G4M flight



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----- A flight of Mitsubishi G4M1 Model 11 Betty medium bombers -----

Notes:
Cruising speed: 170 kt at 3,000 m (196 mph at 9,845 ft)
Maximum speed: 231 kt at 4,200 m (266 mph at 13,780 ft)
Service ceiling: about 9,000 m (29,500 ft)
Wing loading: 121.6 kg/sq m (24.9 lb/sq ft)
Power loading: 3.1 kg/hp (6.8 lb/hp)
Armament: Three flexible 7.7 mm Type 92 machine guns
One flexible 20 mm Type 99 Model 1 cannon
One 800 kg torpedo or equivalent in bombs
Maximum range: 3,256 naut miles (3,749 st miles)

Seven-seat twin radial-engined retractable-undercarriage mid-wing monoplane (sharply-tapered planform) high-tail land-based bomber. No armour or fuel tank protection.

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

Actions and Action Points (ACP):
    Can act until -65 ACP left.
    Receives basic allotment of 65 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, 124 storage (124 at start of game), 6 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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