Difference between revisions of "A7M2"

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(Usage in battles)
(Usage in battles: Edits)
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[[File:A7M2steepclimb.png|thumb|A7M2 in a steep climb]]
 
[[File:A7M2steepclimb.png|thumb|A7M2 in a steep climb]]
  
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 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.
+
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===
 
===Tactics===
 
;;Ground pounding
 
;;Ground pounding
  
While Japan isn't exactly a nation that has alot 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 kill the heaviest of ground targets. Together with the fact they are fired separately and should easily get 2 kills with proper aiming.
+
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.
  
Next to rockets it boasts 13.2 mm & 20 mm guns on a very manoeuverable 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.
+
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
 
;;Low altitude fighting
  
This is where the {{PAGENAME}} shines and players familiar with the [[A6M (Family)|A6M]] will feel right at home and. 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.
+
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.
  
 
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.
 
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.
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;;High altitude fighting
 
;;High altitude fighting
  
Turn fighting at high altitude is rather difficult since, the higher you go, the less air pressure there is. This means there will be less air to lift your plane when doing a hard turn compared to sea level, meaning the A7M1 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 ([[Wyvern S4]] for example) and will make an easy prey out of you, as you do not maintain the same energy nor speed they maintain.
+
Turn fighting at high altitude is rather difficult since, the higher you go, the less air density there is. This means there will be less air to lift your plane when doing a hard turn compared to sea level, meaning the A7M1 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 ([[Wyvern S4]] for example) and will make an easy prey out of you, as you do not maintain the same energy nor speed they maintain.
  
 
;;Bomber Interception
 
;;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 caliber and destructive ammunition. When engaging a bomber, aim for the engines or wings. With the right belts equipped, a few well placed shots the bombers will catch fire or even shred the wings.
+
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.
 
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.

Revision as of 22:31, 17 November 2020

Introducing Wiki 3.0
a7m2.png
A7M2
Research:54 000 Specs-Card-Exp.png
Purchase:185 000 Specs-Card-Lion.png
This page is about the Japanese fighter A7M2. For premium version, see A7M1 (NK9H).

Description

GarageImage A7M2.jpg


The A7M2 Reppu is a rank IV Japanese fighter with a battle rating of 5.0 (AB), 5.3 (RB), and 4.7 (SB). It was introduced in Update 1.55 "Royal Armour".

General info

Flight performance

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.

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 + -
826 310 510 510 280 ~12 ~9
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< 400 < 380 < 400 > 324

Survivability and armour

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.

Armaments

Offensive armament

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

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 air density there is. This means there will be less air to lift your plane when doing a hard turn compared to sea level, meaning the A7M1 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 (Wyvern S4 for example) 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

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Radiator Offensive 13 mm Type 3 No.1 Mod.28 Mk.1 rockets
II Compressor Airframe New 13 mm MGs Type 5 No.1 Mod.9 rockets 9 in (mod30)
III Wings repair Engine Offensive 20 mm Type 3 No.6 Mod.27 Mk.1 rockets
IV Engine injection Cover New 20 mm cannons Type 5 No.6 Mod.9 rockets

Pros and cons

An unguided rocket that the A7M2 can make excellent use of

Pros:

  • Performance; comparable/better than the A6Ms:
    • Surprisingly agile at all altitudes and most speeds
    • Vastly improved speed and diving ability
    • Can dogfight situationally
  • Armament:
    • Large ammunition pool
    • Fields 13.2 mm machine guns unlike most other Japanese fighters using 7.7 mms
    • Can mount unguided rockets
      • Larger rockets are useful on ground targets
      • All can be set with a fuse to be used as air-to-air
  • Other:
    • 70 mm bulletproof glass in front of the pilot

Cons:

  • Significantly increased size compared to A6M
    • Flimsy and large wings, easily damaged
    • Roll rate extremely slow, slow turn prep
  • Control stiffening begins at relatively low speeds
  • 13.2 mms jam faster than other 12.7 mm counterparts.

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 cancelation 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

Paste links to sources and external resources, such as:

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


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)