Difference between revisions of "A7M2"

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m (The History section mentioned that the IJNAAS requested a predecessor for the A6M, which makes no sense as the A7M was developed after the A6M. Changed predecessor to successor.)
(Pros and cons: Revamped)
 
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{{Specs-Card|code=a7m2}}
 
 
{{About
 
{{About
 
| about = Japanese fighter '''{{PAGENAME}}'''
 
| about = Japanese fighter '''{{PAGENAME}}'''
| usage = premium version
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| usage = the premium version
 
| link = A7M1 (NK9H)
 
| link = A7M1 (NK9H)
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}}
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{{Specs-Card
 +
|code=a7m2
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|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
 
}}
 
}}
  
 
== 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.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
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The '''A7M2''', designated as '''Reppū Mod. 11 ({{Annotation|烈風一一型|Strong Wind, Model 11}})''', was a Japanese carrier-based fighter designed by Mitsubishi as the successor to the [[A6M]] ''Zero''. It was intended to have superior speed, climb, diving, and armament over the Zero, as well as better manoeuvrability. The development began in 1942 but faced many challenges due to engine selection and wing loading issues. The A7M2 was powered by a 2,200 hp Mitsubishi Ha-43 engine and had a maximum speed of 627 km/h. It was armed with two 20 mm cannons and two 13 mm machine guns, or four 20 mm cannons. Only nine A7M2s were built before the end of the war, and none saw active service.
{{break}}
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The '''{{Specs|name}}''' is a Rank {{Specs|rank}} Japanese fighter {{Battle-rating}}. This aircraft was introduced in [[Update 1.55 "Royal Armour"]].
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It was introduced in [[Update 1.55 "Royal Armour"]]. The A7M ''Reppū'' is a superior successor to the [[A6M]] ''Zero''. Offering enhanced firepower, with four 20 mm cannons and two 13.2 mm machine guns, compared to the Zero's two 20 mm cannons and two 7.7 mm machine guns. The A7M also has a higher top speed of 628 km/h, thanks to its more powerful engine and improved aerodynamics, while retaining a similar level of agility and manoeuvrability as the Zero. The A7M is suitable for both beginners and experts, as it can outmanoeuvre most enemies in a dogfight, catch up with more foes than the Zero in a chase, and carry plenty of ammunition to sustain prolonged engagements. The A7M also has some versatile rockets that can destroy both air and ground targets; The rockets can be used to surprise enemy bombers or fighters with its distance fuse or to attack ground vehicles or installations with their impressive payload. However, the rockets are heavy and reduce the A7M's performance, so they should be used wisely and sparingly.
 +
 
 +
;Nicknames:
 +
 
 +
* [[Abbreviations#.28IJN.29_Official_name_designation|Official Designation]]: ''烈風 (Reppū, "Strong Wind")''
 +
* Allied reporting name: Sam
  
 
== General info ==
 
== General info ==
=== Flight Performance ===
+
=== Flight performance ===
<!--''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.''-->
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{{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.'' -->
 +
[[File:A7M2onground.png|thumb|The A7M2 on the ground, sporting a camouflage from the Market]]
  
The A7M Reppu was designed to be an improved version of the famed A6M Zero fighter, and as such, retains some of its legendary older brother's characteristics. The Reppu is an overall smooth operator at most altitudes thanks to its decent acceleration, vastly improved speed and decent manoeuvrability. Less manoeverable than the Zero, it can at certain times really struggle in dogfights, the rudder has a want to fight you at every turn requiring forceful control and slight damage to the airframe negates most of its ability to dogfight anything but the slowest turners effectively. The most noteworthy change is the replacement of the underpowered Nakajima Sakae Radial engine with a significantly more powerful Mitsubishi Ha-43 Radial. This new engine propels the Reppu to higher speeds previously unobtainable by the Zero and turns this aircraft from a nuisance to a universally feared opponent.  
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The A7M Reppu was designed to be an improved version of the famed A6M Zero fighter, and as such, retains some of its legendary older brother's characteristics. The Reppu is an overall smooth operator at most altitudes thanks to its decent acceleration, vastly improved speed and decent manoeuvrability. Less manoeuvrable than the Zero, it can at certain times really struggle in dogfights, the rudder has a want to fight you at every turn requiring forceful control and slight damage to the airframe negates most of its ability to dogfight anything but the slowest turners effectively. The most noteworthy change is the replacement of the underpowered Nakajima Sakae Radial engine with a significantly more powerful Mitsubishi Ha-43 Radial. This new engine propels the Reppu to higher speeds previously unobtainable by the Zero and turns this aircraft from a nuisance to a universally feared opponent.
  
