In fact, Arstotzka and Moskurg have been at war to conquer the entire continent as long as anyone can remember, and as far back as any history book is written. The reasons for this are much debated, but the debates universally end in fisticuffs.
I see it holds true to this day.
1922 Battle ReportArstotzka's army now contains the following:
AS Weapons:
-Nosin-Magant: Officer weapon. A Russian Mosin-Nagant rifle, brand new ones roll off the assembly lines, and then a highly skilled team changes the letters with chisels. A bolt-action rifle with a five-round clip which fires 7.62mm rounds. Good accuracy, but with iron sights which have a post adjustable up to one kilometer, designed for long-range but inaccurate barrages. Good stopping power against infantry. Detachable bayonet.
-AS-1891: [Obsolete] General infantry weapon. The first weapon manufactured in Arstotzka. This is a muzzle-loading rifle: it is loaded by disassembling a 7.62mm round for the mosin, pouring the gunpowder down the barrel, dropping the bullet down the barrel, and placing the primer. Stopping power and accuracy are poor. Unfortunately, most infantry are forced to use these.
-AS-1909: General infantry sidearm. An Arstotzka-made semi-automatic pistol, firing 9mm. It has a 10-round magazine and can fire quickly with moderate accuracy, at short range. Moderate stopping power. Unfortunately, if fired quickly, it jams about once a magazine (Shoddy, -1 Expense).
-AS-1910 Machine Gun: [Updated Below] Arstotzka's first belt-fed machinegun, firing the same 7.62mm rifle rounds already produced for the Nosin-Magant. The belt-feed mechanism is robust, making it heavy but very reliable. Each round has good stopping power. The machinegun is operated with two handles due to its recoil, making it incapable of aim as precise as a rifle, but when the barrel is cool, bullets generally fly straight. It is air-cooled, and the barrel tends to overheat somewhat quickly. Your engineers have compensated for this by giving each crew two detachable barrels- when one overheats, it can be removed and thrown in the snow. It is heavy- it must be in place on a tripod or other mount to fire, and requires three men to move. It also requires three men to operate continuously. Costs 2 ore.
AS-1910 Mag: This updated AS-1910 replaces a belt feed with a large 50-round detachable drum magazine, which fits to the side of the gun where the belt feed was. While not capable of continuous fire like belts, this requires less crew to manage. The two handles used to control the weapon are replaced with a pistol grip and overhead handle, which is a marginal improvement in control. Costs 2 ore.
-Nosin Single: [Obsolete] A bolt-action 7.62mm rifle with no clip, based on the Russian Mosin-Nagant. It has comparable performance to the Nosin-Magant, except that a new round must be inserted to the chamber every time the weapon is fired. This is simple enough that it can be distributed to all of your troops.
-AS-1911 8cm Mortar: This is a light mortar, consisting of a simple tube mounted on a tripod, and mortar shells which are dropped into the tube and fire off when they hit the bottom. The shells themselves are the more important part of the weapon. They are sort of like rocket-propelled grenades, consisting of a metal shell around some explosive, and a primer and propellant at the back.No longer suffers from horrible jamming.
-AS-1912 Artillery A: A field gun firing 80mm shells, loaded through a sliding bolt. The action is not dissimilar to a bolt action rifle, where the old casing is ejected when the bolt is opened. It is large enough (and its ammunition large enough) to be Expensive, and is drawn by horse on two big wheels. It can fire about 12 times a minute, and has a hydro-pneumatic suspension system: it doesn't go off target between shots, and the barrel moves into the frame every time it is fired. Aims between 0 and 90 degrees vertical. It has several kilometers of range. Costs 3 ore.
-Sawed-off Shotgun: General infantry sidearm. Most officers use this instead of the unreliable pistol. Fires twice before breech loading, very effective at short range, ineffective otherwise. Poor armor penetration. Uses 12 gauge shells. Expensive due to requiring imperial equipment.
-AS-F14: [Obsolete] A 7.62mm, semi-automatic rifle. It is an open bolt blowback action, and holds seven rounds in its internal magazine (resembling that of the Nosin)- with more than that, clip loading became unwieldy. Unlike the Nosin, the bolt has a small, non-rotating handle on the side of the gun. It has adjustable iron sights. The weight of the moving action makes the gun difficult to control compared to the Nosin, and it has shown some problems with the mechanism becoming dirty in field testing.
