Brewster B-239
World War II aircraft | |
Brewster B-239 | |
Variant of | Brewster Buffalo |
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Type | Fighter |
Country of origin | USA |
Manufacturer | Brewster Aeronautical Corp. |
Crew | 1 |
Dimensions | Wing span 35' (10.7 m) Length 26' (7.9 m) Height 11'11" (3.63 m) |
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The Brewster B-239 in World War II[edit]
Development[edit]
Unit Deployment[edit]
External Links[edit]
Aces High II aircraft | |
B-239 | |
Variant of | Brewster Buffalo |
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Type | Fighter |
Crew | One |
Aces High II loadout options | |
Package 1 | 2x.50 Cal M2 400 rpg 2x.50 Cal M2 200 rpg |
Package 2 | 2x.50 Cal M2 400 rpg 1x.50 Cal M2 400 rpg 1x.30 Cal mg 600 rpg |
Aces High II Main Arenas | |
Earliest MA | Early War |
Typical perk cost | 0 (Late War) |
ENY value | 25 (Late War) |
Available on carrier | no |
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The Brewster B-239 in Aces High II[edit]
Engine Power[edit]
Aces High II Performance Charts[edit]
Firepower[edit]
You can take upto 4 US .50's. Two are mounted in the nose with 200rpg, and the other two are wing mounted with 400rpg. For fire power, you are at par with the P-51B, FM2, and the F4F in the 4 gun load out. You can swap out one of the .50's for a .30cal with 600rpg and 400 rpg for the other .50 in the set. Since it takes 4 bullets from a .30 to match a .50 round, it seems kind of pointless though. About all you will do with that is even out the firing times for the .50's, and I prefer to leave the 400 rounds in the wing as a back up if I have to fight when the others are out of ammo.
No external options exist.
Maneuverability[edit]
Pretty easy to cover. You can out turn any fighter in the game and you should use that. Verticle manuvering is much more limited. Your not terrible, like a fully loaded up P-47N would be, but you really have no options here.
Fighting in the Brewster B-239[edit]
The Brewster arguably gets the most number of complaints about being inaccurately modeled in Aces High. It is not, however, the overburdened, underpowered model that met disaster at the Battle of Midway, but rather the lightened model that the Finns used to great effect against the Soviet Union. This version is nimble, well-mannered and easy to fly, and it can surprise a lot of people who make the mistake of underestimating it.
Your turn rate is about all you have going for you, but it is one of the best turn rates in the game, and you should have no trouble dodging BnZ pilots looking for an easy pick if you keep your wits about you. The Brewster can also loop fairly well given enough energy, but it is far from a decent climber. You can't run anything down, and some bomber will be able to walk away from you. Try and sucker someone into turning with you. Keep the turn pretty big and stay off their 6 till you have them slowed down, or they will realize what you are doing and walk away. As his E goes down, start slipping closer to his nose to make him think he has you and tighten up his turn, using even more of his energy. Once you do that, tighten up the turn and get on his 6. While next to useless in a running engagement, the Brewster can be quite deadly in turning fights on the deck, and unsuspecting Spitfire and Zero pilots often get a rude awakening when they try to flat turn against it. Carrier attacks on land bases and low altitude base defenses are where the Brewster is usually seen.
Contrary to common belief, if you can take the time to haul a Brewster up to altitude, you can effectively attack from above if circumstances are favorable. The only problem is that you will likely only get one or two diving passes before you run out of energy, so you have to pick your targets. You can build up enough speed in a dive to catch more powerful planes if they are turning on the deck, but again, you will slow down quite rapidly so you need to make your attack count.
High altitude buff hunting is out of the question, but on occasion you may find formations of buffs coming in at low altitude, and if you can dive on them, it is entirely possible to down one or two before they run away from you. Dive down right on top of them and aim for a wing root. Your small size makes you a tough target to hit from a gunner's position, but again, you may only get one shot, so make it count.
Defensively, you should be able to get out of the way of most rear quarter shots quite easily, and Mustang and Dora pilots will have a hard time getting you so long as you see them coming and dodge appropriately. The Brewster's turning ability and small target profile make it very difficult to hit in a high speed pass. More often, you will get picked while turning against another plane or as you are nearing the top of a loop.
Fighting against the Brewster B-239[edit]
The Brewster's small size and incredible turning qualities can make it a frustrating opponent for late model planes. While it's not likely to hurt you, it is also very difficult to draw a bead on, and simply diving down on its six is not likely to succeed since if he sees you coming, he will simply turn away as you dive in. In order to corral the Brewster you need to think like the Brewster: anticipate its turns and go for a crossing shot. Cannon rounds are more effective at this since one or two shells are more than enough to obliterate the tiny Brew, but it can absorb a decent amount of machine gun rounds, so it may take a couple of passes to bring it down.
If a Brewster gets on your six, it is almost always simple enough to jink just enough to spoil his shot and simply walk away from him. That said, if a Brewster dives on you with a speed advantage, it may be harder to evade, especially if you are in a plane that does not accelerate well. The best policy is to continue jinking or scissoring until the Brew runs out of energy, then accelerate away when you have the chance.