A6M2 flight



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----- A flight of Mitsubishi A6M2 Model 21 Zeke carrier fighters -----

Notes:
Cruising speed: 180 kt (207 mph)
Maximum speed: 288 kt at 4,550 m (331.5 mph at 14,930 ft)
Service ceiling: 10,000 m (32,810 ft)
Wing loading: 107.4 kg/sq m (22 lb/sq ft)
Power loading: 2.5 kg/hp (5.5 lb/hp)
Armament: Two fixed 7.7 mm Type 97 machine guns (500 rpg)
Two fixed 20 mm Type 99 Model 1 cannon (60 rpg)
Range: 1,010 naut miles (1,160 st miles) clean
1,675 naut miles (1,930 st miles) with drop tank

Single-seat single radial-engined retractable-undercarriage low-wing monoplane (rounded folding-wingtips) mid-tail carrier-borne fighter. No armour or fuel tank protection. Could also carry two 60 kg bombs or a 330 L (87 US gal) drop tank.

Side Attributes:
    Can belong to the following sides: Japan.

Actions and Action Points (ACP):
    Can act until -69 ACP left.
    Receives basic allotment of 69 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 10 ACP per move.
    Needs MP to enter terrain: 10 by default, 20 into mountains, ice, 0 into river.
    MP to enter unit: 200 into all unit types.
    Gets up to 200 free MP if needed to finish a move.

Hit Points (HP): 1.

Combat:
Can attack (ACP 5 vs all unit types).
Hit chances are 0% vs port, town, airfield, airstrip, seaplane-base, carrier, light carrier, battleship, heavy cruiser, light cruiser, destroyer, submarine, oiler, tender, transport, 80% vs OS2U, E13A, E7K, F1M, A6M2-N, SB2U flight, SBD flight, A-24 flight, TBD flight, TBF flight, D3A1 flight, D3A2 flight, B5N flight, D4Y, 40% vs F2A flight, F4F-3 flight, F4F-4 flight, A6M2 flight, A6M3 flight, P-38 flight, P-39 flight, P-40E flight, P-40F flight, B-17 flight, PB4Y, H6K4, H6K5, 60% vs PBY-5, PBY-5A, A-20 flight, B-25 flight, B-26 flight, Hudson flight, G4M flight.
Damage is 1 vs all unit types.
If attacked, ACP to defend is 5 vs all unit types.
Combat effectiveness as occupant is 0% in all unit types.
Chance to retreat from combat is 0% by default, 50% vs F2A flight, F4F-3 flight, F4F-4 flight, A6M2 flight, A6M3 flight, P-38 flight, P-39 flight, P-40E flight, P-40F flight.

Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.
Chance to see if adjacent is 100% by default, 0% for submarine.

Material Handling:
    fuel, 64 storage (64 at start of game), 6 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    bombs (none)
    torps (none)


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Requires >= 30 accessible, liquid cells to build naval units.
    Requests a total wartime garrison of 1 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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