Difference between revisions of "F-4F Early (Germany)"

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(cannons should not be underestimated, never lose energy, bombs are not worth it and the F4F-early does not have flares)
(Edits)
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== Usage in battles ==
 
== Usage in battles ==
 
<!-- ''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).'' -->
 
<!-- ''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).'' -->
''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).''
 
  
The aircraft is pretty heavy, rather quick in acceleration and top speed and doesn't have the best turn time. It's armament however impressive. With the gun pod modification equipped, you'll fire enough lead downrange to destroy just about any air target. Using the phantom as a turnfighter is generally inadviseable. Therefore, try to ambush a unsuspecting enemy. Even the single 20mm cannon will give any foe a fiery end.
+
The aircraft is pretty heavy, rather quick in acceleration and top speed and doesn't have the best turn time. Its armament, however, is impressive. With the gun pod modification equipped, you'll fire enough lead downrange to destroy any air target. Using the phantom as a turnfighter is generally ill-advised. Therefore, try to ambush a unsuspecting enemy. Even the single 20 mm cannon will give any foe a fiery end.
  
Using the bombs on the F4F usually isn't that great of an idea: the match often evolves to the later stages before you will be able to rearm, and then two situations usually occur. Situation 1 involves your team destroying more aircraft of the enemy team, leading to a victory where bombing bases turned out to not be decisive and therefore it can be argued you were dead weight. Situation 2 is when your team is losing. After you dropped the payload and destroyed the base in situation 2, the opposite team will start to hunt down the remaining friendly players. You might be able to survive 1-2 enemies, but having four on our tail usually ends badly.
+
Using the bombs on the F-4F usually isn't that great of an idea: the match often evolves to the later stages before you will be able to rearm, and then two situations usually occur. Situation 1 involves your team destroying more aircraft of the enemy team, leading to a victory where bombing bases turned out to not be decisive and therefore it can be argued you are a dead weight. Situation 2 is when your team is losing. After you dropped the payload and destroyed the base in situation 2, the opposite team will start to hunt down the remaining friendly players. You might be able to survive 1 or 2 enemies, but having four on our tail usually ends badly.
  
Any engagement will boil down to three basic situations: You find an enemy doing a head-on, you chase an enemy or you get chased by the enemy. When doing a head on, missiles aren't very effective, so don't bother using them. Keep in mind that if you're fighting another phantom, that he'll often have the afterburner on, and given the engines slight downward angle, kind of "drift", which has to be taken into account before taking the shot. You usually want to fire at around 3km during the head on, and keep on firing either until you get a critical hit(i.e he lost tail control, wings or he is on fire) or you can hear his shells whizzing by. In either sitution, break off (an aircraft with no control travelling at 600 or more kph still has a lot of kinetic energy, and the second situation speaks for itself) and if he is hopelessly crashing into the ground, find another target. If otherwise, try to get onto his tail by starting to break off before he has passed you.  
+
Any engagement will boil down to three basic situations: you find an enemy doing a head-on, you chase an enemy or you get chased by the enemy. When doing a head-on, missiles aren't very effective so don't bother using them. Keep in mind if you're fighting another phantom, that he'll often have the afterburner on, and given the engines slight downward angle, kind of "drift", which has to be taken into account before taking the shot. You usually want to fire at around 3 km during the head-on, and keep on firing either until you get a critical hit(i.e he lost tail control, wings or he is on fire) or you can hear his shells whizzing by. In either situation, break off (an aircraft with no control travelling at 600 or more km/h still has a lot of kinetic energy, and the second situation speaks for itself). Otherwise, try to get onto his tail by starting to break off before he has passed you.  
  
If you are chasing an enemy, try to predict his movements: your shells have a high muzzle velocity, but the enemy is still a fast and therefore difficult target. I personally fire along the path they can possibly go through, wasting ammo but securing a (usually critical) hit. Know when to disengage, i.e rolling scissors or another enemy is engaging you.
+
If you are chasing an enemy, try to predict his movements: your shells have a high muzzle velocity, but the enemy is still a fast and therefore difficult target. Fire along the path they can possibly go through, wasting ammo but securing a (usually critical) hit. Know when to disengage, i.e rolling scissors or another enemy is engaging you.
  