{| class="wikitable" style="text-align:center"
+
{| class="wikitable" style="text-align:center" width="70%"
 +
! rowspan="2" | Characteristics
 +
! colspan="2" | Max Speed<br>(km/h at 5,660 m)
 +
! rowspan="2" | Max altitude<br>(metres)
 +
! colspan="2" | Turn time<br>(seconds)
 +
! colspan="2" | Rate of climb<br>(metres/second)
 +
! rowspan="2" | Take-off run<br>(metres)
 +
|-
 +
! AB !! RB !! AB !! RB !! AB !! RB
 +
|-
 +
! Stock
 +
| 608 || 589 || rowspan="2" | {{Specs|ceiling}} || 19.3 || 20.2 || 15.1 || 15.1 || rowspan="2" | 250
 +
|-
 +
! Upgraded
 +
| 654 || 630 || 18.8 || 19.0 || 22.8 || 18.5
 
|-
 
|-
! colspan="8" | Characteristics
+
|}
 +
 
 +
==== Details ====
 +
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="8" | ''Stock''
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! colspan="5" | Features
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 5,660 m)
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! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear
! rowspan="2" | Max altitude<br>(meters)
 
! colspan="2" | Turn time<br>(seconds)
 
! colspan="2" | Rate of climb<br>(meters/second)
 
! rowspan="2" |Take-off run<br>(meters)
 
 
|-
 
|-
! AB
+
| ✓ || ✓ || ✓ || X || ✓    <!-- ✓ -->
! RB
 
! AB
 
! RB
 
! AB
 
! RB
 
 
|-
 
|-
| 608 || 589 || {{Specs|ceiling}} || 19.3 || 20.2 || 15.1 ||15.1|| 250
+
|}
 +
 
 +
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
! colspan="8" | ''Upgraded''
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! colspan="7" | Limits
 
|-
 
|-
! colspan="2" | Max Speed<br>(km/h at 5,660 m)
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! rowspan="2" | Wings (km/h)
! rowspan="2" |Max altitude (meters)
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! rowspan="2" | Gear (km/h)
! colspan="2" | Turn time (seconds)
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! colspan="3" | Flaps (km/h)
! colspan="2" | Rate of climb<br>(meters/second)
+
! colspan="2" | Max Static G
! rowspan="2" |Take-off run (meters)
 
 
|-
 
|-
! AB
+
! Combat !! Take-off !! Landing !! + !! -
! RB
 
! AB
 
! RB
 
! AB
 
! RB
 
 
|-
 
|-
| 655 || 629 || {{Specs|ceiling}} || 18.8 || 19 || 22.8 || 18.5 || 250
+
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 484 || 451 || 280 || ~12 || ~9
 
|-
 
|-
 
|}
 
|}
 
====Details====
 
  
 
{| class="wikitable" style="text-align:center"
 
{| class="wikitable" style="text-align:center"
 
|-
 
|-
! colspan="5" | Limits
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! colspan="4" | Optimal velocities (km/h)
 
|-
 
|-
! rowspan="2" | Wing-break speed<br>(km/h)
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! Ailerons !! Rudder !! Elevators !! Radiator
! rowspan="2" | Gear limit<br>(km/h)
 
! rowspan="2" | Combat flap<br> (km/h)
 
! colspan="2" | Max Static G
 
 
|-
 
|-
! +
+
| < 400 || < 380 || < 400 || > 324
! -
 
|-
 
| {{Specs|разрушение|конструкции}} || {{Specs|разрушение|шасси}} || ~?? || ~?
 
 
|-
 
|-
 
|}
 
|}
  
 
=== 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, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''-->
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{{Specs-Avia-Armour}}
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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.'' -->
 +
[[File:A7M2 armour.jpg|thumb|The armour found on the A7M2]]
  
 
* 70 mm bulletproof glass in front of the pilot
 
* 70 mm bulletproof glass in front of the pilot
 
* 13 mm steel plate behind the pilot seat
 
* 13 mm steel plate behind the pilot seat
 +
* Self-sealing fuel tanks
  
 
While being slightly more durable than its older brother, the Reppu is still very vulnerable to any kind of battle damage. Anything with greater than .50 calibre weapons will be able to take off a wing or worse. The wingspan has also increased significantly to keep the manoeuvrability of the Zero while supporting increased weight added from the guns, engine and other updates. A downside is that this makes the wings easier to hit. However, The manoeuvrability of the Reppu allows this aircraft to avoid most damage if you can keep turning.
 
