Difference between revisions of "Spitfire Mk IIb"

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(Added new points to pros and cons and added things to the battle tactics area drawing from personal experiences.)
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{{Specs-Card|code=spitfiremkii}}
 
{{Specs-Card|code=spitfiremkii}}
{{Notice|''This page is about the aircraft '''{{PAGENAME}}'''. For other uses, see [[Spitfire_(Disambiguation)|Spitfire (Disambiguation)]]''}}
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{{About
 +
| about = British fighter '''{{PAGENAME}}'''
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| usage = other uses
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| link = Spitfire (Family)
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}}
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== Description ==
 
== Description ==
<!--''In the description, the first part needs to be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle. If the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle it is talking about.''-->
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<!--''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.''-->
 
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[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left|The '''{{PAGENAME}}''' in the garage]]
 
 
{{break}}
 
{{break}}
The '''{{Specs|name}}''' is a Rank {{Specs|rank}} British fighter {{Battle-rating|5}}. This aircraft has been in the game since the start of the Open Beta Test prior to Update 1.29.
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The '''{{Specs|name}}''' is a rank {{Specs|rank}} British fighter {{Battle-rating}}. This aircraft has been in the game since the start of the Open Beta Test prior to Update 1.29.
  
==Description==<!--''In the description, the first part needs to be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle. If the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle it is talking about.''-->
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The Spitfire IIb is an excellent turn-fighter and has excellent climb and speed characteristics - forming a middle ground between the sheer speed of the German fighters and American fighters and the nimble agility of the Japanese machines. These aircraft, however, have little in the way of armour protection - any hits will most likely damage something, and in addition, you will be helpless if you try to head-on something. Turn-fighting is the most efficient way of using this nimble, fast fighter, and it should be used in this way most of the time. A suggested loadout is to equip Tracers on the 7.7 mm machine guns, and Stealth Belts on the 20 mm cannons - this allows maximal amounts of damaging rounds - namely the Armour-Piercing Incendiary (AP-I), High-Explosive Fragmentation Semi-Armour-Piercing Incendiary (HEF-SAPI) and High-explosive Fragmentation Incendiary (HEF-I) Rounds. The technique to use this loadout will be described in the Usage In Battles Section.
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left|The '''{{PAGENAME}}''' in the garage]]{{break}}The '''{{Specs|name}}''' is a Rank {{Specs|rank}} British fighter {{Battle-rating|5}}. This aircraft has been in the game since the start of the Open Beta Test prior to Update 1.29.
 
  
The Spitfire IIB is an excellent turn-fighter, and has excellent climb and speed characteristics- forming a middle ground between the sheer speed of the German fighters and American fighters, and the nimble agility of the Japanese machines. These aircraft, however, have little in the way of armour protection- any hits will most likely damage something, and in addition, you will be helpless if you try to head-on something. Turn-fighting is the most efficient way of using this nimble, fast fighter, and it should be used in this way most of the time. A suggested loadout is to equip Tracers on the 7.7mm machine guns, and Stealth Belts on the 20mm cannons- this allows maximal amounts of damaging rounds- namely the Armour-Piercing Incendiary (AP-I), High-Explosive Fragmentation Semi-Armour-Piercing Incendiary (HEF-SAPI) and High-explosive Fragmentation Incendiary (HEF-I) Rounds. The technique to use this loadout will be described in the Usage In Battles Section.
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Note, however, that with the two 20 mm cannons, the Spitfire Mk IIb can also be used as a reasonable Boom & Zoom fighter with fewer results. It is recommended to maximize the use of AP-I ammo for the Spitfire Mk IIb's 7.7 mm machine guns and the HEF-I ammo for the 20 mm cannons for air damage. It is also advisable to make sure that you conserve your ammo and only fire when you have a clear target, as you'll find you'll run out of ammo very quickly. Sixty rounds of 20 mm is not a very large ammunition pool and will run out faster than the machine guns in most cases.
  
Note, however, that with the two 20mm cannons, the Spitfire Mk IIb can also be used as a reasonable Boom and Zoom fighter, with less results. It is recommended to use AP-I ammo for the Spitfire Mk IIb's 7.7mm machine guns, and the HEF-I ammo for the 20mm cannons to do maximum air damage. It is also advisable to make sure that you conserve your ammo and only fire when you have a clear target, as you'll find you'll run out of ammo very quickly. Sixty rounds of 20mm is not a very large ammunition pool, and will run out faster than the machine guns in most cases.
 
