Difference between revisions of "Mosquito FB Mk VI"

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{{Specs-Card|code=mosquito_fb_mk6}}
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{{About
{{Notice|''This page is about the aircraft '''{{PAGENAME}}'''. For the version equipped with the Molins cannon, see [[Mosquito FB Mk XVIII]]''}}
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| about = British strike aircraft '''{{PAGENAME}}'''
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| usage = other versions
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| link = Mosquito (Family)
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}}
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{{Specs-Card
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|code=mosquito_fb_mk6
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}
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|cockpit=cockpit_mosquito_fb_mk6.jpg
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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 the 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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The '''{{Specs|name}}''' is a rank {{Specs|rank}} British strike aircraft {{Battle-rating}}. It has been in the game since the start of the Open Beta Test prior to Update 1.27.
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
{{break}}
 
The '''{{Specs|name}}''' is a Rank {{Specs|rank}} British twin-engine fighter {{Battle-rating|5}}. 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 a part of both the ground and air war, use its 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 [http://www.avialogs.com/index.php/en/aircraft/uk/dehavilland/dh-98mosquito/ap2019e-l-t-pilots-notes-for-mosquito-fbvi-fb26.html pilot's manual] a read.  
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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 a part in both the ground and air war. Use its speed and firepower to show the enemies who really rules the battlefield. With the instructions below, an aspiring pilot can make full use of the Mosquito and even squad up because as in the war, a team can never have enough wooden wonders. The Mosquito then goes on to the excellent Tsetse ([[Mosquito FB Mk XVIII|Mk XVIII]]) with the 57 mm cannon for an even better ground attacker.
  
It is profitable to set the 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.
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== General info ==
 +
=== Flight performance ===
 +
{{Specs-Avia-Flight}}
 +
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
 +
The Mosquito is famed for its 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 its light yet strong balsa and plywood frame while housing a pair of Rolls-Royce Merlin engines.
  
'''Armament details'''<br>
+
In War Thunder, the manoeuvrability can seem far from the legend that surrounds it. When stock, it is a heavy and somewhat cumbersome fighter that relies on slow-moving enemies to target. However, as the upgrades are unlocked and installed it slowly comes out of its 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, being best at around 380 km/h (240 mph). 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 just 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 its 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 its performance. This allows it to be better in the fighter role than in RB if it were in the same matchup.
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 highly 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 makes it far less affected 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 pillboxes, 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 into 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.
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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 may be 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.
 
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{| class="wikitable" style="text-align:center" width="70%"
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.
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! rowspan="2" | Characteristics
 
 
'''Mosquito's manoeuvrability'''<br>
 
The Mosquito is famed for its 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 its 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 heavy and somewhat lumber some fighter that relies on slow-moving enemies to target. However, as the upgrades are unlocked and installed it slowly comes out of its 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 its 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.
 
== General info ==
 
=== Flight Performance ===
 
<!--''Describe how the aircraft behaves in the air. Maximum speed, maneuverability, speed and allowable loads - these are the most important characteristics of the vehicle.''-->
 
{| class="wikitable" style="text-align:center"
 
|-
 
! colspan="8" | Characteristics
 
|-
 
! colspan="8" | ''Stock''
 
|-
 
 
! colspan="2" | Max Speed<br>(km/h at 3,780 m)
 
! colspan="2" | Max Speed<br>(km/h at 3,780 m)
! rowspan="2" | Max altitude<br>(meters)
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! rowspan="2" | Max altitude<br>(metres)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Turn time<br>(seconds)
! colspan="2" | Rate of climb<br>(meters/second)
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! colspan="2" | Rate of climb<br>(metres/second)
! rowspan="2" |Take-off run<br>(meters)
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! rowspan="2" | Take-off run<br>(metres)
 
|-
 
|-
! AB
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! AB !! RB !! AB !! RB !! AB !! RB
! RB
 
! AB
 
! RB
 
! AB
 
! RB
 
 
|-
 
|-
| 578 || 563 || 10,300 || 29.8 || 30.5 || 4.0 || 4.0 || 450
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! Stock
 +
| 578 || 563 || rowspan="2" | {{Specs|ceiling}} || 29.8 || 30.5 || 4.0 || 4.0 || rowspan="2" | 450
 
|-
 
|-
! colspan="8" | ''Upgraded''
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! Upgraded
|-
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| 664 || 618 || 26.7 || 28.0 || 15.1 || 8.5
! colspan="2" | Max Speed<br>(km/h at 3,780 m)
 
! rowspan="2" |Max altitude (meters)
 
! colspan="2" | Turn time (seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" |Take-off run (meters)
 
|-
 
! AB
 
! RB
 
! AB
 
! RB
 
! AB
 
! RB
 
|-
 
| ? || ? || 10,300 || ??.? || ??.? || ?.? || ?.? || 450
 
 
|-
 
|-
 
|}
 
|}
  
====Details====
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==== Details ====
{| class="wikitable" style="text-align:center"
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{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
 
! colspan="5" | Features
 
! colspan="5" | Features
 
|-
 
|-
! Combat flap
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! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear
! Take-off flap
 
! Landing flap
 
! Air brakes
 
! Arrestor gear
 
 
|-
 
|-
 
| ✓ || ✓ || ✓ || X || X    <!-- ✓ -->
 
| ✓ || ✓ || ✓ || X || X    <!-- ✓ -->
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|}
 
|}
  
{| class="wikitable" style="text-align:center"
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{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="5" | Limits
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! colspan="7" | Limits
 
|-
 
|-
! rowspan="2" | Wing-break speed<br>(km/h)
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! rowspan="2" | Wings (km/h)
! rowspan="2" | Gear limit<br>(km/h)
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! rowspan="2" | Gear (km/h)
! rowspan="2" | Combat flap<br> (km/h)
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! colspan="3" | Flaps (km/h)
 
! colspan="2" | Max Static G
 
! colspan="2" | Max Static G
 
|-
 
|-
! +
+
! Combat !! Take-off !! Landing !! + !! -
! -
 
 
|-
 
|-
| 680 || 450 || 520 || ~12 || ~12
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| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 390 || 356 || 264 || ~7 || ~3
 
|-
 
|-
 
|}
 
|}
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{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="4" | Optimal velocities
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! colspan="4" | Optimal velocities (km/h)
 
|-
 
|-
! Ailerons<br>(km/h)
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! Ailerons !! Rudder !! Elevators !! Radiator
! Rudder<br>(km/h)
 
! Elevators<br>(km/h)
 
! Radiator<br>(km/h)
 
 
|-
 
|-
| < 360 || < 360 || < 410 || > 230
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| < 360 || < 360 || < 450 || > 360
 
|-
 
|-
 
|}
 
|}
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! WEP Engine power
 
! WEP Engine power
 
|-
 
|-
| 2,819 m || 2,272 hp || 3,612 hp  
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| 2,819 m || 2,272 hp || 3,612 hp
|-
 
<!--! colspan="3" | Setting 2
 
|-
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
|-
 
| 4,430 m || 2,220 hp || 3,530 hp
 
|-
 
! colspan="3" | Setting 3
 
|-
 
! Optimal altitude
 
! 100% Engine power
 
! WEP Engine power
 
 
|-
 
|-
| ?,??? m || ?,??? hp || ?,??? hp
 
|- -->
 
 
|}
 
|}
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It is a good idea to set the compressor to the 2nd position while not using WEP at low altitudes in Realistic Battles. This will prevent the engines overheating, and 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 open the radiator and increase drag.
  