While being slightly more durable than its older brother, the Reppu is still very vulnerable to any kind of battle damage. Anything with greater than .50 calibre weapons will be able to take off a wing or worse. The wingspan has also increased significantly to keep the manoeuvrability of the Zero while supporting increased weight added from the guns, engine and other updates. A downside is that this makes the wings easier to hit. However, The manoeuvrability of the Reppu allows this aircraft to avoid most damage if you can keep turning.
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 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
  
 
== 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}}
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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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[[File:A7M2RocketShot.png|thumb|A7M2 firing its rockets. Unlike the [[A7M1 (NK9H)|A7M1]], it can carry rockets]]
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{{main|Type 99 Model 2 (20 mm)|Type 3 (13.2 mm)}}
  
{{main|Type 99 Model 2 navy (20 mm)|Type 3 navy (13.2 mm)}}
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The '''''{{PAGENAME}}''''' is armed with:
  
The '''''{{PAGENAME}}'''''
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* 2 x 20 mm Type 99 Model 2 cannons, wing-mounted (200 rpg = 400 total)
 +
* 2 x 13.2 mm Type 3 machine guns, wing-mounted (300 rpg = 600 total)
  
* 2 × 20 mm Type 99 Model 2 cannon, wing-mounted (200 RPG = 400 total)
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=== Suspended armament ===
* 2 × 13.2 mm Type 3 machine gun, wing-mounted (300 RPG = 600 total)
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{{Specs-Avia-Suspended}}
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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.'' -->
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{{main|Navy Type 97 Number 6 (60 kg)|Type 3 No.1 Mod.28 Mk.1|Type 3 No.6 Mod.27 Mk.1|Type 5 No.1 Mod.9|Type 5 No.6 Mod.9}}
 +
 
 +
The '''''{{PAGENAME}}''''' can be outfitted with the following ordnance:
 +
 
 +
* Without load
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* 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)
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* 2 x Type 3 No.1 Mod.28 Mk.1 rockets
 +
* 2 x Type 5 No.1 Mod.9 rockets
 +
* 2 x Type 3 No.6 Mod.27 Mk.1 rockets
 +
* 2 x Type 5 No.6 Mod.9 rockets
  
 
== Usage in battles ==
 
== Usage in battles ==
<!--''Describe the tactics of playing in an aircraft, the features of using vehicles in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but 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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<!-- ''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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[[File:A7M2steepclimb.png|thumb|A7M2 in a steep climb]]
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 +
The A7M2 ''Reppu'' that takes the best of the [[A6M (Family)|A6M]] and does it better also translates it in aerial combat. With its higher engine output, very similar manoeuvrability and higher rip-speeds, it can engage in all playstyles; whether the situation calls for it the A7M can either turn fight, Boom-&-Zoom, energy fight and others. Yet it is sometimes tricky to maintaining energy fights with enemies like the [[F6F-5]], [[P-51 (Family)|P-51]], etc.
 +
 
 +
===Tactics===
  
The A7M is played almost exactly like the Zero, but with a few changes due to the good performance. Due to its high top speed (for an IJN plane at least) and good dive speed, it can tailor to any form of dogfighting. It can turn fight in the right situation, energy fight, Boom-&-Zoom and others.
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;;Ground pounding
  
It is mandatory to keep your energy up at all times, as you can suitably engage opponents in multiple ways by doing so. Keep your speed at a medium and maintain altitude. A low flying Reppu is an easy prey for diving Americans and Russians that dive on you. However, you can attempt to pull rolling manoeuvres to avoid their strafe or turn as soon as they get within range.  
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While Japan isn't exactly a nation that has a lot of ground pounding capacity with the mainstay theatre being the Pacific, the A7M2 is the lowest battle rating Japanese plane that boasts heavy rockets that can destroy the heaviest of ground targets. Together with the fact they are fired separately, 2 kills are easy with proper aiming.
  
===Modules===
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Along with the rockets, it boasts 13.2 mm & 20 mm guns on a very manoeuvrable platform making it very easy to just stay close to ground level, re-adjusting on target and diving in on vehicle roofs and blasting engines & turret crew.
{| class="wikitable"
+
 
! colspan="1" | Tier
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;;Low altitude fighting
! colspan="2" | Flight performance
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! colspan="1" | Survivability
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This is where the {{PAGENAME}} shines and players familiar with the [[A6M (Family)|A6M]] will feel right at home. Newer players will become familiar with its playstyle quite easily due its better performance and more forgiving yet punchier gun-choice with plenty of ammo to spare.
! colspan="2" | Weaponry
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Only couple of planes like Spitfires can be a challenging opponent at low altitudes, mainly because most planes will lose energy when fighting with the A7M2 at low altitudes when the A7M2 is able to outturn and be on their tail in couple seconds. The 13 mm and 20 mm armaments combined are very deadly and will tear down a plane in a good placed burst. Aim for center of mass when turn fighting, and tail when tailing, especially the elevators.
 +
 
 +
;;High altitude fighting
 +
 
 +
Turn fighting at high altitude is rather difficult since, the higher you go, the less dense the air is. This means there will be less air to lift your plane when doing a hard turn compared to sea level, meaning the A7M2 will not be able to turn as fast as you do at sea level. This should be taken into consideration since most of the planes at high altitudes (4+ km) often have superchargers or turbochargers and will make an easy prey out of you, as you do not maintain the same energy nor speed they maintain.
 +
 
