Difference between revisions of "Do 17 Z-7"

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== Description ==
 
== Description ==
 
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<!--''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 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.''-->
 
 
[[File:GarageImage_Do17Z7.jpg|420px|thumb|left]]
 
[[File:GarageImage_Do17Z7.jpg|420px|thumb|left]]
 
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The '''Do 17 Z-7''' is a Rank I German twin-engine fighter with a battle rating of 1.7 (AB/SB) and 1.3 (RB). It was introduced in [[Update_1.53_-_Fire_Storm|Update 1.53 "Firestorm"]].
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The '''Do 17 Z-7''' is a Rank I German twin-engine fighter with a battle rating of 1.7 (AB/SB) and 1.3 (RB). It was introduced in [[Update_1.53_"Firestorm"|Update 1.53 "Firestorm"]].
  
 
== General info ==
 
== General info ==
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== Usage in the battles ==
 
== 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).''-->
 
<!--''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 Do 17 Z-7 is the first twin-engine heavy fighter that is unlocked in a long line of German "Zerstörer" (''German for "Heavy fighter"'') aircraft. Like all of it's successors, the Do 17 Z-7 is a full-bred Boom & Zoom fighter, through and through. This means you should, under any circumstance always strive to maintain an altitude advantage over enemy aircraft. Utilize the potential energy to dive on them and make a high speed pass while firing, then quickly make an escape. There is however, a couple of caveats for the Do 17 Z-7 that is worth considering when flying it. For starters, it's energy retention and climb rate is bad and mediocre at best. So begin to climb to altitude immediately making a 2nd pass will generally be a bad idea, as it will attract a lot planes with ample opportunity to return fire. Instead, utilize the high air speed from the dive, to gain as much horizontal distance from enemy planes as possible before starting to climb. Also, remember to never commit to chasing after a specific plane since you will lose too much speed and energy in doing so. Pick out a target from high altitude, roll over and dive down in a vertical position as soon as possible, in order to maximize the altitude-speed trade off. When you at first possible moment get a gun solution on the target, and once the solution is lost, level the plane out and speed away at high speed, potentially killing other players that may cross your path along the way with the same principle.
+
The Do 17 Z-7 is the first twin-engine heavy fighter that is unlocked in a long line of German "Zerstörer" (''German for "Heavy fighter"'') aircraft. Like all of it's successors, the Do 17 Z-7 is a full-bred Boom & Zoom fighter, through and through. This means the Do 17 should, under any circumstance always strive to maintain an altitude advantage over enemy aircraft. Utilize the potential energy to dive on them and make a high speed pass while firing, then quickly make an escape. There is however, a couple of caveats for the Do 17 Z-7 that is worth considering when flying it. For starters, it's energy retention and climb rate is bad and mediocre at best. So begin to climb to altitude immediately making a 2nd pass will generally be a bad idea, as it will attract a lot planes with ample opportunity to return fire. Instead, utilize the high air speed from the dive, to gain as much horizontal distance from enemy planes as possible before starting to climb. Also, remember to never commit to chasing after a specific plane since the plane will lose too much speed and energy in doing so. Pick out a target from high altitude, roll over and dive down in a vertical position as soon as possible, in order to maximize the altitude-speed trade off. When at first possible moment get a gun solution on the target, and once the solution is lost, level the plane out and speed away at high speed, potentially destroying other players that may cross the path along the way with the same principle.
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The Do 17 Z-7's primary source of damage comes with it's single 20 mm MG 151 cannon. While not spitting as much lead downrange as the Bf-110's dual MG FF/M's do. It makes up for it by having access to the MG 151's air target belt, which contains a lot more minengeschoß, which is highly effective against unarmoured planes, which the Do 17 Z-7 will regularly face. While the MG 15's also can do some damage to biplanes, any aware fighter pilot will be able to move away from the gun sight and end up on the Do 17's tail, if solely using the machine guns.
  