 
=== 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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{{Specs-Avia-Armour}}
* 64 mm Bulletproof glass - Armored windscreen
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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.'' -->
 +
 
 +
* 64 mm Bulletproof glass - Armoured windscreen
 
* 9.5 mm Steel plate in pilot seats
 
* 9.5 mm Steel plate in pilot seats
 
* 9.5 mm Steel plate in the nose
 
* 9.5 mm Steel plate in the nose
 +
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
 +
 +
'''To pursue the "Fighter" role:'''
 +
 +
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 firepower. Next, go for the "Radiator" module, this will improve the WEP capabilities and +4 mph. The third should be the "Fuselage repair" further increasing the performance and this will also unlock tier II. Immediately go for the "Compressor". It gives 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 bursts (more useful in AB). As two modifications are only needed in this tier, tier III will now be unlocked. "Engine" should be unlocked before "Wings repair". This will give more horsepower and a better climb rate with "Wings repair" coming after. Access to tier IV is now achieved and without a doubt, the next modification should be "Engine injection". This will give the biggest increase in all performance areas with up to +34 mph, +13.9 climb rate and -2.8 turn time. "Cover" should come next. Now that all the tiers are unlocked, unlock "Airframe" further increasing the durability and lightening the plane. Now focus on the cannons to get the Mk.II 1942 and 1943 modifications. 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 "Spading" the Mosquito.
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Offensive 20 mm -> Radiator -> Fuselage repair -> Compressor -> New 20 mm cannons -> Engine -> Wings repair -> Engine injection -> Cover -> Airframe -> Mk.II year 1942 -> Mk.II year 1943 -> SBC mk.II (250 lb) -> MBC mk.II (500 lb) -> RSC mk.II (rockets) -> Uncle Tom -> Offensive 7 mm -> New 7 mm MGs
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'''To pursue as a ground attacker:'''
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 +
Like the fighter path firstly get the 20 mm cannon belts. This gives the Ground targets belt that can be used against light pillboxes and medium tanks. Next, go for the "Radiator" as it gives a better upgrade than the "Fuselage repair" and gives the engine 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 II and give access to the 500 lb bombs. The "Compressor" should be researched before the "MBC mk.II" pylon to make it easier to get about with the 500 lb bombs. Before researching tier III, research the "New 20 mm cannons" to make it easier to hit targets. Now unlock the new engine for more speed and manoeuvrability and "RSC mk.II" rockets after that. With tier IV unlocked, prioritize the "Engine injection" as it is the most valuable upgrade and "Cover" after that. Get the Uncle Toms for a bonus ordnance option, then go back to the "Airframe" as it will make the Mosquito more durable and "Wings repair" after that will give better performance overall. For 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 to finish the Mosquito grind.
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Offensive 20 mm -> Radiator -> SBC mk.II (250 lb) -> Compressor -> MBC mk.II (500 lb) -> New 20 mm cannons -> Engine -> RSC mk.II (Rockets) -> Engine injection -> Cover -> Uncle Tom -> Airframe -> Wings repair -> Mk.II year 1942 -> Mk.II year 1943 -> Fuselage repair -> Offensive 7 mm -> New 7 mm MGs
  
 
== Armaments ==
 
== Armaments ==
 +
{{Specs-Avia-Armaments}}
 
=== Offensive armament ===
 
=== Offensive armament ===
<!--''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.''-->
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{{Specs-Avia-Offensive}}
{{main|Hispano Mk.II (20 mm)|Browning .303 (7.7 mm)}}
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<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
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{{main|Hispano Mk.II (20 mm)|Browning (7.7 mm)}}
  
 
The '''''{{PAGENAME}}''''' is armed with:
 
The '''''{{PAGENAME}}''''' is armed with:
  
*4 x 20 mm Hispano Mk.II cannons, belly-mounted (150 rpg = 600 total)
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* 4 x 20 mm Hispano Mk.II cannons, chin-mounted (150 rpg = 600 total)
*4 x 7.7 mm Browning .303 machine guns, nose-mounted (500 rpg = 2,000 total)
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* 4 x 7.7 mm Browning machine guns, nose-mounted (500 rpg = 2,000 total)
 +
 
 +
The Mosquito VI has a fixed forward-mounted armament of four 7.7 mm Browning machine guns and four 20 mm Hispano Mk.II both with a variety of belts. For the machine guns, the Universal belt is highly recommended as it suits both ground attack and air combat although 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 a pilot may want to think about what role the Mosquito will be flown as before spawning. In the ground attack role, the "Ground targets" belt is the obvious choice for the cannons as 60% of the ammo is armour-piercing. This ammo can destroy targets up to light tanks (attack from behind) and light pillboxes (through windows and doors). For anti-air, the belt of choice is "Air targets". This ammo makes light work of any aircraft. "Stealth" can also be used as it does not contain any Tracer component, sometimes allowing the Mosquito to sneak attack unsuspecting opponents. This is also why the "Universal" belt in the machine guns are useful as it allows the Mosquito to adjust its aim while using "Stealth" belts.
 +
 
 +
The cannons are mounted under the nose and so will need more lead than wing-mounted Hispanos, but the close grouping makes it far less affected by convergence. To use the cannons to attack ground targets, 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. 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 as these areas are more likely to be penetrable. As for light pillboxes, these are stationary targets so they will be easier to destroy and so don't need as much setting up. Aim for the back of the pillbox or the window at the front. Of course, the Mosquito will need ground target ammo to penetrate the armour of both targets. Flaps should be deployed as they will help the plane elevate quicker and stop it from crashing into trees or buildings. The tactics and knowledge built from this will then come in very useful when playing the Mk XVIII as it is an even better ground attacker.
  
 
=== Suspended armament ===
 
=== Suspended armament ===
<!--''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.''-->
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{{Specs-Avia-Suspended}}
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Main article:&nbsp;'''[[:Category:Suspended armaments|Bombs]], [[:Category:Suspended armaments|Rockets]]'''''
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<!-- ''Describe the aircraft's suspended armament: additional cannons under the wings, bombs, rockets and torpedoes. This section is especially important for bombers and attackers. If there is no suspended weaponry remove this subsection.'' -->
 +
{{main|G.P. Mk.IV (250 lb)|G.P. Mk.IV (500 lb)|S.A.P. Mk.II (500 lb)|RP-3|Uncle Tom}}
  
The '''''{{PAGENAME}}''''' can be outfitted with the following ordinance:
+
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
  
 
* Without load
 
* Without load
* 2 x G.P. 250 lb Mk.IV bombs (500 lb total)
+
* 2 x 250 lb G.P. Mk.IV bombs (500 lb total)
* 2 x G.P. 500 lb Mk.IV bombs (1,000 lb total)
+
* 2 x 500 lb G.P. Mk.IV bombs (1,000 lb total)
* 8 x 76 mm RP-3 rockets
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* 2 x 500 lb S.A.P. Mk.II bombs (1,000 lb total)
<!--
+
* 8 x RP-3 rockets
=== Defensive armament ===
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* 4 x Uncle Tom rockets
''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.''
+
 
-->
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The 250 lb bombs are only useful in the hands of a skilled dive-bomber pilot as most targets need a direct hit or both 250 lb bombs to destroy them. The 500 lb is a better choice as it gives some leeway if the target is only slightly missed; they can also sink destroyers in one direct hit. To attack with bombs, line up with the target >1 km out and change to the virtual cockpit. Dive on the target at 30 degrees or more with the steeper the dive the better. Release the bomb at around 300 m above the target, this should give the Mosquito enough time to pull out of the dive and not blow itself 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 can also be used against destroyers and pillboxes, although the Mosquito will need four rockets to hit to destroy them, allowing a player to attack two such targets with each loadout. Note when attacking ships come at their broadside at around -30 degrees, this will allow the gun sights to aim at the largest target.
== Usage in the battles ==
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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 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).''-->
+
== Usage in battles ==
The Mosquito is one the best multi-role planes in the game due to its many redeeming aspects even at its 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 its nose-mounted guns. This makes it a brilliant anti-bomber aircraft, especially with rockets. It is also decent against other heavy fighters but never expects an easy fight although the same could be said for the enemy. Most single engine props will beat it at it's current is {{Specs|br|ab}} AB , {{Specs|br|rb}} RB and {{Specs|br|sb}} 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 its 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, two models, instead.
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<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
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The Mosquito is one the best multi-role planes in the game due to its many redeeming aspects even at its high BR. The Mk 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 packs a devastating punch with the quad 20 mm and can snipe pretty well due to its 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). It can outrun a [[Bf 109 G-6]] at low altitude, although this doesn't mean a pilot should always avoid using it as a fighter. With its rockets or 500 lb bombs, it can deal with 2 pillboxes while the cannons with ground ammunition can destroy light pillboxes and medium tanks from behind, and the MGs 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, two models, instead.
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'''Arcade Battles'''
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In Arcade the best loadout will be the 500 lb bombs, with the artificial crosshairs 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 crosshairs making bombs the more accurate ordnance 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 a pilot has to be ready to diversify the Mosquito's role when playing in Arcade matches moreso 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 its cannons. For fighters, stay fast and use it like a Beaufighter to quickly destroy a target and get out, do not get caught up in dogfights.
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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 targets 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, the Mosquito can perform ground strikes itself. The 500 lb bombs will hit the heaviest of targets and destroy them while also being very accurate with the bombsight. Once these payloads are released, the Mosquito can shift and engage in normal fighter combat, but this will be riskier.
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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 gameplay but it is only recommended for the plane to make one pass then engage fighters and other aircraft.
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The air domination mode. This is the worst mode for the Mk VI as there will always be high altitude players and few bombers to prey on. The only safe way to play this mode is to take targets of opportunity while keeping a reasonable height. However, there is always the tactic of going in headfirst and with a whole lot of luck having an amazing game.
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'''Realistic Battles'''
  
'''Arcade Battle'''
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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 mph/ 240 kilometres per hour*, WEP from takeoff allows the Mosquito to climb at 180 miles an hour/ 290 km an hour* at around 15 degrees. Also, side climbs until around 2,500 m. At this altitude, the water will start to overheat 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 (the plane by now should be at a minimum of 4,500 m). This should allow the Mosquito pilot to engage the targets as desired.
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 its 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 very accurate with the bombsight. You can engage in normal fighter combat but this will be riskier.
 
