3. Munition refinement (Small) IIII
10. Albatross (3 engine HA bomber) (large) III
11. Punisher class 3200t Cruiser (large) III
12.1: Specific improvements (Sparrow) IIIII
14: New fighter engine IIII
15. Hedgehogs III
16: RADAR Refinement IIII
A.1 All aircraft expansion IIII
C: Commence construction of Radio navigation towers IIII
E: Stimulate local electronical part production IIIII
F: Pilot training centre, IIII
G: 10,000t dock mega project III
H. Sonars for Hunters II
Beta: Reorganize teams IIIII
Gamma.1 Most voted new vehicles\ships(large projects) not counting modification proposals IIII
Delta.1: Most voted new vehicles\ships(large projects) not counting modification proposals IIII
Zeta.1: Test defenses before operation begins, use fighter cover if needed. III
Eta: Engine expert II
Mu: Electronics expert III
Tau: One more team II
Munition Refinement (Team Delta )
The munitions refinement is a success. Not only do your engineers manage to solve all problems with the ammunition, they even manage to improve it.
15 mm HE round
Round: 15x125
250 round Belts
15 mm Incendiary round
Round: 15x125
250 round Belts
15 mm Incendiary explosive round
Round: 15x125
250 round Belts
15 mm Tracer round
Round: 15x125
250 round Belts (1 tracer round per 20 bullets)
High velocity
More accurate
Less likely to jam
Resilient (This one doesn't explode, unless you want it too)
A team Guidance: Steering bullets ensuring that nobody gets hurt
Albatros (Team Beta)The albatross project is finished without consequences. A metal bomber with a partial wooden frame, and 3 powerful engines. It's a fast and light, which a high altitude outfit. While there were some flaws in the early design, these were filtered out by the senior engineers. 3 Design variations exist, 1 equipped with weaponry, and 1 equipped with the advanced Knickebein navigation system. (All aircraft are equipped with the return aid.)
General characteristics
Crew: 5-6 (pilot, co-pilot, flight engineer/gunner, radio operator, bombardier, top gunner)
Length: 16.2 m
Wingspan: 20.2 m
Height: 4.1 m
Empty weight: 7,700 kg
Loaded weight: 10,050 kg
Powerplant: 3 × 800 kw HA engine
Payload weight: 1250 kg internal bomb bay
Armament:
None (option for 2 turrets and 2 wing mounted weapons)
Performance
Maximum speed: 410 km/h at 3,790 m (Don't blame me. Rolls are rolls.)
Range: 2,600 km
Service ceiling: 8000 m (Absolute max is a fair bit higher, but then mechanical problems might occur)
Rate of climb: 5.3 m/s
Cost : 32
-(+14 guns and turrets)
-(+4 Radio navigation system)
Punisher Class CruiserThe Punisher class cruiser is generally improved version of the old Protector, build around it's 300 mm cannon. Transmission complexity inherent in the steam engine has been resolved, armor has been increased significantly, and weaponry has been switched out.
Punisher (Production time: 6 months)
Length: 90 m
Displacement: 3300 metric tons
Propulsion: 11.5 mw
Speed: 52 km/h
Armor: negligible around the ship. Citadel [14*14*14] armored in 4 cm thick steel. Decently armored Torpedo Belt.
Crew: 200
Armament:
1 300 mm Cannon
10 40 mm cannons
6 30 mm Autocannons
10 Double 10mm MG turrets
170 ton depth charges
Tonnage Allocations:
1000t steam propulsion (7.5 MW)
200t auxiliary diesel propulsion (4 MW)
750t cruiser parts
350t single 300mm turret
50t ten 40mm guns
500 tons: "all or nothing" armor
200 tons: Anti torpedo armor
26 tons: Light cheep MGs
24 six 30mm automatic guns
50 t Radar
40 t Sonar
40 ton Depth charge equipment
120t Depth charges
Sparrow (Gamma)
The Sparrow fighter is overhauled. New materials and alloys are used, additional weaponry is added and drop tanks are developed to increase range of the vehicle. The lighter materials added to the Sparrow Fighter III has been quite efficient in driving up the plane's performance, as well as the cost. The 2B variant is almost left unchanged, merely fixing the worst errors.
Sparrow Fighter IIB
Crew: 1
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 × 800 kw HA Petrol engine
Weaponry:
-2* 15 mm Machine gun
-Under fuselage hard point
Stall speed: 80 km/h
Maximum speed: 420 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, drop tank
Sparrow Fighter III
Crew: 1
Length: 12m
Wingspan: 14 m
Height: 4 m
Empty weight: 2000 kg
Max Take-off weight: 2700 kg
Armor: Light metal plating (Low caliber machine gun resistant)
Powerplant: 1 × 800 kw HA Petrol engine
Weaponry:
-4* 15 mm Machine gun (2 engine, 2 wings)
-Under fuselage hard point
Stall speed: 70 km/h
Maximum speed: 440 km/h
Service ceiling: 7,500 m
Rate of climb: 5.6 m/s
Cost: 13 (+ 12 Machine gun cost)
Traits: Resilient, integrated radio, closed cockpit, Maneuverable, drop tank
New Fighter engineThe new engine suffers several crucial design flaws, and doesn't make the deadline. In fact, it doesn't make anything at all. Aside from a lot of smoke and noise, that is.
