Difference between revisions of "F-4J Phantom II"

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{{About
 
{{About
 
| about = American jet fighter '''{{PAGENAME}}'''
 
| about = American jet fighter '''{{PAGENAME}}'''
| usage = other versions
+
| other
| link = F-4 Phantom II (Family)
+
| usage-1 = the premium British version
 +
| link-1 = F-4J(UK) Phantom II
 +
| usage-2 = other versions
 +
| link-2 = F-4 Phantom II (Family)
 
}}
 
}}
 
{{Specs-Card
 
{{Specs-Card
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} American jet fighter {{Battle-rating}}. It was introduced in [[Update "Winged Lions"]].
 
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American jet fighter {{Battle-rating}}. It was introduced in [[Update "Winged Lions"]].
  
The F-4J is a long range support aircraft equipped with long-range AIM-7F and AIM-9G missiles, as well as a very powerful pulse-Doppler radar. Due to it not having the "Agile Eagle" upgrade like the F-4E and having to mount an external gunpod to be able to carry a cannon, it is less manoeuvrable than the F-4E so dogfighting is not recommended.
+
The F-4J is one of the most famous variants of the Phantom used by the US Navy. The external appearance closely resembles the [[F-4C]], only missing the unusable IRST underneath the nose. It is a different aircraft from the [[F-4E]], its US Air Force counterpart: lacking the "Agile Eagle" wing slats and devastating Vulcan Gatling cannon, the F-4J is even less suitable for dogfights. It also does not have the F-4E's lethal ground attack arsenal of air-to-ground missiles and glide bombs. The F-4J makes up for these deficiencies by having a very powerful pulse-Doppler radar, long-range AIM-7F missiles, and a unique VTAS helmet-mounted sight for cueing its AIM-9G Sidewinder missiles. This is a Phantom for pilots who can turn technological superiority into air superiority, and it is good preparation for the succeeding [[F-14A Early|F-14A Tomcat]].
  
 
== General info ==
 
== General info ==
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|-
 
|-
 
|}
 
|}
 +
 +
The F-4J's flight performance is underwhelming for its battle rating. It has about the same climb rate, top speed, and acceleration as the [[F-4E]], which are good, but the lack of Agile Eagle slats prevents it from turning well even in the short term, and it will lose dogfights to almost every contemporary aircraft. The British [[Phantom FGR.2|FGR.2]]/[[Phantom FG.1|FG.1]] Phantoms are similar to the F-4J in that they trade wing slats and an internal gun for a pulse-Doppler radar, but their turbofan engines give them much better acceleration in most flight profiles. Thus the F-4J is best played to the typical Phantom strengths of high speed and high altitude, avoiding dogfights whenever possible.
  
 
==== Details ====
 
==== Details ====
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{{Specs-Avia-Armour}}
 
{{Specs-Avia-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.'' -->
''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.''
+
 
 +
The F-4J has no armour protection whatsoever, which is standard for the battle rating. The airframe itself can take some punishment and the two engines configuration offers some redundancy in case of heavy damage, but the Phantom's large profile makes it easy to be hit by incoming gunfire.
  
 
=== Modifications and economy ===
 
=== Modifications and economy ===
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* A choice between two presets:
 
* A choice between two presets:
 
** Without offensive armament
 
** Without offensive armament
** 90 x countermeasures
+
** 60 x countermeasures
 +
 
 +
Like all naval Phantom models, the F-4J lacks an internal gun and is forced to rely on optional gunpods. It does have countermeasures, but they are mounted in compartments on top of the engine nacelles instead of the wing pylon dispensers seen on the F-4E. This system has a capacity of only 60 countermeasures instead of 90, which further emphasizes the need of the F-4J to stay out of trouble.
  