 
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 a small number of bombers to prey one. The only safe way to play this mode is to take targets of opportunity while keeping a 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'''
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For ground attackers, go for a more unconventional approach. Fly low to the ground and use the terrain to the advantage to avoid 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 takeoff, 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. The Mosquito will then be able to attack the enemy pillboxes without the enemy knowing until the first few ground targets have been destroyed.
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 kilometres per hour*, WEP from takeoff allows the Mosquito to climb at 180 miles an hour/ 290 km an hour* at around 15 degrees. Also, side climbs until around 2,500 m. At this altitude, the water will start to overheat 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 its 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 aren't recommended- these can be used on other heavy fighters or 190s 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 the target and cause the enemy to react quickly or pull off 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 the other attack roll out of the way or if you have height do a split-S in hope of throwing off their attack. It 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 are 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 favour, because flying low to the ground and there is no spotting system except for close proximity allies, you'll be a lot 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 downsides, 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 wingman in this mode, be that 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 the 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 pulls off some more advanced manoeuvres more sharply.
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Using the Mosquito is quite difficult due to its enemies and its own rather lacking speed. Keep the plane's speed up and don't dogfight if possible as any fighter will be able to get on the six of the Mosquito. 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 in as possible. To make full use of the Mosquito, use Air targets belts for the cannons and open fire at around 400-500 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 the Mosquito is at 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 aren't recommended - these can be used on other heavy fighters or Fw 190s if they try and follow the Mosquito in flat turns.
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To defend against a diving opponent, apply downwards rudder and then immediately apply some roll. This will throw most of the initial shots of the target and cause the enemy to react quickly or pull off for another attack. The Mosquito can also begin a flat turn with combat flaps deployed. Then once they are about to enter firing range apply full upwards elevator and have the Mosquito roll under itself but elongate the roll slightly. If they overshoot, 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 the other attack, roll out of the way or, if the Mosquito has the height advantage, do a Split-S in hope of throwing off their attack. There is not much that one 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 there is a chance of hitting the enemy as they leave, but the window of opportunity will only be open for a short period of time.
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'''Simulator Battles'''
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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 the Mosquito's favour, because flying low to the ground and there is no spotting system except for close proximity allies, the Mosquito will be a lot 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 aviators as "spot the dot", and the fully glazed canopy will also give the Mosquito's pilot excellent vision (it is best to bound 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 the Mosquito goes up against aircraft around its battle rating. Even when stock it can manoeuvre with a Fw 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. There are downsides, however, as the targeting sight is located to the right of the default view meaning a Mosquito pilot would 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 and can result in an easy prop strike for new pilots flying it. Lastly, it is also recommended to have a wingman in this mode, be that another Mosquito or something like a Typhoon to cover the Mosquito when a more manoeuvrable fighter gets on its back. Just remember to not take any plane above the Mosquito's own battle rating.
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The Mosquito in Sim 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. The plane can stick to opponents a lot easier and have a higher chance of winning. Against Fw 190s, 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 outmanoeuvre the Mosquito, so like in all other aircraft, don't turn with these. The Mosquito can perform scissors somewhat better and it has very forgiving flying characteristics and pulls off some more advanced manoeuvres more sharply.
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As mentioned above, the Mosquito has a rather high stall speed, making it easy to crash onto the runway when landing. If a pilot uses the same approach of cutting throttle and using landing flaps during touch down, the Mosquito is very likely to heavily smack into the ground, snapping its gears and causing a failed landing. The trick is to maintain higher speed when landing. Align the Mosquito with the runway about 1 km away, with an altitude of around 150 m. While approaching the runway, use 40-60% throttle and drop speed to around 230 km/h, and deploy combat/takeoff flaps and landing gears. When barely flying above the ground, make sure that the speed is still well over 190 km/h and descend very, very slowly. Only now should the Mosquito deploy its landing flaps. The huge body of the Mosquito allows it to decelerate quickly, so don't worry about not having enough runway just because the plane approached fast. When taxiing, fully deflect elevators upwards and brake. Release brakes immediately as soon as the nose dips down to avoid propeller strike.
  
 
=====Armament options=====
 
=====Armament options=====
'''Belt type recommendations'''<br>
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'''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 an 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 armoured 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 Air Targets are 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'''
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20 mm Hispano belts
*'''Default''' (T/AP/AP-I/Ball/Ball/I) Average belt can score a critical is enough hit
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*'''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.
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* '''Default:''' {{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|P|Practice}}{{-}}{{Annotation|T|Tracer}} - As stated, the default belt is very average and due to no Armour-Piercing shells it cannot penetrate armoured targets.
*'''Tracers''' (IT/IT/IT/IT/IT/AP-I) Best anti-air belt and most likely 7.7 belts to cause a fire.  
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* '''Universal:''' {{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|HEF-SAPI|High-explosive fragmentation (semi-armour-piercing incendiary)}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}} - An all-round belt that is reliable for air targets but with only one Armour-Piercing shot every 4th shell it is not a reliable anti-armour belt.
*'''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.
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* '''Ground targets:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|T|Tracer}} - A belt to destroy armoured targets, it has 60% Armour-Piercing and so is reliable in its role. It can double up as an anti-air if needed but the AP shots will do little damage so aim for the engines or cockpit.
T= tracer, IT= incendiary tracer, AP= Armour piercing, AP-I= Armour piercing incendiary, Ball= small lead ball
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* '''Air targets:''' {{Annotation|T|Tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|HEF-SAPI|High-explosive fragmentation (semi-armour-piercing incendiary)}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|HEF-SAPI|High-explosive fragmentation (semi-armour-piercing incendiary)}} - The best anti-air belt but won't be able to penetrate armoured targets.
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* '''Tracers:''' {{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|T|Tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}} - Another all-round belt, but for those that are not confident with their aiming. These tracers can help with practice so that pilots can know how to adjust their shots with other belts. It can destroy armoured and air targets, but is by no means the best for either (Bad for stealth attack).
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* '''Stealth:''' {{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|HEF-SAPI|High-explosive fragmentation (semi-armour-piercing incendiary)}}{{-}}{{Annotation|AP|Armour-piercing}} - Much like the Air targets belt but without the Tracer bullet for a completely invisible belt. Good if the pilot is confident in their aim for the occasional small advantage of surprise.
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7.7 mm Browning .303 belts
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* '''Default:''' {{Annotation|T|Tracer}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|Ball|Omni-purpose}}{{-}}{{Annotation|Ball|Omni-purpose}}{{-}}{{Annotation|I|Incendiary}} - Average belt, can score a criticals semi-regularly.
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* '''Universal:''' {{Annotation|T|Tracer}}{{-}}{{Annotation|AP|Armour-piercing}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|I|Incendiary}} - Same as the Default belt but removal of the useless ball round and is the best for ground attack.
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* '''Tracers:''' {{Annotation|IT|Incendiary tracer}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}} - Best anti-air belt and most likely 7.7 mm belt to cause a fire.
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* '''Stealth:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|I|Incendiary}} - Technically the best belt for soft targets but Universal is more useful as it has tracers allowing the pilot to adjust the fire.
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'''Recommended Payloads in Realistic and Simulator battles'''
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AI Ground Targets the Mossie can destroy (with minimum weapon needed)
  
'''Recommended Payloads in Realistic and Simulator battles'''<br>
 
AI Ground Targets the Mossie can kill (with minimum weapon needed)<br>
 
 
7.7 mm Browning .303
 
7.7 mm Browning .303
* AAA/ Artillery  
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* AAA/ Artillery
 
* Armoured car/ Mobile AAA/ vehicle
 
* Armoured car/ Mobile AAA/ vehicle
 
* Landing craft
 
* Landing craft
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20 mm Hispano
 
20 mm Hispano
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* Patrol boats
 
* Patrol boats
* Light tanks - 20 mm  
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* Light tanks - 20 mm
 
* Light pillbox - 20 mm (Aim for the [http://i.imgur.com/wOFFdBd.webm front window])
 
