Mosquito FB Mk VI
- 1 Description
- 2 General info
- 3 Armaments
- 4 Usage in the battles
- 5 History
- 6 Media
- 7 Read also
- 8 Sources
The Mosquito FB Mk VI is a Rank IV British twin-engine fighter with a battle rating of 4.3 (AB) and 3.7 (RB/SB). It has been in the game since the start of the Open Beta Test prior to Update 1.29. The Mosquito is researched after the Beaufighter Mk 21, requiring 70,000 RP and 230,000 SL to buy and further 65,000 SL to add a crew.
The Mosquito FB Mk VI is a heavy hitting fighter-bomber that can cover many roles in War thunder as it could in real life, with the ability to equip bombs and rockets it can play apart of both the ground and air war, use it's speed and fire-power to show your enemies who really rules the battlefield. With the instructions below you can make full use of the Mosquito and even squad up because as in the war, you can never have enough wooden wonders. The Mosquito then goes on to the excellent Tsetse (mk XVIII) with the 57 mm for an even better ground attacker. If you feel that you want to be like a real wooden wonder pilot give the pilot's manual a read.
It is profitable to set compressor to 2nd position while not using WEP on low altitude in Realistic Battles. The engines will not overheat, but they will generate almost as much power as they do on 1st compressor's position with WEP. This will maximize motors' efficiency, especially because there is no need to use cooler and raise up drag.
The Mosquito VI has a fixed forward mounted armament of four 7.7 mm Browning machine guns (500 rpg) and four 20 mm Hispano mk.2 (150 rpg) both with a variety of belts. For the machine guns the universal belt is high recommended it suits both ground attack and air combat although is only for the use of tracers in the latter. Use the machine guns for ranging and attacking light targets, don't waste the cannons on those. The cannons are specific to their role, so you may want to think about what you want to do before you spawn. In the ground attack role the "Ground attack" is the obvious ammo due to 60% of the ammo is armour piercing. This ammo can kill targets up to light tanks (attack from behind) and light pillboxes (window and door). For anti-air the ammo of choice is air targets. This ammo makes light work of any aircraft but is stealth. With no tracers universal can also be used to get used to the Hispano's velocity and how to aim it. This is also why the universal ammo on the 7.7 mm's are useful as it allows you to adjust your aim while using air-targets.
The cannons are mounted under the nose and so will need more lead than wing mounted Hispanos, but the close grouping make it far less effected by convergence. To use the cannons to kill armoured ground again go into the virtual cockpit to gain the best accuracy. For Tanks line up behind them at least 0.6 km away and low to the ground above the ground. Begin to fire at the target at about 0.4 km, by aiming for the top armour of tanks and the back of the turrets this will give you a higher chance of a kill. As for light pill boxes these are stationary targets they will be easier to kill and so needs less setting up. Aim fro the back of the pillbox or the window at the front. Of course you will need ground target ammo to penetrate the armour of both targets. Flaps should be deployed as they will help you elevate quicker and stop you from crashing in to trees or buildings. The tactics and knowledge you build from this will then come in very useful when playing the Mk XVIII as it is an even better Ground attacker.
The 250 lb bombs are only useful if you are a skilled dive bomber pilot as most targets need a direct hit or both 250 lb bombs to kill it. The 500 lb is a better choice as it gives some leeway if the target is only slightly missed, They can also kill destroyers in one direct hit. To attack with bombs you want to line up with target +1 km out and change to the virtual cockpit. Dive on the target at 30 degrees pr more with the steeper the dive the better. Release the bomb at +300 m above the target, this should give you enough time to pull out of the dive and not blow your self up. Bombs are recommended for pillboxes and stationary targets above all else. Rockets can be used both for anti-bomber as well as anti-ground. The rockets widely used against the 1.45 bomber spam and are still very useful, if slightly inaccurate. The rockets can also be used against destroyers and Pillboxes although you need 4 rockets to hit to kill them allowing you to two with each load out. Note when attacking ships come at their broadside at around -30 degrees, this will give you the largest target.
The Mosquito is famed for it's outstanding agility in the war, pilots often remarked it as being on par with fighters and nothing like what they had flown before. This was thanks to it's light yet strong balsa and plywood frame while housing a pair of Rolls Royce Merlin engines.
