Ahhh the Hellcat. One of my all-time favourite planes, and one of my favourites in AH as well. Currently I'm flying the P-38, but I spent a few tours in the F6F-5 as well. I love the Hellcat. Now by nature I'm a Jug pilot... the P-47 is my first love, and will always be my favourite. However, there are certain times when a P-47 is just not the right plane. Notably, point defense, or any short-distance fight where I won't have time to climb up to or above the enemy before I engage.
What are the F6F-5's strengths?
1. Diving ability. This is likely it's best attribute. The Hellcat can accelerate in a dive very well, from low speed even better than some of the "best" diving planes like the Jug and the F4U. It has a high terminal speed, and great high-speed handling. If handled gently it retains a great deal of energy in even a shallow dive, and you can maintain high speeds for longer than many other planes. Given an altitude advantage starting out, nothing will escape from you in the short term. You can get close enough for a shot if you start higher or faster.
2. Energy retention. The F6F-5 is an E fighter at heart. It can use the vertical and good e-fighting maneuvers to retain energy longer than most other planes. It is not as good in this regard as say an F4U or a P51, but it is still damn good.
3. Accelleration. This is one of the better accellerators in the allied stable. That's not to say it's great... but it's better than the rest of the allied iron with the exception of the P-38. It's accelleration REALLY kicks in using 0 G dives to capitalize on the Kitty's great diving ability.
4. Decent turning ability. The Hellcat can turn... with E. What I mean is that this is one of the better turning planes in the game... and those it can't out-turn it can normally beat by using good E fighting and BnZ techniques. When in doubt, the Hellcat can normally escape by diving from those planes that out-turn her. Spits, Zekes, and possibly Georges are dangerous... you can't out-turn them. You can normally out-run them or out-dive them though. Be wary of the N1k2 George. That thing is your most dangerous adversary when flying the Hellcat. It is very similar in basic abilities, but turns better. It has 4 cannons that can kill you with a snapshot, and it has fantastic accelleration. Even with an E advantage, be very very careful attacking this plane.
5. Decent climb. Not that you want to try to out-climb most other planes... but it's a decent climber. It won't take you forever to get to fighting alt like it does in the Jug or the Hog.
6. .50 cals... 6 of 'em. Best gun in the game.. 'nuff said. They need a short convergence like 275 all guns for best effect, and a bit of time on target to be effective. They have a great trajectory though, and you can make nice deflection shots with them. It has enough ammo for you to take those snapshots too, even if they don't pay off like they would with cannons.
7. It's one of the toughest planes in the game. You can take some big hits in the Hellcat and still make it home. When you are on the deck and out of options, you can risk a head-on attack and have good odds vs. many other planes that are not as tough, especially the Japanese and German birds. Don't try this versus Hispano armed planes.. you will die.

You will still likely die, but in the Kitty the other fellow often dies first... and sometimes you make it home.
There is a catch though when turning in the Kitty. She has a N-A-S-T-Y accellerated stall. It's abrupt and fairly violent. That's OK though... it forces you to fly the Hellcat the way it needs to be flown. Fast, and as an E fighter. Keep your speed up, and watch your situation. If you get bounced by a Spit with more E, you are in deep doo. With more E than your enemies, you can kill any of them. If they try to run, you can dive on them and kill those that thing you are not fast enough. If you turn it (vs a plane like the La7 for example) try to conserve E by using lag pursuit and vertical moves. Don't just flat turn and pull the stick in to your gut... when you run out of E you will be easy pickings for the next guy.
Have a go at the Hellcat. It's a great little plane in a furball. Keep your SA high and when you are low on E in a furball, dive to 50 feet and exit the fight, then climb for E and come back. Most folks don't treat the Hellcat as a high priority threat I find, so you can often escape situations that look pretty hopeless.

[ 07-27-2001: Message edited by: Lephturn ]