P-40E flight



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----- A flight of Curtiss P-40E fighters -----

Notes:
Cruising speed: 308 mph
Maximum speed: 362 mph at 15,000 ft
Service ceiling: 29,000 ft
Wing loading: 35.1 lb/sq ft
Power loading: 7.2 lb/hp
Armament: Six fixed 0.50" M2 machine guns
Range: 650 st miles clean
850 st miles with 52 US gal drop tank
1,400 st miles with 170 US gal drop tank

Single-seat single inline-engined retractable-undercarriage low-wing monoplane high-tail land-based fighter. Pilot armour and self-sealing fuel tanks. Could also carry one 500 lb bomb or a drop tank.

Side Attributes:
    Can belong to the following sides: .

Actions and Action Points (ACP):
    Can act until -103 ACP left.
    Receives basic allotment of 103 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, 28 storage (28 at start of game), 9 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).