 
=== Suspended armament ===
 
=== Suspended armament ===
 
{{Specs-Avia-Suspended}}
 
{{Specs-Avia-Suspended}}
 
<!-- ''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.'' -->
 
<!-- ''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.'' -->
{{main|LDGP Mk 81 (250 lb)|LDGP Mk 82 (500 lb)|M117 cone 45 (750 lb)|LDGP Mk 83 (1,000 lb)}}
+
{{main|LDGP Mk 81 (250 lb)|LDGP Mk 82 (500 lb)|M117 cone 45 (750 lb)|LDGP Mk 83 (1,000 lb)|Mk 79 Mod 1 incendiary}}
 
{{main|AIM-7E-2 Sparrow|AIM-7F Sparrow|AIM-9D Sidewinder|AIM-9G Sidewinder}}
 
{{main|AIM-7E-2 Sparrow|AIM-7F Sparrow|AIM-9D Sidewinder|AIM-9G Sidewinder}}
 
{{main|FFAR Mighty Mouse|Zuni Mk32 Mod 0 ATAP|Mk 11 mod 5 (20 mm)}}
 
{{main|FFAR Mighty Mouse|Zuni Mk32 Mod 0 ATAP|Mk 11 mod 5 (20 mm)}}
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* 15 x 750 lb M117 cone 45 bombs (11,250 lb total)
 
* 15 x 750 lb M117 cone 45 bombs (11,250 lb total)
 
* 11 x 1,000 lb LDGP Mk 83 bombs (11,000 lb total)
 
* 11 x 1,000 lb LDGP Mk 83 bombs (11,000 lb total)
 +
* 3 x Mk 79 Mod 1 incendiary bombs
 +
 +
The F-4J's arsenal does not look as impressive as its air force counterparts. While it does have the large bomb and rocket capacity that the fighter-bomber Phantoms are known for, the F-4J cannot use any guided air-to-ground munitions, not even the basic MCLOS [[AGM-12C Bullpup]] available to the F-4C. Thus, it is not very suitable for CAS in Ground RB at a battle rating where it faces long-range radar SAMs and the closest things it has to a standoff capability are firing swarms of Zuni rockets with ballistic computer assistance.
 +
 +
As discussed before, the F-4J does not have an internal gun. Unfortunately, it has the worst gun options of any Phantom: while the F-4C and British Phantoms have Vulcans in their gunpods, the F-4J has a unique double-barrel 20 mm Mk 11 revolver cannon using 20 x 110 mm USN rounds instead. Although it has an impressive rate of fire at 4,000 rounds per minute for a non-rotary weapon (actually faster than the Soviet [[GSh-23L (23 mm)|GSh-23L]]), this is still inferior to the Vulcan's 6,000 rounds per minute. The gunpod also only weighs slightly less than the podded Vulcan and the performance penalties are still significant.
 +
 +
The AAM arsenal is better and where the F-4J's technology really shines. The stock AIM-9D Sidewinder missiles are decent options. They have a slightly lower overload and acceleration than the Air Force's [[AIM-9J Sidewinder]] and have a harder time in dogfights, but the longer burning rocket motor helps it hit targets at extended ranges. The top AIM-9G Sidewinder is largely identical but has an enormous seeker cone that allows the pilot to supply a generous amount of lead. The Sidewinders are assisted by the VTAS helmet-mounted sight, which allows the player to point the missile seeker in the direction of their mouse. The AIM-9G's wide seeker cone makes it easy to acquire targets this way without needing to manoeuvre the lumbering F-4J into a good position.
 +
 +
The real capstone of the F-4J's armament are its radar-guided Sparrow missiles, which greatly enjoy the look-down/shoot-down capabilities offered by its pulse-Doppler radar. The AIM-7E-2 dogfight Sparrows are nice options for medium range engagements because they have a good overload of 25 G, accelerate quickly, and start tracking almost immediately after launch. The new AIM-7F Sparrows are the F-4J's most dangerous weapon. They are heavier Sparrows with an improved rocket motor that burns for a long duration, offering twice the launch range of the AIM-7E-2. The new seeker enjoys a 40 km lock range as well. The AIM-7Fs are excellent for BVR combat and can potentially skewer enemies from across the map if they do not take serious defensive measures. Even at medium ranges, the rocket motor lets the AIM-7F continuously pull quite hard and hit manoeuvring targets. One downside of the AIM-7F is that the long burn duration makes it easy for enemies to spot it, either through the in-game missile warning icon or from seeing the exhaust trail. That said, most targets will notice the RWR warning from the lock first.
 +
 +
Up to four Sparrows can be carried on the fuselage pylons, but what is unique among Phantoms is that the F-4J can carry Sparrows on the inboard wing pylons too (at the cost of the Sidewinders mounted on those pylons), for a grand total of 6.
  