In War Thunder the manoeuvrability can seem far from the legend that surrounds it. Stock it is a heavy and some what lumber some fighter that relies on slow moving enemies to target. However as the upgrades are unlocked and installed it slowly comes out of it's shell to start being the plane so many grew up wanting to fly. The roll rate of the Mosquito is quite underwhelming as sometimes expected from such a large aircraft with is being best at around 240 miles per hour. The upside is that in the roll, the Mosquito has only a small wobble and so will allow for some well aimed shots. The horizontal turn on the Mosquito is again not that impressive as one might expect but it is not a brick with wings either. it has a mediocre turn radius in the flat and can turn with and inside other heavy fighters excluding the Japanese ones. It will undoubtedly not be able to out turn all it's single engine opponents though with the Fw 190 being the exception in a sustained turn. Finally the vertical manoeuvrability is decent and the Mosquito will only lose a small bit of altitude in a loop with combat flaps deployed. However there is one upside. In simulator battles the Mosquito is not under the control of the instructor and there is an improvement in it's performance. This allows it to be better in the fighter role than in RB if it were in the same match up.
There is some controversy over the Mosquito though. Many players argue that the MK.VI should be more manoeuvrable than it actually is and this is probably down to two things. Firstly the flight model maybe inaccurate in the respective area causing it not to perform as well, but the most likely reason for the performance is the large fuel minimum. At 1 hour it has a large effect on what the plane can do. This is a little less than double that of similar planes that have 45 minutes of fuel.
| Max Speed
(km/h at 3,780 m)
| Max altitude
| Turn time
| Rate of climb
| Max Speed
(km/h at 3,780 m)
|Max altitude (meters)||Turn time (seconds)|| Rate of climb
|Take-off run (meters)|
|Combat flap||Take-off flap||Landing flap||Air brakes||Arrestor gear|
| Wing-break speed
| Gear limit
| Combat flap
|Max Static G|
|< 360||< 360||< 410||> 230|
|Optimal altitude||100% Engine power||WEP Engine power|
|2,819 m||2,272 hp||3,612 hp|
Survivability and armour
- 64 mm Bulletproof glass - Armored windscreen
- 9.5 mm Steel plate in pilot seats
- 9.5 mm Steel plate in the nose
The Mosquito FB Mk VI is armed with:
- 4 x 20 mm Hispano Mk.II cannons, belly-mounted (150 rpg = 600 total)
- 4 x 7.7 mm Browning .303 machine guns, nose-mounted (500 rpg = 2,000 total)
The Mosquito FB Mk VI can be outfitted with the following ordinance:
- Without load
- 2 x G.P. 250 lb Mk.IV bombs (500 lb total)
- 2 x G.P. 500 lb Mk.IV bombs (1,000 lb total)
- 8 x 76 mm RP-3 rockets
Usage in the battles
The Mosquito is one the best multi-role planes in the game due to it's many redeeming aspects even at it's high BR. The VI is at home as both a ground attack aircraft and a heavy fighter with the ability to easily switch roles in battle. Firstly the plane is somewhat overtired, as well as a bit under powered. However it does do well in a few areas. It packs a devastating punch with the quad 20 mm and can snipe pretty well due to it's nose mounted guns. This makes it a brilliant anti-bomber aircraft, especially with rockets. It is also decent against other heavy fighters but never expect an easy fight although the same could be said for the enemy. Most single engine props will beat it at it's current is 4.3 AB , 3.7 RB and 3.7 SB. it can outrun a Bf 109-G6 at low altitude, although this doesn't mean you should always avoid using it as a fighter. With it's rockets or 500 lb bombs it can deal with 2 pillboxes while the cannons with ground ammunition can kill light pillboxes and medium tanks from behind the Mg's can then tear up soft targets making it an awesome ground attack aircraft. The only real major downside is that the flight model and weapons profile match that of the series 1 Mk VI Mosquito. This means that the engines and the payload are both worse (less powerful Merlin 21 engines instead of the 25, and no external bomb storage) than what they would be if this was the series 2 model instead.
