P-38 flight



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----- A flight of Lockheed P-38G Lightning fighters -----

Notes:
Cruising speed: 219 mph clean
211 mph with drop tanks
Maximum speed: 400 mph at 25,000 ft
Service ceiling: 39,000 ft
Wing loading: 48.2 lb/sq ft
Power loading: 6.0 lb/hp
Armament: One fixed 20 mm Hispano-Suiza Mk II cannon (150 rpg)
Four fixed 0.50" M2 machine guns (500 rpg)
Range: 850 st miles clean
1,750 st miles with drop tanks

Single-seat twin inline-engined retractable tricycle-undercarriage twin-boom mid-wing monoplane twin high-tail land-based fighter. Could carry up to 2,000 lb of bombs, or two 150 US gal drop tanks.

Side Attributes:
    Can belong to the following sides: .

Actions and Action Points (ACP):
    Can act until -70 ACP left.
    Receives basic allotment of 70 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, 58 storage (58 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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File produced by Xcscribe for Xconq version 7.5pre (July 2004).