HedgehogsThe Hedgehog anti submarine system is designed and tested. It's very efficient, launching a grid of mortars that can be set to either detonate on a timer or on contact. The earlier option is more likely to kill, but the later option is better for the sonar installation.
Radar installationThe newest version of the radar provides a far better resolution, though it's still far from what it should be.
Radar (Beta edition)
Range: 40km
Resolution: Mediocre (not good enough to identify or correctly estimate crafts, but at least it catches them before they get to close)
Displacement: 50 tons
Cost: 80 (Uses special parts)
A few Radio navigation are installed all over the country, providing a variety of broadcasting points and limited redundancy. Increasing local production of electronical parts is also successful, but the shortage is still severe. A pilot training center is constructed to train pilots, both for dogfighting as working with the bureau's newest toys.
Most industrial production is dedicated to the 10000 dockyard project, which is constructed rapidly. The rest is used to improve the aircraft production, none is left to upgrade the hunters.
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] *
The year starts out good for us. Our raids go well, and all in all few enemy resistance is met. The first bomber runs are succesfull as well. No enemy resistance is met, and no signs of alarm are spotted. During the high altitude day raids our planes are spotted, but so far, they can't reach our planes maximum altitude. A few runs had been set out to determine the possible target locations, but the plan was temporaly interrupted when we lost our primary transmitting array at crow's Isle.
The Second Battle for Crow's IsleDecember 26 2:56 AM. It's been a rough Christmas for the Moldavian Special forces. They had a modest celebration, far away from their friends and family. In the black of the night, they waited, for a signal none of them wanted to hear. They had all volunteered for this mission, but it was clear to them that their chances of return where modest, to say the least. Finally, the signal came. The fleet was moving into position, and it was time for departure. Ahead of them, the fighters twin engines roared, and slowly the wooden constructions took to the sky. The lights of the cities passed by underneath them, and soon, nothing remained but the black of the seas.
When the Briefing had come, it all seemed so sure, so certain. But now, when confronted with the big black void, they realized the risk if only one of the calculations went wrong, they could end up drowning, miles away from their target. Slowly, they passed by the first ship. A cordon of these had been laid out between the island and the coast, to serve as a guideline for the planes. The last part had been let out, lest it alarm the enemy forces.
After they'd passed the last ship, still a good distance from the small island in the sea, the fighter decoupled, leaving the glider on it's own wings. Slowly the plane set course for the small light in the distance. Silently, the passed over the ocean. They knew, that somewhere in the distance, the fleet was hiding, waiting for the signal to attack. The lights at the horizon grew larger, till the island appeared under them. The cliffs were still speckled with marks from the previous, disastrous assault. On top of them, the first gliders had already dropped to the ground, and alarms were sounding. Sporadic antiaircraft fire erupted now from the fortresses, but it was too little, and too late.
A glider got hit in the wing, and it crashed down, another caught fire, forcing a premature, and probably deadly landing. Our glider managed to make it through intact, and we continued to our target. A massive bunker for the enemies artillery cannons. We arrived there before their forces did, a small charge pierced the outer layer, and destroyed the cannon. At the same time, other similar explosions occurred all over the island. Another series of explosions, and the fortresses guns fell silent, having become a tomb for it's garrison. A massive explosion resonated over the island as the islands small airport went up in flames, it's fuel supply ignited by another of our teams.
The enemy was moving out in force now. Tankettes rolled up the hills, and bullets filled the air. We were pushed back into a brutal slaughter. Only 5 of us survived the assault, we stood waiting there, ready to sacrifice ourselves if it mean taking down but one of them, when suddenly an ominous droning filled the air, as our aircraft passed by overhead. The enemy advances was all but stopped, and we regained hope. Still, the enemies machines marched onwards, and we retreated further, down, almost into the enemy bunker. A mistake, obviously. A mistake painfully made clear by 500 kg explosive shell, killing my friends, and knocking me out.
