Difference between revisions of "A7M2"

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(Added stats, pro's and cons, flight performance, battle usage, survivability. please add the history and change what you need to)
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{{Specs-Card|code=a7m2}}
 
{{Specs-Card|code=a7m2}}
{{Notice|''This page is about the regular aircraft '''{{PAGENAME}}'''. For the premium A7M version, see [[A7M1 (NK9H)]]''}}
+
{{About
 +
| about = Japanese fighter '''{{PAGENAME}}'''
 +
| usage = premium version
 +
| link = A7M1 (NK9H)
 +
}}
  
 
== Description ==
 
== Description ==
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== General info ==
 
== General info ==
 
=== Flight Performance ===
 
=== Flight Performance ===
''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''
+
<!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''-->
  
The A7M Reppu was designed to be an improved version of the famed A6M Zero fighter, and as such, retains some of its legendary older brother's characteristics. The Reppu is an overall smooth operator at most altitudes thanks to its decent acceleration, vastly improved speed and amazing maneuverability. While less maneuverable than the Zero, it will still outmaneuver most opponents with flaps deployed, so players who liked the Zero will feel right at home. The most noteworthy change is the replacement of the underpowered Nakajima Sakae Radial with a significantly more powerful Mitsubishi Ha-43 Radial. This new engine propels the Reppu to higher speeds previously unobtainable by the Zero, and turns it from a nuisance to a universally feared opponent.  
+
The A7M Reppu was designed to be an improved version of the famed A6M Zero fighter, and as such, retains some of its legendary older brother's characteristics. The Reppu is an overall smooth operator at most altitudes thanks to its decent acceleration, vastly improved speed and amazing manoeuvrability. While less manoeuvrable than the Zero, it will still outmanoeuvre most opponents with flaps deployed, so players who liked the Zero will feel right at home. The most noteworthy change is the replacement of the underpowered Nakajima Sakae Radial engine with a significantly more powerful Mitsubishi Ha-43 Radial. This new engine propels the Reppu to higher speeds previously unobtainable by the Zero and turns this aircraft from a nuisance to a universally feared opponent.  
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
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=== Survivability and armour ===
 
=== Survivability and armour ===
''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''
+
<!--''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''-->
  
 
* 70 mm bulletproof glass in front of the pilot
 
* 70 mm bulletproof glass in front of the pilot
* 13 mm steel plate behind the pilot seat
+
* 13 mm steel plate behind the pilot seat
  
While being slightly more durable than its older brother, the Reppu is still very vulnerable to any kind of battle damage. Anything with <.50 cals will be able to take off a wing or worse. The wingspan has also increased significantly to keep the maneuverability of the Zero while supporting increased weight added from the guns, engine and others. This makes the wings easier to hit. However, The maneuverability of the Reppu allows you to avoid most damage if you can keep turning.
+
While being slightly more durable than its older brother, the Reppu is still very vulnerable to any kind of battle damage. Anything with greater than .50 calibre weapons will be able to take off a wing or worse. The wingspan has also increased significantly to keep the manoeuvrability of the Zero while supporting increased weight added from the guns, engine and other updates. A downside is that this makes the wings easier to hit. However, The manoeuvrability of the Reppu allows this aircraft to avoid most damage if you can keep turning.
  
 
== Armaments ==
 
== Armaments ==
 
=== Offensive armament ===
 
=== Offensive armament ===
''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''
+
<!--''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''-->
  
: ''Main articles'': '''''[[Type 99 Model 2 navy (20 mm)]]''''', [[Type 3 navy (13.2 mm)|'''''Type 3 navy (13.2 mm)''''']]
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{{main|Type 99 Model 2 navy (20 mm)|Type 3 navy (13.2 mm)}}
  
The '''''A7M2''''' is armed with:
+
The '''''{{PAGENAME}}'''''
  
* 2 × 20 mm Type 99 Model 2 cannon, wing-mounted (200 rpg = 400 total)
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* 2 × 20 mm Type 99 Model 2 cannon, wing-mounted (200 RPG = 400 total)
* 2 × 13.2 mm Type 3 machine gun, wing-mounted (300 rpg = 600 total)
+
* 2 × 13.2 mm Type 3 machine gun, wing-mounted (300 RPG = 600 total)
 
 
=== Suspended armament ===
 
''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.''
 
