B-26 flight



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----- A flight of Martin B-26A Marauder medium bombers -----

Notes:
Cruising speed: 265 mph with 3,000 lb bombload
243 mph without bombs or torpedo
Maximum speed: 313 mph at 15,000 ft
Service ceiling: 23,500 ft
Wing loading: 47.1 lb/sq ft
Power loading: 7.7 lb/hp
Armament: Two flexible 0.30" M2 machine guns
Three flexible 0.50" M2 machine guns
Up to 5,800 lb in bombs and torpedo
Range: 1,000 st miles with 3,000 lb bombload
2,600 st miles maximum

Seven-seat glass-nosed twin underwing-mounted radial-engined retractable tricycle-undercarriage high-wing monoplane (circular fuselage cross-section) high-tail land-based medium bomber. Armour and self-sealing fuel tanks. Needs much longer airstrips than other aircraft its size.

Side Attributes:
    Can belong to the following sides: .

Actions and Action Points (ACP):
    Can act until -88 ACP left.
    Receives basic allotment of 88 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, 34 storage (34 at start of game), 8 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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