 
== General info ==
 
== General info ==
 
=== Flight Performance ===
 
=== Flight Performance ===
<!--''Describe how the aircraft behaves in the air. Maximum speed, manoeuverability, speed and allowable loads - these are the most important characteristics of the vehicle.''-->
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''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
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! Arrestor gear
 
! Arrestor gear
 
|-
 
|-
| X || X || ✓ || X || X     <!-- ✓ -->
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| X || X || ✓ || X || X   <!-- ✓ -->
 
|-
 
|-
 
|}
 
|}
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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. Describe the armour, if there is any, also mention the vulnerability of other critical aircraft systems.''-->
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<!--''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.''-->
  
 
* 38 mm Bulletproof glass in cockpit front.
 
* 38 mm Bulletproof glass in cockpit front.
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* 4 x 7.7 mm Browning machine gun, wing-mounted (350 rpg = 1,400 total)
 
* 4 x 7.7 mm Browning machine gun, wing-mounted (350 rpg = 1,400 total)
  
<!--=== Suspended armament ===
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== Usage in battles ==
''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.''-->
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<!--''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).''-->
<!--=== Defensive armament ===
 
''Defensive armament with turret machine guns or cannons, crewed by gunners. Examine the number of gunners and what belts or drums are better to use. If defensive weaponry is not available, remove this subsection.''
 
-->
 
== Usage in the 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 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 Spitfire IIb is a very good turn-fighter, being one of the more agile aircraft in the game. It can reliably out-maneuver many of the aircraft in-game, and out-zoom-climb some as well. It has a very good rate of climb, adequate weapons, and machine-guns which can fire a copious amount of rounds and keep them on target. However, there are several things to be kept in mind while flying the Spitfire Mark IIb. These are:
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The Spitfire IIb is a very good turn-fighter, being one of the more agile aircraft in the game, and has good weapons configurations that can be used against enemies. It can reliably out-turn many of the aircraft in-game, and out-zoom-climb some as well with WEP on. It has an excellent rate of climb, and due to this and the armament, is a good bomber interceptor. Using its agility, speed, and rate of climb, it can easily run rings around enemy fighters and dispense punishing blows as well. However, there are several points to be kept in mind while flying the Spitfire Mark IIb. These are:
  
# The relatively low amount of damage that the 7.7mm Browning Machine Guns put out
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# The relatively low amount of damage that the 7.7mm Browning machine guns put out
 
# The propensity of the 20mm Hispanos to jam after prolonged firing
 
# The propensity of the 20mm Hispanos to jam after prolonged firing
 
# Lack of any armour on the engine and (relatively) small amounts of windscreen glass armour
 
# Lack of any armour on the engine and (relatively) small amounts of windscreen glass armour
 
# Proximity of vital systems towards the front of the aircraft.
 
# Proximity of vital systems towards the front of the aircraft.
# lack of combat flaps
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# Lack of combat flaps
# Increased efficiency of control surfaces (ailerons, elevators, rudder) at medium speeds (300km/h-400km/h) and engine efficiency at low altitudes (below 4000m)
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# Increased efficiency of control surfaces (ailerons, elevators, rudder) at medium speeds (300km/h-450km/h) and engine efficiency at low altitudes (below 4000m)
# Inability to hold WEP for long before the engine begins overheating
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# Inability to hold WEP for long before the engine begins overheating without MEC.
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# The float carburettor, should the plane pull '''any''' negative G's, the carburettor will be fuel starved cutting power to the engine.
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# Similarity of the muzzle velocity of the 20 mm Hispanos and the 7.7 mm Brownings (meaning that they'll have similar trajectories- this seems unimportant, but the significance will be explained shortly.)
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This fighter, unlike American and German fighters, is neither a gun platform nor a potent Boom & Zoom fighter. It will not be able to hold its top speed for very long due to its lacking cooling systems unless the radiator is forced open by manual engine control - which doubles or triples the WEP time when used properly (Forced 100% radiator directly after takeoff). In addition, the aircraft is unable to deploy combat flaps, which means you cannot have 'reserve manoeuvrability' to out-turn a fighter in order to retreat.
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Suggested armament load-outs are ''Tracers'' or ''Universal'' on the 7.7 mm guns and ''Stealth'' belts on the 20 mm cannons. This allows for maximal damage output. Stealth belts may be challenging for newer players, but while flying the Spitfire, there is a silver lining-
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'''<u>The similar muzzle velocities of the two weapons.</u>'''
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The Hispano Mk. I only has 60 rounds of ammo, stored in drums. the 7.7 mm guns have 350 rounds each. In continuous firing, assuming that no jams happen at all, the Hispano's ammo will dry up quicker than the 7.7 mm Brownings. However, jams do happen and the Hispanos will jam quicker than the Brownings.
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A possible strategy is akin to that used on the Hurricane Mk IV, using the cannons sparingly. Use the cannons when in the aircraft's most effective convergence range and envelope, and use the machine guns to 'sight' the cannons. Fire the machine guns tracer belts for maximum AP-I and tracer ammo, using the similar muzzle velocities to get an idea of where the cannon rounds will go, and then fire cannons once you are getting consistent hits.
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Tips for using these fighters against specific nations' fighters are as follows:
  