 
==== Custom loadout options ====
 
==== Custom loadout options ====
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! 1,000 lb LDGP Mk 83 bombs
 
! 1,000 lb LDGP Mk 83 bombs
 
| 2 || 2 || || || || 3 || || || || 2 || 2
 
| 2 || 2 || || || || 3 || || || || 2 || 2
 +
|-
 +
! Mk 79 Mod 1 incendiary bombs
 +
| || 1 || || || || 1 || || || || 1 ||
 
|-
 
|-
 
! FFAR Mighty Mouse rockets
 
! FFAR Mighty Mouse rockets
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== Usage in battles ==
 
== Usage in battles ==
 
<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft 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 the aircraft, the features of using aircraft 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).'' -->
When compared to the F-4E, the F-4J is rather sluggish. It lacks the leading edge slats the F-4E has, and as such is less manoeuvrable. Therefore, the F-4J should be used rather as a sniper due to its AIM-7F Sparrow missiles and long range pulse-Doppler radar, which allows it to snipe unsuspecting enemies up to 20 km in frontal attacks. Always remember that most planes at the BR range will out-accelerate the F-4J, and as such, it is vital to maintain your speed.
+
 
 +
The F-4J has the best BVR capabilities of any Rank VII Phantom because of its AN/APG-59 pulse-Doppler radar and long-range AIM-7F Sparrow missiles. It pays for this by having the worst performance and dogfight capabilities of any Rank VII Phantom, not even having the reprieve of podded Vulcans and turbofan engines available to the British Phantoms. As such, it's best for the F-4J to identify and destroy targets before they get close enough to enter a dogfight.
 +
 
 +
One approach is to climb to high altitudes, pick up speed, and look for enemies attempting to do the same thing. The F-4J can often win BVR jousts against contemporary aircraft like the [[MiG-23MLD]] because of the range and capacity of the AIM-7F. When high-altitude enemies are dispatched or forced to lower altitudes, the F-4J can use its LD/SD capabilities to snipe targets below. VTAS can also be used to slave the radar to acquire targets more quickly than through the multi-function menu or keyboard binds. However the F-4J can be matched or outclassed in BVR by Rank VIII fighters like the [[F-4EJ Kai Phantom II|F-4EJ Kai]], [[MiG-29]] (with [[R-27ER]] specifically), [[F-16 (Family)|F-16 ADF or MLU]], and [[F-14A Early|F-14A]]. The LD/SD capability is also not perfect and some low-altitude opponents cannot be acquired due to excessive ground clutter or bad luck, so be prepared to have a backup plan.
 +
 
 +
Another approach is to play the F-4J more like the F-4E and cruise at lower altitudes, maintaining speed and slinging barrages of missiles at foes. Although the pulse-Doppler radar does not help much here, the AIM-7Fs or AIM-7E-2s are still deadly. The AIM-9Gs can be put to good use because their extended range is nice for sneak attacks.
 +
 
 +
Dogfights should be avoided, but if forced into manoeuvring combat, the HMS can be quite helpful. It can lock Sidewinders onto targets that are not near the F-4J's nose, which compensates somewhat for the aircraft's poor AoA and nose authority. This can surprise enemy fighters who are pulling or rolling hard. However, the AIM-9D/G are still only 18 G missiles and lack the manoeuvrability of something like the 30 G [[R-60]] or 35 G [[R.550|Magic 1]], so just because VTAS can lock wild off-bore shots does not mean that the Sidewinder can actually hit them once launched. VTAS will also take some practice to use effectively because it is easy to lock unintended targets like teammates or the sun when looking around with the missile seeker active.
 +
 
 +
It is often better to leave the gunpod behind because the F-4J needs all the speed and climb performance it can get and the gun does not offer much utility to outweigh its penalties. It is a mistake for the F-4J to get involved in close-range manoeuvring combat where the gun would be useful in the first place and the airframe's poor agility does not lend itself for pulling lead on targets. It is more practical to use the Sparrows in head-ons and use the AIM-9Gs with VTAS assistance in close quarters.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
 