If you are being chased by the enemy, try to be as far and as fast as possible: if you have friendly fighters nearby, try to bait the enemies to your teammates. If you play on a map with ships that have CIWS, many players usually underestimate those systems. It doesnt give you the kill but it keeps you alive to get more kills or bait more players. If a missile is locked onto you, try to lose as little energy as possible whilst also making sure the missile won't hit. Remember, you do not have countermeasures.
+
If you are being chased by the enemy, try to be as far and as fast as possible: if you have friendly fighters nearby, try to bait the enemies towards your teammates. If you play on a map with ships that have CIWS, many players usually underestimate those systems. It doesn't give you the kill but it keeps you alive to get more kills or bait more players. If a missile is locked onto you, try to lose as little energy as possible whilst also making sure the missile won't hit. Remember that you do not have countermeasures.
  
The missiles on the F4F, apart from the AIM-9J, arent very good. the AIM-9B FGW.2 and AIM-9E both have pretty poor lock-on range, small targeting window and roughly 10 G's they can pull. The AIM-9J is better, it has a higher lock-on range, a pretty large targeting window, can pull 20 G's and is faster. You want to fire a missile when the enemy is close and slow. Very close targets usually don't have the time to acticate countermeasures, or the countermeasures are flat out ignored. Another way of using missiles is to make the enemy lose their energy, and making them an easy target to hit with either another missile or with your cannon.
+
The missiles on the F-4F, apart from the AIM-9J, aren't very good. the AIM-9B FGW.2 and AIM-9E both have pretty poor lock-on range, small targeting window and they can pull roughly 10 G. The AIM-9J is better, it has a higher lock-on range, a pretty large targeting window, can pull 20 G and is faster. You want to fire a missile when the enemy is close and slow. Very close targets usually don't have the time to activate countermeasures, or the countermeasures are flat out ignored. Another way of using missiles is to make the enemy lose their energy, and making them an easy target to hit with either another missile or with your cannon.
  
 
=== Pros and cons ===
 
=== Pros and cons ===
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== Media ==
 
== Media ==
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
+
 
 +
;Skins
 +
* [https://live.warthunder.com/feed/camouflages/?vehicleCountry=germany&vehicleType=aircraft&vehicleClass=jet_fighter&vehicle=f-4f Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
== See also ==
 
== See also ==

Revision as of 11:11, 18 April 2021

This page is about the German jet fighter F-4F Early (Germany). For other versions, see F-4 Phantom II (Family).
◄F-4F Early
f-4f.png
GarageImage F-4F Early (Germany).jpg
360://https://old-wiki.warthunder.com/images/3/3c/Cockpit_f-4f_early.jpg
◄F-4F Early
AB RB SB
10.7 10.7 10.7
Show in game
MARKET

Description

The ◄F-4F Phantom II (Early) is a gift rank VII German jet fighter with a battle rating of 10.7 (AB/RB/SB). It was introduced during Update "Ixwa Strike" as a reward for the Future Technology event.

General info

Flight performance

Arrestor gear
Accelerates braking by grabbing the brake cable on the deck of the aircraft carrier
Air brakes
Allows you to dramatically reduce the flight speed by releasing special flaps
Drogue parachute
Reduces braking distance when landing on any runway
Max speed
at 12 192 m2 140 km/h
Turn time26 s
Max altitude16 000 m
Engine2 х MTU Aero Engines J79-MTU-17A
TypeJet
Cooling systemAir
Take-off weight24 t

Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.

Characteristics Max Speed
(km/h at 12,192 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 2,066 2,020 16000 26.5 27.8 162.3 152.4 850
Upgraded ___ ___ __._ __._ __._ __._

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear Drogue chute
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
1458 463 ___ ___ ___ ~__ ~__
Optimal velocities (km/h)
Ailerons Rudder Elevators Radiator
< ___ < ___ < ___ N/A

Survivability and armour

Crew2 people
Speed of destruction
Structural1 458 km/h
Gear463 km/h

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.

