1.1(c): Air-to-ground rocket; priority on AP warhead IIII
2: Cheap 10mm machine-gun IIIII
3.1: 30 mm auto-cannon IIII
4.1 Sturdy, narrow Sparrow fighter without anti-infantry MG IIIIII
5. 300mm coastal gun IIII
B. Naval production plan IIII
C. Start producing Mule Tankette III
D. Expand machine-gun factory III
D.1 And stop producing LMG in favor for 15mm IIII
E. Change artillery production to 35% 160mm, 30% 80mm, 35% 40mm guns III
F. Naval armaments factory. II
G. New factory for Sparrows when designed IIIII
H. Redirect Seagull production to Osprey. IIII
I. Scrap processing center III
Alpha. Assign manufacturing specialist to delta IIII
Beta. Train navy specialist IIII
Delta. New naval strategy. IIII
Air to ground RocketThe Mk1. Air to ground rocket is a simple rocket propelled explosive device, that can be fired from a variety of airborne platforms. It's a simple solid fuel rocket, with not guidance systems , but a simple gyroscopic effect to keep it flying straight. The rocket itself is not very powerful, and will not perform optimally if launched at airspeeds below 90 km/h. It has been fitted with an Armor piercing warhead, which means that the effects of an indirect attack are limited.
Unnamed air to ground rocketWeight: 50 kg
Payload: 20 kg (+ Unused fuel)
Range: 1 km
Mounts: Weight negligible. A group of 10 can be attached to a torpedo launching system. (They will all be launched at once )
Cheap 10 mm machine GunThe 10 mm machine gun newest iteration is significantly cheaper, and slightly more accurate. However, this was achieved through of slightly larger and bulkier parts, and a larger barrel length. This makes the gun harder to move, and has also lowered the firing speed. Additionally, the cheaper parts are more prone to breakdown and wear, resulting in an increased amount of failures.
Gas operated Light Machine gun [Budget edition]
Caliber: 8x54mm (250 rounds belt)
Total length: 1700mm
Barrel length: 900 mm
Rate of fire: 250 Rounds per minute ( Air cooling limits effective firing speed)
Weight: 15 kg
Firing crew: 2
Trait: Accurate
Flaw: Fragile
Cost: 1.5
30 mm AutocannonA new 30 mm auto cannon is designed. There were however some troubles during the design procedures, and a such the design has some flaws. The firing rate had to be reduced in order to increase muzzle velocity, which is fairly impressive for a new gun. However, excessive and rapid wear of the gun can quickly reduce this speed to a much lower level. Like the 40 mm gun, the auto cannon uses 30 round boxes.
Unfortunately, the gun is not very well balanced, leading to a fairly large spread when firing. These forces also result in the fact that the design needs frequent maintenance, let's it should fail.
Weight: 390 kg
(Displacement: 4 ton)
Length: 2.60 m
Shell: 30 × 140
Calibre: 30-millimetre
Rate of fire: 80 rpm
Muzzle velocity :new gun: 700 m/s
worn gun: 650 m/s
Effective range: 3,960 m A/A ceiling
Maximum range: 5,300 m at 650 m/s
Flaws: Rapid wear, Requires Maintenance, Unbalanced
Cost: 4
Sparrow fighterThe Sparrow fighter is a fighter variant of the Osprey bomber. It's slightly smaller and significantly lighter, but it's a bit faster and more maneuverable. Additionally, it's almost as though as the Osprey. Cost has been reduced compared to the previous design, primarily because of the lessened need for internal bracing. The Sparrow comes equipped with a hardpoint, which can be used to attach a variety of systems in the future.
Crew: 2
Length: 12m
Wingspan: 14 m
Height: 4 m
Empty weight: 2500 kg
Max Take-off weight: 3200 kg
Armor: Light metal plating (Low caliber machine gun resistant)
Powerplant: 1 × 900 kw Petrol engine
Weaponry:
-2* 15 mm Machine gun
-Under fuselage hard point
Stall speed: 80 km/h
Maximum speed: 370 km/h
Service ceiling: 7,000 m
Rate of climb: 5 m/s
Cost: 10 (+ 6 Machine gun cost)
Traits: Resilient, integrated radio, closed cockpit, Maneuverable
300 mm Coastal gunThe 300 mm coastal gun is our countries newest and largest artillery asset. It's capable of lobbing a 400 kilogram shell almost 15 kilometers away. It's fairly heavy, and represents a serious investement. Additionally, it's too large to be moved by our current generation of submarines. It's capable of firing approximately 1 round per minute, and needs almost 30 man to crew it.