 +
;;Bomber Interception
 +
 
 +
The drawbacks from high altitude does not stop the A7M1 from fighting in the clouds. One of the easiest targets for the A7M2 are bombers. They are big, have big wingspans and are often slow (unless they are dive bombers or strike fighters). They can be easily destroyed with the 13 mm and 20 mm armaments due to their sheer calibre and destructive ammunition. When engaging a bomber, aim for the engines or wings. With the right belts equipped, a few well placed shots will set them afire or even shred the wings.
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 +
Be careful when engaging bigger preys as they might turn into a predator if handled wrongly. Hit fast and hard, put bullets into the cockpit or make short work of their wings. Do not tail it, most bombers will shred the '''A7M''' badly and a fire is most guaranteed, which the '''A7M''' won't last long through.
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 +
=== Manual Engine Control ===
 +
{| class="wikitable" style="text-align:center"
 
|-
 
|-
| I
+
! colspan="7" | MEC elements
| Fuselage Repair
 
| Radiator
 
|
 
| Offensive 13 mm
 
| Type 3 No.1 Mod.28 Mk.1 Rockets
 
 
|-
 
|-
| II
+
! rowspan="2" | Mixer
|  
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! rowspan="2" | Pitch
| Compressor
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! colspan="3" | Radiator
| Airframe
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! rowspan="2" | Supercharger
| New 13 mm MG's
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! rowspan="2" | Turbocharger
| Type 5 No.1 Mod.9 Rockets
 
 
|-
 
|-
| III
+
! Oil !! Water !! Type
| Wings Repair
 
| Engine
 
|
 
| Offensive 20 mm
 
| Type 3 No.6 Mod.27 Mk.1 Rockets
 
 
|-
 
|-
| IV
+
| Controllable || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Separate || Controllable<br>2 gears || Not controllable
|  
 
| Engine Injection
 
| Cover
 
| New 20 mm cannons
 
| Type 5 No.6 Mod.9 Rockets
 
 
|-
 
|-
 
|}
 
|}
  
 
=== 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. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - they can be substituted with softer forms such as "inadequate" and "effective".''-->
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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".'' -->
 +
[[File:A7M2ROCKET.png|thumb|An unguided rocket that the A7M2 can make use of]]
  
 
'''Pros:'''
 
'''Pros:'''
 
+
* Good turn rate
* Decently agile at all altitudes and most speeds
+
* Small radiator drag
* Powerful and accurate armament with decent belts
 
* Vastly improved speed and diving ability compared to its counterpart
 
* Can mount unguided air-to-air rockets
 
* Can dogfight situationally
 
* 70 mm bulletproof glass in front of the pilot
 
 
* Large ammunition pool
 
* Large ammunition pool
* Decent roll rate
+
* In ground battles AP-I belt shreds soft targets, and can weaken / destroy weak top armored tanks, especially engine decks
 +
* Stealth belt is full of HEF and APHE, wrecking havoc on enemy planes with its HE filler and enough penetration to overcome most of the armour plates
 +
* Fields 13.2 mm machine guns unlike most other Japanese fighters using 7.7 mms
 +
* Can mount unguided rockets, which are most useful against ground targets, but can also be set with a fuse to a limited air-to-air usage
 +
* Very short takeoff distance
 +
* Arrestor hook
  
 
'''Cons:'''
 
'''Cons:'''
 
+
* Significantly increased size compared to [[A6M (Family)|A6M]]
* Significantly increased size compared to A6M
+
* Flimsy and large wings get easily damaged
* Flimsy wings, easily damaged
+
* Roll rate extremely slow, slow turn prep
* Almost useless when the engine is shot
+
* Average burst mass for the BR
* 12.7 mm HMG's have a slow rate of fire
 
* All guns are mounted on the wings, resulting in significant convergence
 
* Control stiffening occurs at higher speeds
 
  
 
== 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 the article about the vehicle and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></nowiki></code>, as well as adding them at the end of the article. This section may also include the vehicle's devblog entry (if applicable) and the ingame encyclopedia description (under <code><nowiki>=== Encyclopedia Info ===</nowiki></code>, also if applicable).''-->
+
{{main|A7M_(Family)#History|l1=History of the A7M}}
The A7M2 Reppu "Strong Gale" was designed to replace the A6M series aircraft. Nicknamed the "Sam" by allied pilots.
+
<!-- ''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).'' -->[[File:A7M2, A7-3.jpg|alt=Prototype No.3 seen from the side (A7M2)|thumb|Prototype No.3 (A7M2)]]
 +
As the [[A7M1 (NK9H)|A7M1]] was a letdown for the navy, which made them want to cancel the project still allowed Mitsubishi to develop into making an A7M with an in-house engine, being the Mitsubishi Ha-43 which had more power and would be the engine to succeed to the Navy's requirements.
  