* Light pillbox - 20 mm (Aim for the [http://i.imgur.com/wOFFdBd.webm front window])
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250 lb bomb / 1 rocket
 
250 lb bomb / 1 rocket
* Bridge  
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* Bridge
 
* Cargo ships
 
* Cargo ships
 
* Medium tanks (very hard to do with the 20 mm)
 
* Medium tanks (very hard to do with the 20 mm)
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500 lb bomb/ 4 rockets
 
500 lb bomb/ 4 rockets
* Destroyer  
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* Destroyer
 
* Pillbox
 
* Pillbox
 
* Heavy tank (not rockets)
 
* Heavy tank (not rockets)
  
 
=====Attack methods=====
 
=====Attack methods=====
'''How to dive bomb in the Mosquito'''<br>
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'''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.
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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
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Although the basics are the same for dive-bombing in general, the Mosquito has no air brakes and a low red-line speed making speed management very important. This also stops the plane from getting very steep angles, as it runs a very high risk of crashing. If not cautious, the dive can cause the plane either red-line and the wings will rip off, or be a victim of control stiffening. Learning the Mosquito's limits is necessary to understand what sort of diving angle is best to deliver bombs via dive-bombing.
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Approach the desired target at around 1,000 m (3,000 ft) altitude, anymore and the Mosquito will start to over-speed in the dive and any less won't give enough time to aim. Fly 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 m (1,200 ft) then angle 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 ordnance 300 m from the ground and pull up. Bring the throttle to WEP and climb out at +30° and level off when comfortable (+30° gives the most altitude for the speed in tests).
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'''How to use the rockets on the Mosquito'''
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Unlike dive-bombing where the Mosquio has to be slightly different to control its dive speed, a player can use the same techniques with the rockets as they would in 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 the player is well-practiced with the rockets. Therefore, the two types of targets that the rockets should be used on are both naval and stationary land targets.
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For ships, treat a rocket attack run similarly to a dive-attack as mentioned above, with a few changes. At any altitude between 600 m and 1,000 m (although 1,000 m is recommended), line up to the ship's broadside, level out and switch to the virtual cockpit. Begin the dive once the ship is near the bottom of the screen, aiming for about -35° angle of attack, but dive at an angle where the crosshair can be kept on target. At 250-300 m, fire the rockets and then pull up for a climb angle at 30°. Adjust again if needed to allow the Mosquito to recover for its next course of action.
  
'''How to use the rockets on the Mosquito'''<br>
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The second way is the more common attack. Come in low to the ground and level out by at least 800 m away. Deploy combat flaps to give the plane more lift and so the Mosquito will be able to pull up easier and will also give the Mosquito the ability to bring the nose down a bit more. Once the plane is at the convergence range fire the rockets and pull up. This is a more simple attack and will be easier after a few attempts.
Unlike dive bombing where you have to 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. <br>
 
For Naval ships, you should almost treat it like your 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 recommended 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 a test flight. <br>
 
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.  
 
  
{{Youtube-gallery|8mQIP06Iflg|Example dive bomb attack|i_bN6r0tIvQ|Example rocket attack}}
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{{Youtube-gallery|8mQIP06Iflg|Example of dive-bomb attack|i_bN6r0tIvQ|Example of rocket attack}}
  
 
====Counter-tactics====
 
====Counter-tactics====
 
<!--What to expect, if it would be in command of the enemy and how to counter it. (i.e. They will most likely BnZ, etc.)-->
 
<!--What to expect, if it would be in command of the enemy and how to counter it. (i.e. They will most likely BnZ, etc.)-->
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
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A Mosquito can be very deadly if dealt with wrong, but just remember a few simple things about it and it can be attacked with little problems. Note that this is mostly for RB/SB
+
 
Firstly what not to do. <br>
+
Firstly what not to do.
Never head on attack one. The firepower will kill you due to the nose-mounted cannons and the Hispanos doing a high amount of damage, even Fw 190's should stay away from this. Also, like the first try not to overshoot and fly in front of it, the cannons can still get you from far out.
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 +
Never head-on attack one. The Mosquito's firepower will shred any plane apart due to the nose-mounted cannons and the Hispanos doing a high amount of damage, even Fw 190s should stay away from this. Also, like the first try not to overshoot and fly in front of it, the cannons can still get an enemy from far out.
 +
 
 +
Now how to attack one.
  
Now how to attack one.<br>
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A propeller plane around the Mosquito's battle rating will likely be faster and more manoeuvrable, which are traits that should be utilised against the sluggish Mosquito. If one is coming from behind, do a Split-S and roll under it. The average roll rate on the Mosquito (especially at higher speeds) will make it so the guns have less chance of hitting its target. Try to out-turn the Mosquito (unless in an Fw 190 or a Bf 109 with gun pods). Use this to get on its 6 o' clock or, if necessary, dive away (its red-line begins at 401 mph).
You will most likely be in a prop that is faster and more manoeuvrable and uses 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 an 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 its 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 to the fuel tanks being in close proximity and spanning both wings also it's wood. Keep your energy while fighting it by using vertical manoeuvres as then it won't 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.
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As the Mosquito was made from wood, it can take some beating before going down. If tailing the enemy Mosquito, then aim for the engines as they are easily damaged and the fire will spread due to the wood frame and the fuel tanks being in close proximity and spanning both wings. Keep energy up while fighting the Mosquito by using vertical manoeuvres as then it won't be able to engage properly. If there is a squad of Mosquitoes, then don't underestimate their ability and only attack when the opportunity presents itself.
  
===Manual Engine Control===
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=== Manual Engine Control ===
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
 
! colspan="7" | MEC elements
 
! colspan="7" | MEC elements
 
|-
 
|-
! rowspan="2" |Mixer
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! rowspan="2" | Mixer
! rowspan="2" |Pitch
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! rowspan="2" | Pitch
! colspan="3" |Radiator
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! colspan="3" | Radiator
! rowspan="2" |Supercharger
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! rowspan="2" | Supercharger
! rowspan="2" |Turbocharger
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! rowspan="2" | Turbocharger
 
|-
 
|-
! Oil
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! Oil !! Water !! Type
! Water
 
! 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 || Controllable<br>Not auto controlled || Not controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Combined || Controllable<br>2 gears || Not controllable
 
|-
 
|-
 
|}
 
|}
  
===Modules===
 
{| class="wikitable"
 
!colspan = "1"| Tier
 
!colspan = "2"| Flight performance
 
!colspan = "1"| Survivability
 
!colspan = "3"| Weaponry
 
|-
 
| 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'':<br>
 
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 gives 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. <br>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'':<br>
 
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. <br>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 ===
 
=== Pros and cons ===
<!--''Summarize and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. 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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<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
  
 
'''Pros:'''
 
'''Pros:'''
* Extremely good manoeuvrability for a twin engine fighter
+
 
 +
* Agile and responsive
 
* Four nose-mounted cannons
 
* Four nose-mounted cannons
 
* Good amount of ammunition
 
* Good amount of ammunition
 
* Stable gun platform
 
* Stable gun platform
 
* Usable payload
 
* Usable payload
* Can have a large impact on the ground battle
 
 
* Cockpit has good visibility
 
* Cockpit has good visibility
* Out turns numerous twin engine aircraft
+
* The four Browning machine guns allow the plane to stay in combat after the cannon ammo is expended
* 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
 
  
 
'''Cons:'''
 
'''Cons:'''
 +
 
* Large default fuel load
 
* Large default fuel load
* Slower then would be expected, given how it's often represented in history books
+
* Large engines are prone to damage
* Large Engines are prone to damage
+
* Wooden airframe can't take as much damage as other all-metal fighters
* 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 mean a plane loss
* 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 than that of most other aircraft
 
* Flaps appear to tear at lower speeds than that of most other aircraft
* As with all British aircraft, cannons overheat easily
+
* Cannons overheat easily
  
 
== 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 long, 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></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 
=== Development ===
 
=== Development ===
The Mosquito began life in a more than a shaky start. In 1936 the Ministry issued Specification P.13/36 that stated a twin-engine bomber that could carry a 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.  
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The Mosquito began life in a more than a shaky start. In 1936 the Ministry issued Specification P.13/36 that stated a twin-engine bomber that could carry a payload of 3,000 lb for 3,000 miles while having a maximum speed of 275 mph. 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 Havilland 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 a 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 of 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 mph and so was able to drop the requirement for a turret.
  
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 a 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.
+
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 its performance numbing the criticism from the government and Air Ministry even after it had shown its performance.
  
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 its performance numbing the criticism from the government and Air Ministry even after it had shown its performance.
 
