All right, analysis time.
(conclusions are marked like this.):
Army: Stays mostly the same as last round. We haven't got any new technology and
We have a good assortment of tanks, with our new heavy tank getting produced now, too. With 32 K-1 (and later 48) per year they will remain scarce, however.
Switching production from the BattleBus might help here. Our infantry is still armed with mosin nagants, and we have about ten infantry units per MG.
Switching them to the SVA-10 might help here, and I'd really like to see a smaller MG to be introduced for squad level. May be too modern, though. The assault rifle is an alternative, depending on the accuracy differences between them. Our mobility, however, is severely lacking due to the lack of transport. We have enough halftracks to transport about 4500 of our men. Also, we have less Crickets than artillery, which therefore won't be able to be transported quickly.
Producing more crickets would be advised, definitely to one per artillery basis and hopefully to transport about ten thousand men. That would require about 2000, and currently about seven years.Speaking of artillery: We currently have 80mm and 40mm towed artillery guns. Plus the 160mm self-propelled.
I think we should modernize them, and possibly add self-propelled artillery into the mix.Comparing ourselves to Morovia, "Their new Tank Destroyer is in the same class as our K-1". We will possibly have real enemy with that, and they may be able to overwhelm our limited numbers of K-1s.
Flanking them with sufficient Badgers and/or air strikes would help there, probably.Comparing ourselves to Capia, their tank shares common characteristics with the Morovian and therefore, the K-1 though slower.
Again, maneuver warfare and air support will be necessary. Additionally, they have about 2/3rds of our infantry, supported extensively by artillery.
Since they probably will be dug in at the border, I'd advise that we try to break through decisively to make redeployments necessary. Again, air support, too.Navy:
We are getting more and more efficient at anti-sub wars. However, compared to Capia we will have a huge disadvantage on surface combat.
Since that would take another three turns or so to improve, we need alternatives. Sneak attack, mines and/or wolverine torpedos?Compared to Morovia, we will probably have an advantage on the surface.
Air Force:
Now, here it gets interesting. The fast fighter is awesome (sorry for being that enthusiastic), however it is a single-role fighter.
We should produce it as fast as we can, with the Zephyr relegated as ground-attack plane. I am also thinking about designing a dedicated one for this turn.Compared to Morovia,
we will probably have an advantage in maneuverability and speed, while they (two-engined fighter) will have one in armor and armament, plus range. Producing the fast fighter prototype should get them off our shoulders. Compared to Capia,
even the Zephyrs should slice through the biplanes. We will need air superiority before we can send in the Wolverines, though.Any comments?
I had in mind something along the lines of a standard 2-ton truck or half-track that can be configured to carry not only troops but things like modular gas tanks for refilling our fuel for our armor(AKA a mobile gas station). Basically, something that can vastly improve our logistics.
Good idea. Would refitting the Cricket car work, too? That was actually the role I thought it to be used for besides transporting infantry.