-AS-F14A: A 7.62mm, semi-automatic rifle. It is an open bolt blowback action, and uses a 12-round box magazine which protrudes below the gun. Unlike the Nosin, the bolt has a small, non-rotating handle on the side of the gun. It has adjustable iron sights. The weight of the moving action makes the gun difficult to control compared to the Nosin, but this is mitigated by using a full size and weight barrel compared to the original carbine version. The blowback action is now more reliable, though still open bolt. Also available as a carbine.
-AS-MC16: This is a sub-machine gun, firing the 9mm pistol round. It uses a new, closed-bolt blowback system perfected from the AS-F14. This system is reliable and keeps dirt out of the gun. The bolt system takes up about fifteen centimeters, all of which is past the trigger, then a magazine, a 30 round drum, inserts into the receiver from the left. The barrel after the receiver is short, about twenty centimeters, and has a slotted metal hand guard. The stock is wooden and stops at the receiver, where brass is ejected from the bottom of the gun. The short barrel gives poor accuracy, especially when hot, and the 9mm bullets have much less range than a rifle or machine gun. The system fires about 400 rounds per minute. Its complexity makes it Expensive.
-AS-AC18: An advanced primer ignition autocannon, which ignites cartridge primers before the round is fully chambered. It fires the new, large, 20x100mm round, fed from a top-mounted 25 round C-shaped magazine with a powerful spring, usually armor piercing, about 600 times per minute. The weapon is quite large with a simple action but heavy barrel, weighing over 40 kilograms, and it requires being mounted to a carriage, foundation, or vehicle to fire with accuracy, although recoil is reduced by the nature of its action. It is dependent on a careful balance between the force of the shell and the force of the action, which means that different ammo types cannot be interchanged without recalibrating the gun. It has a terrifying ability to punch through armor and emplacements. Costs 3 ore due to its size and the size of its ammo.
-AS-LM20: A landmine! Consists of an explosive, metal shell and button. Armed by removing a key. The mines are cheap and simple, and reliably kill or dismember infantry who step on them.
AS Technology:
-Metric system. Meters, kilograms, liters!
-Breech-loading
-Muzzle-loading
-Bolt action
-Clips and Magazines
-Cold Weather Engineering. Arstotzka-made equipment is designed and tested in the cold tundra, and does not become unreliable due to cold climates and snow.
-7.62mm Rifle rounds. Largish round for small arms with good stopping power.
-9mm Pistol rounds. Small rounds with moderate stopping power and not great range.
-20x100mm Autocannon round
-Armor Piercing Steel Bullets
-Flak Shells
-Flares
-Incendiary Rounds
-Belt-fed loading
-Changeable Barrels
-Solid Explosives and Propellants
-Light Mortars
-Artillery
-Hydro-pneumatic Suspension
-Vehicle Armor
-Treads
-Detachable Magazines
-Petrol Motors
-APIB Action, compatible with belt feed
-Crude Batteries (Lead-Acid)
-Aluminium production
-Armor (Light and thinner)
AS Soldiers:
-Patient: Arstotzkan soldiers excel at waiting in ambush, and carefully shooting from afar, giving them and advantage in long-range engagements.
-Uniform: AS-U13, The new uniforms for 1913. They include flak vests protecting the front and back, and a sturdy steel helmet. Instead of being scarlet and gold, they are issued in beige, grey and olive colors for camouflage, with small flag patches. As did the old uniforms, they include numerous pockets, and a bandolier which can hold full clips of rifle bullets for easy access. Unfortunately, High Command issued an order stating that the uniforms are not glorious enough, and are to have a pair of small flags attached to each helmet, like a winged valkyrie helmet. This compromises the camouflage effect considerably.
-Andrei Zhuyev, ace pilot. Nine kills.
AS Ground Transportation:
-Horses: [Obsolete] Soldiers sometimes ride horses to battle, but prefer to fight on foot in cover.
-AS-51 Steam Engine: [Obsolete] The heart of the south! Built in Arstotzka, this engine pulls trains of food, ammo, and resources.
-AS-51 S: A new steam engine, based on the original model 51, includes a superheater system, where steam from the boiler is routed through the furnace to be heated further before being used. This is considerably more efficient than the old design and offers more power for the same amount of coal. In preparation for war, the trains are fitted with armor around the boiler, and the cabin window are fitted with hatches that can closed, and have narrow slats for viewing.