 
 
===Operational duties of the Mk.VI===
 
===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 Britain's primary attack aircraft and so gained fame in its 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). Its 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 Mosquito VI was the most mass-produced variant with 2,298 being the final score. The VI was one of Britain's primary attack aircraft and so gained fame in its 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 190s from Jagdgeschwader 5 found out). Its main weapon was its 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 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 its 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 daylight runs with low loss rates that would be impossible for four-engine bombers too. 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 pathfinder by reaching the target before the heavy bombers did and dropping incendiary bombs on the target that could then be seen the Bombardier to aim for. The wooden profile also made it hard to detect on German radar thus improving its survival rate. The VI was also employed as a night fighter to intercept landing bombers and even enemy night fighters. The Mosquito gain its fame and legendary status with its very high survival rate, versatility and it's famous daring low-level bombing  
+
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. Its 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 daylight runs with low loss rates that would be impossible for four-engine bombers too. 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 pathfinder by reaching the target before the heavy bombers did and dropping incendiary bombs on the target that could then be seen the Bombardier to aim for. The wooden profile also made it hard to detect on German radar thus improving its survival rate. The VI was also employed as a night fighter to intercept landing bombers and even enemy night fighters. The Mosquito gain its fame and legendary status with its very high survival rate, versatility and its famous daring low-level bombing
  
The Mosquito had many famous exploits as depicted in post war films, 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 had many famous exploits as depicted in post-war films, 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 its 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 also lived up to its 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 its 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 its ability to be such a morale 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."''
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The Mosquito ended its 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 its pilots and crew but the admiration the British public gave it from its ability to be such a morale-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."''
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{{Navigation-Start|{{Annotation|Archive of the in-game description|An archive of the historical description of the vehicle that was presented in-game prior to Update 1.55 'Royal Armour'}}}}
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{{Navigation-First-Simple-Line}}
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A twin engine monoplane which entered service with the Royal Air Force in 1941, the de Havilland Mosquito was originally conceived as a high speed bomber/reconnaissance aircraft whose performance would be so outstanding that defensive armament was not required. When its plans were originally drawn up in the autumn of 1938, a second alarming feature was conceived – to save materials for other war machines, the Mosquito would be made of largely of wood. This concept was perhaps too advanced for the British Air Ministry, and it was not until after the beginning of the Second World War that de Havilland's plans were seriously considered. The prototype first flew in November 1940, and shortly after astounded any sceptics by demonstrating a top speed of just under 400 mph and an exceptional manoeuvrability for its size.
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 +
The first Mosquito to enter service, the PR Mk I, was a photographic reconnaissance aircraft which, like the original plans, was unarmed. On its first operational sortie over occupied France, it easily outran three Messerschmitt 109s. The second major production variant was the B Mk IV, a bomber with the range to reach Berlin.
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 +
For the first major fighter-bomber variant, the Mosquito FB Mk VI, the airframe was based on the F Mk II and first flew on June 1st 1942.
 +
 
 +
The first series of Mosquito FB Mk VI Srs.1 aircraft (300 in number) were equipped with a liquid cooled engine, the Rolls-Royce Merlin Mk21, Mk23, or later the Mk25. The aircraft were armed with four fuselage-mounted 20 mm British-Hispano Mk II cannons and four 0.303 inch Colt-Browning Mk II machine guns. In addition, the aircraft inherited the F Mk II's capacity for carrying two 250 lb (113 kg) bombs on underwing pylons. The internal bomb bay was completely filled with the aircraft's weaponry and an extra fuel tank.
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The FB Mk VI Srs.2, the second production series, was fitted with the Merlin Mk 25 engine, guaranteeing the best possible performance characteristics at low and medium altitude. The internal fuel tank was removed so that the aircraft could carry 250 lb bombs in its internal bomb bay, plus two 250 or 500 lb (227 kg) bombs carried externally. A further option was to mount extra fuel tanks under the wings instead of bombs, carrying 50, 100, or 200 gallon (227, 455, or 909 litres) of fuel, or eight 25 or 60 lb rockets. The aircraft's cannons and machine guns remained unchanged.
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The FB Mk VI first saw combat on October 3rd 1943. The aircraft was widely used in the precision strike role against especially important targets. From 1944 on, the FB Mk VI was used by the RAF Coastal Command and saw action over the Bay of Biscay, the North Sea, the English Channel, and over the rivers of France, Belgium, and Germany.
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The FB Mk VI was the most widely produced of all Mosquito variants during the war; factories managed to produce 2,584 aircraft. All in all, 6,710 Mosquitoes (from all series) were manufactured. According to General Bennett, the only drawback the "wooden wonder" had was that there were never enough of them. After a hugely successful wartime career, the Mosquito continued to serve with several nations well into the 1950s.
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== Media ==
 
== Media ==
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{{Youtube-gallery|6IrALigbnlg|''Bo Time'' review|qmY99snA_po|Gun Camera Film|tlvoWIa_nW4|''Zespher'' SB Game Play}}
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* [https://live.warthunder.com/feed/camouflages/?vehicle=mosquito_fb_mk6 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
== Read also ==
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;Videos
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{{Youtube-gallery|4Rw863XFGd8|'''The Shooting Range #13''' - ''Metal Beasts'' section at 00:42 discusses the De Havilland Mosquito.|6IrALigbnlg|'''Side Chat Podcast - "The Mossie" Ep. 37''' - ''Bo Time Gaming''|qmY99snA_po|'''DeHavilland Mosquito & gun camera film''' - ''spottydog4477''|tlvoWIa_nW4|'''Mosquito FRB''' - ''Zespher''}}
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== See also ==
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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;''
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* ''links to approximate analogues of other nations and research trees.'' -->
''ETC.''-->
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* Text of this page was written for the [https://forum.warthunder.com/index.php?/topic/232511-competition-wt-wiki-combat-training-closed/ Wiki competition "Combat training"] by [http://forum.warthunder.com/index.php?/user/368540-zesphr/ Zesphr]. [http://forum.warthunder.com/index.php?/topic/233043-wikicontest-mosquito-fb-mkvi/ Link to original contest entry article.]
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* [[Mosquito (Family)]]
  
== Sources ==
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== External links ==
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* ''other literature.''
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* [https://forum.warthunder.com/index.php?/topic/114476-de-havilland-mosquito-fb-mk-vi/ Official data sheet - more details about the performance]
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* Text of this page was written for the [https://forum.warthunder.com/index.php?/topic/232511-competition-wt-wiki-combat-training-closed/ Wiki competition "Combat training"] by [http://forum.warthunder.com/index.php?/user/368540-zesphr/ Zesphr]. [http://forum.warthunder.com/index.php?/topic/233043-wikicontest-mosquito-fb-mkvi/ Link to original contest entry article.]
  
{{Britain strike and twin-engine fighters}}
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{{AirManufacturer deHavilland}}
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{{Britain strike aircraft}}

Latest revision as of 22:17, 3 November 2023

Introducing Wiki 3.0
This page is about the British strike aircraft Mosquito FB Mk VI. For other versions, see Mosquito (Family).
mosquito_fb_mk6.png
GarageImage Mosquito FB Mk VI.jpg
360://https://old-wiki.warthunder.com/images/b/b2/Cockpit_mosquito_fb_mk6.jpg
Mosquito FB Mk VI
AB RB SB
3.7 3.7 3.7
Research:26 000 Specs-Card-Exp.png
Purchase:76 000 Specs-Card-Lion.png

Description

The Mosquito FB Mk VI is a rank III British strike aircraft with a battle rating of 3.7 (AB/RB/SB). It has been in the game since the start of the Open Beta Test prior to Update 1.27.

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 a part in both the ground and air war. Use its speed and firepower to show the enemies who really rules the battlefield. With the instructions below, an aspiring pilot can make full use of the Mosquito and even squad up because as in the war, a team can never have enough wooden wonders. The Mosquito then goes on to the excellent Tsetse (Mk XVIII) with the 57 mm cannon for an even better ground attacker.

General info

Flight performance

Max speed
at 3 780 m618 km/h
Turn time28 s
Max altitude10 300 m
Engine2 х Rolls-Royce Merlin-25
TypeInline
Cooling systemWater
Take-off weight9 t

The Mosquito is famed for its 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 its 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. When stock, it is a heavy and somewhat cumbersome fighter that relies on slow-moving enemies to target. However, as the upgrades are unlocked and installed it slowly comes out of its 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, being best at around 380 km/h (240 mph). 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 just 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 its 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 its performance. This allows it to be better in the fighter role than in RB if it were in the same matchup.