This fighter, unlike American and German fighters, is neither a gun platform, nor a potent Boom-and-zoom fighter. It will not be able to hold its top speed for very long due to its lacking cooling systems unless the radiator is forced open by MEC- and even then, the extra WEP time provided isn't much. In addition, the aircraft is unable to deploy combat flaps, which means you cannot have 'reserve maneuverability' to out-turn a fighter in order to retreat.
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{{Notice|Disclaimer: This is a very general guide to the aircraft's capabilities. Following these to the letter without consideration of the enemy's abilities can still lead to a loss.}}
  
Nation-specific points to keep in mind while flying these fighters against are:
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* Japanese Fighters - Japanese fighters are more nimble than you. If you enter a turn-fight with them, and the pilot is smart, he or she '''can''' and '''will''' deploy their combat flaps and shoot you down. Attempt to bait them into energy-fighting manoeuvres, where your superior speed, acceleration, and climb rate will prove you to be the victor.
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* American Fighters - At this rank, you will be facing US fighters such as the F4F (the Wildcats), the P-39s (the Airacobras) and early P-47Ds (the Thunderbolts), and many other aircraft which have 0.50-calibre machine guns. These large-calibre machine guns will shred a Spitfire to pieces if given the opportunity to fire a long, sustained burst at you, such as in a head-on engagement. Lure the enemy into a turn-fight, and use your manoeuvrability to break the enemy's aiming solution at the last moment with manoeuvres such as the scissors and barrel rolls.
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* German/Italian Fighters - German and Italian fighters will usually have cannons and hold a speed advantage over you, as well as being more capable at higher speeds and altitudes. If you head-on a German fighter, you will lose over 90% of the time, unless you are lucky and manage to land critical hits on the engine and the pilot - and this is also unlikely given that the 7.7mm machine guns are not known for their armour-piercing abilities. Like with American fighters, try to lure the enemy into a turn-fight, and use your manoeuvrability to break the enemy's aiming solution at the last moment with manoeuvres such as scissors and barrel rolls.
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* Russian Fighters - Russian fighters will have cannons, large-calibre machine guns, or both, in conjunction with small-calibre guns. Again, facing these head-on is suicide, and at the low altitudes, you will meet them at, trying to use speed to out-zoom them is suicide. Turn-fighting may be optimal in these situations, but keep in mind that some Russian fighters are very, very manoeuvrable at low altitudes.
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* French Fighters - French fighters are a bit of a mixed bag, having some of the more heavily armed aircraft and some of the less heavily armed aircraft in the game. In general, however, they will have either cannons or heavy-calibre machine guns, and manoeuvrability that is slightly better than American fighters. Turn-fighting these aircraft is preferable to a head-on engagement.
  
'''DISCLAIMER: THIS IS A VERY GENERAL GUIDE TO THE AIRCRAFT'S CAPABILITIES. FOLLOWING THESE TO THE LETTER WILL RESULT IN YOU UNDERESTIMATING OR OVERESTIMATING AN ENEMY, AND DYING AS A RESULT.'''
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Specific enemies of note include:
  
# Japanese Fighters- Japanese fighters are more nimble than you. if you enter a turn-fight with them, and the pilot is smart, he or she '''can''' and '''will''' deploy their combat flaps, and shoot you down.
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* [[BV_238|BV 238]] - Don't face these things from above, level, or from the rear. The massive amounts of defence armaments on this flying boat will ensure the Spitfire will be shot down. They're also massive - but not impossible to shoot down. The only reasonable chance of shooting the BV 238 down is via aiming for the cockpit at the front. The process s to do this is to get to its rear and dive down below the enemy, corkscrewing and rolling and skidding across the sky seemingly at random and get within 600 metres (0.6 km) of it and approximately a hundred metres below. Start firing machine guns at the body, and try to get 'hit' notifications with it. Once closed into 400 metres, fire the cannons.
# American Fighters- at this rank, you will be facing US fighters such as the F4F (the wildcats), the P-47 (the Thunderbolt), and many other aircraft which have 50-caliber machine guns. These large-caliber machine guns will shred a spitfire to pieces if given the opportunity to fire a long, sustained burst at you, such as in a head-on engagement.
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* [[A6M2]] - These nimble fighters may have low-velocity cannons, but they can easily out-turn you with combat flaps and stay with you in a fight. Attempt to force them into a dive and "Compress", locking up their controls, and then pull out, turn around, and engage them as they attempt to pull out of the dive you have drawn them into.
# German/Italian Fighters- German and Italian fighters will usually have cannons, and hold a speed advantage over you, as well as being more capable at higher speeds and altitudes. If you head-on a german fighter, you will lose over 90% of the time, unless you are lucky, and manage to land critical hits on the engine and the pilot- and this is also unlikely, given that the 7.7mm machine guns are not known for their armour-piercing abilities.
 