-AS-T15: This is a steam-powered tank using the AS-51 S steam motor from Arstotzka's steam locomotive. In fact, it's mostly the enormous locomotive engine, which a rectangular armored shell. The armor is shaped in a half-cylinder, like an airplane hangar, except the front is cut at a 45 degree angle. Exit is through a hatch on top, which breaks up the smooth shape of the tank along with a couple chimneys. The armor is light mild steel throughout (1). The only open space inside is towards the front of the tank, the engine is located in back and the sides along the engine are used for storing coal. The front of the tank has a gunner on the right side firing an 80mm cannon with a narrow, tank destroyer-like arc of fire. There isn't room for a lot of ammo. The driver sits in the left front, and there is an AS-1910 gunner on each side aiming through slats in the armor. Packed in between all of these people is a coal shoveler. The tracks are set on six rigid train wheels and follow a flat shape on the bottom of the tank, with a large wheel in the front and back. The tank becomes incredibly hot inside due to the coal boiler, hot enough to cause weapon malfunctions and heatstroke. It can exceed 50 degrees celsius in prolonged use, and the soldiers assigned to test it nickname it "The pressure cooker". Being mostly engine, it can reach 13 kph. The track system is complex, making it Expensive. Costs 4 ore.
-AS-M17A: A motorcycle which seats one passenger, and a second in a sidecar. The petrol motor is Arstotzka's first, with three in-line cylinders. The motor is cheap, small and relatively powerful. On its own, the bike is capable of more than 80 kilometers per hour, cross country, and 110 on a road. The bike is was previously notorious for being difficult to ride and having structural failures, but these problems have been ironed out. The sidecar is available with an AS-1910, sometimes on a pintle mount to aim at aircraft. Costs 1 Oil, 2 Ore.
-AS-HV19: A heavy truck, built for logistics. Uses a cabover design, giving it a short, tall and square cabin- drivers climb up three steps to enter it. Includes six large, pneumatic tires- two wheels under the cabin steer, and four close to the back of the bed drive. A simple spring suspension system makes a very bouncy ride, amplified by the height of the cabin. Under the cabin is a fairly large eight cylinder engine, which belches black smoke from two exhaust stacks that go over the back of the cabin. The bed is five meters long and consists of a simple frame that can hold a hopper, tanker, or trailer hitch. Other things might easily be built to fit there, but engineering didn't get around to that. Gets up to 80 kph on a good road, and can carry eight tons without too much trouble. Unarmored. Conveys a 1 logistics bonus. Costs 2 ore, 3 oil.
-AS-MV21-AL: This is an armoured car, designed to be maneuverable in tight quarters and offroad. The frame, armor and engine block are all built from aluminium for reduced weight. It sits on four big tires, the rear ones shrouded by armor, on hydropneumatic suspension. It is powered by a V-6 motor, which gets it up to 70 KPH on a good road. Its shape is tight and rectangular around the crew cabin, which holds only a driver and gunner, to minimize the quantity of armor needed. The engine is in the rear, and includes the lightest (thin) armor in the slats over the radiator. The front armor is medium and most of the armor is light. A belt-fed AS-AC18 gun fires from the top of car, with the gunner's hatch open. The gunner hatch acts as armor to each side when open, but the gunner is still somewhat exposed compared to a tank turret. The car costs 4 ore and 2 oil.
AS Air Force:
AS-A19B: Arstozka's first airplane! You can kind of tell. It is a triplane based on Fokker's model, build of wood and canvas. The motor is an eight cylinder rotary engine. The frame has very thick columns in between each wing, which mostly mitigates testing issues in which the top wings, wider than the lower ones, would break off at high speeds. The plane is very prone to yawing one or or the other on the runway during takeoff and landing. It also perpetually rolls a little to the left, counter to the heavy rotating engine. Engine stalling is common as well, at altitude. Armed with two wing-mounted AC-18's, belt fed, which cross at 200m. The plane is generally awkward to fly and prone to suddenly pulling in one direction or the other. Arstotzkan test pilots, unfamiliar with anything more prone to flight than a motorcycle, suppose it to be pulled deliberately towards doom by malevolent spirits. Expensive due to the complexity of the control system and frame. Costs 2 oil.
