Difference between revisions of "Bf 110 G-2"

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(Usage in battles)
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Missions like "destroy enemy survelliance aircraft/bombers/attackers" are also a great deal for you. The AIs usually show up around 2-3km high. You can tail behind the AI formation and pick them off one by one. Common AI include [[A-36]], [[Ju 87 (Family)|Ju-87]], [[He 111 (Family)|He-111]], and [[Do 217 (Family)|Do-217]]. Aim precisely and burst decisevely, as you do not want to expose yourself to AI gunners for too long (they are quite accurate and usually shoot in crossfires). With careful aiming, a heavy fighter like Bf-110 can finish off an entire formation alone within minutes. But do watch out for the ammunition of the Mk108, once it runs out it will be way harder to quickly destroy a target. 
 
Missions like "destroy enemy survelliance aircraft/bombers/attackers" are also a great deal for you. The AIs usually show up around 2-3km high. You can tail behind the AI formation and pick them off one by one. Common AI include [[A-36]], [[Ju 87 (Family)|Ju-87]], [[He 111 (Family)|He-111]], and [[Do 217 (Family)|Do-217]]. Aim precisely and burst decisevely, as you do not want to expose yourself to AI gunners for too long (they are quite accurate and usually shoot in crossfires). With careful aiming, a heavy fighter like Bf-110 can finish off an entire formation alone within minutes. But do watch out for the ammunition of the Mk108, once it runs out it will be way harder to quickly destroy a target. 
  
If you must engage a fighter, you have to keep your speed up. Force a head-on where possible and get the most out of this opportunity by aiming carefully (slightly upwards to compensate for shell drop). If the fighter is not killed, you can keep flying in a straight line rather than turning towards it, to avoid bleeding speed. Against a fast-flying target (you in this case), average Sim pilots cannot do much except sitting behind it and shoot. Utilise this to your advantage, switch to gunner view and fire prolonged bursts targeting the fuselage. The 7.92mm AP bullets can deal quite some damage to a fragile single engine fighter, warding it off. Veteran Sim pilots will have more ways of dealing with a heavy fighter, so you cannot do much. Accelerate towards a nearby friendly airfield, use your gunner and hoep for the best. Still, avoid maneuvering with fighters (unless they are distracted) since your turn rate is rather useless.
+
If you must engage a fighter, you have to keep your speed up. Force a head-on where possible and get the most out of this opportunity by aiming carefully (slightly upwards to compensate for shell drop). If the fighter is not killed, you can keep flying in a straight line rather than turning towards it, to avoid bleeding speed. Against a fast-flying target (you in this case), average Sim pilots cannot do much except sitting behind it and shoot. Utilise this to your advantage, switch to gunner view and fire prolonged bursts targeting the fuselage. The 7.92mm AP bullets can deal quite some damage to a fragile single engine fighter, warding it off. Veteran Sim pilots will have more ways of dealing with a heavy fighter, so you cannot do much. Accelerate towards a nearby friendly airfield, use your gunner and hoep for the best. Still, avoid maneuvering with fighters (unless they are distracted) since your turn rate is rather useless. If you do maneuver, pull the stick gentally, do not pull much when the plane is flying slow, it will result in wobbles or spins. Fortunately the Bf-110 is able to recover easily from flat spins (same procedures: kick rudder to opposite side of spin, and push stick all the way back).  
  
 
Landing the Bf-110 is somewhat similar to landing a single engine fighter, but make sure that you align to the airstrip perfectly as you approach, since your unresponsive low-speed roll rate does not allow much adjustments when you are too close to the ground. Decelerate to about 230 km/h and fly at treetop level when your end of the airstrip becomes as wide as the windscreen, with landing flaps and gears down. Keep the speed up at 210 km/h right before the wheels contact the ground. Then you can break until full stop and not worry about a propeller strike. 
 