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 may be 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.

Characteristics Max Speed
(km/h at 3,780 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 578 563 10300 29.8 30.5 4.0 4.0 450
Upgraded 664 618 26.7 28.0 15.1 8.5

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
0 315 390 356 264 ~7 ~3
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 360 < 360 < 450 > 360
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
2,819 m 2,272 hp 3,612 hp

It is a good idea to set the compressor to the 2nd position while not using WEP at low altitudes in Realistic Battles. This will prevent the engines overheating, and 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 open the radiator and increase drag.

Survivability and armour

Crew2 people
Speed of destruction
Structural0 km/h
Gear315 km/h
  • 64 mm Bulletproof glass - Armoured windscreen
  • 9.5 mm Steel plate in pilot seats
  • 9.5 mm Steel plate in the nose

Modifications and economy

Repair costBasic → Reference
AB854 → 1 187 Sl icon.png
RB1 354 → 1 882 Sl icon.png
SB2 967 → 4 124 Sl icon.png
Total cost of modifications24 550 Rp icon.png
44 500 Sl icon.png
Talisman cost1 100 Ge icon.png
Crew training22 000 Sl icon.png
Experts76 000 Sl icon.png
Aces500 Ge icon.png
Research Aces320 000 Rp icon.png
Reward for battleAB / RB / SB
60 / 120 / 240 % Sl icon.png
142 / 142 / 142 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
990 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mods radiator.png
Radiator
Research:
990 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mods armor frame.png
Airframe
Research:
1 400 Rp icon.png
Cost:
2 500 Sl icon.png
180 Ge icon.png
Mods compressor.png
Compressor
Research:
1 400 Rp icon.png
Cost:
2 500 Sl icon.png
180 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
1 200 Rp icon.png
Cost:
2 200 Sl icon.png
155 Ge icon.png
Mods new engine.png
Engine
Research:
1 200 Rp icon.png
Cost:
2 200 Sl icon.png
155 Ge icon.png
Mods armor cover.png
Cover
Research:
1 600 Rp icon.png
Cost:
2 900 Sl icon.png
210 Ge icon.png
Mods metanol.png
Engine injection
Research:
1 600 Rp icon.png
Cost:
2 900 Sl icon.png
210 Ge icon.png
Mods engine extinguisher.png
EFS
Research:
1 600 Rp icon.png
Cost:
2 900 Sl icon.png
210 Ge icon.png
Mods ammo.png
bmg303_belt_pack
Research:
990 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mod arrow 1.png
Mods ammo.png
hispano_belt_pack
Research:
990 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mod arrow 0.png
Mods pilon bomb.png
SBC mk.II
Research:
990 Rp icon.png
Cost:
1 800 Sl icon.png
125 Ge icon.png
Mod arrow 0.png
Mods weapon.png
hispano_mk2_new_gun
Research:
1 400 Rp icon.png
Cost:
2 500 Sl icon.png
180 Ge icon.png
Mod arrow 0.png
Mods pilon bomb.png
MBC mk.II
Research:
1 400 Rp icon.png
Cost:
2 500 Sl icon.png
180 Ge icon.png
Mod arrow 0.png
Mods weapon.png
bmg303_new_gun
Research:
1 200 Rp icon.png
Cost:
2 200 Sl icon.png
155 Ge icon.png
Mods gun camora mod.png
Mk.II year 1942
Research:
1 200 Rp icon.png
Cost:
2 200 Sl icon.png
155 Ge icon.png
Mod arrow 0.png
Mods pilon rocket.png
RSC mk.II
Research:
1 200 Rp icon.png
Cost:
2 200 Sl icon.png
155 Ge icon.png
Mod arrow 0.png
Mods gun camora mod.png
Mk.II year 1943
Research:
1 600 Rp icon.png
Cost:
2 900 Sl icon.png
210 Ge icon.png
Mods pilon rocket.png
Uncle Tom
Research:
1 600 Rp icon.png
Cost:
2 900 Sl icon.png
210 Ge icon.png

To pursue the "Fighter" role:

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 firepower. Next, go for the "Radiator" module, this will improve the WEP capabilities and +4 mph. The third should be the "Fuselage repair" further increasing the performance and this will also unlock tier II. Immediately go for the "Compressor". It gives 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 bursts (more useful in AB). As two modifications are only needed in this tier, tier III will now be unlocked. "Engine" should be unlocked before "Wings repair". This will give more horsepower and a better climb rate with "Wings repair" coming after. Access to tier IV is now achieved and without a doubt, the next modification should be "Engine injection". This will give the biggest increase in all performance areas with up to +34 mph, +13.9 climb rate and -2.8 turn time. "Cover" should come next. Now that all the tiers are unlocked, unlock "Airframe" further increasing the durability and lightening the plane. Now focus on the cannons to get the Mk.II 1942 and 1943 modifications. 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 "Spading" the Mosquito.

Offensive 20 mm -> Radiator -> Fuselage repair -> Compressor -> New 20 mm cannons -> Engine -> Wings repair -> Engine injection -> Cover -> Airframe -> Mk.II year 1942 -> Mk.II year 1943 -> SBC mk.II (250 lb) -> MBC mk.II (500 lb) -> RSC mk.II (rockets) -> Uncle Tom -> Offensive 7 mm -> New 7 mm MGs

To pursue as a ground attacker:

Like the fighter path firstly get the 20 mm cannon belts. This gives the Ground targets belt that can be used against light pillboxes and medium tanks. Next, go for the "Radiator" as it gives a better upgrade than the "Fuselage repair" and gives the engine 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 II and give access to the 500 lb bombs. The "Compressor" should be researched before the "MBC mk.II" pylon to make it easier to get about with the 500 lb bombs. Before researching tier III, research the "New 20 mm cannons" to make it easier to hit targets. Now unlock the new engine for more speed and manoeuvrability and "RSC mk.II" rockets after that. With tier IV unlocked, prioritize the "Engine injection" as it is the most valuable upgrade and "Cover" after that. Get the Uncle Toms for a bonus ordnance option, then go back to the "Airframe" as it will make the Mosquito more durable and "Wings repair" after that will give better performance overall. For 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 to finish the Mosquito grind.

Offensive 20 mm -> Radiator -> SBC mk.II (250 lb) -> Compressor -> MBC mk.II (500 lb) -> New 20 mm cannons -> Engine -> RSC mk.II (Rockets) -> Engine injection -> Cover -> Uncle Tom -> Airframe -> Wings repair -> Mk.II year 1942 -> Mk.II year 1943 -> Fuselage repair -> Offensive 7 mm -> New 7 mm MGs

Armaments

Offensive armament

Ammunition600 rounds
Fire rate600 shots/min
Ammunition2 000 rounds
Fire rate1 000 shots/min

The Mosquito FB Mk VI is armed with:

  • 4 x 20 mm Hispano Mk.II cannons, chin-mounted (150 rpg = 600 total)
  • 4 x 7.7 mm Browning machine guns, nose-mounted (500 rpg = 2,000 total)

The Mosquito VI has a fixed forward-mounted armament of four 7.7 mm Browning machine guns and four 20 mm Hispano Mk.II both with a variety of belts. For the machine guns, the Universal belt is highly recommended as it suits both ground attack and air combat although 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 a pilot may want to think about what role the Mosquito will be flown as before spawning. In the ground attack role, the "Ground targets" belt is the obvious choice for the cannons as 60% of the ammo is armour-piercing. This ammo can destroy targets up to light tanks (attack from behind) and light pillboxes (through windows and doors). For anti-air, the belt of choice is "Air targets". This ammo makes light work of any aircraft. "Stealth" can also be used as it does not contain any Tracer component, sometimes allowing the Mosquito to sneak attack unsuspecting opponents. This is also why the "Universal" belt in the machine guns are useful as it allows the Mosquito to adjust its aim while using "Stealth" belts.

The cannons are mounted under the nose and so will need more lead than wing-mounted Hispanos, but the close grouping makes it far less affected by convergence. To use the cannons to attack ground targets, 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. 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 as these areas are more likely to be penetrable. As for light pillboxes, these are stationary targets so they will be easier to destroy and so don't need as much setting up. Aim for the back of the pillbox or the window at the front. Of course, the Mosquito will need ground target ammo to penetrate the armour of both targets. Flaps should be deployed as they will help the plane elevate quicker and stop it from crashing into trees or buildings. The tactics and knowledge built from this will then come in very useful when playing the Mk XVIII as it is an even better ground attacker.

