carrier) fighter further solidified by it's only ordnance of 2 x 60 kg that only destroy vehicles at this rank with a direct hit, its strong armament of 13 mm and 20 mm machineguns make it a hard hitting fighter on most less protected roof armors (<20 mm).  
  
'''High altitude fighting:'''
+
===Tactics===
 +
;;Low altitude fighting
  
Turn fighting at high altitude is rather dificult since, the higher you go, the less air pressure there is. Meaning there will be less air to lift your plane when doing a hard turn compared to sea level, meaning you will not be able to turn as fast as you do at sea level. This should be taken into consideration since most of the planes at high altitudes (4km+) often have superchargers or turbochargers (Wyvern for example) and will make out of you an easy prey as you do not maintain the same energy they maintain nor speed. But, this does not stop the A7M1 of fighting in the clouds, one of the easiest targets for the A7M1 are bombers. They are big, have big wingspans and are often slow (unless they are dive bombers or strike fighters). They can be easily killed with the 20mm cannons due to their high rate of fire and destructive ammunition. When engaging a bomber, aim for the engines or wings. This will disable the plane, reduce their speed, reduce their max flying range and often will make them start to loose altitude; lit them on fire, make oil leaks, fuel leaks or completely tear apart the wing. Be smart when engaging a bomber, attack them from their weakspots (often the belly or in a headon) and do not rush, your plane will not stand more than 5 seconds in enemy fire as your plane will lit on fire pretty often and burn really quick.
+
This is where the '''''{{PAGENAME}}''''' shines and players familiar with the [[A6M (Family)|A6M]] will feel right at home and. Newer players will become familiar with its playstyle quite easily due its better performance and more forgiving yet punchier gun-choice with plenty of ammo to spare.
  
'''A7M1 MUST DO:'''
+
Here the '''A7M1''' exceeds the most, only couple planes like spitfires can be a challenging opponent at low altitudes, mainly because most planes will loose energy when fighting with you at low altitudes when you are able to outturn and be on their tail in couple seconds. The 13mm and 20mm machine guns combined are very deadly and will tear down a plane in a good placed burst. Aim for center of mass when turn fighting, and tail when tailing, specially elevators.
  
Keep the most energy you can, be precise with your shots as ammunition is not numerous.
+
;;High altitude fighting
  
'''A7M1 NOT TO DO:'''
+
Turn fighting at high altitude is rather difficult since, the higher you go, the less air pressure there is. Meaning there will be less air to lift your plane when doing a hard turn compared to sea level, meaning you will not be able to turn as fast as you do at sea level. This should be taken into consideration since most of the planes at high altitudes (4km+) often have superchargers or turbochargers ([[Wyvern S4]] for example) and will an easy prey out of you, as you do not maintain the same energy nor speed they maintain.
  
When fighting enemy bombers, DO NOT tail them. The A7M1 will lit on fire and it will be really hard to stop the fire, it will burn to death before stopping the fire.
+
;;Bomber Interception
 +
 
 +
The drawbacks from high altitude does not stop the '''A7M1''' of fighting in the clouds, one of the easiest targets for the '''A7M1''' are bombers. They are big, have big wingspans and are often slow (unless they are dive bombers or strike fighters). They can be easily killed with the 13 mm and 20 mm machine guns due to their sheer caliber and destructive ammunition. When engaging a bomber, aim for the engines or wings. With the right belts equipped a few well placed shots the bombers will catch fire or even shred the wings.
 +
 
 +
Though be careful when engaging bigger prays as they might turn into a predator if handled wrongly. Hit fast and hard, put bullets into the cockpit or make short work of their wings. And don't tail it, most bombers will shred the '''A7M''' badly and a fire is most guaranteed, which the '''A7M''' won't last long through.
  
