
Although the Zero had been used by the Japanese for 18 months prior to Pearl Harbor, it came as a total surprise to the U.S. air forces. American fighters, such as the P-40 Warhawk and P-39 Airacobra, were ponderous, under-powered, outdated machines compared to the astonishingly maneuverable Zeke. America did find an answer to the Zeke's dominance but not through making a more nimble airplane. Instead they built faster, more durable, and heavier armed fighters, and avoided turning with the Zeke altogether.
The Zeke's deficiencies are many. It's the least durable piston engine plane in Air Warrior, has the smallest ammo load, and is clearly the slowest of the fighters. It climbs poorly, bleeds energy quickly, and has sharply limited turning ability at high speeds. Nonetheless the Zero is one of the most popular planes in the Pacific due to its phenomenal turning ability at low speeds. The Zeke is perfect for the sort of fighting most common in the Pacific: low speed dogfighting in tightly clustered, multiplane engagements - the so-called furball. It can do an Immelman turn at under 120 knots and an alert Zeke pilot can get out of the way of most Boom and Zoom (BZ) high speed attacks even if his airspeed is very low. The Zeke is fun to fly, but if your idea of fun is surviving and landing your missions, then you'd best choose another fighter.
Even under full realism, the Zero is the sweetest handling plane in the game. You can still make those dramatic "bat turns" even at low speed. Its departure characteristics are docile as well.
As with the actual Zero, the Air Warrior Zeke is so slow, it seems like it's flying in half-time, particularly when it's facing American fighters. It's also, as noted, the most fragile prop fighter, and its positively anemic ammo load seems all the more paltry in realism. Further, the Zeke hates speed; its controls nearly seize up at speeds over 300 knots, and its wings rip off at very high speed. The Zeke also has distinct structural limitations that severely limit the number of Gs you can pull at high speeds. In short, if you pull more than 7Gs at speeds above 250 knots, your flight will end abruptly.
Its lack of horsepower really handicaps the Zero in scenario play, especially at high altitudes. The Zeke's maneuvering advantage vanishes entirely above 25k. Its strong suit in scenarios is range. Problem is being effective in any meaningful combat role once you get there; every fighter you face can outrun you at will, as can high altitude bomber formations.
Deflection or long range shots are a complete waste of time in a Zero. For this fighter to be effective, it must use its maneuvering advantage to acquire short range, "in the saddle" shots.
You can compensate to some extent for the Zeke's slow speed by employing bold lead turns, but if you get too bold you will present your opponent with a shot and, as noted, Zekes do not take damage well.
| Armament | Ammo Load | Payload |
| 2-7.7mm Machine Guns | 500 rounds | 1-500 lb. bombs |
| 2-20mm Cannons | 250 shells | - |
As noted in the more extended summary, the Zero is a slow aircraft, it does not climb well, and its climb rate diminishes sharply with altitude. It compresses at relatively low speeds and will come apart altogether if stressed at high speeds. Its forte is low speed handling. Another of its virtues - range - does not often come into play in Air Warrior, except during scenarios.
The Zeke only appears fast when compared to the P40 or the Wildcat. What it
has, no matter which era of opposing aircraft it faces, is an astonishing
sustained turn rate - an edge it maintains at all altitudes.