Arcade Battle In arcade the best load out will be the 500 lb bombs, with the artificial cross hairs it makes dive bombing very accurate and easier to use than the rockets, they also have more flexibility in targets. The rockets aren't as good in arcade due to the cross hairs making bombs the more accurate ordinance however they can still be useful for taking out bombers quickly and somewhat brutally providing they are well aimed. The Cannon ammo will probably favour the universal belt as you'll have to be more diverse in the role played in arcade matches than in RB/ SB. For attacking aircraft, bombers are a good target as the Mosquito can take some punishment (although not to the engines) and will quickly deal with the bombers with it's cannons. For fighters stay fast and use it like a Beaufighter to quickly kill a target and get out, do not get caught up in dogfights. Remember you can't do anything if you're dead.
The best mode is Ground strike for Arcade, this gives a few choices that the Mosquito can undertake. Firstly the anti-bomber role can be played to stop the opposing team base rushing the match to a quick end. It will also provide plenty of air kills while little interference from other fighters. The second is to pray on the low and ground attacking aircraft or the enemy aircraft that are attacking the friendly ground strike aircraft as they will also be low and vulnerable. Attack these by "Boom and Zoom" tactics as turning will slow the Mosquito down and make it an easy target. Finally you can go ground strike yourself. The 500 lb bombs will hit the heaviest of targets and destroy them while also being the very accurate with the bomb sight. You can engage in normal fighter combat but this will be more risky.
Domination mode is a good mode if a bit of luck is added. Stay high and above the fight and pick off enemies that present an easy target (like capping an airfield or at the top of a loop). Again use diving attacks to stay at an advantage over other enemy aircraft and engage from as far out, the domination mode does allow for some ground attack game play but it is only recommended you make one pass then engage fighters and other aircraft.
The air domination mode. This is the worst mode as there will always be high altitude players and little number of bombers to prey one. The only safe way to play this mode is to take targets of opportunity while keeping an reasonable height. However there is always the tactic of going in head first and with a whole lot of luck having an amazing game.
Realistic Battle The approach into battle is dictated by what the role want to achieve in that game. For heavy fighters, climb into battle to obviously get altitude and hopefully be above the enemy, however this is hard to achieve due to the bad climb rate. Climb at around 150 miles per hour/ 240 kilometers per hour*, WEP from take off allows the Mosquito to climb at 180 miles an hour/ 290 km an hour* at around 15 degrees. Also side climb until around 2,500 m. At this altitude the water will start to over heat and so release the WEP and lower the angle to 10 degrees to keep the speed up. At around 3,500 m begin to climb into the battle area maintaining the 10 degrees angle of attack. This will take the Mosquito to the same altitude as the bombers or just below the highest enemy players (you'll be at a minimum of 4,500 m. This should allow you to engage the targets you want).
For ground attackers, go for a more unconventional approach. Fly low to the ground and use the terrain to the advantage to stop you being seen, never above 400 m of the ground. Fly around the map and not through the middle this will stop the Mosquito flying into enemy view ranges and to get the target unnoticed. Avoid going to the map edges as this will be a waste of time for everyone. Alternate history Krymsk is a good example of this. As on take off, stay low to the sea and fly close to the mountains on the right. As the destroyers come in range the then fly in between the mountains and to avoid being shot down by them. You'll then be able to attack the enemy pillboxes with out the enemy knowing until the first few ground targets have been destroyed.
Using the Mosquito is quite difficult due to it's enemies and it's own rather lacking speed. You want to keep your speed up and don't dogfight if you don't have to this is because any fighter will be able to get on the six of the Mosquito is they are a decent player. The best way to play the Mosquito is like most other heavy fighters, and that's to do single diving attacks and get as much damage as possible. To make full use of the Mosquito you want to be using air target belts for the cannons and open fire at around 500-400 m. Take appropriate aim but remember the cannons are mounted under the nose so they require a bit more lead than nose mounted ones. The reason for shooting at a long distance is that usually the enemy will only just start to react and so the shot will be easier than a close range snapshot. Use vertical manoeuvres to engage an opponent but if you are on a higher energy state or barrel roll to get some more deflection shots. The best targets are other heavy fighters, attackers and best of all are bombers. The Mosquito is somewhat manoeuvrable and so can dogfight if needed but it will be a hard fight. Scissors are an option depending on the opponent but isn't recommended- these can be used on other heavy fighters or 190's if they try and follow you in flat turns.
