Hudson flight



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----- A flight of Lockheed Hudson Mk IIIA medium bombers -----

Notes:
Cruising speed: 205 mph
Maximum speed: 253 mph at 15,000 ft
Service ceiling: 26,500 ft
Wing loading: 37.2 lb/sq ft
Power loading: 8.5 lb/hp
Armament: Two fixed 0.303" Browning machine guns
Two flexible 0.303" Browning machine guns
Range: 1,550 st miles with 1,400 lb bombload
2,800 st miles maximum

Five-seat twin radial-engined retractable-undercarriage mid-wing monoplane (sharply-tapered planform) twin high-tail land-based medium bomber.

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

Actions and Action Points (ACP):
    Can act until -68 ACP left.
    Receives basic allotment of 68 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, light cruiser, oiler, tender, transport, 100% vs port, town, airfield, airstrip, seaplane-base.
Damage is 1d3 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, 52 storage (52 at start of game), 6 basic consumption, times 0% if occupant, needs 1 to move, 1 consumed per move
    bombs, 2 storage (2 at start of game), 2 (ammo) consumed per attack
    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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