AS-A19C: Several staff members were fired and replaced. The new C model of the AS-A19 makes up for its heavy frame with sturdy, lightweight aluminium brackets, and some metal parts are replaced with aluminum. This and larger control surfaces make the plane much more steady, and not prone to suddenly pulling in one direction or the other, without being heavier. For good measure, a cross is added to every joystick to exorcise malevolent spirits. Control surface trim is added as well, which corrects for the effect of the rotary engine and makes the plane easier to fly in general. The aircraft remains heavy and a bit ungainly, but is much more safe to fly and should perform better in dogfights. Now costs 2 ore, 2 oil.
AS Navy:
-AS-CV22: A steam-powered ship, worthy of sea travel. Uses two AS-51 S steam engines, which each power one screw. The vessel is around 60 meters long, and carries cargo enough to provide +1 logistics. It mounts an AC-18 on the bow for air defense, an an AS-1910 on top of the con tower. Costs 6 ore.
AS Resources:
1 Unyielding Thirst for Glory
X Ministry of Integrity. Provides X spies. X is classified.
3 Ore. Tanks are Expensive, typically.
2 Oil. Products which use more fuel than a car are expensive.
Moskurg's army now contains the following:
MK Weapons:
-Horsekiller 1912: General infantry weapon. A breech-loading rifle with a long 60-inch barrel, which fires enormous 60 caliber rounds. Has great stopping power, and is heavy and cumbersome. Famed to stop a horse in one shot, regardless of where it hits. Rounds will go very far, and can still kill far after they become inaccurate. Now updated with good sights, a comfortable foregrip and no bayonet, but the shotgun-style breech-loading prevents quick follow-up shots
-Horsekiller Carbine 1912: General infantry weapon. A shorter variant of the Horsekiller, used by cavalry while riding horses. It has the same stopping power, but average weight and questionable accuracy. Now with good iron sights, and a better grip, but the barrel is a little short for the heavy bullet and it's often fired from a galloping horse anyway.
-Five-Shooter: General infantry sidearm. A five-shot revolver firing large 30 caliber rounds. Single-action, with a lot of kick and trigger pull, means it has poor accuracy, but good killing power against infantry.
-Sawed-off Shotgun: General infantry sidearm. About half of soldiers use this instead of the five-shooter. Fires twice before breech loading, very effective at short range, ineffective otherwise. Poor armor penetration. Uses 12 gauge shells.
-Scimitar: Officer sidearm. Elite soldiers receive a scimitar, a deadly curved sword which can be used on foot or horseback. Of course, requires getting close to the enemy.
-M1 Stallion: This is a belt-fed machine gun using the enormous, thundering .60 caliber round, exactly twice the diameter of the .30 caliber or 7.62mm rounds. It is a cumbersome weapon, with a large box for the mechanism, and a narrow water-cooled barrel with copper heat sinks. The range and stopping power of the .60 caliber round is undiminished, but the gun only fires about 180 times a minute, relatively slow for a machine gun- because of its size, it might be better described as an autocannon. The gun hits in very tight groups for a machinegun, but it is heavy and can only be pivoted slowly, meaning only very skilled gunners can be accurate at long range. It normally moved by horse on a small wagon, although the new lighter model can be carried in parts by a crew, and is crewed by a team of four or five men. Sometimes mounted on a raised stand to aim at aircraft. It is complex, and costs 2 ore.
-Bombardier: A 3.6 inch howitzer. This is a simple artillery piece with few more bells and whistles than a medieval cannon, modernized with a breech load (a hatch on top of the barrel swings open) and rifling, so as to fire pointed shells with brass cartridges accurately at range. The spent brass is ejected manually, with a lever. Its size makes it horse-drawn. A skilled crew can fire about 10 times a minute, through the gun moves a little when fired, so it can bombard inaccurately at its full rate of fire or (with a skilled commander) come close enough to often hit trenches and emplacements at about half the rate of fire. It can out-range any rifle on the field, but not accurately. Costs 3 ore.
-Model 1 Service Rifle: A .30 caliber rifle, loaded from a 5-round clip much like the Mosin-Nagant. However, early experiments with bolt action suffered from difficult chambering new rounds, and the engineering team instead opted to make a lever-action rifle. Moskurg shooters favor this design, which keeps their hand close to the trigger. Includes iron sights, with an accuracy and stopping power very similar to the Nosin. It can fire somewhat faster, however, at the cost of some accuracy. Includes bayonet lugs.