To defend against a diving opponent apply downwards rudder and then immediately apply some roll. This will throw most of the initial shots of target and cause the enemy to react quickly or pull of for another attack. You can also begin a flat tun with combat flaps deployed. Then one they are about to enter firing range apply full upwards elevator and roll under your self but elongate the roll slightly. If they over shoot they will either go vertical or carry on in their bearing. If they go vertical begin a flat turn and react to what they do next. If they immediately begin an other attack roll out of the way or if you have height do a split-S in hope of throwing off their attack. There is not much you can do to get back on the offensive so just focus on being defensive and call for help. If they do overshoot and carry on their bearing without climbing, try and take a few ranging shots as you have a good chance of hitting bit the window of opportunity will only be open for a short period of time}}
Simulator Battle]] For simulator battles the Mosquito has a slightly lower Battle rating than in the other two modes which is very useful. This stops it facing the highest super props all the time however it still does happen. The Mosquito in SB is probably the best mode to play it in for it to play as a ground attacker, and this is due to a few very good reasons. Firstly it is a very stable gun platform- This makes it easier to use in mouse aim and for beginners as it doesn't wobble as other planes would. The stability allows the Mosquito to fire the rockets or drop the bombs accurately (although still follow the same procedures as above in dive bombing and rocket attacks). the game mechanics of SB are also in your favor, because flying low to the ground and there is no spotting system except for close proximity allies, you'll be a lot more harder for the enemy to see against AB and RB. also being low to the ground will make it easier spotting the enemy, so called by the SB/FRB aviators as "spot the dot", and the fully glazed canopy will also give you excellent vision (You best bond the head's X and Y axis keys to make full use of this). As a fighter it is also quite decent as long as you go up against aircraft no higher than .3 BR above you. Even stock it can manoeuvre with a 190 in turns and keep up with one in a short dive. The stable gun platform makes it easier to aim and hit the target from longer ranges - This is shown in the video below. There are down sides however. The sight is located to the right of the default view meaning you'll have to keep on zooming in to see the sight or move the head along the X-axis to see is in normal view. The second is that the artificial horizon has been covered up by the same gun sight. The final downside is that it has a somewhat high stall speed on landing and is quite high up for an aircraft. this makes it difficult to land ans can result in an easy prop strike when you first fly it. lastly it is also recommended you have a wing man in this mode, be that a another Mosquito or something like a Typhoon to cover your back when a more manoeuvrable fighter gets on your back. Just remember to not take any plane above the Mosquito's BR.
The Mosquito in simulator is a slightly different plane to what it is in RB. The manoeuvrability is somewhat improved with the lack of an instructor allowing it to dogfight more effectively. You can stick to opponents a lot easier and have a higher chance of winning. Against FW 190's the Mosquito can be a very good adversary as in real life and it can cause problems for 109s. Against the Japanese however it is totally outclassed. All of the Japanese fighters will out manoeuvre you so like in all other aircraft, don't turn with these. You can perform scissors somewhat better and it has very forgiving flying characteristics and pull of some more advanced manoeuvres more sharply.
Belt type recommendations
20mm Hispano belts
- Default (HEF-I/HEF-I/P/T): As stated the default belt, it is very average and due to no Armour Piercing shells it cannot attack armoured targets
- Universal (HEF-I/HEF-SAPI/AP/T): An all round belt that it reliable for air targets but with only one Amour Piercing shot every 4th shell it is not a reliable anti-armour belt
- Ground Targets (AP/AP/AP/HEF-I/T): A Belt to destroy armoured targets, It has 60% Armour Piercing and so is reliable in its role. It can double up as a anti-air if needed but the AP shots will do little damage so aim for the engines or cockpit.
- Airtargets (HEF-I/HEF-I/HEF-SAPI/HEF-SAPI): the best anti-air belt but has no tracers so you will need to be a good shoot or use the 7.7 mm to adjust the aim. These will never kill armoured targets.
- Tracers (AP/T/HEF-I): Another all round belt, If you are not confident in the aim this can help you practice ans then you'll know how to adjust it. It can kill armored and air targets but is by no means the best for either (Bad for stealth attack).
- Stealth (HEF-I/HEF-I/HEF-SAPI/AP): Much like the Air Targets belt but with an Armour piercing round instead of a High explosive shell. Practically useless for anti-armour so Airtargets is the best non tracer belt.