Landing the Bf-110 is somewhat similar to landing a single engine fighter, but make sure that you align to the airstrip perfectly as you approach, since your unresponsive low-speed roll rate does not allow much adjustments when you are too close to the ground. Decelerate to about 230 km/h and fly at treetop level when your end of the airstrip becomes as wide as the windscreen, with landing flaps and gears down. Keep the speed up at 210 km/h right before the wheels contact the ground. Then you can break until full stop and not worry about a propeller strike. 

Revision as of 07:19, 29 January 2021

Introducing Wiki 3.0
This page is about the German twin-engine fighter Bf 110 G-2. For other versions, see Bf 110 (Family).
bf-110g-2.png
GarageImage Bf 110 G-2.jpg
Bf 110 G-2
AB RB SB
3.7 3.7 3.7
Research:18 000 Specs-Card-Exp.png
Purchase:47 000 Specs-Card-Lion.png

Description

The Bf 110 G-2 is a rank III German twin-engine fighter with a battle rating of 3.7 (AB/RB/SB). It was introduced in Update 1.79 "Project X".

General info

Flight performance

Max speed
at 6 200 m595 km/h
Turn time24 s
Max altitude11 000 m
Engine2 х Daimler-Benz DB-605B
TypeInline
Cooling systemWater
Take-off weight9 t
Cockpit features great side & forward visibility despite the struts. Although the tail section is obscured by the armoured headrest, the gunner can function as an early warning indicator.

The Bf 110 G-2 is a textbook example of what classifies a twin-engined fighter. Positive capabilities of this aircraft include an outstanding turn time, menacing offensive armament, amazing acceleration and all-out straight-line speed. This aircraft is incredibly versatile due to the variety of offensive weapons which can be selected. Depending on the weapon loadout chosen, this twin-engine fighter can take on the roles of attacker, bomber and even bomber interceptor. Though the Bf 110 can take on fighters when the opportunity comes up or is necessary, caution must be taken as any single-engine fighter will likely out-turn the Bf 110 and manoeuvre into an attack position, effectively reversing roles.

When compared to its predecessors, the F2 and the C7, the G-2 is a noticeable upgrade in regards to both armament and flight performance. With the addition of the more powerful DB-605B engines, the G-2 has more power and responsive performance than the earlier versions. The G-2's offensive configuration consists of two 30 mm MK 108 cannons (same used on the Me 262s) and can be supplemented by two suspended 20 mm MG 151 cannons (same used on the Bf 109s) which come unlocked by default. This makes for a lethal combination and when compared to contemporaries such as the Beaufighter family of twin-engined aircraft, the G-2 clearly packs a more powerful punch.

The Bf 110 G-2 is considerably more manoeuvrable than contemporary twin-engine aircraft and if needed can outrun most, however, once the aircraft is outfitted with other than the default offensive armament and ordinance, its manoeuvrability becomes less effective and becomes an easier target for enemy aircraft.

The Bf 110 G-2 can effectively take on different roles, depending on the map played or the targets intended. Knowing the manoeuvrability challenges faced with selecting the various armament load-outs will help the G-2 pilot ensure to avoid areas of the map where they will be at a major disadvantage and ensure effective use of the ordinance on board.

Characteristics Max Speed
(km/h at 6,200 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 573 558 11000 25.1 26.0 9.9 9.9 444
Upgraded 618 595 22.9 24.0 17.2 13.1

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 + -
745 320 490 490 290 ~12 ~4
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 360 < 350 < 370 > 715
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
5,650 m 1,260 hp 1,399 hp

Survivability and armour

Crew2 people
Speed of destruction
Structural745 km/h
Gear320 km/h
  • 58 mm Bulletproof glass in front of the pilot
  • 5.5 mm Steel plate under the pilot
  • 8.5-10.5 mm Steel plate behind the pilot
  • 5.5-6 mm Steel plate in front and below the liquid cooling system
  • 6 mm Steel plate around the liquid cooling system in wings
  • 8.5-10.5 mm Steel plates around MK 108 guns
  • 6 mm Steel plate under defensive gunner
  • 8.5 mm Steel plate in front of the defensive gunner