Suspended armament

List of setups (5)
Setup 12 x G.P. 250 lb Mk.IV bomb
Setup 22 x G.P. 500 lb Mk.IV bomb
Setup 32 x 500 LB S.A.P. Mk.II bomb
Setup 48 x RP-3 rockets
Setup 52 x Uncle Tom rockets
2 x Uncle Tom rockets

The Mosquito FB Mk VI can be outfitted with the following ordnance:

  • Without load
  • 2 x 250 lb G.P. Mk.IV bombs (500 lb total)
  • 2 x 500 lb G.P. Mk.IV bombs (1,000 lb total)
  • 2 x 500 lb S.A.P. Mk.II bombs (1,000 lb total)
  • 8 x RP-3 rockets
  • 4 x Uncle Tom rockets

The 250 lb bombs are only useful in the hands of a skilled dive-bomber pilot as most targets need a direct hit or both 250 lb bombs to destroy them. The 500 lb is a better choice as it gives some leeway if the target is only slightly missed; they can also sink destroyers in one direct hit. To attack with bombs, line up with the target >1 km out and change to the virtual cockpit. Dive on the target at 30 degrees or more with the steeper the dive the better. Release the bomb at around 300 m above the target, this should give the Mosquito enough time to pull out of the dive and not blow itself 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 can also be used against destroyers and pillboxes, although the Mosquito will need four rockets to hit to destroy them, allowing a player to attack two such targets with each loadout. Note when attacking ships come at their broadside at around -30 degrees, this will allow the gun sights to aim at the largest target.

Usage in battles

The Mosquito is one the best multi-role planes in the game due to its many redeeming aspects even at its high BR. The Mk 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 packs a devastating punch with the quad 20 mm and can snipe pretty well due to its 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). It can outrun a Bf 109 G-6 at low altitude, although this doesn't mean a pilot should always avoid using it as a fighter. With its rockets or 500 lb bombs, it can deal with 2 pillboxes while the cannons with ground ammunition can destroy light pillboxes and medium tanks from behind, and the MGs 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, two models, instead.

Arcade Battles

In Arcade the best loadout will be the 500 lb bombs, with the artificial crosshairs 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 crosshairs making bombs the more accurate ordnance 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 a pilot has to be ready to diversify the Mosquito's role when playing in Arcade matches moreso 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 its cannons. For fighters, stay fast and use it like a Beaufighter to quickly destroy a target and get out, do not get caught up in dogfights.

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 targets 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, the Mosquito can perform ground strikes itself. The 500 lb bombs will hit the heaviest of targets and destroy them while also being very accurate with the bombsight. Once these payloads are released, the Mosquito can shift and engage in normal fighter combat, but this will be riskier.

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 gameplay but it is only recommended for the plane to make one pass then engage fighters and other aircraft.

The air domination mode. This is the worst mode for the Mk VI as there will always be high altitude players and few bombers to prey on. The only safe way to play this mode is to take targets of opportunity while keeping a reasonable height. However, there is always the tactic of going in headfirst and with a whole lot of luck having an amazing game.

Realistic Battles

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 mph/ 240 kilometres per hour*, WEP from takeoff allows the Mosquito to climb at 180 miles an hour/ 290 km an hour* at around 15 degrees. Also, side climbs until around 2,500 m. At this altitude, the water will start to overheat 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 (the plane by now should be at a minimum of 4,500 m). This should allow the Mosquito pilot to engage the targets as desired.

For ground attackers, go for a more unconventional approach. Fly low to the ground and use the terrain to the advantage to avoid 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 takeoff, 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. The Mosquito will then be able to attack the enemy pillboxes without the enemy knowing until the first few ground targets have been destroyed.

Using the Mosquito is quite difficult due to its enemies and its own rather lacking speed. Keep the plane's speed up and don't dogfight if possible as any fighter will be able to get on the six of the Mosquito. 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 in as possible. To make full use of the Mosquito, use Air targets belts for the cannons and open fire at around 400-500 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 the Mosquito is at 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 aren't recommended - these can be used on other heavy fighters or Fw 190s if they try and follow the Mosquito 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 the target and cause the enemy to react quickly or pull off for another attack. The Mosquito can also begin a flat turn with combat flaps deployed. Then once they are about to enter firing range apply full upwards elevator and have the Mosquito roll under itself but elongate the roll slightly. If they overshoot, 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 the other attack, roll out of the way or, if the Mosquito has the height advantage, do a Split-S in hope of throwing off their attack. There is not much that one 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 there is a chance of hitting the enemy as they leave, but the window of opportunity will only be open for a short period of time.

Simulator Battles

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 the Mosquito's favour, because flying low to the ground and there is no spotting system except for close proximity allies, the Mosquito will be a lot 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 aviators as "spot the dot", and the fully glazed canopy will also give the Mosquito's pilot excellent vision (it is best to bound 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 the Mosquito goes up against aircraft around its battle rating. Even when stock it can manoeuvre with a Fw 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. There are downsides, however, as the targeting sight is located to the right of the default view meaning a Mosquito pilot would 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 and can result in an easy prop strike for new pilots flying it. Lastly, it is also recommended to have a wingman in this mode, be that another Mosquito or something like a Typhoon to cover the Mosquito when a more manoeuvrable fighter gets on its back. Just remember to not take any plane above the Mosquito's own battle rating.

The Mosquito in Sim 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. The plane can stick to opponents a lot easier and have a higher chance of winning. Against Fw 190s, 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 outmanoeuvre the Mosquito, so like in all other aircraft, don't turn with these. The Mosquito can perform scissors somewhat better and it has very forgiving flying characteristics and pulls off some more advanced manoeuvres more sharply.

As mentioned above, the Mosquito has a rather high stall speed, making it easy to crash onto the runway when landing. If a pilot uses the same approach of cutting throttle and using landing flaps during touch down, the Mosquito is very likely to heavily smack into the ground, snapping its gears and causing a failed landing. The trick is to maintain higher speed when landing. Align the Mosquito with the runway about 1 km away, with an altitude of around 150 m. While approaching the runway, use 40-60% throttle and drop speed to around 230 km/h, and deploy combat/takeoff flaps and landing gears. When barely flying above the ground, make sure that the speed is still well over 190 km/h and descend very, very slowly. Only now should the Mosquito deploy its landing flaps. The huge body of the Mosquito allows it to decelerate quickly, so don't worry about not having enough runway just because the plane approached fast. When taxiing, fully deflect elevators upwards and brake. Release brakes immediately as soon as the nose dips down to avoid propeller strike.

Armament options

Belt type recommendations

20 mm Hispano belts

  • Default: HEF-I · HEF-I · P · T - As stated, the default belt is very average and due to no Armour-Piercing shells it cannot penetrate armoured targets.
  • Universal: HEF-I · HEF-SAPI · AP · T - An all-round belt that is reliable for air targets but with only one Armour-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 an anti-air if needed but the AP shots will do little damage so aim for the engines or cockpit.
  • Air targets: T · HEF-I · HEF-SAPI · HEF-I · HEF-SAPI - The best anti-air belt but won't be able to penetrate armoured targets.
  • Tracers: AP · T · HEF-I - Another all-round belt, but for those that are not confident with their aiming. These tracers can help with practice so that pilots can know how to adjust their shots with other belts. It can destroy armoured 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 without the Tracer bullet for a completely invisible belt. Good if the pilot is confident in their aim for the occasional small advantage of surprise.

7.7 mm Browning .303 belts

  • Default: T · AP · AP-I · Ball · Ball · I - Average belt, can score a criticals semi-regularly.
  • Universal: T · AP · AP-I · AP-I · I - Same as the Default belt but removal of the useless ball round and is the best for ground attack.
  • Tracers: IT · AP-I - Best anti-air belt and most likely 7.7 mm belt to cause a fire.
  • Stealth: AP-I · AP-I · I - Technically the best belt for soft targets but Universal is more useful as it has tracers allowing the pilot to adjust the fire.

Recommended Payloads in Realistic and Simulator battles

AI Ground Targets the Mossie can destroy (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

  • Bridge
  • Cargo ships
  • Medium tanks (very hard to do with the 20 mm)

500 lb bomb/ 4 rockets

  • Destroyer
  • Pillbox
  • Heavy tank (not rockets)
Attack methods

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 speed management very important. This also stops the plane from getting very steep angles, as it runs a very high risk of crashing. If not cautious, the dive can cause the plane either red-line and the wings will rip off, or be a victim of control stiffening. Learning the Mosquito's limits is necessary to understand what sort of diving angle is best to deliver bombs via dive-bombing.