The Do 17 Z-7's primary source of damage comes with it's single 20 mm MG 151 cannon. While not spitting as much lead downrange as the Bf-110's dual MG FF/M's do. It makes up for it by having access to the MG 151's air target belt, which contains a lot more minengeschoß, which is highly effective against unarmored planes, which the Do 17 Z-7 will regularly face. While the MG 15's also can do some damage to biplanes, any aware fighter pilot will be able to move away from your gun sight and end up on your tail, if you solely use the machine guns.
+
The best way to deal with this plane is to fly fast and aim for the engines. Don't tail right behind the plane because then the gunner will have an easy target. If ailing behind the plane, dip down a little bit, the gunner at the top won't be able to hit the plane this way and the gunner at the bottom is pointed down to much. At this battle rating, there are a lot of newer players, who most likely didn't put points into the gunners vitality. If the gunners are taken out, then the plane is a flying duck. Avoid a head-on at all cost, it has armour at the front and a 20 mm cannon which will shred any plane to bits. This plane cannot turn fight, if it's behind tailing the plane, then simply turn sharply to one direction. If in a bomber it's best to aim for the engines and not the cockpit, the cockpit has 58 mm of armour angled, it would be difficult for bullets to go through and snipe the pilot.
  
The best way to deal with this plane is to fly fast and aim for the engines. You don't want to tail right behind the plane because then the gunner will light you up. If you are tailing behind the plane, dip down a little bit, the gunner at the top won't be able to hit you and the gunner at the bottom is pointed down to much. At this battle rating, there are a lot of newer players, who most likely didn't put points into the gunners vitality. If you take out the gunners then the plane is a flying duck. Avoid a head-on at all cost, it has armor at the front and a 20 mm cannon which will shred you to bits. This plane cannot turn fight, if it's behind you then you can simply turn sharply to one direction. If you are in a bomber it's best to aim for the engines and not the cockpit, the cockpit has 58 mm of armor angled, it would be difficult for bullets to go through and kill the pilot.
 
 
===Manual Engine Control===
 
===Manual Engine Control===
 
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Revision as of 04:45, 10 January 2019

Introducing Wiki 3.0
Do 17 Z-7
do_17z_7.png
Do 17 Z-7
Research:2 900 Specs-Card-Exp.png
Purchase:700 Specs-Card-Lion.png

Description

GarageImage Do 17 Z-7.jpg


The Do 17 Z-7 is a Rank I German twin-engine fighter with a battle rating of 1.7 (AB/SB) and 1.3 (RB). It was introduced in Update 1.53 "Firestorm".

General info

Flight Performance

Characteristics
Stock
Max Speed
(km/h at 5,000 m)
Max altitude
(meters)
Turn time
(seconds)
Rate of climb
(meters/second)
Take-off run
(meters)
AB RB AB RB AB RB
416 410 8,500 36.0 37.2 5.0 6.4 350
Upgraded
Max Speed
(km/h at 5,000 m)
Max altitude (meters) Turn time (seconds) Rate of climb
(meters/second)
Take-off run (meters)
AB RB AB RB AB RB
482 448 8,500 32.1 34.0 18.2 10.0 350

Details

Features
Combat flap Take-off flap Landing flap Air brakes Arrestor gear
X X
Limits
Wing-break speed
(km/h)
Gear limit
(km/h)
Combat flap
(km/h)
Max Static G
+ -
620 350 500 ~3 ~1
Optimal velocities
Ailerons
(km/h)
Rudder
(km/h)
Elevators
(km/h)
Radiator
(km/h)
< 290 < 300 < 300 > 140
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
1,600 m 1,630 hp 2,236 hp
Setting 2
Optimal altitude 100% Engine power WEP Engine power
4,300 m 1,560 hp 2,140 hp

Survivability and armour

  • 8.5 mm Steel - Fore-cockpit plate
  • 8.5 mm Steel - Pilot's seat
  • 6 mm Steel - Belly gunner's plate
  • 8.5 mm Steel - Rear cockpit plate
  • 6 mm Steel - Rear gunner's upper plate
  • 6 mm Steel - Rear gunner's window frame

Armaments

Offensive armament

The Do 17 Z-7 is armed with:

  • 1 x 20 mm MG 151 cannon, nose-mounted (400 rpg)
  • 3 x 7.92 mm MG 17, nose-mounted (1,000 rpg = 3,000 total)

Suspended armament

The Do 17 Z-7 can be outfitted with the following ordinance:

  • 10 x 50 kg SC50JA bombs (2,500 kg total)
  • 1 x 250 kg SC250JA bomb (250 kg total)

Defensive armament

Main article: MG 17 (7.92 mm)

The Do 17 Z-7 is defended by:

  • 1 x 7.92 mm MG 17 machine gun, dorsal turret (750 rpg)
  • 1 x 7.92 mm MG 17 machine gun, ventral turret (375 rpg)

Usage in the battles

The Do 17 Z-7 is the first twin-engine heavy fighter that is unlocked in a long line of German "Zerstörer" (German for "Heavy fighter") aircraft. Like all of it's successors, the Do 17 Z-7 is a full-bred Boom & Zoom fighter, through and through. This means the Do 17 should, under any circumstance always strive to maintain an altitude advantage over enemy aircraft. Utilize the potential energy to dive on them and make a high speed pass while firing, then quickly make an escape. There is however, a couple of caveats for the Do 17 Z-7 that is worth considering when flying it. For starters, it's energy retention and climb rate is bad and mediocre at best. So begin to climb to altitude immediately making a 2nd pass will generally be a bad idea, as it will attract a lot planes with ample opportunity to return fire. Instead, utilize the high air speed from the dive, to gain as much horizontal distance from enemy planes as possible before starting to climb. Also, remember to never commit to chasing after a specific plane since the plane will lose too much speed and energy in doing so. Pick out a target from high altitude, roll over and dive down in a vertical position as soon as possible, in order to maximize the altitude-speed trade off. When at first possible moment get a gun solution on the target, and once the solution is lost, level the plane out and speed away at high speed, potentially destroying other players that may cross the path along the way with the same principle.

The Do 17 Z-7's primary source of damage comes with it's single 20 mm MG 151 cannon. While not spitting as much lead downrange as the Bf-110's dual MG FF/M's do. It makes up for it by having access to the MG 151's air target belt, which contains a lot more minengeschoß, which is highly effective against unarmoured planes, which the Do 17 Z-7 will regularly face. While the MG 15's also can do some damage to biplanes, any aware fighter pilot will be able to move away from the gun sight and end up on the Do 17's tail, if solely using the machine guns.

The best way to deal with this plane is to fly fast and aim for the engines. Don't tail right behind the plane because then the gunner will have an easy target. If ailing behind the plane, dip down a little bit, the gunner at the top won't be able to hit the plane this way and the gunner at the bottom is pointed down to much. At this battle rating, there are a lot of newer players, who most likely didn't put points into the gunners vitality. If the gunners are taken out, then the plane is a flying duck. Avoid a head-on at all cost, it has armour at the front and a 20 mm cannon which will shred any plane to bits. This plane cannot turn fight, if it's behind tailing the plane, then simply turn sharply to one direction. If in a bomber it's best to aim for the engines and not the cockpit, the cockpit has 58 mm of armour angled, it would be difficult for bullets to go through and snipe the pilot.

Manual Engine Control

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

Modules

Tier Flight performance Survivability Weaponry
I Fuselage Repair, Radiator Offensive 7 mm
II Compressor Airframe Turret 7 mm, EHVC 500
III Wing Repair, Engine New 7 mm MGs, Offensive 20 mm
IV Engine Injection Cover New 7 mm MGs (turret), New 20 mm Cannons

Pros and cons

Pros:

  • Exclusively nose-mounted armament, resulting in very little convergence.
  • Can take a lot of machine gun fire before going down.
  • Armed with an 20 mm MG 151, capable of using the air targets belt, giving the plane absolutely devastating firepower
  • 2 x rear gunners for covering both above and below the aircraft

Cons:

  • Mediocre climb rate at best when upgraded
  • Slow even when upgraded (Hurricanes will be able to outrun it in level flight)
  • Horrible roll rate
  • Overall poor handling characteristics.
  • Lousy energy retention
  • Best performs as a Boom & Zoom aircraft, although it's poor flight characteristics makes it inefficient at it.
  • Defensive armament has poor coverage and does not produce enough stopping power to reliably fend of attacking enemies.

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 main template. Be sure to include links to sources at the end of the article.

Media

An excellent addition to the article will be video guides, as well as screenshots from the game and photos.

Read 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.

Sources

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • page on aircraft encyclopedia;
  • other literature.


Germany twin-engine fighters
Messerschmitt  Bf 109 Z-1
  Me 410 A-1/U2 · Me 410 B-1/U2
Dornier  Do 17 Z-7 · Do 217 J-1 · Do 217 J-2 · Do 217 N-1 · Do 217 N-2
Focke-Wulf  Ta 154 A-1
Junkers  Ju 88 C-6 · Ju 388 J