 
=== Manual Engine Control ===
 
=== Manual Engine Control ===

Revision as of 04:42, 12 November 2020

Rank IV USSR | Premium | Golden Eagles
Tu-1 Pack
A7M1 (NK9H)
a7m1.png
A7M1 (NK9H)
Purchase:4 080 Specs-Card-Eagle.png
Show in game
This page is about the Japanese premium fighter A7M1 (NK9H). For the regular version, see A7M2.

Description

GarageImage A7M1 (NK9H).jpg


The A7M1 Reppu (NK9H) is a premium rank IV Japanese fighter with a battle rating of 5.0 (AB/RB) and 4.7 (SB). It was introduced in Update 1.53 "Firestorm".

The A7M1 Reppu is the prototype version of the A7M2 in the tech tree fitted with a NK9H engine. In game this fighter is a jack of all trades - excellent energy retention, amazing turn rate, and acceptable speed. These traits make the Reppu an excellent weapon for players who enjoy being the tip of the spear.

General info

Flight Performance

Characteristics Max Speed
(km/h at 6,900 m)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
Stock 594 578 11000 15.7 16.2 13.6 13.6 250
Upgraded 639 617 14.8 15.0 21 16.9

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X
Limits
Wing-break speed
(km/h)
Gear limit
(km/h)
Combat flaps
(km/h)
Max Static G
+ -
826 310 510 ~12 ~10
Optimal velocities
Ailerons
(km/h)
Rudder
(km/h)
Elevators
(km/h)
Radiator
(km/h)
< 400 < 380 < 380 > 317
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
2,000 m 1,875 hp 2,089 hp
Setting 2
Optimal altitude 100% Engine power WEP Engine power
6,000 m 1,675 hp 1,866 hp

Survivability and armour

  • 13 mm steel plate behind seat, tilted 13°
  • 70 mm bulletproof glass forward of seat, tilted 24°
  • Self-sealing fuel tanks

Armaments

Offensive armament

The A7M1 (NK9H) is armed with:

  • 2 x 20 mm Type 99 Model 2 navy cannons, wing-mounted (200 rpg = 400 total)
  • 2 x 13.2 mm Type 3 navy machine guns, wing-mounted (300 rpg = 600 total)

Suspended armament

The A7M1 (NK9H) can be outfitted with the following ordnance:

  • Without load
  • 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)

Usage in battles

The A7M1 Reppu is a relatively heavy plane but still performs very similar to an A6M Zero with the increased performance thanks to it's high output engine. This engine however won't be the best outfitted on the A7M platform and a better can be found in the tech tree as the A7M2 which boasts a Ha-43 engine with 200 hp extra.

The A7M1 that takes the best of the A6M and does it better also translates it in aerial combat, with its higher output, very similar maneuverability and higher rip-speeds it can engage in all playstyles. When the situation calls for it the A7M can either turn fight, Boom-&-Zoom, energy fight and others. Yet even with it's NK9H engine is sometimes tricky to maintaining energy fights with enemies like the F6F-5, P-51, etc.

Even though the main focus of the A7M1 is a (carrier) fighter further solidified by it's only ordnance of 2 x 60 kg that only destroy vehicles at this rank with a direct hit, its strong armament of 13 mm and 20 mm machineguns make it a hard hitting fighter on most less protected roof armors (<20 mm).

Tactics

Low altitude fighting

This is where the A7M1 (NK9H) shines and players familiar with the A6M will feel right at home and. Newer players will become familiar with its playstyle quite easily due its better performance and more forgiving yet punchier gun-choice with plenty of ammo to spare.

Here the A7M1 exceeds the most, only couple planes like spitfires can be a challenging opponent at low altitudes, mainly because most planes will loose energy when fighting with you at low altitudes when you are able to outturn and be on their tail in couple seconds. The 13mm and 20mm machine guns combined are very deadly and will tear down a plane in a good placed burst. Aim for center of mass when turn fighting, and tail when tailing, specially elevators.