In 1940 the Japanese Navy requested a successor to be made for the A6M, the specifications were for an aircraft that was faster and could climb quicker to counteract against allied attacks with more ease. While still retaining the legendary manoeuvrability of the A6M. This provided an extreme contradiction of requirements as to make the plane faster would require an engine that was not built yet, it would be heavier and bigger than the A6M's "Nakajima NK1C Sakae-12" engine. Requiring the airframe of the A7M to be bigger and stronger to handle the increased weight.
+
As so, the new [[A7M2]] with Ha-43 had its test flight in October 1944 by no-one other than Saburo Sakai and proved more than capable with checking off most requirements by some slight underperformance of speed. As the aging A6M doesn't compare to the A7M2, the Navy cancelled the formal cancellation of the A7M project and adopted the A7M2 as their new main carrier-based fighter.
  
Calculations by Horikoshi's development team suggested that in order to have a climb rate and top speed needed by the Navy they would have to use a minimum of 2,000hp engine. This proved to be an exceptional challenge as the two engines which theoretically could develop this power were still under development. In 1944, 4 years after the start of the project the first A7M1 prototype was developed with the 2,000 hp  "Nakajima Homare 22"  engine. Unfortunately, due to the increased weight and drag of the airframe (to handle the heavy engine), the A7M1 could only achieve roughly 350mph (570kmh) and did not meet the climbing requirements. It did, however, meet all the manoeuvrability requirements. With an abundance of A6M series aircraft being manufactured, they did not see any need to start development of the A7M as it currently was. The Japanese Navy requested further development of the A7M, as the A6M was starting to show it's age.
+
In late 1944 an earthquake strained the manufacturing of the A7M2 causing only 8 to be built. In early 1945, Allied bombings of Japans mainland lead to the destruction of the A7M plans. This ceased the whole development of the A7M2 and the plane would never see combat.
  
3 more variants of the A7M would be designed, with the last variant A7M3-J sporting a  2,200 hp turbo-supercharged Mitsubishi Ha-43 engine. Unfortunately, this variant was never built into a prototype, it would have sported 6 x 30 mm Type 5 cannons.
+
Only a single A7M2 would be built in 1945 due to allied bombings and none remain surviving WWII.
  
The last of the fully operational variants would be the A7M2 of only 8 were built. Equipped with a 2,200 hp Mitsubishi Ha-43, allowing for the plane to meet all criteria and exceed some criteria set by the Navy, the A7M2 was flight tested by Saburo Sakai one of Japans ACE pilots of the war. After the flight test, Sakai was extremely impressed with the A7M2. The Japanese Navy decided to develop the A7M2 as their main carrier-based fighter in late 1944.
+
== Media ==
 +
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
  
In late 1944 an earthquake strained the manufacturing of the A7M2 causing only 8 to be built. In early 1945, Allied bombings of Japans mainland lead to the destruction of the A7M plans. This ceased the development of the A7M2 and the plane would never see combat. Only a single A7M2 would be built in 1945 due to allied bombings.
+
;Skins
  
10 A7M variants were built (including prototypes), with none surviving the war.
+
* [https://live.warthunder.com/feed/camouflages/?vehicle=a7m2 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
 +
{{Skin-gallery |market|ugcitem_1000533|A7M2 352nd kokutai.png|Camo "352nd Kokutai"}}
  
== Media ==
+
;Videos
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
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{{AirManufacturer Mitsubishi}}
 
{{AirManufacturer Mitsubishi}}
 
{{Japan fighters}}
 
{{Japan fighters}}

Latest revision as of 19:38, 6 November 2024

This page is about the Japanese fighter A7M2. For the premium version, see A7M1 (NK9H).
a7m2.png
GarageImage A7M2.jpg
ArtImage A7M2.png
A7M2
Research:54 000 Specs-Card-Exp.png
Purchase:185 000 Specs-Card-Lion.png

Description

The A7M2, designated as Reppū Mod. 11 (烈風一一型), was a Japanese carrier-based fighter designed by Mitsubishi as the successor to the A6M Zero. It was intended to have superior speed, climb, diving, and armament over the Zero, as well as better manoeuvrability. The development began in 1942 but faced many challenges due to engine selection and wing loading issues. The A7M2 was powered by a 2,200 hp Mitsubishi Ha-43 engine and had a maximum speed of 627 km/h. It was armed with two 20 mm cannons and two 13 mm machine guns, or four 20 mm cannons. Only nine A7M2s were built before the end of the war, and none saw active service.

It was introduced in Update 1.55 "Royal Armour". The A7M Reppū is a superior successor to the A6M Zero. Offering enhanced firepower, with four 20 mm cannons and two 13.2 mm machine guns, compared to the Zero's two 20 mm cannons and two 7.7 mm machine guns. The A7M also has a higher top speed of 628 km/h, thanks to its more powerful engine and improved aerodynamics, while retaining a similar level of agility and manoeuvrability as the Zero. The A7M is suitable for both beginners and experts, as it can outmanoeuvre most enemies in a dogfight, catch up with more foes than the Zero in a chase, and carry plenty of ammunition to sustain prolonged engagements. The A7M also has some versatile rockets that can destroy both air and ground targets; The rockets can be used to surprise enemy bombers or fighters with its distance fuse or to attack ground vehicles or installations with their impressive payload. However, the rockets are heavy and reduce the A7M's performance, so they should be used wisely and sparingly.