-M2 Brumby: The Brumby is an air-cooled, .30 caliber machinegun designed to be carried by one man. It is operated by a gas piston under the barrel, and feeds from a belt. It includes a tall rear post sight, the barrel is cooled with shining, unconcealed copper heat sinks, and an innovative "belt box" for use on the move. Unlike previous machine guns, it uses a pistol grip instead of a pair of handles. It shoots around 400 rounds a minute with an effective range of around 300 yards, and weighs 26 pounds with a loaded belt box. It can be operated by a single soldier, ideally prone, or a crew to string belts together for continuous fire. The complexity of its mechanism makes it Expensive.
-Cascade Sub-Machine Gun: This is a sub-machine gun, firing the .35 cal short pistol round. It uses a new, closed-bolt blowback system. This system is reliable and keeps dirt out of the gun. The bolt system takes up about six inches, all of which is past the trigger, then a magazine, a 30 round drum, inserts into the receiver from the left. The barrel after the receiver is short, about 8 inches, and has a slotted metal hand guard. The stock is wooden and stops at the receiver, where brass is ejected from the bottom of the gun. The short barrel gives poor accuracy, especially when hot, and the .35 cal short bullets have much less range than a rifle or machine gun. The system fires about 400 rounds per minute. Its complexity makes it Expensive.
-Rhino Recoilless Rifle: This is a rifled tube designed to fire a 2.2 inch shell, without creating significant recoil. It is five feet in length and portable by a single man, weighing about 25 pounds, but sits on a tripod to fire. The recoilless effect is achieved by firing a "wad" of rubber-lined cement, equal in mass to the 2.2 inch shell, out the back of the rifle. Tubes are manufactured loaded, and discarded after firing. It is accurate out to medium range. It fires the normal variety of artillery shells. Costs 2 ore.
MK Technology:
-Imperial system. Inches, feet, miles, pounds! And especially calibers and gauges.
-Forged blades. Swords are a specialty!
-Breech-loading
-Revolvers, Single-action
-.60 caliber bullets. Just enormous for small arms! Excellent stopping power. Loud, hot, and kicks hard.
-.30 caliber bullets. Still really good stopping power, but much easier to control.
-.35 caliber short pistol bullets. For the Cascade Sub-Machine Gun.
-3.6 Inch Artillery Shell. Now also available in Smoke, Shrapnel and Extra Spicy Incendiary
-Howitzer
-Hot Weather Engineering. Moskurg-made equipment is designed and tested in the hot desert, and does not become unreliable due to hot climates and sand.
-Belt-Fed MG [Expensive]
-Water-Cooled Barrel
-Flamethrower [Partial]
-Petrol Engine
-Portable Radios [A bit crap]
-Crude Batteries (Lead-Acid)
-Brushed Electric Motors
-Airplanes
-Armor Thickness (Light and thinner)
-Recoilless Rifle
-Spaced Armor
MK Soldiers:
-Fierce: Moskurg soldiers have an advantage in melee combat and close quarters.
-Moskurg 1914 Armor: Moskurg soldiers wear flowing blue linen with a scimitar stitched onto the chest. Steel vests and helmets are added, to protect against shrapnel. Blue-and-silver glory improved with silver cape.
-Husayn the Lion, Struunk I Ace. 3 armor kills.
-Model 2 Radio: This new radio is battery powered, and a bit smaller- it fits onto a wheelbarrow-like carriage which can be moved by a man. It takes two operators, and still requires frequent hand-cranking, but it can at least be fit into a trench. Has a four foot radio mast. Transmits and receives Morse code. It is Expensive due to its complexity and requires 2 ore.
MK Ground Transportation:
-Horses: Moskurg soldiers are skilled cavalry, and ride close to the enemy to use their inaccurate weapons and swords.
-Model 51 Steam engine: [Obsolete] A Moskurg invention definitely not stolen from Arstotzka. Large shipments of ammo, resources and supplies are moved by trains pulled by one or two of these engines. Has a bad habit of overheating, occasional boiler explosions.
-Model 52 Steam Engine: The engines have been converted to oil-burning, which should make them cheaper to operate. Several key failure points have been re-engineered. This should enable more resources to be gained from our mines. Now with 95% less explosions! Uses 2 or 3 oil, I don't even know.