Modifications and economy

Repair costBasic → Reference
AB763 → 1 014 Sl icon.png
RB1 211 → 1 610 Sl icon.png
SB2 606 → 3 465 Sl icon.png
Total cost of modifications19 850 Rp icon.png
32 300 Sl icon.png
Talisman cost980 Ge icon.png
Crew training13 000 Sl icon.png
Experts47 000 Sl icon.png
Aces400 Ge icon.png
Research Aces280 000 Rp icon.png
Reward for battleAB / RB / SB
60 / 110 / 220 % Sl icon.png
136 / 136 / 136 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods aerodinamic fuse.png
Fuselage repair
Research:
660 Rp icon.png
Cost:
1 100 Sl icon.png
110 Ge icon.png
Mods radiator.png
Radiator
Research:
660 Rp icon.png
Cost:
1 100 Sl icon.png
110 Ge icon.png
Mods armor frame.png
Airframe
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
125 Ge icon.png
Mods compressor.png
Compressor
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
125 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
990 Rp icon.png
Cost:
1 600 Sl icon.png
165 Ge icon.png
Mods new engine.png
Engine
Research:
990 Rp icon.png
Cost:
1 600 Sl icon.png
165 Ge icon.png
Mods armor cover.png
Cover
Research:
1 300 Rp icon.png
Cost:
2 100 Sl icon.png
220 Ge icon.png
Mods metanol.png
Engine injection
Research:
1 300 Rp icon.png
Cost:
2 100 Sl icon.png
220 Ge icon.png
Mods ammo.png
mg15120_belt_pack
Research:
660 Rp icon.png
Cost:
1 100 Sl icon.png
110 Ge icon.png
Mod arrow 0.png
Mods gunpods.png
WB 151
Research:
660 Rp icon.png
Cost:
1 100 Sl icon.png
110 Ge icon.png
Mod arrow 0.png
Mods ammo.png
mg_turret_belt_pack
Research:
660 Rp icon.png
Cost:
1 100 Sl icon.png
110 Ge icon.png
Mod arrow 0.png
Mods napalm fire bomb.png
Flamm C 250
Research:
660 Rp icon.png
Cost:
1 100 Sl icon.png
110 Ge icon.png
Mod arrow 0.png
Mods weapon.png
mg15120_new_gun
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
125 Ge icon.png
Mods gunpods.png
BK 3,7 cannon
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
125 Ge icon.png
Mod arrow 0.png
Mods turret gun.png
mg81_turret_new_gun
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
125 Ge icon.png
Mods napalm fire bomb.png
Flamm C 500
Research:
740 Rp icon.png
Cost:
1 200 Sl icon.png
125 Ge icon.png
Mods ammo.png
mk108_belt_pack
Research:
990 Rp icon.png
Cost:
1 600 Sl icon.png
165 Ge icon.png
Mod arrow 0.png
Mods ammo.png
bk37_belt_pack
Research:
990 Rp icon.png
Cost:
1 600 Sl icon.png
165 Ge icon.png
Mod arrow 0.png
Mods pilon bomb.png
SC 250
Research:
990 Rp icon.png
Cost:
1 600 Sl icon.png
165 Ge icon.png
Mod arrow 0.png
Mods weapon.png
mk108_new_gun
Research:
1 300 Rp icon.png
Cost:
2 100 Sl icon.png
220 Ge icon.png
Mods weapon.png
bk37_new_gun
Research:
1 300 Rp icon.png
Cost:
2 100 Sl icon.png
220 Ge icon.png
Mods pilon rocket.png
R6 modification
Research:
1 300 Rp icon.png
Cost:
2 100 Sl icon.png
220 Ge icon.png