300 mm Coastal gunWeight: 50 tons
RoF: 1 round / minute
Range: 15-20 km
Displacement: 250 ton including turret and ammunition
Cost: 40
The Naval production plan is enacted, and a major reorganization of production is executed. Dockyards are refitted, factories changed and artillery production rebalanced. The Machine gun factory is upgraded, but it still can't cope with the heavily increasing demand, as our new fighters go into production. The artillery complex is expanded slightly, in order to cope with potentially increasing demand from the Naval sector, as well as to secure our borders better.
The remaining production capacity is used to increase our dockyards further. Our supply situation continues to worsen however. With the enemy cruisers back onto the field, the commerce raiding has further intensified. Supply shortages are starting to affect the efficiency of our ships and airforce. Economic activity is unhindered however, thanks to our own coal production, and the successful introduction of oil substituents.
Workforce: Unhindered ****
Food: No supply problems ***
Coal: No supply problems [Exporting] *****
Iron: No supply problems [Exporting] *****
Steel: No supply Problems [Exporting] ***
Rubber: No supply problems [Importing] **
Advanced parts: No supply problems **
Advanced electronical parts: Significant shortage ***
Ethanol /Methanol: No supply problems **
Special fuels: No supply problems * [Note: most rocket fuels belong here]
Explosives: No supply problems **
Diesel: Rationed [Importing] *
Gasoline: Rationed [Importing] *
3 of the recently constructed Hunter's have been dedicated to active harassment of the enemies commerce lines, and other targets of opportunity. Their actions were successful at first, as enemy airstrikes were largely ineffective, and their cruiser's couldn't keep up. The Hunter's have also come under fire from a previously unknown submarine, to which a single Hunter was lost under unknown conditions. Another hunter was incapacitated when a lucky airstrike damaged the transmission, and was sunk by the crew to prevent capture.
The Herrings were equally effective, if not more, in taking on enemy shipping. Their actions have significantly disturbed enemy supply lines. However, enemy torpedo bombers and Cruiser sonar detection mean the Herring is not the safest position. Only a single Herring has returned from all it's missions, and it required significant repairs. Nevertheless their actions have given us some breather space. Combined with increased coastal patrols our supply situation should soon improve.
The government has removed the Seagulls and scout planes from active fighting, and relegated them to training duties. The Osprey more than makes up for it, managing to sink 3 enemy cruisers. The sudden introduction of a new enemy fighter has made things more problematic however, and significantly increased losses. Their 2 engine model is fast and remarkably strong, and also carries a decent compliment of weaponry. Raven's are only capable of taking it on in groups and with heavy losses. Additionally, both Osprey's and Sparrow's are having slight trouble defeating the thing on even odds, though no problems taking it down with sufficient back-up.
[Government isn't going to give you more plans or more engineers when you're not fully using them]
Losses42 civilian ships
2 Hunters
5 Herrings
30 sharks
30 Piranahs
110 Ravens
33 Osprey's
36 Sparrow's
Moldavian Losses56 Civilian ships
1 5000 ton cruiser
2 4000 ton cruisers
3 Commerce raiders
2 Destroyer supports
7 Torpedo boat destroyers
Unknown Submarines
11 Torpedo bombers.
26 2 engine fighters
122 dual wing fighters
??
Will be completed as you get more information
Soldiers: 35 000 - 45 000
Primary armament: Mosin Nagant [Reports have come in that they have introduced a new SMG]
Secondary weapon: Bayonet (Reports of pistols have come in)
Special Equipment: None known (Spies report of machine guns)
Land forces:
- Small tankette.