Nicknames

General info

Flight performance

Arrestor gear
Accelerates braking by grabbing the brake cable on the deck of the aircraft carrier
Max speed
at 5 660 m630 km/h
Turn time19 s
Max altitude11 000 m
EngineMitsubishi Ha-43-11
TypeRadial
Cooling systemAir
Take-off weight5 t
The A7M2 on the ground, sporting a camouflage from the Market

The A7M Reppu was designed to be an improved version of the famed A6M Zero fighter, and as such, retains some of its legendary older brother's characteristics. The Reppu is an overall smooth operator at most altitudes thanks to its decent acceleration, vastly improved speed and decent manoeuvrability. Less manoeuvrable than the Zero, it can at certain times really struggle in dogfights, the rudder has a want to fight you at every turn requiring forceful control and slight damage to the airframe negates most of its ability to dogfight anything but the slowest turners effectively. The most noteworthy change is the replacement of the underpowered Nakajima Sakae Radial engine with a significantly more powerful Mitsubishi Ha-43 Radial. This new engine propels the Reppu to higher speeds previously unobtainable by the Zero and turns this aircraft from a nuisance to a universally feared opponent.

Characteristics Max Speed
(km/h at 5,660 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 608 589 11000 19.3 20.2 15.1 15.1 250
Upgraded 654 630 18.8 19.0 22.8 18.5

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
826 310 484 451 280 ~12 ~9
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 400 < 380 < 400 > 324

Survivability and armour

Crew1 person
Speed of destruction
Structural826 km/h
Gear310 km/h
The armour found on the A7M2
  • 70 mm bulletproof glass in front of the pilot
  • 13 mm steel plate behind the pilot seat
  • Self-sealing fuel tanks

While being slightly more durable than its older brother, the Reppu is still very vulnerable to any kind of battle damage. Anything with greater than .50 calibre weapons will be able to take off a wing or worse. The wingspan has also increased significantly to keep the manoeuvrability of the Zero while supporting increased weight added from the guns, engine and other updates. A downside is that this makes the wings easier to hit. However, The manoeuvrability of the Reppu allows this aircraft to avoid most damage if you can keep turning.

Modifications and economy

Repair costBasic → Reference
AB2 298 → 3 136 Sl icon.png
RB5 458 → 7 450 Sl icon.png
SB7 355 → 10 039 Sl icon.png
Total cost of modifications47 300 Rp icon.png
86 200 Sl icon.png
Talisman cost1 500 Ge icon.png
Crew training52 000 Sl icon.png
Experts185 000 Sl icon.png
Aces940 Ge icon.png
Research Aces480 000 Rp icon.png
Reward for battleAB / RB / SB
90 / 210 / 450 % Sl icon.png
166 / 166 / 166 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
2 400 Rp icon.png
Cost:
4 400 Sl icon.png
220 Ge icon.png
Mods radiator.png
Radiator
Research:
2 400 Rp icon.png
Cost:
4 400 Sl icon.png
220 Ge icon.png
Mods compressor.png
Compressor
Research:
2 100 Rp icon.png
Cost:
3 800 Sl icon.png
190 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
2 400 Rp icon.png
Cost:
4 400 Sl icon.png
220 Ge icon.png
Mods new engine.png
Engine
Research:
2 400 Rp icon.png
Cost:
4 400 Sl icon.png
220 Ge icon.png
Mods metanol.png
Engine injection
Research:
3 800 Rp icon.png
Cost:
6 900 Sl icon.png
340 Ge icon.png
Mods armor frame.png
Airframe
Research:
2 100 Rp icon.png
Cost:
3 800 Sl icon.png
190 Ge icon.png
Mods engine extinguisher.png
EFS
Research:
2 400 Rp icon.png
Cost:
4 400 Sl icon.png
220 Ge icon.png
Mods armor cover.png
Cover
Research:
3 800 Rp icon.png
Cost:
6 900 Sl icon.png
340 Ge icon.png
Mods ammo.png
type3_belt_pack
Research:
2 400 Rp icon.png
Cost:
4 400 Sl icon.png
220 Ge icon.png
Mod arrow 0.png
Mods pilon rocket.png
Type 3 No.1 Mod.28 Mk.1 rockets
Research:
2 400 Rp icon.png
Cost:
4 400 Sl icon.png
220 Ge icon.png
Mod arrow 0.png
Mods weapon.png
type3_new_gun
Research:
2 100 Rp icon.png
Cost:
3 800 Sl icon.png
190 Ge icon.png
Mods pilon rocket.png
Type 5 No.1 Mod.9 rockets
Research:
2 100 Rp icon.png
Cost:
3 800 Sl icon.png
190 Ge icon.png
Mod arrow 0.png
Mods pilon bomb.png
9 in (mod30)
Research:
2 100 Rp icon.png
Cost:
3 800 Sl icon.png
190 Ge icon.png
Mods ammo.png
type99mk2_belt_pack
Research:
2 400 Rp icon.png
Cost:
4 400 Sl icon.png
220 Ge icon.png
Mod arrow 0.png
Mods pilon rocket.png
Type 3 No.6 Mod.27 Mk.1 rockets
Research:
2 400 Rp icon.png
Cost:
4 400 Sl icon.png
220 Ge icon.png
Mod arrow 0.png
Mods weapon.png
type99mk2_new_gun
Research:
3 800 Rp icon.png
Cost:
6 900 Sl icon.png
340 Ge icon.png
Mods pilon rocket.png
Type 5 No.6 Mod.9 rockets
Research:
3 800 Rp icon.png
Cost:
6 900 Sl icon.png
340 Ge icon.png

