(Planes max MPH/12) x (1760) = (yds/air movement phase) / 5000yds = sectors per phase
Air groups can easily be identified by placing a sticky flag on the base of the plane with the ships name and appropriate SA if any.
Air groups from another carrier or airbase can land on a different carrier at anytime, but there is a penalty. If an air group not assigned to a specific carrier lands on it one additional re-arm marker is placed on that air group for a total of two.
There is not penalty for planes from a carrier landing on an air base; any planes can land at an airbase with no additional penalty.
Shore Batteries (optional): Depending on the scenario some islands or airbases are giving shore batteries. In our scenarios these islands are usually an objective for the opponent to invade and capture. A shore battery is basically treated like an immobile ship with an assigned arc of fire if that applies to the terrain. The values we use for a shore battery are typically equal to a cruiser or less depending on the scenario.
Shore batteries may look something like this:
Gunnery: 8/7/6 Armor: 5 Hit Points: 4 AA: 6
Gunnery: 5/4/3 Armor: 3 Hit Points: 2 AA: 5
Player Aid(Power Point):