-Struunk I: Your engineers have managed to build a motor on par with the ones used in the (rather outdated) civilian vehicles you've been confiscating. As before, it gets up to 30 MPH on roads and 15 cross country. It has thin mild steel armor all around, slightly angled, with light armor on the front of the engine and cabin. The thin armor is still dubious protection against normal rifle rounds. It includes a Brumby in the passenger seat and an M2 Stallion in the turret, which is now pintle mounted to aim at aircraft. The turret has a DC electric motor running off of the car's double capacity battery, and a backup hand crank (the turret will drain the battery if rotated constantly). Costs 3 ore, 2 oil.
-SPAT: A self-propelled gun vehicle consisting of a petrol engine, caterpillar tracks, and a forward-facing Bombardier howitzer with just enough armor plating to hide the crew behind. The motor here is the same one as the Struunk I. The treads are a new development, and fit over a four-wheeled system with two driving wheels. They are prone to coming loose from the wheels from time to time. The armor is light, with a gap in the middle for the gun to rotate, rise and lower. Ammunition sits in racks behind the armor. The vehicle has a top speed of about 8 mph. The gun is just a Bombardier, fixed to the SPAT on a frame which pitches and yaws on a pair of hand cranks. The SPAT has a set of jacks to use when firing, which improve accuracy considerably by preventing the vehicle from shaking. Costs 3 ore, 2 oil.
-T1 Smasher Mk II: Based on previous experience with the SPAT and the Struunk I, this is Moskurg's attempt to make a completely armored fighting vehicle with a turret. The frame is based on the SPAT. The vehicle will be heavier though, so it is powered by a 10-cylinder motor. Has improved treads, more capable of climbing through obstacles and over trenches. It is armored all around with light armor, of mild steel, in a trapezoidal shape over the chassis with the treads exposed. The front, sides and turret have an additional thin piece of spaced armor. The turret is a cylinder protruding out of the top of the front part of the tank, which includes the exit hatch. It does not include the planned coaxial machine gun but instead has a pintle-mounted Brumby which can be used when the top hatch is open. The turret rotates with an electric motor, without backup hand crank because the batteries are easily drained. The main gun is a shortened Bombardier with narrow vertical aim. Crewed with a driver, loader and gunner/commander. Can get up to 8 mph on a good day. Costs 4 ore, 2 oil.
-L-1 Tiger: The Tiger is, despite its fierce name, a truck. It has a long, narrow nose in front of the cab containing a twelve cylinder engine, and the steering wheels are next to it under round cowls. It has a bed where a hopper, tanker, seats, trailer hitches or other things can easily be attached. There are six rear drive wheels, on independent suspension. Costs 3 ore, 2 oil. Provides +1 logistics.
MK Air Force
-Model 1 Biplane: A biplane mostly design around the heavy an awkward Model 2 Radio. Research into aluminum framing was conducted, but a good source could not be secured this year. As such, the airplane consists mostly of a wood-and-canvas frame, with pretty conventional ailerons, elevators and rudder. It can immediately be distinguished from a normal plane by the four foot radio mast sticking out. It weighs about half a ton and is powered by a new motor with six opposed cylinders. Most of its spare weight and space is taken up by the Model 2 radio, which is powered by the motor and operated by a co-pilot. Despite it not being in the design requirements, the plane comes with a center-mounted Brumby, complete with interrupter gear, and a couple yards of ammo. Maneuverability is somewhat poor. Costs 2 oil.
-Model 2 Hornet: A wide, heavy, wood-framed biplane. To serve its purpose of carrying bombs, it is heavy and sturdy (as much as a wooden plane can be) with bomb racks beneath the wings. It is powered by a big ten-cylinder motor (your biggest yet) and weighs a ton on its own, and carries half a ton of bombs. The bombs are simply artillery shells with fins attached, and are available in every variety. The gunner's seat has an M1 Stallion which can rotate in a full circle and carries seven yards of ammo. Costs 3 oil.
MK Resources:
6 Captured Tigers. Don't stick your hand in the cage.
1 Overwhelming National Pride
X Bureau of Cleverness. Provides X spies. X is discussed at private dinner parties, to which the truly loyal are invited.
2 Ore. Most Vehicles or carriage-mounted weapons are Expensive.
2 Oil. Products which use more fuel than a car are Expensive.
This year, Moskurg designed their first recoilless rifle, the Rhino, an early sort of the weapon which uses a wad fired out of the back of the rifle to balance recoil from the shell. They also improved their T1 Smashers with spaced armor. Arstotzka created a sort of merchant marine ship, the AS-CV22, which is mainly a logistics vehicle but includes an autocannon for defense against air assault. Next year, this means Arstotzka will have 4 ore and 2 oil.