Armaments

Offensive armament

Ammunition400 rounds
Fire rate490 shots/min
Ammunition600 rounds
Fire rate798 shots/min
A7M2 firing its rockets. Unlike the A7M1, it can carry rockets

The A7M2 is armed with:

  • 2 x 20 mm Type 99 Model 2 cannons, wing-mounted (200 rpg = 400 total)
  • 2 x 13.2 mm Type 3 machine guns, wing-mounted (300 rpg = 600 total)

Suspended armament

List of setups (5)
Setup 12 x 60 kg Navy Type 97 Number 6 ground bomb
Setup 22 x Type 3 No.1 Mod.28 Mk.1 rockets
Setup 32 x Type 5 No.1 Mod.9 rockets
Setup 42 x Type 3 No.6 Mod.27 Mk.1 rockets
Setup 52 x Type 5 No.6 Mod.9 rockets

The A7M2 can be outfitted with the following ordnance:

  • Without load
  • 2 x 60 kg Navy Type 97 Number 6 bombs (120 kg total)
  • 2 x Type 3 No.1 Mod.28 Mk.1 rockets
  • 2 x Type 5 No.1 Mod.9 rockets
  • 2 x Type 3 No.6 Mod.27 Mk.1 rockets
  • 2 x Type 5 No.6 Mod.9 rockets

Usage in battles

A7M2 in a steep climb

The A7M2 Reppu that takes the best of the A6M and does it better also translates it in aerial combat. With its higher engine output, very similar manoeuvrability and higher rip-speeds, it can engage in all playstyles; whether the situation calls for it the A7M can either turn fight, Boom-&-Zoom, energy fight and others. Yet it is sometimes tricky to maintaining energy fights with enemies like the F6F-5, P-51, etc.

Tactics

Ground pounding

While Japan isn't exactly a nation that has a lot of ground pounding capacity with the mainstay theatre being the Pacific, the A7M2 is the lowest battle rating Japanese plane that boasts heavy rockets that can destroy the heaviest of ground targets. Together with the fact they are fired separately, 2 kills are easy with proper aiming.

Along with the rockets, it boasts 13.2 mm & 20 mm guns on a very manoeuvrable platform making it very easy to just stay close to ground level, re-adjusting on target and diving in on vehicle roofs and blasting engines & turret crew.

Low altitude fighting

This is where the A7M2 shines and players familiar with the A6M will feel right at home. Newer players will become familiar with its playstyle quite easily due its better performance and more forgiving yet punchier gun-choice with plenty of ammo to spare.

Only couple of planes like Spitfires can be a challenging opponent at low altitudes, mainly because most planes will lose energy when fighting with the A7M2 at low altitudes when the A7M2 is able to outturn and be on their tail in couple seconds. The 13 mm and 20 mm armaments combined are very deadly and will tear down a plane in a good placed burst. Aim for center of mass when turn fighting, and tail when tailing, especially the elevators.

High altitude fighting

Turn fighting at high altitude is rather difficult since, the higher you go, the less dense the air is. This means there will be less air to lift your plane when doing a hard turn compared to sea level, meaning the A7M2 will not be able to turn as fast as you do at sea level. This should be taken into consideration since most of the planes at high altitudes (4+ km) often have superchargers or turbochargers and will make an easy prey out of you, as you do not maintain the same energy nor speed they maintain.

Bomber Interception

The drawbacks from high altitude does not stop the A7M1 from fighting in the clouds. One of the easiest targets for the A7M2 are bombers. They are big, have big wingspans and are often slow (unless they are dive bombers or strike fighters). They can be easily destroyed with the 13 mm and 20 mm armaments due to their sheer calibre and destructive ammunition. When engaging a bomber, aim for the engines or wings. With the right belts equipped, a few well placed shots will set them afire or even shred the wings.