Armaments

Offensive armament

Main article: MK 108 (30 mm)

The Bf 110 G-2 is armed with:

  • 2 x 30 mm MK 108 cannons, nose-mounted (120 rpg left + 135 rpg right = 255 total)

Suspended armament

The Bf 110 G-2 can be outfitted with the following ordnance:

  • 2 x 20 mm MG 151 cannons, chin-mounted (400 rpg left + 350 rpg right = 750 total)
  • 12 x 50 kg SC50JA bombs + 2 x 20 mm MG 151 cannons, chin-mounted (400 rpg left + 350 rpg right = 750 total) (600 kg total)
  • 2 x 250 kg SC250JA bombs + 2 x 20 mm MG 151 cannons, chin-mounted (400 rpg left + 350 rpg right = 750 total) (500 kg total)
  • 1 x 500 kg SC500K bomb + 2 x 20 mm MG 151 cannons, chin-mounted (400 rpg left + 350 rpg right = 750 total) (500 kg total)
  • 2 x 500 kg SC500K bombs + 2 x 20 mm MG 151 cannons, chin-mounted (400 rpg left + 350 rpg right = 750 total) (1,000 kg total)
  • 1 x 1,000 kg SC1000L2 bomb + 2 x 20 mm MG 151 cannons, chin-mounted (400 rpg left + 350 rpg right = 750 total) (1,000 kg total)
  • 1 x 1,000 kg SC1000L2 bomb + 1 x 250 kg SC250JA bomb + 2 x 20 mm MG 151 cannons, chin-mounted (400 rpg left + 350 rpg right = 750 total) (1,250 kg total)
  • 1 x 37 mm BK 3.7 cannon, chin-mounted (66 rpg)
  • 2 x 20 mm MG 151 cannons, chin-mounted (400 rpg left + 350 rpg right = 750 total) + 2 x 20 mm MG 151 cannons, belly-mounted (100 rpg = 200 total)
  • 4 x Wfr.Gr.21 rockets + 2 x 20 mm MG 151 cannons, chin-mounted (400 rpg left + 350 rpg right = 750 total)
  • 4 x Wfr.Gr.21 rockets + 2 x 20 mm MG 151 cannons, chin-mounted (400 rpg left + 350 rpg right = 750 total) + 2 x 20 mm MG 151 cannons, belly-mounted (100 rpg = 200 total)
  • 4 x Wfr.Gr.21 rockets + 1 x 37 mm BK 3.7 cannon, chin-mounted (66 rpg)

Defensive armament

Main article: MG 81 (7.92 mm)

The Bf 110 G-2 is defended by:

  • 2 x 7.92 mm MG 81 machine guns, dorsal turret (750 rpg = 1,500 total)

Usage in battles

Tank RB:

In tank RB, the Bf 110 G2 is a fantastic multipurpose plane, being able to carry various bombs, additional guns, rockets or nothing, allowing it to perform both ground pounding and air superiority fighting. For ground pounding, the most recommended setup is 2x 500 kg bombs with at least 1.5 second fuse. They are loaded on the fuselage and drop one by one, meaning that with accurate aiming, you can consistently get around 2 enemy targets easily. Dive at a target at no more than 45° (its elevator cannot effectively pitch the plane up in time, resulting in a crash. You must have seen lots of Bf 110s crashing) and gather speed up around 500 kph (if too fast, cut throttle). Zoom in on the target and when it is twice as big as the mouse cursor, place the target between the cursor and the cockpit, and release the bomb. For the 1x 250 kg + 1x 1000 kg setup, the aiming is similar, but place the target closer to the cursor for the 250 kg, and for the 1000 kg, closer to the cockpit. Once all bombs are out, zoom climb towards your airfield to gain altitude advantage (the average air spawn altitude seems to be around 1000m) and keep and eye on the enemy air spawn. Once an enemy plane spawns, you must decide if it is single engined or twin engined as fast as possible. You can force a head on, as your nose mounted cannons are decently effective at this. If the opponent is single engined, avoid turning too much and remain your speed. If necessary, use your tail gun and put a stray of 7.92mm bullets into it, but remember to use armored target belt to compensate for the small caliber. You can also target ground units, especially lightly armored SPAA / light tank / SPG.

