D3A2 flight



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----- A flight of Aichi D3A2 Val carrier dive bombers -----

Notes:
Cruising speed: 160 kt at 3,000 m (184 mph at 9,845 ft)
Maximum speed: 232 kt at 6,200 m (267 mph at 20,340 ft)
Service ceiling: 10,500 m (34,450 ft)
Wing loading: 108.9 kg/sq m (22.3 lb/sq ft)
Power loading: 2.92 kg/hp (6.4 lb/hp)
Armament: Two fixed 7.7 mm Type 97 machine guns
One flexible 7.7 mm Type 92 machine gun
One 250 kg bomb
Two 60 kg bombs
Range: 730 naut miles (840 st miles)

Two-seat single radial-engined fixed-undercarriage low-wing monoplane (oval planform) mid-tail carrier-borne dive-bomber.

Side Attributes:
    Can belong to the following sides: .

Actions and Action Points (ACP):
    Can act until -61 ACP left.
    Receives basic allotment of 61 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, 100% vs port, town, airfield, airstrip, seaplane-base, 80% vs carrier, light carrier, battleship, oiler, tender, transport, 40% vs heavy cruiser, light cruiser, 20% vs destroyer, submarine.
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, 28 storage (28 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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