<!-- ''Summarise 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 - use substitutions with softer forms such as "inadequate" and "effective".'' -->
 
<!-- ''Summarise 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 - use substitutions with softer forms such as "inadequate" and "effective".'' -->
 +
 
'''Pros:'''
 
'''Pros:'''
  
 
* Equipped with a pulse-Doppler radar, allowing targets close to the ground to be tracked and engaged
 
* Equipped with a pulse-Doppler radar, allowing targets close to the ground to be tracked and engaged
* Wide selection of multi-role payloads
+
* Large selection of unguided munitions for ground attack
 +
* Has a helmet mounted sight to launch AIM-9Gs off-boresight and slew the radar
 
* Good air-to-air missile combinations
 
* Good air-to-air missile combinations
 
** Can carry up to six powerful AIM-7F Sparrow missiles, which have a long burn time resulting in great range and sustained manoeuvrability
 
** Can carry up to six powerful AIM-7F Sparrow missiles, which have a long burn time resulting in great range and sustained manoeuvrability
 
** AIM-9G IR missiles have good range and decent 18G overload capability
 
** AIM-9G IR missiles have good range and decent 18G overload capability
* An ample amount of countermeasures
+
 
  
 
'''Cons:'''
 
'''Cons:'''
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* Large target
 
* Large target
 
* No guided air-to-ground weaponry
 
* No guided air-to-ground weaponry
* No internal gun; while an external centerline 20 mm Mk 11 Mod 5 gunpod can optionally be mounted, this impacts performance
+
* No internal gun, external gunpod negatively affects performance
* Has poor manoeuvrability as it lacks the F-4E’s leading-edge slats
+
* Has poor manoeuvrability as it lacks the F-4E's leading-edge slats
* Top speed, while decent, isn’t nearly enough to outrun the majority of opponents (especially considering the bad manoeuvrability means you absolutely cannot be caught and forced into a dogfight)
+
* Top speed and acceleration, while decent, isn't nearly enough to outrun the majority of opponents
 +
* Lower countermeasure capacity than other Phantoms
  
 
== History ==
 
== History ==

Revision as of 20:56, 19 March 2023

RANK 4 FRANCE
Somua SM PACK
This page is about the American jet fighter F-4J Phantom II. For the premium British version, see F-4J(UK) Phantom II. For other versions, see F-4 Phantom II (Family).
F-4J Phantom II
f-4j.png
GarageImage F-4J Phantom II.jpg
F-4J Phantom II
Research:350 000 Specs-Card-Exp.png
Purchase:950 000 Specs-Card-Lion.png
Show in game

Description

The F-4J Phantom II is a rank VII American jet fighter with a battle rating of 11.0 (AB) and 11.3 (RB/SB). It was introduced in Update "Winged Lions".

The F-4J is one of the most famous variants of the Phantom used by the US Navy. The external appearance closely resembles the F-4C, only missing the unusable IRST underneath the nose. It is a different aircraft from the F-4E, its US Air Force counterpart: lacking the "Agile Eagle" wing slats and devastating Vulcan Gatling cannon, the F-4J is even less suitable for dogfights. It also does not have the F-4E's lethal ground attack arsenal of air-to-ground missiles and glide bombs. The F-4J makes up for these deficiencies by having a very powerful pulse-Doppler radar, long-range AIM-7F missiles, and a unique VTAS helmet-mounted sight for cueing its AIM-9G Sidewinder missiles. This is a Phantom for pilots who can turn technological superiority into air superiority, and it is good preparation for the succeeding F-14A Tomcat.

General info

Flight performance

Arrestor gear
Accelerates braking by grabbing the brake cable on the deck of the aircraft carrier
Air brakes
Allows you to dramatically reduce the flight speed by releasing special flaps
Drogue parachute
Reduces braking distance when landing on any runway
Max speed
at 12 192 m2 140 km/h
Turn time26 s
Max altitude16 000 m
Engine2 х General Electric J79-GE-10
TypeJet
Cooling systemAir
Take-off weight24 t
Characteristics Max Speed
(km/h at 12,192 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 2,067 2,018 16,000 26.5 27.3 154.4 144.3 850
Upgraded 2,216 2,139 25.5 26.0 217.6 184.5

The F-4J's flight performance is underwhelming for its battle rating. It has about the same climb rate, top speed, and acceleration as the F-4E, which are good, but the lack of Agile Eagle slats prevents it from turning well even in the short term, and it will lose dogfights to almost every contemporary aircraft. The British FGR.2/FG.1 Phantoms are similar to the F-4J in that they trade wing slats and an internal gun for a pulse-Doppler radar, but their turbofan engines give them much better acceleration in most flight profiles. Thus the F-4J is best played to the typical Phantom strengths of high speed and high altitude, avoiding dogfights whenever possible.