Air SB:

In simulator, the Bf-110 is a very decent heavy fighter and interceptor. Thanks to the wing-mounted twin engines, its nose is emptied up to house a considerably powerful set of armaments, including the infamous MG151/20, MK 108, etc. The nose-centred guns mean that little if not no convergence setting is needed, which makes it very easy to aim with. However those cannons all have very curved trajectories, making vertical targeting slightly challenging. The short stubby nose gives brilliant over-the-nose visibility, benefiting the pilot in various scenarios. Protection wise, the Bf-110 has armour protecting some of its critical spots, such as the crews, cooling systems, and windscreen, thereby protecting the player from small-caliber projectiles or shrapnel damage. It also comes with a rear gunner which can give a nasty bite to inexperienced emeny fighters. Lastly, it provides a range of additional weapons such as bombs and gunpods, fulfilling various roles. However, due to its heavy fighter nature, average simulator pilots may struggle to perform dogfights against fighters in the Bf-110 as it is clumsy at maneuvering. This major limitation forces the player to look for bombers/attackers instead. Therefore, a Bf-110's potential can be dependent on the composition of the opposing team. This limited role may outweight other cons of the Bf-110 such as the framy cockpit, insufficient engine cooling, poor roll rate, etc. 

If you want to target bombers, it is a good idea to bring gunpods, as these missions require heavy firepower over maneuverbility. The additional gunpods will significantly boost your one-second burst mass which is very very deadly for common bombers like SB2M, B-25, Wellington, etc. The extra pair of 20mm MG151 is generally enough to cripple common bombers with a short burst, but if you want to go further into "one-shotting" planes, the 37mm cannon is the best choice. It carries way more ammo than the Japanese 37mm seen on the Ki-45 (66 rounds>15 rounds), boosting potentials for more kills. Against attackers, however, gunpods are not a must. These aircraft are generally not so well armoured that your original setup will be sufficient. Some are good turners too (eg. SBD-3, Yak-2 KABB), so of course you do not want to get out-turned by them! You can bring the least amount of fuel as it is already enough for a long fight. When taking off, give right rudder input to counter the shift to the left side. 

Rather than aimlessly roaming around the map, wasting your time to find a bomber, ambush around the following: location of friendly artillery patches & tank columns, and friendly bomb bases (especially the half-finished bases). The former will help you to track down enemy ground-pounders, and the latter can lead you to enemy bombers, both of which are usually easy targets for the Bf-110. If you have an altitude advantage over the target aircraft, dive at them and perform deflection shooting to minimise the time where you are exposed to their gunners. The explosive-packed mineshells shine at destructing aircraft in a short shooting window. Usually 1-3 passes are more than enough to down an aircraft. If they have weak defensive guns, you can also sit behind them and comfortably tear off their parts as this deals damage faster than deflection shots. If you do not have altitude advantage, however, your tactic depends on the target. If it is weakly armed and/or protected, try sneak directly under its belly and pull straight up to fire a solid 1-3 second burst. If it is very robust and well protected by gunners, either climb to a higher altitude (if you are patient enough) before attacking, or abort the engagement. Although the Bf-110 is fairly well armoured, a good gunner can still put some bullets accurately into your critical parts like cooling systems. With an engine overheated, damaged or completely broken, it is quite hard to westle the heavy plane and get it home in one piece. 

