Airfields and aircraft

1. 25% less aircraft will be launched from an airfield if the number of aircraft > 50 x airfield size 
    (50% less if > 100 x airfield size)

A/C Operations Allowed (Example Size 2)
50 50 
75 75 
100 100 
125 93 
150 112 
175 131 
200 150 

 2. If airfield size < 4 then penalties for Level bombers are less bombs, more operational losses,                                                                            
     reduced range – can’t fly at extended range. For other strike aircraft diminished extended
     bomb load.  (At extended range TBD’s use Iron bombs)
 3. Airfield damage impacts repair ability, The number of planes that may be ready and pilot
      morale.
 4. 1 Aviation support point is required per aircraft for max efficiency (Never > 250)
 5.  Level bombers need 2 x  stated base supply  for max efficiency.
 6,  Planes on offensive mission expend 1 supply point per plane, Level bombers expend = 
      (maximum load / 1000 per mission)
 7.  Airfields of size 1 are too small to support various attack types or receive airlifted troops or
      supplies (Only items in a ground unit with a load cost < 7 may be transported by air)
 8.  Air units must pass a morale test to fly various missions if morale is < 50.
      Level bombers must pass an experience, leadership and morale test or the number
      of planes flying the mission will be reduced by 25% per check failed.  Naval search, ASW
      and CAP missions must pass 2 morale tests or be reduced by 25% per test failed.
 9 . Higher altitudes soften flak but reduce bomber accuracy.
10. Level bombers flying outside the HQ command radius have the number of bombers
      flying the mission reduced by 25% all other strike missions have a 10% reduction. 
11. Dive and fighter bombers always dive to 1000 feet to release – first taking flak at assigned
      altitude then at 1000 feet. TBD’s drop to 500 feet. 
12. Escorts automatically fly a few thousand feet above the bombers they are escorting. Fighters
      may escort bombers from the same base or another base if closer to the target then bombers.
13. Planes set to 100 feet will bomb and strafe. 
14. Planes on a sweep mission will take flak at assigned altitude then again at 100 feet.
15. Recon is more effective at lower altitudes. 
16. Planes flying navel attack at 100 feet will skip bomb – exp should be at least 60 – min 50.
17. Air units will always initiate strikes against valid TF’s especially within 210 miles - 7 hexes. 
18. Operational losses vary according to size and damage to airbase or carrier, fatigue, distance
      to target, experience,  
19. P39 and P400 are less effective > 10,000 feet. 

Ports

1. Port size 9 unloads 18 x faster then 0 or beach hex.
2.  Weapon systems can only be repaired at a port of size > 4.
3.  Dock at friendly port or beach to avoid system damage
4.  Ships can exist independently of TF’s in ports of size > 2 
     (Max repair but increased vulnerability to attack – although ports of this size are immune to 
      sub attack)
5. Port damage slows the repairing of ships and loading/unloading.

Carriers

1. Planes may not fly if combined system and floatation damage > 50% although they may
    transfer if docked at a base with an airfield > size 0.
2. If no. of aircraft > 110% of ships capacity only transfer missions can be flown. A ship can
    never hold > 200% capacity.

Ships

1. If a ship moves the entire turn at or below cruising speed it will use up endurance = 
    30 x hexes moved (unless docked)  > cruise speed 180 extra per hex.
2. Ships also spend 1 endurance per aircraft launched on strike mission and 3 launched for CAP.
3. Surface combat has a cost of 200 endurance. 1 per attacking plane if strafed.
4. For every day spent at sea where there is less then 15 day or night exp this value is increased
     +1. After this there is a 1 in 5 chance to increase up to the min val (25 for civilian, 35 for non
    combat, 45 for semi-combat, 55 for DD and above)