# Russian Fighters- Russian fighters will have Cannons, High-caliber machine guns, or both, in conjunction with small-caliber guns. again, facing these head-on is suicide, and at the low altitudes you will meet them at, trying to use speed to out-zoom them is suicide. turn-fighting may be optimal in these situations, but keep in mind that some russian fighters are very, very maneuverable at low altitudes.
 
  
 
===Manual Engine Control===
 
===Manual Engine Control===
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! Type  
 
! Type  
 
|-
 
|-
| Controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Not controllable || rowspan="2" | Separate || rowspan="2" | Not ontrollable || rowspan="2" | Not controllable
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| Controllable || rowspan="2" | Controllable || rowspan="2" | Controllable || rowspan="2" | Controllable || rowspan="2" | Separate || rowspan="2" | Not controllable || rowspan="2" | Not controllable
 
|-
 
|-
 
|}
 
|}
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| Radiator
 
| Radiator
 
|  
 
|  
|  
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| Offensive 7mm belts
 
|-
 
|-
 
| II
 
| II
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| Compressor
 
| Compressor
 
| Airframe
 
| Airframe
|  
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|New 7mm MGs
 
|-
 
|-
 
| III
 
| III
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| Engine
 
| Engine
 
|  
 
|  
|  
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|Offensive 20mm belts
 
|-
 
|-
 
| IV
 
| IV
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| Engine Injection
 
| Engine Injection
 
| Cover
 
| Cover
|  
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| New 20mm Cannons
 
|-
 
|-
 
|}
 
|}
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Your priorities will be the weaponry upgrades and engine upgrades. It is suggested to research the gun upgrades first, and use engine upgrades to unlock tiers. New 7 mm MGs are not really needed since the brownings are relatively reliable. Airframe upgrades can take priority over the 7 mm MGs. However, to really make this bird sing, you need to have the radiator upgrade and all 20 mm cannon upgrades.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
<!--''Summarise and briefly evaluate the vehicle regarding its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Do not use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they have a substitution in the form of softer "inadequate", "effective".''-->
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<!--''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:'''
  
* Absolutely amazing turn capabilities, even at low speeds.
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* Absolutely amazing turn capabilities, even at low speeds
* One of the best turners.
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* One of the best turners
* Superior climb capabilities.
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* Superior climb capabilities
* Relatively good armament with a 20 mm and 7.7 mm combination arrangement.
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* Relatively good armament with a 20 mm and 7.7 mm combination arrangement
* Very easy aircraft to control.
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* Very easy aircraft to control
* Good acceleration.
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* Good acceleration
  
 
'''Cons:'''
 
'''Cons:'''
  
* 7.7 mm machine guns have low damage and stopping power.
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* 7.7 mm machine guns have low damage and stopping power
* Cannons have average ammo count for this rank.
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* Cannons have average ammo count for this rank
* Wings overload easily at high speeds.
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* Hispano Mk.I 20 mm has a tendency to jam under continuous firing
* Hispano Mk.I 20 mm has a tendency to jam under continuous firing.
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* Due to aforementioned weapon disadvantages, proper trigger discipline, convergence, and knowing the effective cone of fire is key
* Low dive speed limit.
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* Wings overload easily at high speeds
* Poor roll rate, especially at high speed.
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* Low dive speed limit
* Poor High-altitude performance (compared to lower altitudes)
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* Poor roll rate, especially at high speed
* Engines easily overheat.
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* Poor high-altitude performance (compared to lower altitudes)
* Only position for flaps is in landing mode.
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* Engines easily overheat
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* The only position for flaps is in landing mode
  
 
== History ==
 
== 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 an article about the vehicle and adding a block "/ historical reference" (example: https://wiki.warthunder.com/Name-vehicles/historical reference) and add a link to it here using the <code>main</code> template. Be sure to include links to sources at the end of the article.''-->
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<!--''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: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, 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 <code><nowiki>=== Encyclopedia Info ===</nowiki></code>, also if applicable).''-->
  
