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A-4H

Israel · Rank VI · Strike aircraft

Acquisition Type
Tech Tree
Air RB battle rating
8.3Observed October 8, 2026
Official War Thunder Wiki ↗

Weapons & equipment checked October 14, 2026.

A-4H
War Thunder Wiki · Gaijin

Aircraft overview

A-4H rewards choosing the job before takeoff. For Air RB, decide whether you are supporting the fighters or making a ground-attack run, then carry for that job. Do not arrive at the merge with a strike load and no plan for the enemy fighters.

How to fly it

  1. Set up the first engagement

    Build speed before closing with the first group. Decide whether the sortie is air combat or ground attack before carrying extra ordnance into the merge.

  2. Make the attack count

    Make a brief attack on an occupied opponent and preserve enough speed to leave. Avoid forcing a turning chase while carrying ground weapons.

  3. Know when to break off

    Leave when more enemies arrive, the target draws you away from support, or another turn costs the speed you need to escape. A teammate nearby is more useful than a duel you cannot finish.

Common mistakes

  • Forcing the original plan. Carrying a full strike load into a fight and then expecting the aircraft to handle like a clean fighter.
  • Ignoring the next attacker. Look outside the target chase between attacks. The enemy arriving from behind is often the one who decides whether you get home.

Strengths & limitations

Strengths

Make the first burst count

With 2 × 30 mm DEFA 552 cannon, line up the shot before you close. Fire a short burst as the target crosses the sight, then look outside the gunsight before deciding to follow.

Choose the engagement

An enemy already committed to a teammate gives you time to set up. Enter from a crossing angle and avoid announcing the attack with a long straight chase.

Limitations

The strike load changes the fight

Extra ordnance costs weight and drag. If fighters reach you before the release, defend immediately instead of trying to finish the original run first.

You must close for a gun shot

Do not spend the whole opening tail-chasing an opponent you cannot reach. Gain a crossing angle or attack someone who is already turning toward the fight.

Recommended Air RB loadouts

Leave the strike load behind

Take the air-combat fit when you are hunting aircraft. Bombs and rockets add weight; carry them for a planned ground attack rather than on every sortie.

Radar & defenses

React to warnings in time

A radar warning matters even when you nearly have your own shot. Make room to defend, and keep looking for infrared launches that the RWR cannot announce.

Ground attack & CAS

Choose the target before diving

For 500 lb SAMP Mk 82 bomb, choose the target before the run and allow room to pull out clear of the blast. Turn away after release; watching the hit leaves you flying a predictable line over the target.

Set the sight before the run

Select the fitted weapon and its supported impact or release cue before entering the target area. Make the correction on the approach; do not circle over the target trying to work out the controls.

Handling & fuel

Keep speed for the next decision

Ease off the pull when the shot is gone. Recover speed and separation before deciding to turn back; holding maximum input through every reversal leaves fewer options.

Plan the return

Check fuel after the opening fight, especially if you have spent the approach on high power. Allow for the flight back and landing rather than using the hangar endurance as an afterburner timer.

Battle Rating History

Observed Air RB ratings
ObservationBattle rating
October 8, 2026 · Archive8.3

Unchanged on . Profile rating observed October 8, 2026: 8.3.