P= Practice shell (useless),T= tracer shell, AP= Armour piercing, HEF-I= High explosive fragmentary incendiary shell, HEF-SAPI = High explosive fragmentary (semi armour piercing incendiary) good for killing vital parts like engines and fuel tanks.
7.7 mm Browning .303 belts
- Default (T/AP/AP-I/Ball/Ball/I) Average belt can score a critical is enough hit
- Universal (T/AP/AP/AP-I/I) Same as the Default belt but removal of the useless ball ammo and is the best for ground attack.
- Tracers (IT/IT/IT/IT/IT/AP-I) Best anti-air belt and most likely 7.7 belt to cause a fire.
- Stealth (AP/AP/AP-I/AP-I/I) Technically the best belt for soft targets but the universal one is more useful as it has tracers allowing you to adjust the fire.
T= tracer, IT= incendiary tracer, AP= Armour piercing, AP-I= Armour piercing incendiary, Ball= small lead ball
Recommended Payloads in Realistic and Simulator battles
AI Ground Targets the Mossie can kill (with minimum weapon needed)
7.7 mm Browning .303
- AAA/ Artillery
- Armoured car/ Mobile AAA/ vehicle
- Landing craft
20 mm Hispano
- Patrol boats
- Light tanks - 20 mm
- Light pillbox - 20 mm (Aim for the front window)
250 lb bomb / 1 rocket
- Cargo ships
- Medium tanks (very hard to do with the 20 mm)
500 lb bomb/ 4 rockets
- Heavy tank (not rockets)
How to dive bomb in the Mosquito
Although the basics are the same for dive bombing in general, the Mosquito has no air brakes and a low red-line speed making you speed management very important. This also stops you form getting very steep angles, as you run a very high risk of crashing. If you don't keep one eye on the speed then you will either red-line before you know it or be a victim of control stiffening. You'll need to learn how to dive bomb at a more shallow angle with less speed. Approaching the target you want to around 1,000 m/ 3,000 ft of altitude, any more and you'll start to over speed in the dive and any less won't give you enough time to aim. Flight true to the target but keep an eye on it with the target lock. Once the target is at the bottom of the screen cut the throttle and begin the dive. Begin at -30' for the first 400 meters/ 1,200 ft then you'll need to go down to -40'/-45'. This should bring the gun sights over the target although a little adjustment will need to be made as every situation is different. Release the bomb(s) 300 m form the ground and pull up. Bring the throttle to WEP and climb out at +30' and level off when you like (+30' gives you the most altitude for the speed in tests.) In the video below there is an example of this in a test flight and a picture of where the bombs hit the ground. Note it was almost exactly the same spot the cross hairs were aiming when the bombs were released
How to use the rockets on the Mosquito
Unlike dive bombing where you have be slightly different, you can use the same techniques with the rockets as you do any other aircraft. The thing to watch out for on the Mosquito is the wide wingspan making it less forgiving on when they converge. However this isn't a massive hindrance. Tanks are hard to hit unless you use them a lot and know how to fully work them. Therefore the two types of targets you should use the rockets for are Naval and stationary land targets.
For Naval ships you should almost treat it like you're dive bombing but with a few changes. You can be at any altitude between 600 m and 1,000 m although 1,000 m is recommend as you'll see now. Firstly line up to to the ship's broadside (ahead of it if it's moving), level out and switch to the virtual cockpit. begin you dive one the ship is near the bottom of the screen aiming for about -35' angle of attack. As you dive you may have to go slightly steeper to keep the cross hairs on target. at 250-300 m fire the rockets and full elevator, climb away at 30'. Again adjust if you need to and here is a short clip demonstrating an attack in test flight.
The second way is to the more common attack. Come in low to the ground and level out by at least 800 m away. Deploy combat flaps to give you more lift and so the Mosquito will be able to pull up easier and will also give you the ability to bring the nose down a bit more. Once you are at the convergence range fire the rockets and pull up. This is a more simple attack and will be easier after a few attempts.
A Mosquito can be very deadly if dealt with wrong, but just remember a few simple things about it and you'll be able to attack it with little problems. Note this is mostly for RB/SB
Firstly what not to do.