The Supermarine Spitfire was a British fighter which served with various nations from the late 1930s up into the 1950s. It was a single-engine, all-metal, low-wing monoplane with retractable landing gear. Various modifications served as fighters, interceptors, high-altitude fighters, fighter-bombers and reconnaissance aircraft. A total of some 20,300 Spitfires of all types were built during the war, including two-seater trainers.
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The Supermarine Spitfire was a British fighter which served with various nations from the late 1930s up into the 1950s. It was a single-engine, all-metal, low-wing monoplane with the retractable landing gear. Various modifications served as fighters, interceptors, high-altitude fighters, fighter-bombers and reconnaissance aircraft. A total of some 20,300 Spitfires of all types were built during the war, including two-seater trainers.
  
 
In the summer of 1939, an early Spitfire Mk I was fitted with the new Rolls Royce Merlin XII engine, which had a higher output of 1175 HP and was fitted with a Coffman engine starter instead of the previous Merlin’s electrical starter system. This, combined with the Rotol variable pitch propeller which had been used on many Spitfire Mk Is would now form the powerplant of the new Spitfire Mk II, although some production models used the De Havilland propeller. The Mk II was some 6-7 mph faster than the later Spitfire Mk I, but still slower than the original Spitfires before a series of modifications increased the aircraft’s weight. As with the Mk I, the Spitfire Mk II was produced with either eight machine guns as the Spitfire Mk IIA, or two 20mm cannon and four machine guns as the Mk IIb. The earlier problems with cannon fitted to the Mk IB had now been solved by introducing a belt feed system to the weapon to replace the earlier drum, turning the cannon on its side and fitting a blister on the wing to house the new mechanism.  
 
In the summer of 1939, an early Spitfire Mk I was fitted with the new Rolls Royce Merlin XII engine, which had a higher output of 1175 HP and was fitted with a Coffman engine starter instead of the previous Merlin’s electrical starter system. This, combined with the Rotol variable pitch propeller which had been used on many Spitfire Mk Is would now form the powerplant of the new Spitfire Mk II, although some production models used the De Havilland propeller. The Mk II was some 6-7 mph faster than the later Spitfire Mk I, but still slower than the original Spitfires before a series of modifications increased the aircraft’s weight. As with the Mk I, the Spitfire Mk II was produced with either eight machine guns as the Spitfire Mk IIA, or two 20mm cannon and four machine guns as the Mk IIb. The earlier problems with cannon fitted to the Mk IB had now been solved by introducing a belt feed system to the weapon to replace the earlier drum, turning the cannon on its side and fitting a blister on the wing to house the new mechanism.  
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== Media ==
 
== Media ==
''An excellent addition to the article will be video guides, as well as screenshots from the game and photos.''
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''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
  
== Read also ==
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== See also ==
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example,''
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''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;''
 
* ''reference to the series of the aircraft;''
 
* ''links to approximate analogues of other nations and research trees.''
 
* ''links to approximate analogues of other nations and research trees.''
<!--''ETC.''-->
 
  
== Sources ==
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== External links ==
 
''Paste links to sources and external resources, such as:''
 
''Paste links to sources and external resources, such as:''
  
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''page on aircraft encyclopedia;''
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* ''encyclopedia page on the aircraft;''
 
* ''other literature.''
 
* ''other literature.''
  
 
{{Britain fighters}}
 
{{Britain fighters}}

Revision as of 20:51, 11 July 2019

VTOL | Rank 5 USA
AV-8A Harrier Pack
spitfiremkii.png
Spitfire Mk IIb
AB RB SB
3.7 3.7 3.0
Class:
Research:9 200 Specs-Card-Exp.png
Purchase:16 000 Specs-Card-Lion.png
Show in game
This page is about the British fighter Spitfire Mk IIb. For other uses, see Spitfire (Family).

Description

GarageImage Spitfire Mk IIb.jpg


The Spitfire Mk IIb is a rank II British fighter with a battle rating of 3.7 (AB/RB) and 3.0 (SB). This aircraft has been in the game since the start of the Open Beta Test prior to Update 1.29.

The Spitfire IIb is an excellent turn-fighter and has excellent climb and speed characteristics - forming a middle ground between the sheer speed of the German fighters and American fighters and the nimble agility of the Japanese machines. These aircraft, however, have little in the way of armour protection - any hits will most likely damage something, and in addition, you will be helpless if you try to head-on something. Turn-fighting is the most efficient way of using this nimble, fast fighter, and it should be used in this way most of the time. A suggested loadout is to equip Tracers on the 7.7 mm machine guns, and Stealth Belts on the 20 mm cannons - this allows maximal amounts of damaging rounds - namely the Armour-Piercing Incendiary (AP-I), High-Explosive Fragmentation Semi-Armour-Piercing Incendiary (HEF-SAPI) and High-explosive Fragmentation Incendiary (HEF-I) Rounds. The technique to use this loadout will be described in the Usage In Battles Section.

