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Discussion: P-40B Tomahawk, setting up and tactics.


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hawkeyededic #1 Posted 11 September 2018 - 09:02 PM

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Due to real life issues I have been delayed getting a new discussion started, I want to do one every week, but it's been almost 3 now since I put up the last one, but I am happy to say that last discussion is still going and has been a source of some great information.

 

This week I am going to try and start a discussion on what is probably one of the most derided premium planes in the game, the Tier-V Chinese premium P-40B Tomahawk. In spite of it being a hard plane to be successful in it has a certain level of popularity due to it's iconic status and a proper shark mouth nose art.

 

Over all she is a high energy fighter, same as her tech tree brother, but with slightly weaker and shorter ranged guns, as well as a little slower speed and climb rate. Tactics I use is to keep your speed up and maintain your altitude between fights, you don't want to get low until you are ready to fire, and then use your speed to get away.

 

For my P-40B I use the following equipment, gun site (with fire chance), polished skin (with dive acceleration) and lightweight power plant (with acceleration), I am still debating my final engine upgrade as I have yet to reach specialist on this plane.

 

For pilot skills I am planning engine guru 1 and 2, but until I have enough points to get both I am running aerodynamic expert, once I have enough points I will be retraining accordingly. I personally feel that the effects from AE is better then guru 1 by itself, but if you feel this is not the case please feel free to comment.

 

Consumables are as follows, first aid kit, emergency control system, engine restarter and of course universal ammo, once specialized I plan to add improved mixture control as well.

 


Edited by hawkeyededic, 11 September 2018 - 09:11 PM.


 

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BuffaloTime #2 Posted 11 September 2018 - 09:14 PM

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I put Marksman on all my planes except bombers and attack aircraft ( and any plane with guns in the nose ). Shoot and kill is more important than running or turning. Engine guru is second choice for me. Just my thoughts.

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comtedumas #3 Posted 12 September 2018 - 05:14 AM

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View PostBuffaloTime, on 11 September 2018 - 04:14 PM, said:

I put Marksman on all my planes except bombers and attack aircraft ( and any plane with guns in the nose ). Shoot and kill is more important than running or turning. Engine guru is second choice for me. Just my thoughts.

I would suggest you consider putting marksman on your attack planes.  Helps in killing ground targets with extra accuracy.  



wylleEcoyote #4 Posted 12 September 2018 - 07:18 AM

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View Postcomtedumas, on 12 September 2018 - 05:14 AM, said:

I would suggest you consider putting marksman on your attack planes.  Helps in killing ground targets with extra accuracy.  

 

that depends on the guns one has access to and how they choose to use them.
usually an improved gun site offers the same bonus to hit.
(and rarely a similar increased auto hit that comes with Marksman 2)
 

View Posthawkeyededic, on 11 September 2018 - 09:02 PM, said:

Over all she is a high energy fighter, same as her tech tree brother, but with slightly weaker and shorter ranged guns, as well as a little slower speed and climb rate. Tactics I use is to keep your speed up and maintain your altitude between fights, you don't want to get low until you are ready to fire, and then use your speed to get away.

 

For my P-40B I use the following equipment, gun site (with fire chance), polished skin (with dive acceleration) and lightweight power plant (with acceleration), I am still debating my final engine upgrade as I have yet to reach specialist on this plane.

 

For pilot skills I am planning engine guru 1 and 2, but until I have enough points to get both I am running aerodynamic expert, once I have enough points I will be retraining accordingly. I personally feel that the effects from AE is better then guru 1 by itself, but if you feel this is not the case please feel free to comment.

 

Consumables are as follows, first aid kit, emergency control system, engine restarter and of course universal ammo, once specialized I plan to add improved mixture control as well.

 

 



As to using aeronautics ... im kinda on the fence.
The 40% bonus to both speed AND manuverability enhancements is no joke.
One should definitely use it with Advanced or Ultimate equipment.
One the other hand; when it comes to stock and improved equipment (even with a fair amount of calibration)
sometimes the 40% bonus is less than:
   the flat 2% all axis maneuverability bonus that acrobatics provides
   or
   the 2% engine thrust that Guru 1 provides.

But this is just my 2 cents.
Even on (especially on) Boom & Zoom aircraft i prefer more maneuverability than what others expect to come across. As opposed to the mad power and speed everyone expects.
Thus, I would use a lightweight air frame instead of polished skin.

But the world doesnt move to the beat of just one drum. What might be right for me, may not be right for you.

After all, there is merit to drawing a turn fighter into a Vertical turn fight.
Especially if such an engagement will draw your enemy in and out of the upper limit of their optimal altitude performance.
where their comparitive lack of energy retention and recovery can eventually find them as a sitting duck as they loose that turn ability and stall out with you on their 6.
As for your second engine slot I would go with Engine Tuning. Its primary effects and bonus abilities will synergize wonderfully with your build and preferred style of play


Given the plethora of both 10% fire chance on gunsites and the availability of Incendiary ammo i prefer to use exhaust bleeders for the improved fire protection
over an emergency control system. if my controls take a critical i am fighting no one so it's better to just go full throttle and GTFO.

Are you good at maintaining the ability to pick and choose your engagements?
Then swapping out the engine restarter (only useful when you screw up) for high octane gas as a "free" engine guru 1 will offer both Higher Risk and an ongoing Higher Reward.


Edited by wylleEcoyote, 12 September 2018 - 07:21 AM.


J311yfish #5 Posted 12 September 2018 - 08:21 AM

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Captain Obvious here, reporting for duty!

 

My only suggestion would be to consider the pilot skills required for another Chinese aircraft also, such as P-51K or Mosquito if you have either of those, so that you can take advantage of x2-5 xp bonuses and therefore have one really good pilot for those 1-3 (or more) aircraft.  This is the hidden advantage of China and France.


Edited by J311yfish, 12 September 2018 - 08:22 AM.

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Reitousair #6 Posted 12 September 2018 - 06:45 PM

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I'd build: Gunsight, polish/LWF, LPU, Uprated

 

The boost speed is already decent on the Tomahawk IIb however holding a higher top speed and/or turning better can help give you a bit of an edge since your plane is thoroughly average.

 

Consumables: Extinguishers, control assist, restarter, whatever else you want.

 

You are a fighter, could do with taking less damage from fires, control assist is a panic "press 3 to win" button in a turnfight with a similarly maneuverable plane, restarter is because you're still relying on speed.

 

Pilot skills are really hard to figure out with the Tomahawk IIb, due to how average it is you can actually build this pretty much any way you want, I've experimented with all sorts of different sets of pilot skills and still haven't really settled on a proper set.


I do fly Chinese aircraft a fair amount so... *ahem*

CHINA NUMBAH WAN

 

I even made a custom skin for my IL-10M!

 





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