TBD flight



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----- A flight of Douglas TBD-1 Devastator carrier torpedo bombers -----

Notes:
Cruising speed: 128 mph
Maximum speed: 206 mph at 8,000 ft
Service ceiling: 19,700 ft
Armament: One fixed 0.30" M2 machine gun
One flexible 0.30" M2 machine gun
One 1,000 lb torpedo or 1,000 lb bomb
Range: 435 st miles with torpedo
716 st miles with 1,000 lb bomb

Three-seat single radial-engined semi-retractable undercarriage folding low-wing monoplane high-tail carrier-borne torpedo bomber.

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

Actions and Action Points (ACP):
    Can act until -43 ACP left.
    Receives basic allotment of 43 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 0 by default, 5 vs port, town, airfield, airstrip, seaplane-base, carrier, light carrier, battleship, heavy cruiser, light cruiser, destroyer, submarine, oiler, tender, transport).
Hit chances are 10% by default, 20% vs carrier, light carrier, battleship, heavy cruiser, oiler, tender, transport, 0% vs port, town, airfield, airstrip, seaplane-base, 5% vs destroyer, submarine.
Damage is 2d4+3 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.

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, 14 storage (14 at start of game), 4 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    bombs (none)
    torps, 1 storage (1 at start of game), 1 (ammo) consumed per attack


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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