Note, however, that with the two 20 mm cannons, the Spitfire Mk IIb can also be used as a reasonable Boom & Zoom fighter with fewer results. It is recommended to maximize the use of AP-I ammo for the Spitfire Mk IIb's 7.7 mm machine guns and the HEF-I ammo for the 20 mm cannons for air damage. It is also advisable to make sure that you conserve your ammo and only fire when you have a clear target, as you'll find you'll run out of ammo very quickly. Sixty rounds of 20 mm is not a very large ammunition pool and will run out faster than the machine guns in most cases.

General info

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.

Characteristics
Stock
Max Speed
(km/h at 4,572 m)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
545 535 10000 16.2 16.5 14.1 16.1 300
Upgraded
Max Speed
(km/h at 4,572 m)
Max altitude (meters) Turn time (seconds) Rate of climb
(meters/second)
Take-off run (meters)
AB RB AB RB AB RB
599 571 10000 14.7 15.1 27.2 19.4 300

Details

Features
Combat flap Take-off flap Landing flap Air brakes Arrestor gear
X X X X
Limits
Wing-break speed
(km/h)
Gear limit
(km/h)
Combat flap
(km/h)
Max Static G
+ -
760 270 290 ~14 ~8
Optimal velocities
Ailerons
(km/h)
Rudder
(km/h)
Elevators
(km/h)
Radiator
(km/h)
< 321 < 400 < 465 > 260
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
4,490 m 1,140 hp 1,311 hp

Survivability and armour

  • 38 mm Bulletproof glass in cockpit front.
  • 4 mm Steel plate in pilot's seat
  • 6-7 mm Steel plate behind the pilot.
  • Critical components located at the front of aircraft (fuel, pilot, engine, controls)
  • More fuel tanks located in wings near the fuselage
  • Cooling systems heat up ridiculously fast

Armaments

Offensive armament

The Spitfire Mk IIb is armed with:

  • 2 x 20 mm Hispano Mk.I cannon, wing-mounted (60 rpg = 120 total)
  • 4 x 7.7 mm Browning machine gun, wing-mounted (350 rpg = 1,400 total)

Usage in battles

The Spitfire IIb is a very good turn-fighter, being one of the more agile aircraft in the game, and has good weapons configurations that can be used against enemies. It can reliably out-turn many of the aircraft in-game, and out-zoom-climb some as well with WEP on. It has an excellent rate of climb, and due to this and the armament, is a good bomber interceptor. Using its agility, speed, and rate of climb, it can easily run rings around enemy fighters and dispense punishing blows as well. However, there are several points to be kept in mind while flying the Spitfire Mark IIb. These are:

  1. The relatively low amount of damage that the 7.7mm Browning machine guns put out
  2. The propensity of the 20mm Hispanos to jam after prolonged firing
  3. Lack of any armour on the engine and (relatively) small amounts of windscreen glass armour
  4. Proximity of vital systems towards the front of the aircraft.
  5. Lack of combat flaps
  6. Increased efficiency of control surfaces (ailerons, elevators, rudder) at medium speeds (300km/h-450km/h) and engine efficiency at low altitudes (below 4000m)
  7. Inability to hold WEP for long before the engine begins overheating without MEC.
  8. The float carburettor, should the plane pull any negative G's, the carburettor will be fuel starved cutting power to the engine.
  9. Similarity of the muzzle velocity of the 20 mm Hispanos and the 7.7 mm Brownings (meaning that they'll have similar trajectories- this seems unimportant, but the significance will be explained shortly.)

This fighter, unlike American and German fighters, is neither a gun platform nor a potent Boom & Zoom fighter. It will not be able to hold its top speed for very long due to its lacking cooling systems unless the radiator is forced open by manual engine control - which doubles or triples the WEP time when used properly (Forced 100% radiator directly after takeoff). In addition, the aircraft is unable to deploy combat flaps, which means you cannot have 'reserve manoeuvrability' to out-turn a fighter in order to retreat.

Suggested armament load-outs are Tracers or Universal on the 7.7 mm guns and Stealth belts on the 20 mm cannons. This allows for maximal damage output. Stealth belts may be challenging for newer players, but while flying the Spitfire, there is a silver lining-

The similar muzzle velocities of the two weapons.