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear Drogue chute
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
1458 463 614 588 473 ~11 ~4
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< ___ < ___ < ___ N/A

Engine performance

Engine Aircraft mass
Engine name Number Basic mass Wing loading (full fuel)
General Electric J79-GE-10 2 14,213 kg 408 kg/m2
Engine characteristics Mass with fuel (no weapons load) Max Takeoff
Weight
Weight (each) Type 9m fuel 20m fuel 30m fuel
1,750 kg Afterburning axial-flow turbojet 15,972 kg 18,055 kg 20,078 kg 26,420 kg
Maximum engine thrust @ 0 m (RB/SB) Thrust to weight ratio @ 0 m (WEP)
Condition 100% WEP 9m fuel 20m fuel 30m fuel MTOW
Stationary 5,240 kgf 8,090 kgf 1.01 0.90 0.81 0.61
Optimal 5,240 kgf
(0 km/h)
10,340 kgf
(1,400 km/h)
1.29 1.15 1.03 0.78

Survivability and armour

Flares/Chaff
Aircraft countermeasures to distract IR and radar-guided missiles and also AA radar
Crew2 people
Speed of destruction
Structural1 458 km/h
Gear463 km/h

The F-4J has no armour protection whatsoever, which is standard for the battle rating. The airframe itself can take some punishment and the two engines configuration offers some redundancy in case of heavy damage, but the Phantom's large profile makes it easy to be hit by incoming gunfire.

Modifications and economy

Repair costBasic → Reference
AB2 994 → 4 044 Sl icon.png
RB8 848 → 11 953 Sl icon.png
SB9 624 → 13 002 Sl icon.png
Total cost of modifications295 000 Rp icon.png
450 000 Sl icon.png
Talisman cost3 000 Ge icon.png
Crew training270 000 Sl icon.png
Experts950 000 Sl icon.png
Aces3 200 Ge icon.png
Research Aces1 210 000 Rp icon.png
Reward for battleAB / RB / SB
100 / 320 / 600 % Sl icon.png
244 / 244 / 244 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
340 Ge icon.png
Mods booster.png
New boosters
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
450 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
510 Ge icon.png
Mods jet engine.png
Engine
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
650 Ge icon.png
Mods aerodinamic fuse.png
Fuselage repair
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
340 Ge icon.png
Mods armor frame.png
Airframe
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
450 Ge icon.png
Mods g suit.png
G-suit
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
510 Ge icon.png
Mods armor cover.png
Cover
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
650 Ge icon.png
Mods ammo.png
Mk11_belt_pack
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
340 Ge icon.png
Mod arrow 1.png
Mods pilon bomb.png
Mk81
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
340 Ge icon.png
Mod arrow 0.png
Mods heli false thermal targets.png
Flares/Chaff
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
340 Ge icon.png
Mods air to air missile.png
AIM-9D
Research:
10 000 Rp icon.png
Cost:
15 000 Sl icon.png
340 Ge icon.png
Mod arrow 0.png
Mods pilon bomb.png
Mk82
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
450 Ge icon.png
Mod arrow 0.png
Mods pilon block rocket.png
LAU-3/A
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
450 Ge icon.png
Mod arrow 1.png
Mods air to air missile.png
AIM-9G
Research:
13 000 Rp icon.png
Cost:
20 000 Sl icon.png
450 Ge icon.png
Mod arrow 0.png
Mods weapon.png
Mk11_new_gun
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
510 Ge icon.png
Mods pilon bomb.png
M117
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
510 Ge icon.png
Mod arrow 0.png
Mods air to air midrange missile.png
AIM-7E-2
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
510 Ge icon.png
Mod arrow 0.png
Mods pilon bomb.png
Mk83
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
650 Ge icon.png
Mods pilon block rocket large.png
LAU-10/A
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
650 Ge icon.png
Mods air to air midrange missile.png
AIM-7F
Research:
19 000 Rp icon.png
Cost:
29 000 Sl icon.png
650 Ge icon.png