  
 
== 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 A7M is played almost exactly like the Zero, but with a few changes due to the good performance. Due to its high top speed (for a IJN plane at least) and good dive speed, it can tailor to any form of dogfighting. It can turn fight, energy fight, Boom-&-Zoom and others.  
+
The A7M is played almost exactly like the Zero, but with a few changes due to the good performance. Due to its high top speed (for an IJN plane at least) and good dive speed, it can tailor to any form of dogfighting. It can turn fight, energy fight, Boom-&-Zoom and others.  
  
It is mandatory to keep your energy up at all times, as you can suitably engage opponents in multiple ways by doing so. Keep your speed at a medium and maintain altitude. A low flying Reppu is easy prey for diving Americans and Russians that dive on you. However, you can pull rolling maneuvers to avoid their strafe or turn as soon as they get within range.  
+
It is mandatory to keep your energy up at all times, as you can suitably engage opponents in multiple ways by doing so. Keep your speed at a medium and maintain altitude. A low flying Reppu is an easy prey for diving Americans and Russians that dive on you. However, you can pull rolling manoeuvres to avoid their strafe or turn as soon as they get within range.  
  
 
===Modules===
 
===Modules===
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| Radiator
 
| Radiator
 
|  
 
|  
|Offensive 13 mm
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| Offensive 13 mm
|Type 3 No.1 Mod.28 Mk.1 Rockets
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| Type 3 No.1 Mod.28 Mk.1 Rockets
 
|-
 
|-
 
| II
 
| II
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| Compressor
 
| Compressor
 
| Airframe
 
| Airframe
|New 13 mm MG's
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| New 13 mm MG's
|Type 5 No.1 Mod.9 Rockets
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| Type 5 No.1 Mod.9 Rockets
 
|-
 
|-
 
| III
 
| III
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| Engine
 
| Engine
 
|  
 
|  
|Offensive 20 mm
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| Offensive 20 mm
|Type 3 No.6 Mod.27 Mk.1 Rockets
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| Type 3 No.6 Mod.27 Mk.1 Rockets
 
|-
 
|-
 
| IV
 
| IV
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| Engine Injection
 
| Engine Injection
 
| Cover
 
| Cover
|New 20 mm cannons
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| New 20 mm cannons
|Type 5 No.6 Mod.9 Rockets
+
| Type 5 No.6 Mod.9 Rockets
 
|-
 
|-
 
|}
 
|}
  
 
=== Pros and cons ===
 
=== Pros and cons ===
''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they can be substituted with softer forms such as "inadequate" and "effective".''
+
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they can be substituted with softer forms such as "inadequate" and "effective".''-->
  
 
'''Pros:'''
 
'''Pros:'''
  
* Amazingly maneuverable at all altitudes and most speeds
+
* Amazingly manoeuvrable at all altitudes and most speeds
 
* Powerful and accurate armament with decent belts
 
* Powerful and accurate armament with decent belts
 
* Vastly improved speed and diving ability compared to its counterpart
 
* Vastly improved speed and diving ability compared to its counterpart
* Can mount unguided Air-To-Air rockets
+
* Can mount unguided air-to-air rockets
 
* Can tailor to almost any form of dogfighting
 
* Can tailor to almost any form of dogfighting
 
* 70 mm bulletproof glass in front of the pilot
 
* 70 mm bulletproof glass in front of the pilot
 
* Large ammunition pool
 
* Large ammunition pool
 
* Decent roll rate
 
* Decent roll rate
 
*
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* Significantly increased size
+
* Significantly increased size compared to A6M
* A slight breeze will knock a wing off
+
* Flimsy wings, easily damaged
 
* Almost useless when the engine is shot
 
* Almost useless when the engine is shot
 
* 13 mm HMG's have a slow rate of fire
 
* 13 mm HMG's have a slow rate of fire
 
* All guns are mounted on the wings, resulting in significant convergence
 
* All guns are mounted on the wings, resulting in significant convergence
* Stiffens up at higher speeds
+
* Control stiffening occurs at higher speeds
 
 
*
 
  
 
== History ==
 
== History ==
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* ''other literature.''
 
* ''other literature.''
  
 +
{{AirManufacturer Mitsubishi}}
 
{{Japan fighters}}
 
{{Japan fighters}}

Revision as of 19:33, 31 December 2019

Rank IV USSR | Premium | Golden Eagles
Tu-1 Pack
a7m2.png
A7M2
Research:54 000 Specs-Card-Exp.png
Purchase:185 000 Specs-Card-Lion.png
Show in game
This page is about the Japanese fighter A7M2. For premium version, see A7M1 (NK9H).