Modifications and economy

Repair costBasic → Reference
AB3 077 → 4 157 Sl icon.png
RB10 039 → 13 562 Sl icon.png
SB8 759 → 11 833 Sl icon.png
Total cost of modifications226 900 Rp icon.png
355 000 Sl icon.png
Talisman cost2 800 Ge icon.png
Crew training200 000 Sl icon.png
Experts710 000 Sl icon.png
Aces2 800 Ge icon.png
Research Aces1 080 000 Rp icon.png
Reward for battleAB / RB / SB
120 / 340 / 600 % Sl icon.png
232 / 232 / 232 % Rp icon.png
Modifications
Flight performance Survivability Weaponry
Mods jet compressor.png
Compressor
Research:
9 100 Rp icon.png
Cost:
14 000 Sl icon.png
380 Ge icon.png
Mods booster.png
New boosters
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
420 Ge icon.png
Mods aerodinamic wing.png
Wings repair
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods jet engine.png
Engine
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
620 Ge icon.png
Mods aerodinamic fuse.png
Fuselage repair
Research:
9 100 Rp icon.png
Cost:
14 000 Sl icon.png
380 Ge icon.png
Mods armor frame.png
Airframe
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
420 Ge icon.png
Mods g suit.png
G-suit
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods armor cover.png
Cover
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
620 Ge icon.png
Mods ammo.png
M60_belt_pack
Research:
9 100 Rp icon.png
Cost:
14 000 Sl icon.png
380 Ge icon.png
Mod arrow 0.png
Mods pilon bomb.png
Mk82
Research:
9 100 Rp icon.png
Cost:
14 000 Sl icon.png
380 Ge icon.png
Mod arrow 0.png
Mods pilon block rocket.png
LAU-3/A
Research:
9 100 Rp icon.png
Cost:
14 000 Sl icon.png
380 Ge icon.png
Mod arrow 1.png
Mods weapon.png
M60_new_gun
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
420 Ge icon.png
Mods pilon bomb.png
M117
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
420 Ge icon.png
Mod arrow 0.png
Mods air to air missile.png
AIM-9B FGW.2
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
420 Ge icon.png
Mod arrow 0.png
Mods gunpods.png
Gun pod SUU-23/A.
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods pilon bomb.png
Mk83
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mod arrow 0.png
Mods pilon block rocket large.png
LAU-10/A
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mods air to air missile.png
AIM-9E
Research:
9 400 Rp icon.png
Cost:
15 000 Sl icon.png
390 Ge icon.png
Mod arrow 0.png
Mods pilon bomb.png
Mk84
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
620 Ge icon.png
Mod arrow right 0.png
Mods pilon bomb.png
Mk118
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
620 Ge icon.png
Mods air to air missile.png
AIM-9J
Research:
15 000 Rp icon.png
Cost:
23 000 Sl icon.png
620 Ge icon.png

Armaments

Offensive armament

Main article: M61 (20 mm)

The F-4F Early (Germany) is armed with:

  • 1 x 20 mm M61 cannon, chin-mounted (640 rpg)

Suspended armament

The F-4F Early (Germany) can be outfitted with the following ordnance:

  • Without load
  • 2 x 20 mm M61 cannons (1,200 rpg = 2,400 total)
  • 2 x 20 mm M61 cannons + 4 x AIM-9B FGW.2 Sidewinder missiles
  • 2 x 20 mm M61 cannons + 4 x AIM-9E Sidewinder missiles
  • 2 x 20 mm M61 cannons + 4 x AIM-9J Sidewinder missiles
  • 24 x 500 lb LDGP Mk 82 bombs (12,000 lb total)
  • 16 x 750 lb M117 cone 45 bombs (12,000 lb total)
  • 11 x 1,000 lb LDGP Mk 83 bombs (11,000 lb total)
  • 3 x 2,000 lb LDGP Mk 84 bombs (6,000 lb total)
  • 4 x AIM-9B FGW.2 Sidewinder missiles
  • 4 x AIM-9E Sidewinder missiles
  • 4 x AIM-9J Sidewinder missiles
  • 285 x FFAR Mighty Mouse rockets
  • 60 x Zuni Mk32 Mod 0 ATAP rockets
  • 18 x 500 lb LDGP Mk 82 bombs (9,000 lb total) + 4 x AIM-9B FGW.2 Sidewinder missiles
  • 18 x 500 lb LDGP Mk 82 bombs (9,000 lb total) + 4 x AIM-9E Sidewinder missiles
  • 18 x 500 lb LDGP Mk 82 bombs (9,000 lb total) + 4 x AIM-9J Sidewinder missiles
  • 10 x 750 lb M117 cone 45 bombs (7,500 lb total) + 4 x AIM-9B FGW.2 Sidewinder missiles
  • 10 x 750 lb M117 cone 45 bombs (7,500 lb total) + 4 x AIM-9E Sidewinder missiles
  • 10 x 750 lb M117 cone 45 bombs (7,500 lb total) + 4 x AIM-9J Sidewinder missiles
  • 7 x 1,000 lb LDGP Mk 83 bombs (7,000 lb total) + 4 x AIM-9B FGW.2 Sidewinder missiles
  • 7 x 1,000 lb LDGP Mk 83 bombs (7,000 lb total) + 4 x AIM-9E Sidewinder missiles
  • 7 x 1,000 lb LDGP Mk 83 bombs (7,000 lb total) + 4 x AIM-9J Sidewinder missiles
  • 3 x 2,000 lb LDGP Mk 84 bombs (6,000 lb total) + 4 x AIM-9B FGW.2 Sidewinder missiles
  • 3 x 2,000 lb LDGP Mk 84 bombs (6,000 lb total) + 4 x AIM-9E Sidewinder missiles
  • 3 x 2,000 lb LDGP Mk 84 bombs (6,000 lb total) + 4 x AIM-9J Sidewinder missiles
  • 171 x FFAR Mighty Mouse rockets + 4 x AIM-9B FGW.2 Sidewinder missiles
  • 171 x FFAR Mighty Mouse rockets + 4 x AIM-9E Sidewinder missiles
  • 171 x FFAR Mighty Mouse rockets + 4 x AIM-9J Sidewinder missiles
  • 36 x Zuni Mk32 Mod 0 ATAP rockets + 4 x AIM-9B FGW.2 Sidewinder missiles
  • 36 x Zuni Mk32 Mod 0 ATAP rockets + 4 x AIM-9E Sidewinder missiles
  • 36 x Zuni Mk32 Mod 0 ATAP rockets + 4 x AIM-9J Sidewinder missiles

Usage in battles

The aircraft is pretty heavy, rather quick in acceleration and top speed and doesn't have the best turn time. Its armament, however, is impressive. With the gun pod modification equipped, you'll fire enough lead downrange to destroy any air target. Using the phantom as a turnfighter is generally ill-advised. Therefore, try to ambush a unsuspecting enemy. Even the single 20 mm cannon will give any foe a fiery end.

Using the bombs on the F-4F usually isn't that great of an idea: the match often evolves to the later stages before you will be able to rearm, and then two situations usually occur. Situation 1 involves your team destroying more aircraft of the enemy team, leading to a victory where bombing bases turned out to not be decisive and therefore it can be argued you are a dead weight. Situation 2 is when your team is losing. After you dropped the payload and destroyed the base in situation 2, the opposite team will start to hunt down the remaining friendly players. You might be able to survive 1 or 2 enemies, but having four on our tail usually ends badly.

Any engagement will boil down to three basic situations: you find an enemy doing a head-on, you chase an enemy or you get chased by the enemy. When doing a head-on, missiles aren't very effective so don't bother using them. Keep in mind if you're fighting another phantom, that he'll often have the afterburner on, and given the engines slight downward angle, kind of "drift", which has to be taken into account before taking the shot. You usually want to fire at around 3 km during the head-on, and keep on firing either until you get a critical hit(i.e he lost tail control, wings or he is on fire) or you can hear his shells whizzing by. In either situation, break off (an aircraft with no control travelling at 600 or more km/h still has a lot of kinetic energy, and the second situation speaks for itself). Otherwise, try to get onto his tail by starting to break off before he has passed you.