- Light Tank (Rumours of this vehicle having recently been developed are running around)
Naval forces
5 Modern 5000 ton Cruisers
2 Older 4000 ton Cruisers [Glory refit?]
8 2000 ton Commerce raiders
38 Destroyer Support ships 1000 ton
305 Torpedo Boat Destroyers 400 ton [Revolutionary Class refit ?]
Unknown submarine
Air forces:
- 524 Biwing fighter plane
- >100? Naval Scout plane
- 89 Torpedo bomber Seaplane
- 24 2-engined fighters
Production facilities:
Land force:
Unknown
Naval Force:
5000 ton Drydock: 1 Cruiser / year
2000 ton dockyard: 4 Commerce raiders/ year
2*1000 ton dockyard: 12 Support ship's year
4*500 ton dockyard: 32 Destroyer* year
Airforce:
200 Biwing/year
50 Torpedo bomber seaplanes/ year
50 2-engined fighter plane
-Design team Alpha [Large projects]
-3 Master Engineers, 4 veteran engineer, 3 engineers, Naval specialist
-Design team Beta [Large Projects]
- 1 Veteran engineer, 6 Engineer ,3 Novice engineers,
-Design teams Gamma [Large Projects]
-1 veteran engineer, 4 engineers, 5 novice engineers, 2 Aero engineer experts
-Design team Delta [Medium and Small Projects]
-5 veteran engineer, Gun engineer Expert, Manufacturing Specialist
-Design team Eta [Medium and small projects]
- 2 engineers, 3 Novice engineers
-100 Workmen
An aging single floor brick building
A small academy
A small, flat field that could serve as an airstrip.
A wharf ((Not all these dockyards are on site, but I'd like to keep these togehter))
-1 400 ton dockyard (48 piranah)
-1 1900 ton dockyard [4 cod/year, 6 Herrings/year ]
-1 4000 ton drydock (Half production speed, allows refits) [6 Hunters /year]
-1 2500 ton Capital ship Dock [Double production speed. Can only work at 1 ship at a time. Min 2000 ton] [4 Protectors per year]
A small factory [Up to 400 Production Points]
A test range (Former ammunition store. Or what's left of it)
Equipment Recovery Center
Some more destroyed buildings
Arms Complex factory [1200 production points]
-50% Revolutionary rifles [0.2] 3000 / year
-17 Valiyze pistols [0.025] 8160/ year
-33% SMG's [0.2] 2000/year
Machine Gun Complex [1800 production points]
- 1 15 mm machine gun [3] 600/year (160 to protector, 120 to hunter, 50 to Mule, 130 to Piranah , 240 to Sparrow )
Large Artillery Factory Complex [1800 production points]
- 35% Heavy Naval cannon [25] 25/year (12 to protector construction)
- 30% 80 mm cannon [10] 54/year (20 to Hunter Production)
- 35% 40 mm cannon [5] 126/year (40 to protector construction,40 to hunter construction, 6 to herring construction)
Truck Factory [600 production points]
-0.5 Truck [4] 75/year
-0.5 Mule tankette frame [5] 60/year
Fighter Factory complex [3600 Production points]
-0.33 Raven frames [6] 200/ year
-0.33 15 mm machine gun [6] 400/year (Used in Raven)
-0.33 Sparrow frame [10] 120/year
Torpedo Bomber Complex [1200 Production Points]
-1 Osprey 60/year
-Frame [14]
-Machine guns [6]
38,500 / 40,000 Infanty:
Standard issue equipment:
Armor: woolen winter long coat + open steel helmet.
Primary Weapon: Mosin Nagant (25% Revolutionary Rifle)
Secondary weapon: bayonet, Valizye Pistol
Vehicles
550 trucks
50 Mule Tankettes
Artillery:
246 40 mm cannons
68 80 mm cannons
39 160 mm Heavy Naval cannons
Naval forces:
1 Glory Class Cruisers
9 Protector Class Light Cruisers
4 Hunters
36 Revolutionary Torpedo Destroyers
30 Shark Torpedo Boats (With Machine guns)
96 Sharks (Without Machine Guns)
82 Piranah Torpedo Boats
1 Herring Submarines
17 Cod submarines
Air forces:
50 recon balloons
305 Raven class fighters
87 Sparrow's
86 Osprey's
Our weapon reserves:
-1500 Mosin Nagants
-4000 SMG's
-14000 Revolutionary Rifles
-40320 Valizye Pistols
-40 15 mm Machine guns
-680 Light machine guns
((If you want to vote for your own design, you have to mention it explicitly
Rule Change: Training teams has been replaced by training experts. Same effects, but teams are now available at all times.
Some people wrote stories. Go read them. Link near the OP))