Missions like "destroy enemy survelliance aircraft/bombers/attackers" are also a great deal for you. The AIs usually show up around 2-3km high. You can tail behind the AI formation and pick them off one by one. Common AI include A-36, Ju-87, He-111, and Do-217. Aim precisely and burst decisevely, as you do not want to expose yourself to AI gunners for too long (they are quite accurate and usually shoot in crossfires). With careful aiming, a heavy fighter like Bf-110 can finish off an entire formation alone within minutes. But do watch out for the ammunition of the Mk108, once it runs out it will be way harder to quickly destroy a target. 

If you must engage a fighter, you have to keep your speed up. Force a head-on where possible and get the most out of this opportunity by aiming carefully (slightly upwards to compensate for shell drop). If the fighter is not killed, you can keep flying in a straight line rather than turning towards it, to avoid bleeding speed. Against a fast-flying target (you in this case), average Sim pilots cannot do much except sitting behind it and shoot. Utilise this to your advantage, switch to gunner view and fire prolonged bursts targeting the fuselage. The 7.92mm AP bullets can deal quite some damage to a fragile single engine fighter, warding it off. Veteran Sim pilots will have more ways of dealing with a heavy fighter, so you cannot do much. Accelerate towards a nearby friendly airfield, use your gunner and hoep for the best. Still, avoid maneuvering with fighters (unless they are distracted) since your turn rate is rather useless. If you do maneuver, pull the stick gentally, do not pull much when the plane is flying slow, it will result in wobbles or spins. Fortunately the Bf-110 is able to recover easily from flat spins (same procedures: kick rudder to opposite side of spin, and push stick all the way back).

Landing the Bf-110 is somewhat similar to landing a single engine fighter, but make sure that you align to the airstrip perfectly as you approach, since your unresponsive low-speed roll rate does not allow much adjustments when you are too close to the ground. Decelerate to about 230 km/h and fly at treetop level when your end of the airstrip becomes as wide as the windscreen, with landing flaps and gears down. Keep the speed up at 210 km/h right before the wheels contact the ground. Then you can break until full stop and not worry about a propeller strike. 

Enemies worth noting:

Yak-2 KABB: Do not think that the Bf 110 G-2 can confidently out maneuver this plane just because it is twin-engined. The Yak-2 has an amazing turn rate for a heavy fighter, thus the Bf 110 G-2 must avoid turning with it, if not dogfighting with it in general. It bears a pair of ShVAK cannons that can easily damage vital parts like engine or cooling systems. It has green camo, greatly resembling an Me 410 but with an H-tail just like the Bf 110's.

ZSD63: Though it is hard to identify specific SPAA vehicles on the ground (especially when they are shooting tracers at the plane), if a ZSD63 is identified, avoid it at all costs and do not attempt head-ons with it, ever. It can easily snap a wing off by casually putting a short burst in the Bf 110 G-2's flight path. Don't even get close to it unless the Bf 110 G-2 is equipped with a bomb that it can use. Both the belts for the 30 mm Mk 108 and the shells in the add-on 37 mm BK 3.7 cannot effectively damage it as its hull is overall quite empty, causing your shells to do little to no damage. Some identifying features of the ZSD63 is its rather boxy and tall hull with a geometric turret sitting at the back, slightly similar to a Wirbelwind's. The firing manner is also distinctive: the sound and green tracers are very rapid, much like a buzz saw, but then it will remain silent for half a minute reloading. Note that an experienced ZSD player will hold its fire or shoot in single salvos with long halts between, making it look like that it's reloading.

F6F: this is a commonly seen allied fighter which also excels at CAS roles, therefore it is not a surprise to see a few of these in a tank RB match. After an F6F drops its payload, it becomes very threatening to the Bf-110 since it is a single engine fighter with superior maneuverbility and sufficient firepower. If you are out of bombs and see an F6F spawning in, gather altitude and BnZ it when it is diving at a ground target. If both of you spawned while carrying bombs, you can turn around and climb in the opposite direction (towards airfield, not frontline) to gain some altitude or to wait for friendly fighters. Pick on the F6F while it is dealing with your teammates. If, unfortunately, an F6F catches you while you are ground-pounding enemy ground targets, switch to gunner view and target carefully at its engine (still, you will not survive long in front of its 6x 12.7mm M2). Or if you have bombs left, drop to treetop altitude and release your bomb, the blast will hopefully damage or even destroy the chaser.