Never head on attack one. The fire power will kill you due to the nose mounted cannons and the Hispanos doing high amount of damage, even Fw 190's should stay away from this. Also like the first try not to over shoot and fly in front of it, the cannons can still get you from far out.
Now how to attack one.
You will most likely be in a prop that is faster and more manoeuvrable and use this. If one is coming on to your 6 do a split-s and role under it. The average roll rate on the Mosquito (especially at higher speeds) will make it so the guns have less chance of hitting you. You should also be able to out turn the Mosquito unless you are in a Fw 190 or a 109 with gunpods. Use this to get on it's 6 or if you need to, dive away (it's red-line begins at 401 mph). If you chose to fight the Mosquito use manoeuvres that will exploit it's sluggish controls.
As the Mosquito was made from wood it can take some beating before going down. If you're on it's 6 then aim for the engines, they are easily damaged and the fire will spread due the fuel tanks being in close proximity and spanning both wings also it's wood. Keep you energy while fighting it by using vertical manoeuvres as then it wont be able to engage you. If there is a squad of mosquitoes then don't underestimate their ability and only attack when you know you can.
Manual Engine Control
|Controllable||Not controllable||Not controllable||Not controllable||Separate||Not ontrollable||Not controllable|
|I||Fuselage Repair||Radiator||Offensive 7 mm||Offensive 20 mm||SBC mk.II|
|II||Compressor||Airframe||New 7 mm MGs||New 20 mm Cannons||MBC mk.II|
|III||Wings Repair||Engine||Mk.II year 1942||RSC mk.II|
|IV||Engine Injection||Cover||Mk.II year 1943|
- To pursue the Fighter role then do this:
Firstly unlock the ammo belt for the cannons (as can see each belt below). This will unlock the air targets/Universal belts significantly improving the fire power. Next go for the "Radiator" module, this will improve the WEP capabilities and +4 Miles per hour. The third should be the "Fuselage repair" further increasing the performance and this will also unlock tier 2. Immediately go for the "Compressor". It give a solid boost to all the performance abilities in both speed and manoeuvrability. Following this the cannon upgrades should be next to give more accuracy and ability to fire longer burst (More useful in AB). As two modifications are only needed in this tier, tier 3 will now be unlocked. "New engines" should be unlocked before the "Wing repairs". This will give more horse power and a better climb rate with wing repairs coming after. Access to tier 4 is now achieved and with out a doubt the next modification should be the "engine injection". This will give the biggest increase in all performance areas with up to 34 miles per hour, +13.9 climb rate and -2.8 turn time. the "Cover" should come next. Now all the tiers are unlocked revert back can go back to the Air frame to unlock it further increasing the durability and lightening the plane. Now focus on the Cannons to get the 1943 Mk.II Hispano. Now work on the pylons to gain access to the rockets, these are useful against bombers and will also give the Mosquito ground attack versatility. Finally upgrade the 7.7 mm machine guns thus Acing/ "Spading" the Mosquito.
Ammo belts -> Radiator -> Fuselage repair -> Compressor -> New 20 mm cannons -> Engines -> Wing repair -> Engine injection -> Cover -> Air frame -> Year 1942 cannons -> Year 1943 cannons -> SBC pylon (250 lb) -> MBC pylon (500 lb) RSC pylon (rockets) -> Offensive 7 mm belts -> New 7 mm MGs
- To pursue as a Ground attacker then follow this:
Like the fighter firstly get the 20 mm cannon belts. This gives the Ground targets belt that can be used against light pill boxes and medium tanks. Next go for the radiator as it gives a better upgrade than the Fuselage repair and gives the engines more WEP time. Now get the SBC mk.II pylons to unlock the 250 lb bombs, although these bombs are useless they will Unlock tier 2 and give access to the 500 lb bombs. The compressor should be researched before the MBC pylon to make it easier to get about with the 500 lb bombs are obviously next and so is tier 3. Before researching tier 3, research the New 20 mm cannons to make it easier to hit targets. Now unlock the new engines for more speed and manoeuvrability and Rockets after that. With tier 4 unlocked prioritize the Engine injection as it is the most valuable upgrade and Cover after that. Now go back to the Air frame as it will make the Mosquito more durable and wings repair after that will give better performance overall. As the down to the last few upgrades, unlock both remaining cannon upgrades to give better accuracy in firing. Finally research the Fuselage repair then the 7.7 mm's to finish the Mosquito grind.