High altitude fighting

Turn fighting at high altitude is rather difficult since, the higher you go, the less air pressure there is. Meaning there will be less air to lift your plane when doing a hard turn compared to sea level, meaning you will not be able to turn as fast as you do at sea level. This should be taken into consideration since most of the planes at high altitudes (4km+) often have superchargers or turbochargers (Wyvern S4 for example) and will an easy prey out of you, as you do not maintain the same energy nor speed they maintain.

Bomber Interception

The drawbacks from high altitude does not stop the A7M1 of fighting in the clouds, one of the easiest targets for the A7M1 are bombers. They are big, have big wingspans and are often slow (unless they are dive bombers or strike fighters). They can be easily killed with the 13 mm and 20 mm machine guns due to their sheer caliber and destructive ammunition. When engaging a bomber, aim for the engines or wings. With the right belts equipped a few well placed shots the bombers will catch fire or even shred the wings.

Though be careful when engaging bigger prays as they might turn into a predator if handled wrongly. Hit fast and hard, put bullets into the cockpit or make short work of their wings. And don't tail it, most bombers will shred the A7M badly and a fire is most guaranteed, which the A7M won't last long through.

Manual Engine Control

MEC elements
Mixer Pitch Radiator Supercharger Turbocharger
Oil Water Type
Controllable Controllable
Not auto controlled
Controllable
Not auto controlled
Controllable
Not auto controlled
Separate Controllable
2 gears
Not controllable

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Radiator Offensive 13 mm
II Compressor Airframe New 13 mm MGs 9 in (mod30)
III Wings repair Engine Offensive 20 mm
IV Engine injection Cover New 20 mm cannons
This is a premium vehicle: all modifications are unlocked on purchase

Pros and cons

Pros:

  • Excellent energy retention
  • Exceptional maneuverability below 500km/h IAS
  • Great armaments

Cons:

  • Engine tends to overheat
  • Slow compared to allied fighters
  • Elevator lock up above 500+ km/h IAS
  • Slow roll rate
  • Cannons have low rate of fire

History

Main article: History of the A7M

In late 1940, Just after the A6M started entering its production phase, the navy requested Mitsubishi to start development of a direct successor by 1941, but due engine choice for a high-output compact engine was scarce, and the development team having their hands filled with development of the A6M2 Mod.21 and developing the J2M made Mitsubishi decide to scrap the request.

By 1942 as development of the A6M3 Mod.32 and J2M2 Mod.11 have been finished, the navy once more ordered Mitsubishi and their team to design a direct successor which would be faster and as nimble as the Zero, but as before, engines which would suit the plane were still in development and the team had to design a plane while still having to wait on a viable engine.

As development of the A7M platform came to an end, the last set piece and main problem of the A7M development, being the engine led to the first prototype to make use of the Nakajima NK9 "Homare". This singular plane would be the first A7M and respectively would become the A7M1 and a trial flight would be performed on the 6th of May, 1944.

While the wingload was acceptable of 150 kg/m², maneuverability and handling were excellent but the engine was simply underpowered and couldn't meet the speed requirements the Navy were looking for and ended up in a disappointed cancel of the project.

But as Mitsubishi already got a greenlight to use Mitsubishi's home-made engine with the MK9 beforehand, the project sparked interest once more for the Navy with the A7M2.

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;
  • encyclopedia page on the aircraft;
  • other literature.


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)

Japan premium aircraft
Fighters  Hagiri's A5M4 · A7He1 · Ki-27 otsu Tachiarai
  Ki-44-II otsu · ▅Bf 109 E-7 · ▅F4U-1A · Ki-100-II · Ki-44-I 34
  ▅Fw 190 A-5 · A7M1 (NK9H) · Tada's Ki-61-I hei · ▅P-51C-11-NT
  J2M4 Kai · A6M5 Ko · A6M6c · J2M5 · Ki-87 · J6K1
Twin-engine fighters  Ki-96
Jet fighters  F-86F-40 JASDF▅ · T-2 Early · F-4EJ ADTW
Bombers  Ki-21-I hei · Ki-48-II otsu · H8K3 · B7A2 (Homare 23) · ▅B-17E