If you are chasing an enemy, try to predict his movements: your shells have a high muzzle velocity, but the enemy is still a fast and therefore difficult target. Fire along the path they can possibly go through, wasting ammo but securing a (usually critical) hit. Know when to disengage, i.e rolling scissors or another enemy is engaging you.

If you are being chased by the enemy, try to be as far and as fast as possible: if you have friendly fighters nearby, try to bait the enemies towards your teammates. If you play on a map with ships that have CIWS, many players usually underestimate those systems. It doesn't give you the kill but it keeps you alive to get more kills or bait more players. If a missile is locked onto you, try to lose as little energy as possible whilst also making sure the missile won't hit. Remember that you do not have countermeasures.

The missiles on the F-4F, apart from the AIM-9J, aren't very good. the AIM-9B FGW.2 and AIM-9E both have pretty poor lock-on range, small targeting window and they can pull roughly 10 G. The AIM-9J is better, it has a higher lock-on range, a pretty large targeting window, can pull 20 G and is faster. You want to fire a missile when the enemy is close and slow. Very close targets usually don't have the time to activate countermeasures, or the countermeasures are flat out ignored. Another way of using missiles is to make the enemy lose their energy, and making them an easy target to hit with either another missile or with your cannon.

Pros and cons

Pros:

  • Good performance at high altitude
  • Can carry up to 12,000 lb of ordnance
  • Varied and mixed armament presets allow for multipurpose usage in ground battles

Cons:

  • Lacks countermeasures (flares/chaff)
  • Lacks SARH missiles found on other Phantoms, such as the AIM-7 Sparrow
  • Underwhelming performance at very low altitudes
  • Lacks a Ballistic Computer

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

See also

Aircraft of comparable role, configuration and era

External links


McDonnell Aircraft Corporation
Jet Fighters  F2H-2 · F3H-2
  F-4C Phantom II · F-4E Phantom II · F-4J Phantom II · F-4S Phantom II
  F-15A · F-15C MSIP II · F-15E
Strike Aircraft  AV-8B Plus · AV-8B (NA)
Helicopters  AH-6M
Export/Licensed 
Aircraft  ◄F-4F Early · ◄F-4F · ◄F-4F KWS LV · Phantom FG.1 · Phantom FGR.2 · F-4J(UK) Phantom II · F-4EJ Phantom II · F-4EJ ADTW · Kurnass · Kurnass 2000
  F-15J · F-15J(M) · Baz · Baz Meshupar · F-15I Ra’am
  ▄AV-8B Plus
Helicopters  Lahatut
  The McDonnell Aircraft Corporation merged with Douglas Aircraft Company in 1967 to form McDonnell Douglas Corporation. Later it was merged with The Boeing Company in 1997.
See Also  Mitsubishi Heavy Industries

Germany jet aircraft
Germany flag.png  Luftwaffe
He 162  He 162 A-1 · He 162 A-2
Me 163  Me 163 B · Me 163 B-0
Ho 229  Ho 229 V3
Ar 234  Ar 234 B-2 · Ar 234 C-3
Me 262  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
GDR flag.png  LSK
Fighters  ◊MiG-15bis · ◊Lim-5P · ◊MiG-19S
  ◊MiG-21MF · ◊MiG-21bis-SAU · ◊MiG-21 "Lazur-M"
  ◊MiG-29
Attackers  ◊MiG-23BN · ◊MiG-23MF · ◊MiG-23MLA
  ◊Su-22UM3K · ◊Su-22M4
  ◊IL-28
FRG flag.png  Luftwaffe
F-84  ◄F-84F
F-86  ◄CL-13A Mk 5 · ◄CL-13B Mk.6 · ◄F-86K
F-104  ◄F-104G
F-4  ◄F-4F Early · ◄F-4F · ◄F-4F KWS LV
G.91  ◄G.91 R/3 · ◄G.91 R/4
Tornado  ◄Tornado IDS WTD61 · ◄Tornado IDS MFG · ◄Tornado IDS ASSTA1
Other  Alpha Jet A · ◄Sea Hawk Mk.100
Ex-LSK  ◄MiG-21 SPS-K · ◄MiG-29G · ◄Su-22M4 WTD61
Switzerland flag.png  Swiss Air Force
  ◌Hunter F.58 · FFA P-16