20 mm cannon belts -> Radiator -> SBC pylon (250 lb) -> Compressor -> MBC pylon (500 lb) -> New 20 mm cannons -> Engines -> RSC pylon (Rockets) -> Engine injection -> Cover -> Air frame -> Wing repair -> Year 1942 cannons -> Year 1943 cannons -> Fuselage repair -> 7 mm MG ammo belts -> New 7 mm MG's
Pros and cons
- Extremely good manoeuvrability for a twin engine fighter
- Four nose mounted cannons
- Good amount of ammunition
- Stable gun platform
- Usable payload
- Can have a large impact on the ground battle
- Cockpit has good visibility
- Out turns numerous twin engine aircraft
- Large benefit to turning offered by combat flaps
- The four browning machine guns allow you to stay in combat with some effectiveness after the cannon ammo is expended
- Large default fuel load
- Slower then would be expected, given how its often represented in history books
- Large Engines are prone to damage
- Wooden airframe can't take as much damage as other twin engine fighters
- Copilot/navigator appears to not count in damage model, so losing the front pilot will make you lose the plane
- Flaps appear to tear at lower speeds then that of most other aircraft
- As with all British aircraft, cannons overheat easily
The Mosquito begun life in a more than shaky start. In 1936 the Ministry issued Specification P.13/36 that stated a twin engine bomber that could carry an payload of 3,000 lb for 3,000 miles while having a maximum speed of 275 miles per hour. It was also stated that it should also carry 8,000 lb at shorter ranges. Geoffrey De Havilland sent a letter to an Air ministry council member Air Marshal Wilfrid Freeman stating that a high speed bomber could be made out of wood and powered by RR Merlin engines as there would be a shortage of strategic metals in a war. However Freeman replied that it would fall short of the specification by either bomb load or speed both of which were important.
De Haviland believed that the adjustment was too large and that he should design the new bomber with no unneeded equipment. He began to base his new design on the DH. Albatross airliner. He would add a tail turret and around two manual guns to the design and replace the power plants with Merlin X engines. There would be a crew of 3 and top speed of 300 mph. Although De Havilland still believed the design could be improved more and looked at other designs based on the albatross.
The new design would be more aerodynamic, wooden and powered by the Merlin engine. He also wanted to remove any gun turrets to make less weight and manufacturing easier. It would also be manoeuvrable to make it easy to avoid fighters and future fighters. However the design was the opposite to the Air Ministry's current ideology and so little interest was shown. By the 4th of October 1939 the design had become a fast twin engine light bomber and had moved to the secure location of Salisbury Hall for further work. However the design was still too radical for the Air Ministry. The outbreak of war made the now DH. 98 a bit more attractive but the lack of defensive armament still made the Air Ministry cautious of the design. A small remote controlled turret was added at the back of the cockpit to please the Ministry. On the 12th of November a meeting between the Air Ministry and the aircraft companies De Havilland showed that his design could reach 500 miles per hour and so was able to drop the requirement for a turret.
A month later the Vice-Chief of the Air Staff, Director General of Research and Development, Air Officer Commanding-in-Chief of RAF Bomber Command had a meeting to see where the DH.98 could fit into RAF service. the Air Officer Commanding-in-Chief of RAF Bomber Command refused the design for a fast bomber but instead believed it would fit in as a photo reconnaissance aircraft. On the first of January the DH.98 received backing after a mock-up was inspected resulting in an order of a prototype. Two months later in March 50 bomber reconnaissance variants were ordered and the May specification of F.21/40 resulted in the cannon armed fighter variant. The fighter variant kept the mosquito alive due to it's performance numbing the criticism from the government and Air Ministry even after it had shown it's performance.