The war in the air generally returns to Arstotzka's favor, their airplanes are more plentiful again. The AS-A19C is also now often fitted with incendiary rounds, which are especially effective against wooden airplanes, as if it needed more firepower. The threat to airplanes from ground fire has improved considerably. Arstotzka's new flak is effective in daylight, especially against Moskurg's slow and low-flying bombers. At night, flares can illuminate bombers briefly, but only in time to aim machine guns. However, Moskurg deploys less Model 2 Hornets this year, so the threat from bombing is reduced altogether.
In the desert, the Arstotzkan armored advance meets new T1 Smashers. New spaced armor reduces the likelihood of a killing blow with the AS-AC18 autocannon, requiring AS-MV21's to get closer or take a careful aimed shot. 7.62mm AP is relatively ineffective against T1 Smashers now, although if a motorcycle is allowed to right up to one they can still get an easy kill. Smashers get more kills against AS-MV21's which are hit by the Bombardier cannon, but this is still uncommon due to its lower accuracy, rate of fire and turning rate. Moskurg bombing runs continue to be effective, but happen less frequently as more of their planes are shot down. The new Rhino recoilless rifle sees use here, Moskurg cavalry troops ride around with it and dismount to fire. In the desert, they take the risk of needing a clear line of sight, well within the effective range of Arstotzkan autocannons. Because they take time to reload, Rhino users generally only get one shot. These soldiers are also not armed with rifles, so are very vulnerable to infantry and motorcycles. Moskurg inflicts many casualties, but Arstotzka manages to keep gaining ground. (Arstotzk 2/4, Moskurg 2/4)
In the mountains, infantry fighting picks up. Arstotzkan soldiers have developed a new tactic: At night, mortars are used to launch flares over Moskurg encampments. Arstotzkan sharpshooters pick off the illuminated enemy soldiers from cover in the darkness. Moskurg soldiers use their recoilless rifles to attack hardened Arstotzkan positions. Both sides become less entrenched, and the M2 Brumby shines again. Without the benefit (usually) of using AS-1910's to suppress charges, Moskurg gains ground. (Moskurg 3/4) Trains shipping to the mountains once again are threatened, but narrowly hold out by virtue of including a couple machine gun cars.
In the jungle, Arstotzka continues their assault with infantry support by armor on roads. Arstotzka no longer has cheap SMG's, but does benefit from their new mortar shells (incendiary rounds are useful against jungle positions). Moskurg (swallowing their ego) makes use of ambush tactics, setting up Rhino recoilless rifles in bushes and blasting advancing AS-MV21's. Despite being dependant on sidearms, Moskurg retains an advantage in close combat, so where they are not successfully suppressed with autocannons or machine guns, they hold fast. Moskurg holds their ground. (Moskurg 3/4, Arstotzka 1/4)
Out in the pacific ocean, both countries have sent spies to examine what I will continue to call a U-boat. The US Navy is protective of their secrets. Each agent successfully retrieves valuable film from the submarine, but are boarded by US Navy cruisers patrolling the area. Tiger Fucker and Hairy Pickle are both captured with the incriminating film. Do not expect to hear from them again.
In the Arstotzkan foundry district, Agent Sandworm climbs a building, jumps a gap across an alley and rappels through a skylight window. Alarms sound, but when guards arrive all they find is broken glass and a missing folder on Aluminium refining.
The American hunting company considers two rifles submitted to them, the Horsekiller and the AS-F14. Both guns are a bit inaccurate, the AS-F14 with its open bolt action and the Horsekiller with being the Horsekiller. At the risk of some damaged collarbones, they choose the Horsekiller and its enormous .60 caliber round. It's not actually as ideal for hunting as a more accurate rifle, but the weapon acquires a reputation for being the manliest rifle a civilian can buy. Moskurg gains an Expense Credit.
In the capitol of Arstotzka and the capitol of Moskurg alike, there are a series of fires. Days later secret police uncover a series of fliers, with slogans like "The War is Futile", "The War is a Tool of Your Oppressors", "Do not volunteer. Do not allow yourself to be conscripted. Do not die for your oppressors' benefit." and so on. It seems there is a bit of a rebel problem.
You may now begin the 1923 design phase.