Manual Engine Control

MEC elements
Mixer Pitch Radiator Supercharger Turbocharger
Oil Water Type
Not controllable Controllable
Auto control available
Controllable
Auto control available
Controllable
Auto control available
Separate Not controllable
1 gear
Not controllable

Pros and cons

Pros:

  • Twin 30 mm Mk 108 cannons as primary armament at all times in the nose of the aircraft
  • Comes with a default twin 20 mm MG 151 secondary armament with a generous amount of ammo (375 RPG) mounted to the chin
  • Replaces the single MG 15 rear gunner turret with a twin MG 81 mount
  • Can mount an additional twin MG 151 on the belly of the aircraft for a total of 4 x MG 151's
  • A wide variety of bombs and rocket options to carry in combination with gunpods
  • Can mount a BK 3.7 cannon with either HEFI-T or HVAP-T shells (or both)
  • Fastest Bf 110 variant with the highest rate of climb
  • Like all 110's, the G2 is very sturdy and can survive a lot of punishment
  • Can suit a lot of different play styles like bomber hunting, CAS, tank destroying, or opportunistic support fighter
  • Good armor and cannons mean that this Bf 110 variant is a beast when attacking headon

Cons:

  • Mk 108 cannons require significant leading in order to secure a hit, making them unsuitable against fast-moving players
  • Still significantly slower and bulkier than any single-engine fighter it flies against
  • The second, extra 20 mm MG 151 gunpod only carries 200 rounds between them, compared to the first MG 151 gun pod with a total of 750 rounds
  • A big target and very easy to hit in a turn
  • Rear facing MG has no gun depression thus cannot aim at opponents below the Bf 110
  • In a dogfight a 110 will be picked apart by the horde of Allied seagulls

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 long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

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


Bavarian Aircraft Corporation (BFW*)
Bf 109  Flegel's Bf 109 A · Bf 109 B-1 · Bf 109 C-1 · Bf 109 C-1 · Bf 109 E-1 · Bf 109 E-3 · Bf 109 E-4 · Bf 109 E-7/U2
  Bf 109 F-1 · Bf 109 F-2 · Bf 109 F-4 · Bf 109 F-4/trop · Bf 109 G-2/trop · Bf 109 G-6 · Bf 109 K-4 · Bf 109 G-10 · Bf 109 G-14 · Bf 109 Z-1
Bf 110  Bf 110 C-6 · Bf 110 C-7 · Bf 110 F-2 · Bf 110 G-2 · Bf 110 G-4
Me 410  Me 410 A-1 · Me 410 A-1/U2 · Me 410 A-1/U4 · Me 410 B-1 · Me 410 B-1/U2 · Me 410 B-2/U4 · Me 410 B-6/R3
Bombers  Me 264
Jet Fighters  Me 163 B · Me 163 B-0 · Me 262 A-1a · Me 262 A-1a/Jabo · Me 262 A-1a/U1 · Me 262 A-1/U4 · Me 262 A-2a · Me 262 C-1a · Me 262 C-2b
Export  ▅Bf 109 E-7 · ▄Bf 109 G-14/AS · ◐Bf 109 F-4 · ◐Bf 109 G-2 · Bf 109 G-2 · ▄Bf 109 G-2 · ▄Bf 109 G-6 · ▄Bf 109 G-6 Erla · ◐Bf 110 G-4
Captured  ▃Bf 109 F-4
  * BFW was later renamed Messerschmitt Aktiengesellschaft (AG) on 11 July 1938. All aircraft currently in production at this time retained the designation Bf while those developed after this date had the designation Me.

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