Description

GarageImage A7M2.jpg


The A7M2 Reppu is a Rank IV Japanese fighter with a battle rating of 5.0 (AB), 5.3 (RB), and 4.7 (SB). This aircraft was introduced in Update 1.55 "Royal Armour".

General info

Flight Performance

The A7M Reppu was designed to be an improved version of the famed A6M Zero fighter, and as such, retains some of its legendary older brother's characteristics. The Reppu is an overall smooth operator at most altitudes thanks to its decent acceleration, vastly improved speed and amazing manoeuvrability. While less manoeuvrable than the Zero, it will still outmanoeuvre most opponents with flaps deployed, so players who liked the Zero will feel right at home. The most noteworthy change is the replacement of the underpowered Nakajima Sakae Radial engine with a significantly more powerful Mitsubishi Ha-43 Radial. This new engine propels the Reppu to higher speeds previously unobtainable by the Zero and turns this aircraft from a nuisance to a universally feared opponent.

Characteristics
Stock
Max Speed
(km/h at 5,660 m)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
608 589 11000 19.3 20.2 15.1 15.1 250
Upgraded
Max Speed
(km/h at 5,660 m)
Max altitude (meters) Turn time (seconds) Rate of climb
(meters/second)
Take-off run (meters)
AB RB AB RB AB RB
655 629 11000 18.8 19 22.8 18.5 250

Details

Limits
Wing-break speed
(km/h)
Gear limit
(km/h)
Combat flap
(km/h)
Max Static G
+ -
826 310 ~?? ~?

Survivability and armour

  • 70 mm bulletproof glass in front of the pilot
  • 13 mm steel plate behind the pilot seat

While being slightly more durable than its older brother, the Reppu is still very vulnerable to any kind of battle damage. Anything with greater than .50 calibre weapons will be able to take off a wing or worse. The wingspan has also increased significantly to keep the manoeuvrability of the Zero while supporting increased weight added from the guns, engine and other updates. A downside is that this makes the wings easier to hit. However, The manoeuvrability of the Reppu allows this aircraft to avoid most damage if you can keep turning.

Armaments

Offensive armament

The A7M2

  • 2 × 20 mm Type 99 Model 2 cannon, wing-mounted (200 RPG = 400 total)
  • 2 × 13.2 mm Type 3 machine gun, wing-mounted (300 RPG = 600 total)

Usage in battles

The A7M is played almost exactly like the Zero, but with a few changes due to the good performance. Due to its high top speed (for an IJN plane at least) and good dive speed, it can tailor to any form of dogfighting. It can turn fight, energy fight, Boom-&-Zoom and others.

It is mandatory to keep your energy up at all times, as you can suitably engage opponents in multiple ways by doing so. Keep your speed at a medium and maintain altitude. A low flying Reppu is an easy prey for diving Americans and Russians that dive on you. However, you can pull rolling manoeuvres to avoid their strafe or turn as soon as they get within range.

Modules

Tier Flight performance Survivability Weaponry
I Fuselage Repair Radiator Offensive 13 mm Type 3 No.1 Mod.28 Mk.1 Rockets
II Compressor Airframe New 13 mm MG's Type 5 No.1 Mod.9 Rockets
III Wings Repair Engine Offensive 20 mm Type 3 No.6 Mod.27 Mk.1 Rockets
IV Engine Injection Cover New 20 mm cannons Type 5 No.6 Mod.9 Rockets

Pros and cons

Pros:

  • Amazingly manoeuvrable at all altitudes and most speeds
  • Powerful and accurate armament with decent belts
  • Vastly improved speed and diving ability compared to its counterpart
  • Can mount unguided air-to-air rockets
  • Can tailor to almost any form of dogfighting
  • 70 mm bulletproof glass in front of the pilot
  • Large ammunition pool
  • Decent roll rate

Cons:

  • Significantly increased size compared to A6M
  • Flimsy wings, easily damaged
  • Almost useless when the engine is shot
  • 13 mm HMG's have a slow rate of fire
  • All guns are mounted on the wings, resulting in significant convergence
  • Control stiffening occurs at higher speeds

History

Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too big, take it to a separate article, taking a link to the article about the vehicle and adding a block "/ History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref>, as well as adding them at the end of the article. This section may also include the vehicle's devblog entry (if applicable) and the ingame encyclopedia description (under === Encyclopedia Info ===, also if applicable).

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)