The Hispano Mk. I only has 60 rounds of ammo, stored in drums. the 7.7 mm guns have 350 rounds each. In continuous firing, assuming that no jams happen at all, the Hispano's ammo will dry up quicker than the 7.7 mm Brownings. However, jams do happen and the Hispanos will jam quicker than the Brownings.

A possible strategy is akin to that used on the Hurricane Mk IV, using the cannons sparingly. Use the cannons when in the aircraft's most effective convergence range and envelope, and use the machine guns to 'sight' the cannons. Fire the machine guns tracer belts for maximum AP-I and tracer ammo, using the similar muzzle velocities to get an idea of where the cannon rounds will go, and then fire cannons once you are getting consistent hits.

Tips for using these fighters against specific nations' fighters are as follows:

Msg-info.png Disclaimer: This is a very general guide to the aircraft's capabilities. Following these to the letter without consideration of the enemy's abilities can still lead to a loss.
  • Japanese Fighters - Japanese fighters are more nimble than you. If you enter a turn-fight with them, and the pilot is smart, he or she can and will deploy their combat flaps and shoot you down. Attempt to bait them into energy-fighting manoeuvres, where your superior speed, acceleration, and climb rate will prove you to be the victor.
  • American Fighters - At this rank, you will be facing US fighters such as the F4F (the Wildcats), the P-39s (the Airacobras) and early P-47Ds (the Thunderbolts), and many other aircraft which have 0.50-calibre machine guns. These large-calibre machine guns will shred a Spitfire to pieces if given the opportunity to fire a long, sustained burst at you, such as in a head-on engagement. Lure the enemy into a turn-fight, and use your manoeuvrability to break the enemy's aiming solution at the last moment with manoeuvres such as the scissors and barrel rolls.
  • German/Italian Fighters - German and Italian fighters will usually have cannons and hold a speed advantage over you, as well as being more capable at higher speeds and altitudes. If you head-on a German fighter, you will lose over 90% of the time, unless you are lucky and manage to land critical hits on the engine and the pilot - and this is also unlikely given that the 7.7mm machine guns are not known for their armour-piercing abilities. Like with American fighters, try to lure the enemy into a turn-fight, and use your manoeuvrability to break the enemy's aiming solution at the last moment with manoeuvres such as scissors and barrel rolls.
  • Russian Fighters - Russian fighters will have cannons, large-calibre machine guns, or both, in conjunction with small-calibre guns. Again, facing these head-on is suicide, and at the low altitudes, you will meet them at, trying to use speed to out-zoom them is suicide. Turn-fighting may be optimal in these situations, but keep in mind that some Russian fighters are very, very manoeuvrable at low altitudes.
  • French Fighters - French fighters are a bit of a mixed bag, having some of the more heavily armed aircraft and some of the less heavily armed aircraft in the game. In general, however, they will have either cannons or heavy-calibre machine guns, and manoeuvrability that is slightly better than American fighters. Turn-fighting these aircraft is preferable to a head-on engagement.

Specific enemies of note include:

  • BV 238 - Don't face these things from above, level, or from the rear. The massive amounts of defence armaments on this flying boat will ensure the Spitfire will be shot down. They're also massive - but not impossible to shoot down. The only reasonable chance of shooting the BV 238 down is via aiming for the cockpit at the front. The process s to do this is to get to its rear and dive down below the enemy, corkscrewing and rolling and skidding across the sky seemingly at random and get within 600 metres (0.6 km) of it and approximately a hundred metres below. Start firing machine guns at the body, and try to get 'hit' notifications with it. Once closed into 400 metres, fire the cannons.
  • A6M2 - These nimble fighters may have low-velocity cannons, but they can easily out-turn you with combat flaps and stay with you in a fight. Attempt to force them into a dive and "Compress", locking up their controls, and then pull out, turn around, and engage them as they attempt to pull out of the dive you have drawn them into.

Manual Engine Control

MEC elements
Mixer Pitch Radiator Supercharger Turbocharger
Oil Water Type
Controllable Controllable Controllable Controllable Separate Not controllable Not controllable

Modules

Tier Flight performance Survivability Weaponry
I Fuselage Repair Radiator Offensive 7mm belts
II Compressor Airframe New 7mm MGs
III Wings Repair Engine Offensive 20mm belts
IV Engine Injection Cover New 20mm Cannons

Your priorities will be the weaponry upgrades and engine upgrades. It is suggested to research the gun upgrades first, and use engine upgrades to unlock tiers. New 7 mm MGs are not really needed since the brownings are relatively reliable. Airframe upgrades can take priority over the 7 mm MGs. However, to really make this bird sing, you need to have the radiator upgrade and all 20 mm cannon upgrades.