Armaments

Ballistic Computer
CCIP (Guns) CCIP (Rockets) CCIP (Bombs) CCRP (Bombs)
Icon GreenCheckmark.png Icon GreenCheckmark.png Icon GreenCheckmark.png Icon GreenCheckmark.png

Offensive armament

The F-4J Phantom II is armed with:

  • A choice between two presets:
    • Without offensive armament
    • 60 x countermeasures

Like all naval Phantom models, the F-4J lacks an internal gun and is forced to rely on optional gunpods. It does have countermeasures, but they are mounted in compartments on top of the engine nacelles instead of the wing pylon dispensers seen on the F-4E. This system has a capacity of only 60 countermeasures instead of 90, which further emphasizes the need of the F-4J to stay out of trouble.

Suspended armament

The F-4J Phantom II can be outfitted with the following ordnance presets:

  • 1 x 20 mm Mk 11 mod 5 cannon (750 rpg)
  • 1 x 20 mm Mk 11 mod 5 cannon + 2 x AIM-9D Sidewinder missiles
  • 4 x AIM-9D Sidewinder missiles
  • 4 x AIM-9G Sidewinder missiles
  • 6 x AIM-7E-2 Sparrow missiles
  • 6 x AIM-7F Sparrow missiles
  • 60 x Zuni Mk32 Mod 0 ATAP rockets
  • 247 x FFAR Mighty Mouse rockets
  • 24 x 250 lb LDGP Mk 81 bombs (6,000 lb total)
  • 24 x 500 lb LDGP Mk 82 bombs (12,000 lb total)
  • 15 x 750 lb M117 cone 45 bombs (11,250 lb total)
  • 11 x 1,000 lb LDGP Mk 83 bombs (11,000 lb total)
  • 3 x Mk 79 Mod 1 incendiary bombs

The F-4J's arsenal does not look as impressive as its air force counterparts. While it does have the large bomb and rocket capacity that the fighter-bomber Phantoms are known for, the F-4J cannot use any guided air-to-ground munitions, not even the basic MCLOS AGM-12C Bullpup available to the F-4C. Thus, it is not very suitable for CAS in Ground RB at a battle rating where it faces long-range radar SAMs and the closest things it has to a standoff capability are firing swarms of Zuni rockets with ballistic computer assistance.

As discussed before, the F-4J does not have an internal gun. Unfortunately, it has the worst gun options of any Phantom: while the F-4C and British Phantoms have Vulcans in their gunpods, the F-4J has a unique double-barrel 20 mm Mk 11 revolver cannon using 20 x 110 mm USN rounds instead. Although it has an impressive rate of fire at 4,000 rounds per minute for a non-rotary weapon (actually faster than the Soviet GSh-23L), this is still inferior to the Vulcan's 6,000 rounds per minute. The gunpod also only weighs slightly less than the podded Vulcan and the performance penalties are still significant.

The AAM arsenal is better and where the F-4J's technology really shines. The stock AIM-9D Sidewinder missiles are decent options. They have a slightly lower overload and acceleration than the Air Force's AIM-9J Sidewinder and have a harder time in dogfights, but the longer burning rocket motor helps it hit targets at extended ranges. The top AIM-9G Sidewinder is largely identical but has an enormous seeker cone that allows the pilot to supply a generous amount of lead. The Sidewinders are assisted by the VTAS helmet-mounted sight, which allows the player to point the missile seeker in the direction of their mouse. The AIM-9G's wide seeker cone makes it easy to acquire targets this way without needing to manoeuvre the lumbering F-4J into a good position.