Most of crow's island has been conquered. Our fortresses have not yet surrendered, but have been effectively disarmed. 1500 soldiers + local militia (+- 2000) remain inside. The harbor has been heavily damaged; as has most infrastructure on the islands. Losses on both sides were severe.Our losses-Northen Supply Line: 0%
-Eastern Supply Line : 35%
-Western Supply Line: 20%
4500 Soldiers and equipment
10 160 mm cannons
40 80 mm cannons
100 40 mm cannons
100 Mule tankettes
4 Protectors
3 Hunters
11 Revolutionary Torpedo boat destroyers
5 Herrings
16 Cods
50 Ravens
100 Sparrows
50 Osprey's
Crow's isle 90% lost
Their losses6000 soldiers
200 Tankettes
57 Light tanks
67 Cargo ships
3 6000 ton Cruisers
3 8000 ton aircraft carrier
1 Old 4000 ton Cruiser
6 Commerce raiders
27 Destroyer support ships
69 Torpedo boat destroyers
180 2 engine fighters
120 Torpedo bombers
Will be completed as you get more information
Soldiers: 30 000 - 40 000
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
1 8000 ton aircraft carrier [Cargoship refit] (Aircraft capacity extremely limited. No recovery)
3 Modern 5000 ton Cruisers
1 Older 4000 ton Cruisers [Glory refit?]
8 2000 ton Commerce raiders
30 Destroyer Support ships 1000 ton
280 Torpedo Boat Destroyers 400 ton [Revolutionary Class refit ?]
Unknown submarine
Air forces:
- 554 Biwing fighter plane
->100? Naval Scout plane
- 109 Torpedo bomber Seaplane
- 203 2-engined fighters
- >200 10 person gliders
Production facilities:
Land force:
Unknown
Naval Force:
8000 ton Improvised drydock: Mysterious construction
5000 ton Drydock: 2 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:
100 Torpedo bomber seaplanes/ year
250 2-engined fighter plane
-Design team Alpha [Large projects ONLY]
- 1 master, 3 veterans 3 regular, 3 novices, Naval specialist, manufacturing specialist,
-Design team Beta [Large Projects ONLY]
-1 master, 3 veterans, 4 regulars, 2 novices, Avia specialists*2
Design teams Gamma [Medium and small]
-1 master, 2 veterans, 2 regulars,
-Design team Delta [Medium and Small Projects]
-2 veterans, 2 regulars, 1 novice, gunnery specialist
-Design team Zeta [Medium and Small Projects]
-1 veteran, 2 regulars, 2 novices,
-Design team Eta [Medium and small projects]
- 1 veteran, 2 regulars, 2 novices
-Design team Theta [Medium and small projects]
- 5 novices
-Unassigned: Engine expert, Electronic expert (Don't worry, these were used in this turn)
-100 Workmen
An aging single floor brick building
A small academy [1 expert/ year]
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))
-1 800 ton dockyard (96 piranah)
-1 2300 ton dockyard [8 cod/year, 6 Herrings/year ]
-1 4400 ton drydock (Half production speed, allows refits) [6 Hunters /year]
-1 2900 ton Capital ship Dock [Double production speed. Can only work at 1 ship at a time. Min 2000 ton] [4 Protectors per year]
-1 10 000 ton Improvised Capital ship dockyard [Can only work at 1 ship at a time. Minimum 5000 ton]
A small factory [Up to 400 Production Points]
A test range (Former ammunition store. Or what's left of it)
Equipment Recovery Center
Pilot training 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 [3000 production points]
- 1 15 mm machine gun [3] 1000/year (160 to protector, 120 to hunter, 50 to Mule, 152 to Piranah , 520 to Sparrow )
Large Artillery Factory Complex [2400 production points]
- 35% Heavy Naval cannon [25] 33/year (12 to protector construction)
- 30% 80 mm cannon [10] 72/year (20 to Hunter Production)
- 35% 40 mm cannon [5] 186/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 [2800 Production points]
-1 Sparrow frame [10] 280/year
Torpedo Bomber Complex [2400 Production Points]
-1 Osprey 120/year
-Frame [14]
-Machine guns [6]
Small Bomber factory [400]
-Albatros prodcution [32] 11/year (Includes radio nav)
34,000 / 40,000 Infanty:
Standard issue equipment:
Armor: woolen winter long coat + open steel helmet.
Primary Weapon: Mosin Nagant (50% Revolutionary Rifle)
Secondary weapon: bayonet, Valizye Pistol [Sometimes Grenades]
Vehicles
700 trucks
70 Mule Tankettes
Artillery:
346 40 mm cannons
132 80 mm cannons
81 160 mm Heavy Naval cannons
Naval forces:
1 Glory Class Cruisers
13 Protector Class Light Cruisers
10 Hunters
25 Revolutionary Torpedo Destroyers
30 Shark Torpedo Boats (With Machine guns)
96 Sharks (Without Machine Guns)
58 Piranahs (without machine guns)
180 Piranah Torpedo Boats
6 Herring Submarines
18 Cod submarines
Air forces:
50 recon balloons
185 Raven class fighters
425 Sparrow's
201 Osprey's
11 Albatros (Including Radio navigation)
Our weapon reserves:
-1500 Mosin Nagants
-8000 SMG's
-20000 Revolutionary Rifles
-8000 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))
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