Pros and cons

Pros:

  • Absolutely amazing turn capabilities, even at low speeds
  • One of the best turners
  • Superior climb capabilities
  • Relatively good armament with a 20 mm and 7.7 mm combination arrangement
  • Very easy aircraft to control
  • Good acceleration

Cons:

  • 7.7 mm machine guns have low damage and stopping power
  • Cannons have average ammo count for this rank
  • Hispano Mk.I 20 mm has a tendency to jam under continuous firing
  • Due to aforementioned weapon disadvantages, proper trigger discipline, convergence, and knowing the effective cone of fire is key
  • Wings overload easily at high speeds
  • Low dive speed limit
  • Poor roll rate, especially at high speed
  • Poor high-altitude performance (compared to lower altitudes)
  • Engines easily overheat
  • The only position for flaps is in landing mode

History

The Supermarine Spitfire was a British fighter which served with various nations from the late 1930s up into the 1950s. It was a single-engine, all-metal, low-wing monoplane with the retractable landing gear. Various modifications served as fighters, interceptors, high-altitude fighters, fighter-bombers and reconnaissance aircraft. A total of some 20,300 Spitfires of all types were built during the war, including two-seater trainers.

In the summer of 1939, an early Spitfire Mk I was fitted with the new Rolls Royce Merlin XII engine, which had a higher output of 1175 HP and was fitted with a Coffman engine starter instead of the previous Merlin’s electrical starter system. This, combined with the Rotol variable pitch propeller which had been used on many Spitfire Mk Is would now form the powerplant of the new Spitfire Mk II, although some production models used the De Havilland propeller. The Mk II was some 6-7 mph faster than the later Spitfire Mk I, but still slower than the original Spitfires before a series of modifications increased the aircraft’s weight. As with the Mk I, the Spitfire Mk II was produced with either eight machine guns as the Spitfire Mk IIA, or two 20mm cannon and four machine guns as the Mk IIb. The earlier problems with cannon fitted to the Mk IB had now been solved by introducing a belt feed system to the weapon to replace the earlier drum, turning the cannon on its side and fitting a blister on the wing to house the new mechanism.

920 Spitfire Mk IIs entered service; 750 Mk IIA and 170 MK IIB, although fighters used in the air-sea rescue role were later designated Mk IIC. The Spitfire II quickly replaced the Spitfire I, with the older variant being relegated to use in Operational Training Units. By April 1941, RAF Fighter Command had completed re-equipping with the Mk II, although this too would soon be replaced by the Mk V.

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.


Britain fighters
Fury  Fury Mk I · Fury Mk II
Nimrod  Nimrod Mk I · Nimrod Mk II
Gladiator  Gladiator Mk II · Tuck's Gladiator Mk II · Gladiator Mk IIF · Gladiator Mk IIS
Sea Gladiator  Sea Gladiator Mk I
Hurricane  Hurricane Mk I/L · Hurricane Mk.I/L FAA M · Hurricane Mk IIB/Trop
Sea Hurricane  Sea Hurricane Mk IB · Sea Hurricane Mk IC
Martin-Baker  MB.5
Spitfire (early-Merlin)  Spitfire Mk Ia · Spitfire Mk IIa · Spitfire Mk.IIa Venture I · Spitfire Mk IIb · Spitfire Mk Vb/trop · Spitfire Mk Vb · Spitfire Mk Vc/trop · Spitfire Mk Vc
Spitfire (late-Merlin)  Spitfire F Mk IX · Spitfire LF Mk IX · Spitfire F Mk IXc · Plagis' Spitfire LF Mk IXc · Spitfire F Mk XVI
Spitfire (Griffon)  Spitfire F Mk XIVc · Spitfire F Mk XIVe · Prendergast's Spitfire FR Mk XIVe · Spitfire F Mk XVIIIe · Spitfire F Mk 22 · Spitfire F Mk 24
Seafire  Seafire LF Mk.III · Seafire F Mk XVII · Seafire FR 47
Typhoon  Typhoon Mk Ia · Typhoon Mk Ib · Typhoon Mk Ib/L
Tempest  Tempest Mk II · Tempest Mk V
Sea Fury  Sea Fury FB 11
Twin-engine fighters  Hornet Mk.I · Hornet Mk.III · Whirlwind Mk I · Whirlwind P.9
  Foreign:
Australia  ▄Boomerang Mk I · ▄Boomerang Mk II
France  ▄D.520 · ▄D.521
USA  ▄Martlet Mk IV · ▄Corsair F Mk II · ▄Hellcat Mk II · ▄Thunderbolt Mk.1 · ▄Mustang Mk IA