Are we winning the war?
First, are we winning the air war? Currently, we're behind them 6-1, and are killing two (and a bit) of their planes (at least that we know of) for every one of us lost. That looks much like ending with four hundred of them left and none of us.
However, we are producing a hundred of them per turn. We do not know what they're producing, but unless it's twice or more than ours, we will be ahead eventually.
So, we need more planes, sure, and better planes too. But currently, we are ahead in the air war.
Concentrating our fighters on getting air superiority around Crow's Island is a good way to force higher casualties for both of us. We have the advantage, however, that we are near our territory at least for emergency landings and rescuing pilots. And, eventually, once we diminish the artillery bombardment, station our planes there directly.
How about the naval war? Our current loss ratio is seven torpedo boats lost for fourty-one of theirs. That is awesome. However, none of our heavier units have engaged yet. There, we are behind about eleven to five units in the cruiser range. That we would need to balance with our lighter units, but there they have a higher superiority. I am assuming our Shark boats have engaged the enemy, but without losses.
Therefore, expanding our navy is necessary, too, but it currently looks to fight pretty well.
Commercial raiding is a big problem. We have five commercial raiders that we know of, 2000t, operating in our waters. Using bombers/torpedo bombers on standby will alleviate the problem, or alternatively using boats as escorts. That I'd advise against and rather design a dedicated anti-submarine (and anti-commercial raider) destroyer.
Can we stop their navy landing on Crow's Island? Only by destroying or threatening their navy during the landing operation. Navy, yes, or fighters. I would station several Ravens on Crow's Island to be better able to respond and fly patrols. We risk losing them to artillery, yes, but when we see the enemy fleet before they arrive in artillery range, we have better initiative.
Therefore: Use the subs to transport every single heavy naval gun in our stores to the island (as main priority - they each get four per trip and need about two days roundtime), then every other thing we have in stores. The Revolutionary rifles, too.
Can someone roll a d6 for me?
random.org