Indeed. But the Fulmar has mass and heavy armament. The RN has radar that can help the Fulmars remain at high altitude and then dive upon the Zeros. That's their only chance really.
Here's ChatGtp. Ai seems to assume that all Fulmars carry a rear gunner, which is fact was a rarity. I've bolded in Red below where I think ChatGpt may be optimistic.
What are the best tactics for the Fairey Fulmar to beat the A6M Zero?
The Fairey Fulmar versus the A6M Zero, huh? That's a matchup from the history books! The Fulmar was a sturdy but not-so-agile British carrier-based fighter, and the Zero was a nimble and highly maneuverable Japanese aircraft. To beat the Zero in a Fulmar, you'd have to use your strengths and exploit the Zero's weaknesses.
- Altitude Advantage: The Fulmar wasn't the most agile, but it had decent speed and climb rate. Try to gain altitude before engaging the Zero. Boom-and-zoom tactics could work well, where you dive in, take your shots, and then zoom back up before the Zero can turn on you.
- Teamwork: If possible, engage Zeros in pairs or groups. The Fulmar's rear gunner could provide additional firepower and cover your six while you make attack runs.
- Hit and Run: The Zero excelled in dogfights, but it had a weakness in terms of durability. Hit the Zero with quick, accurate bursts of fire, and then use your speed to disengage before it can turn the tables.
- Avoid Turning Battles: The Zero's strength was in its agility and turning ability. Don't get into prolonged turning engagements; use your speed and try to keep the fight on your terms.
- Know Your Limits: The Fulmar wasn't as nimble, so trying to out-turn a Zero is generally a bad idea. Stay disciplined and stick to hit-and-run tactics.
Remember, tactics can vary depending on the specific conditions of the engagement, so adapt as needed. Good luck, ace!