Operational duties of the Mk.VI
The Mosquito VI was the most mass produced variant with 2,298 being the final score. The VI was one of the Britain's primary attack aircraft and so gained fame in it's low level bombing missions against axis forces, pilots often told of the mosquito having almost "fight like agility" and the ability to even take on single engine fighters if needed (as some Fw 190's from Jagdgeschwader 5 found out). It's main weapon was it's speed topping out at 384 mph allowing it to do high speed hit and run attacks with little chance of being caught. The First Mosquito VI was developed from the mk.II, a fighter variant. As the Cannons only took up the front half of the bomb bay the rear half could be was refitted with bomb racks to hold two 250 lb or 500 lb bombs. It also had the ability to carry 8 x 60 lb rockets with 4 per wing. The first prototype flew on the first of June 1941 powered by two 1,460 hp Merlin 21's, this was then upgraded to Merlin 25's with an output of 1,635. The prototype however performed under it's expected speed only reaching 368 mph when the aircraft was fitted with "saxophone" exhausts. Stub exhausts were then fitted and a retest found the performance boot to 384 mph bringing the performance back to the expected figures. The series II modification allowed two 250 lb/500 lb bombs or fuel tanks.
The Mk. VI was used as the RAF's primary strike aircraft with the ability to attack targets with the accuracy that could never be achieved by the four engine heavy bombers. It's speed allowed it to make fast runs into occupied Europe, attack a target and return with little chance of being intercepted. The speed even made it viable for day light runs with low loss rates that would be impossible for four engine bombers to. It served with many squadrons including the famed 617 "Dambusters" and other air forces around the world in and after the war. It also had a life of being a path finder by reaching the target before the heavy bombers did and dropping incendiary bombs on the target that could then be seen the the Bombardier to aim for. The wooden profile also made it hard to detect on German radar thus improving it's survival rate. The VI was also employed as a night fighter to intercept landing bombers and even enemy night fighters. The Mosquito gain it's fame and legendary status with it's very high survival rate, versatility and it's famous daring low level bombing
The Mosquito had many famous exploits as depicted in post war film, with some better than others. The two most famous ones featuring the VI were Operation Jericho and interrupting old Goering. Operation Jericho was the RAF's attempt at bombing Amiens Prison in early 1944 and was one of the most daring attacks although it's often questioned if the attack was needed. In the attack the bombs hit the guard's barrack as well as breaching the Prison's walls however this did come at a cost. 102 prisoners were killed with a further 74 injured. However 258 escaped of whom 78 were resistance or political prisoners but around 182 of these were later captured. in the attack out of the 9 Mosquito's 3 were shot down with 3 crew KIA and three taken prisoner. Of the three KIA one was the commander Group Captain Percy Charles "Pick" Pickard (DSO & Two Bars, DFC) and his navigator. The Raid was highly criticized and the reason for the raid or the objective for it has never been found
The Mosquito also lived up to it's name by being a nuisance to none other than Herman Goering. On the 31st of January 1943 Goering proudly proclaimed that no enemy aircraft will bomb Berlin however during his speech to a large parade he was cut off when a squadron of mosquito's bombed the broadcasting station interrupting the speech.
The Mosquito ended it's career with many nicknames including "Mossie","Termite's dream","the timber terror" and most famously "The wooden wonder". However the one that probably suited it most was "All things to all men". This encapsulates the mosquito's effect of not only being adored by it's pilots and crew but the admiration the British public gave it from it's ability to be such a moral boosting plane. To be honest the best quote ever said about the mosquito came from none other than Goering himself "In 1940 I could at least fly as far as Glasgow in most of my aircraft, but not now! It makes me furious when I see the Mosquito. I turn green and yellow with envy. The British, who can afford aluminium better than we can, knock together a beautiful wooden aircraft that every piano factory over there is building, and they give it a speed which they have now increased yet again. What do you make of that? There is nothing the British do not have. They have the geniuses and we have the nincompoops. After the war is over I'm going to buy a British radio set - then at least I'll own something that has always worked."
- Text of this page was written for the Wiki competition "Combat training" by Zesphr. Link to original contest entry article.
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|Britain strike and twin-engine fighters|
|Single-engined||Hurricane Mk IV · Tempest Mk V (Vickers P) · ▄Hellcat Mk II|
|Beaufighter||Beaufighter Mk VIc · Beaufighter Mk X · Beaufighter Mk 21|
|Naval||Firefly F Mk I · Firefly FR Mk V · Firebrand TF Mk IV|
|Mosquito||Mosquito FB Mk VI · Mosquito FB Mk XVIII|
|Whirlwind||Whirlwind Mk I · Whirlwind P.9|