The real capstone of the F-4J's armament are its radar-guided Sparrow missiles, which greatly enjoy the look-down/shoot-down capabilities offered by its pulse-Doppler radar. The AIM-7E-2 dogfight Sparrows are nice options for medium range engagements because they have a good overload of 25 G, accelerate quickly, and start tracking almost immediately after launch. The new AIM-7F Sparrows are the F-4J's most dangerous weapon. They are heavier Sparrows with an improved rocket motor that burns for a long duration, offering twice the launch range of the AIM-7E-2. The new seeker enjoys a 40 km lock range as well. The AIM-7Fs are excellent for BVR combat and can potentially skewer enemies from across the map if they do not take serious defensive measures. Even at medium ranges, the rocket motor lets the AIM-7F continuously pull quite hard and hit manoeuvring targets. One downside of the AIM-7F is that the long burn duration makes it easy for enemies to spot it, either through the in-game missile warning icon or from seeing the exhaust trail. That said, most targets will notice the RWR warning from the lock first.

Up to four Sparrows can be carried on the fuselage pylons, but what is unique among Phantoms is that the F-4J can carry Sparrows on the inboard wing pylons too (at the cost of the Sidewinders mounted on those pylons), for a grand total of 6.

Custom loadout options

1 2 3 4 5 6 7 8 9 10 11
Hardpoints F-4C Phantom II.png
20 mm Mk 11 mod 5 cannons (750 rpg) 1
250 lb LDGP Mk 81 bombs 6 3 6 3 6
500 lb LDGP Mk 82 bombs 6 3 6 3 6
750 lb M117 cone 45 bombs 3 3 3 3 3
1,000 lb LDGP Mk 83 bombs 2 2 3 2 2
Mk 79 Mod 1 incendiary bombs 1 1 1
FFAR Mighty Mouse rockets 38 57 57 57 38
Zuni Mk32 Mod 0 ATAP rockets 12 12 12 12 12
AIM-7E-2 Sparrow missiles 1*† 1 1 1 1 1*†
AIM-7F Sparrow missiles 1*† 1 1 1 1 1*†
AIM-9D Sidewinder missiles 1, 2* 1, 2*
AIM-9G Sidewinder missiles 2* 2*
Maximum permissible weight imbalance: 1,500 kg
* Sparrows on hardpoints 2/10 cannot be carried in conjunction with Sidewinders on hardpoints 3/9 respectively
AIM-7E-2 and AIM-7F Sparrow missiles cannot be mixed, only one type may be equipped across hardpoints

Usage in battles

The F-4J has the best BVR capabilities of any Rank VII Phantom because of its AN/APG-59 pulse-Doppler radar and long-range AIM-7F Sparrow missiles. It pays for this by having the worst performance and dogfight capabilities of any Rank VII Phantom, not even having the reprieve of podded Vulcans and turbofan engines available to the British Phantoms. As such, it's best for the F-4J to identify and destroy targets before they get close enough to enter a dogfight.

One approach is to climb to high altitudes, pick up speed, and look for enemies attempting to do the same thing. The F-4J can often win BVR jousts against contemporary aircraft like the MiG-23MLD because of the range and capacity of the AIM-7F. When high-altitude enemies are dispatched or forced to lower altitudes, the F-4J can use its LD/SD capabilities to snipe targets below. VTAS can also be used to slave the radar to acquire targets more quickly than through the multi-function menu or keyboard binds. However the F-4J can be matched or outclassed in BVR by Rank VIII fighters like the F-4EJ Kai, MiG-29 (with R-27ER specifically), F-16 ADF or MLU, and F-14A. The LD/SD capability is also not perfect and some low-altitude opponents cannot be acquired due to excessive ground clutter or bad luck, so be prepared to have a backup plan.

Another approach is to play the F-4J more like the F-4E and cruise at lower altitudes, maintaining speed and slinging barrages of missiles at foes. Although the pulse-Doppler radar does not help much here, the AIM-7Fs or AIM-7E-2s are still deadly. The AIM-9Gs can be put to good use because their extended range is nice for sneak attacks.

Dogfights should be avoided, but if forced into manoeuvring combat, the HMS can be quite helpful. It can lock Sidewinders onto targets that are not near the F-4J's nose, which compensates somewhat for the aircraft's poor AoA and nose authority. This can surprise enemy fighters who are pulling or rolling hard. However, the AIM-9D/G are still only 18 G missiles and lack the manoeuvrability of something like the 30 G R-60 or 35 G Magic 1, so just because VTAS can lock wild off-bore shots does not mean that the Sidewinder can actually hit them once launched. VTAS will also take some practice to use effectively because it is easy to lock unintended targets like teammates or the sun when looking around with the missile seeker active.