Be careful when engaging bigger preys as they might turn into a predator if handled wrongly. Hit fast and hard, put bullets into the cockpit or make short work of their wings. Do not tail it, most bombers will shred the A7M badly and a fire is most guaranteed, which the A7M won't last long through.

Manual Engine Control

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

Pros and cons

An unguided rocket that the A7M2 can make use of

Pros:

  • Good turn rate
  • Small radiator drag
  • Large ammunition pool
  • In ground battles AP-I belt shreds soft targets, and can weaken / destroy weak top armored tanks, especially engine decks
  • Stealth belt is full of HEF and APHE, wrecking havoc on enemy planes with its HE filler and enough penetration to overcome most of the armour plates
  • Fields 13.2 mm machine guns unlike most other Japanese fighters using 7.7 mms
  • Can mount unguided rockets, which are most useful against ground targets, but can also be set with a fuse to a limited air-to-air usage
  • Very short takeoff distance
  • Arrestor hook

Cons:

  • Significantly increased size compared to A6M
  • Flimsy and large wings get easily damaged
  • Roll rate extremely slow, slow turn prep
  • Average burst mass for the BR

History

Main article: History of the A7M
Prototype No.3 seen from the side (A7M2)
Prototype No.3 (A7M2)

As the A7M1 was a letdown for the navy, which made them want to cancel the project still allowed Mitsubishi to develop into making an A7M with an in-house engine, being the Mitsubishi Ha-43 which had more power and would be the engine to succeed to the Navy's requirements.

As so, the new A7M2 with Ha-43 had its test flight in October 1944 by no-one other than Saburo Sakai and proved more than capable with checking off most requirements by some slight underperformance of speed. As the aging A6M doesn't compare to the A7M2, the Navy cancelled the formal cancellation of the A7M project and adopted the A7M2 as their new main carrier-based fighter.

In late 1944 an earthquake strained the manufacturing of the A7M2 causing only 8 to be built. In early 1945, Allied bombings of Japans mainland lead to the destruction of the A7M plans. This ceased the whole development of the A7M2 and the plane would never see combat.

Only a single A7M2 would be built in 1945 due to allied bombings and none remain surviving WWII.

Media

Skins
Videos

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the aircraft;
  • links to approximate analogues of other nations and research trees.

External links


Mitsubishi Company (三菱商会)
Fighters  A5M4 · Hagiri's A5M4
  A6M2 mod. 11 · A6M2 · A6M3 · A6M3 mod. 22 · A6M3 mod. 22Ko · A6M5 · A6M5 Ko · A6M5 otsu · A6M5 Hei · A6M6c
  A7M1 (NK9H) · A7M2
  J2M2 · J2M3 · J2M4 Kai · J2M5 · J2M5 (30 mm)
Hydroplanes  F1M2
Interceptors  Ki-83 · Ki-109
Bombers  G4M1
  Ki-21-Ia · Ki-21-I hei · Ki-67-I Ko · Ki-67-I otsu
Jet Fighters  Ki-200
Captured  ▃A6M2 · ␗A6M2
See also  Mitsubishi Heavy Industries, Ltd. (Post-War)

Japan fighters
Navy 
Carrier-based fighter 
A5M  A5M4 · Hagiri's A5M4
A6M  A6M2 mod. 11 · A6M2 · A6M3 · A6M3 mod. 22 · A6M3 mod. 22Ko · A6M5 · A6M5 Ko · A6M5 otsu · A6M5 Hei · A6M6c
A7He  A7He1*
A7M  A7M1 (NK9H) · A7M2
Land-based Fighter 
J2M  J2M2 · J2M3 · J2M4 Kai · J2M5 · J2M5 (30 mm)
J6K  J6K1
J7W  J7W1
N1K-J  N1K1-Ja · N1K2-J · N1K2-Ja
Fighter seaplane 
N1K  N1K1
A6M-N  A6M2-N
Army 
Ki-10  Ki-10-I · Ki-10-I C · Ki-10-II · Ki-10-II C
Ki-27  Ki-27 otsu · Ki-27 otsu Tachiarai
Ki-43  Ki-43-I · Ki-43-II · Ki-43-III otsu
Ki-44  Ki-44-I · Ki-44-I 34 · Ki-44-II otsu · Ki-44-II hei
Ki-61  Ki-61-I ko · Ki-61-I otsu · Ki-61-I hei · Tada's Ki-61-I hei · Ki-61-I tei · Ki-61-II Otsu Kai
Ki-84  Ki-84 ko · Ki-84 otsu · Ki-84 hei
Ki-87  Ki-87
Ki-94  Ki-94-II
Ki-100  Ki-100 · Ki-100-II
Other countries  ▅F4U-1A · ▅P-51C-11-NT · ▅Bf 109 E-7 · ▅Fw 190 A-5
  *Imported designation of the He 112 (A6M was in development - A7M would take A7 designation after the cancelation of the A7He)