Approach the desired target at around 1,000 m (3,000 ft) altitude, anymore and the Mosquito will start to over-speed in the dive and any less won't give enough time to aim. Fly 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 m (1,200 ft) then angle 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 ordnance 300 m from the ground and pull up. Bring the throttle to WEP and climb out at +30° and level off when comfortable (+30° gives the most altitude for the speed in tests).

How to use the rockets on the Mosquito

Unlike dive-bombing where the Mosquio has to be slightly different to control its dive speed, a player can use the same techniques with the rockets as they would in 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 the player is well-practiced with the rockets. Therefore, the two types of targets that the rockets should be used on are both naval and stationary land targets.

For ships, treat a rocket attack run similarly to a dive-attack as mentioned above, with a few changes. At any altitude between 600 m and 1,000 m (although 1,000 m is recommended), line up to the ship's broadside, level out and switch to the virtual cockpit. Begin the dive once the ship is near the bottom of the screen, aiming for about -35° angle of attack, but dive at an angle where the crosshair can be kept on target. At 250-300 m, fire the rockets and then pull up for a climb angle at 30°. Adjust again if needed to allow the Mosquito to recover for its next course of action.

The second way is the more common attack. Come in low to the ground and level out by at least 800 m away. Deploy combat flaps to give the plane more lift and so the Mosquito will be able to pull up easier and will also give the Mosquito the ability to bring the nose down a bit more. Once the plane is at the convergence range fire the rockets and pull up. This is a more simple attack and will be easier after a few attempts.

Counter-tactics

A Mosquito can be very deadly if dealt with wrong, but just remember a few simple things about it and it can be attacked with little problems. Note that this is mostly for RB/SB

Firstly what not to do.

Never head-on attack one. The Mosquito's firepower will shred any plane apart due to the nose-mounted cannons and the Hispanos doing a high amount of damage, even Fw 190s should stay away from this. Also, like the first try not to overshoot and fly in front of it, the cannons can still get an enemy from far out.

Now how to attack one.

A propeller plane around the Mosquito's battle rating will likely be faster and more manoeuvrable, which are traits that should be utilised against the sluggish Mosquito. If one is coming from behind, do a Split-S and roll under it. The average roll rate on the Mosquito (especially at higher speeds) will make it so the guns have less chance of hitting its target. Try to out-turn the Mosquito (unless in an Fw 190 or a Bf 109 with gun pods). Use this to get on its 6 o' clock or, if necessary, dive away (its red-line begins at 401 mph).

As the Mosquito was made from wood, it can take some beating before going down. If tailing the enemy Mosquito, then aim for the engines as they are easily damaged and the fire will spread due to the wood frame and the fuel tanks being in close proximity and spanning both wings. Keep energy up while fighting the Mosquito by using vertical manoeuvres as then it won't be able to engage properly. If there is a squad of Mosquitoes, then don't underestimate their ability and only attack when the opportunity presents itself.

Manual Engine Control

MEC elements
Mixer Pitch Radiator Supercharger Turbocharger
Oil Water Type
Controllable Controllable
Not auto controlled
Not controllable
Not auto controlled
Controllable
Not auto controlled
Combined Controllable
2 gears
Not controllable

Pros and cons

Pros:

  • Agile and responsive
  • Four nose-mounted cannons
  • Good amount of ammunition
  • Stable gun platform
  • Usable payload
  • Cockpit has good visibility
  • The four Browning machine guns allow the plane to stay in combat after the cannon ammo is expended

Cons:

  • Large default fuel load
  • Large engines are prone to damage
  • Wooden airframe can't take as much damage as other all-metal fighters
  • Copilot/navigator appears to not count in damage model, so losing the front pilot will mean a plane loss
  • Flaps appear to tear at lower speeds than that of most other aircraft
  • Cannons overheat easily

History

Development

The Mosquito began life in a more than a shaky start. In 1936 the Ministry issued Specification P.13/36 that stated a twin-engine bomber that could carry a payload of 3,000 lb for 3,000 miles while having a maximum speed of 275 mph. 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 Havilland 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 a 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 of 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 mph 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 its performance numbing the criticism from the government and Air Ministry even after it had shown its 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 Britain's primary attack aircraft and so gained fame in its 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 190s from Jagdgeschwader 5 found out). Its main weapon was its 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 its 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. Its 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 daylight runs with low loss rates that would be impossible for four-engine bombers too. 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 pathfinder by reaching the target before the heavy bombers did and dropping incendiary bombs on the target that could then be seen the Bombardier to aim for. The wooden profile also made it hard to detect on German radar thus improving its survival rate. The VI was also employed as a night fighter to intercept landing bombers and even enemy night fighters. The Mosquito gain its fame and legendary status with its very high survival rate, versatility and its famous daring low-level bombing

The Mosquito had many famous exploits as depicted in post-war films, 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 its 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 its 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 its pilots and crew but the admiration the British public gave it from its ability to be such a morale-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."


Archive of the in-game description

A twin engine monoplane which entered service with the Royal Air Force in 1941, the de Havilland Mosquito was originally conceived as a high speed bomber/reconnaissance aircraft whose performance would be so outstanding that defensive armament was not required. When its plans were originally drawn up in the autumn of 1938, a second alarming feature was conceived – to save materials for other war machines, the Mosquito would be made of largely of wood. This concept was perhaps too advanced for the British Air Ministry, and it was not until after the beginning of the Second World War that de Havilland's plans were seriously considered. The prototype first flew in November 1940, and shortly after astounded any sceptics by demonstrating a top speed of just under 400 mph and an exceptional manoeuvrability for its size.

The first Mosquito to enter service, the PR Mk I, was a photographic reconnaissance aircraft which, like the original plans, was unarmed. On its first operational sortie over occupied France, it easily outran three Messerschmitt 109s. The second major production variant was the B Mk IV, a bomber with the range to reach Berlin.

For the first major fighter-bomber variant, the Mosquito FB Mk VI, the airframe was based on the F Mk II and first flew on June 1st 1942.

The first series of Mosquito FB Mk VI Srs.1 aircraft (300 in number) were equipped with a liquid cooled engine, the Rolls-Royce Merlin Mk21, Mk23, or later the Mk25. The aircraft were armed with four fuselage-mounted 20 mm British-Hispano Mk II cannons and four 0.303 inch Colt-Browning Mk II machine guns. In addition, the aircraft inherited the F Mk II's capacity for carrying two 250 lb (113 kg) bombs on underwing pylons. The internal bomb bay was completely filled with the aircraft's weaponry and an extra fuel tank.

The FB Mk VI Srs.2, the second production series, was fitted with the Merlin Mk 25 engine, guaranteeing the best possible performance characteristics at low and medium altitude. The internal fuel tank was removed so that the aircraft could carry 250 lb bombs in its internal bomb bay, plus two 250 or 500 lb (227 kg) bombs carried externally. A further option was to mount extra fuel tanks under the wings instead of bombs, carrying 50, 100, or 200 gallon (227, 455, or 909 litres) of fuel, or eight 25 or 60 lb rockets. The aircraft's cannons and machine guns remained unchanged.

The FB Mk VI first saw combat on October 3rd 1943. The aircraft was widely used in the precision strike role against especially important targets. From 1944 on, the FB Mk VI was used by the RAF Coastal Command and saw action over the Bay of Biscay, the North Sea, the English Channel, and over the rivers of France, Belgium, and Germany.

The FB Mk VI was the most widely produced of all Mosquito variants during the war; factories managed to produce 2,584 aircraft. All in all, 6,710 Mosquitoes (from all series) were manufactured. According to General Bennett, the only drawback the "wooden wonder" had was that there were never enough of them. After a hugely successful wartime career, the Mosquito continued to serve with several nations well into the 1950s.


Media

Skins
Videos

See also

External links


De Havilland Aircraft Company Limited
Fighters  Hornet Mk.I · Hornet Mk.III · Mosquito FB Mk VI · Mosquito FB Mk XVIII
Jet fighters  Vampire F.B.5 · Venom FB.4 · Sea Venom FAW 20 · Sea Vixen F.A.W. Mk.2
Export  Mosquito FB.Mk.26 ·Vampire FB 52A(Italy) · ▄Vampire FB 52A(Finland) · A28B

Britain strike aircraft
Blackburn  Firebrand TF Mk IV · Firecrest
Bristol  Beaufighter Mk I (40-mm) · Beaufighter Mk VIc · Beaufighter Mk X · Beaufighter Mk 21
CAC  ▄Wirraway
Fairey  Firefly F Mk I · Firefly FR Mk V
de Havilland  Mosquito FB Mk VI · Mosquito FB Mk XVIII
Hawker  Hurricane Mk IV · Tempest Mk V (Vickers P)
Westland  Wyvern S4