It is often better to leave the gunpod behind because the F-4J needs all the speed and climb performance it can get and the gun does not offer much utility to outweigh its penalties. It is a mistake for the F-4J to get involved in close-range manoeuvring combat where the gun would be useful in the first place and the airframe's poor agility does not lend itself for pulling lead on targets. It is more practical to use the Sparrows in head-ons and use the AIM-9Gs with VTAS assistance in close quarters.

Pros and cons

Pros:

  • Equipped with a pulse-Doppler radar, allowing targets close to the ground to be tracked and engaged
  • Large selection of unguided munitions for ground attack
  • Has a helmet mounted sight to launch AIM-9Gs off-boresight and slew the radar
  • Good air-to-air missile combinations
    • Can carry up to six powerful AIM-7F Sparrow missiles, which have a long burn time resulting in great range and sustained manoeuvrability
    • AIM-9G IR missiles have good range and decent 18G overload capability


Cons:

  • Large target
  • No guided air-to-ground weaponry
  • No internal gun, external gunpod negatively affects performance
  • Has poor manoeuvrability as it lacks the F-4E's leading-edge slats
  • Top speed and acceleration, while decent, isn't nearly enough to outrun the majority of opponents
  • Lower countermeasure capacity than other Phantoms

History

The F-4J Phantom is an upgrade of the previous F-4B variant, designed with the intent to improve the Phantom's air-to-air combat capabilities, based on lessons learned in combat during the Vietnam War. These upgrades included a more advanced radar (the AN/APG-59 pulse-Doppler radar), an improved fire control system, upgraded engines, increased options for secondary ordnance, while the infrared sensor under the nose was omitted. Over 500 F-4Js were built from 1966, and saw action at the end of the Vietnam War during Operation Linebacker in 1972. Lt. Randy "Duke" Cunningham and Radar-Intercept Officer Lt. Junior-Grade Willy Driscoll became aces while flying an F-4J, after shooting downing three MiG-17s on May 10, 1972.

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McDonnell Aircraft Corporation
Jet Fighters  F2H-2 · F3H-2
  F-4C Phantom II · F-4E Phantom II · F-4J Phantom II · F-4S Phantom II
  F-15A
Export/Licensed 
Aircraft  ◄F-4F Early · ◄F-4F · Phantom FG.1 · Phantom FGR.2 · F-4J(UK) Phantom II · F-4EJ Phantom II · F-4EJ ADTW · Kurnass · Kurnass 2000
  Baz · F-15J
  ▄AV-8B Plus
Helicopters  AH-6M · Lahatut
  The McDonnell Aircraft Corporation merged with Douglas Aircraft Company in 1967 to form McDonnell Douglas.
See Also  Mitsubishi Heavy Industries

USA jet aircraft
  Fighters
F-4  F-4C Phantom II · F-4E Phantom II · F-4J Phantom II · F-4S Phantom II
F-5  F-5A · F-5C · F-5E · F-20A
F-8  F8U-2 · F-8E
F-80  F-80A-5 · F-80C-10
F-84  F-84B-26 · F-84F · F-84G-21-RE
F-86  F-86A-5 · F-86F-25 · F-86F-2 · F-86F-35
F-89  F-89B · F-89D
F-100  F-100D
F-104  F-104A · F-104C
F-14  F-14A Early · F-14B
F-15  F-15A
F-16  F-16A · F-16A ADF · F-16C
F9F  F9F-2 · F9F-5 · F9F-8
Other  P-59A · F2H-2 · F3D-1 · F3H-2 · F4D-1 · F11F-1
  Strike Aircraft
FJ-4  FJ-4B · FJ-4B VMF-232
A-4  A-4B · A-4E Early
A-6  A-6E TRAM
A-7  A-7D · A-7E · A-7K
AV-8  AV-8A · AV-8C
A-10  A-10A · A-10A Late
B-57  B-57A · B-57B
F-105  F-105D
F-111  F-111A