I mean, heavy grenades have a few issues, but yes.
Quite so. Our mortar rounds should be about four kilos, while the grenades are less than one. That makes throwing much more difficult.
A thing I was remined of. Zeppelins existed. They have their flaws, but they are a mobile weapons platform. Direct fire artillery with HE might well counter it very effectively, but they did indeed exist at one point in time. I don't know if the enemy will happen upon this realization and attempt to implement it, but it could be something that they attempt.
Or, indeed, incendiary shells. Both works.
We personally shouldn't invest resources into development of zeppelins, because we are honestly in a much better position to do airplanes, what with that super light super efficient engine of ours, but I felt the urge to mention their existence.
Agreed. I'd like to try for an aircraft design next turn. Hm, we might need to build an airfield first, though.
Design:
- Radio-Set, Man-portable
- Mule Truck
- Camouflage uniforms
- Infantry equipment
- Frag Grenade
- Sea Mine
- Phosphorus, White
- Mortar Shells
Industrial
- Training program
- Truck factory
- General-purpose factory
- Artillery factory
So, I've been thinking about the engineering assignments for things we seem to be in agreement about. I have not managed to assign enough people to infantry equipment; we could assign the two newbies from the radio set and mule truck, though.
Thoughts?
Also, we could produce an artillery factory instead of a General Purpose factory: We currently have three general purpose lines assigned to artillery. By producing an artillery factory with 3x300 production lines, we can both increase our artillery production slightly (by assigning stuff to that instead of the current 250pp lines) and free the GP lines for other stuff.
- Radio-Set, Man-Portable (3B1N)
1 basic naval engineer
2x Basic Engineer
1x Newbie
- Mule Truck (4B1N1G)
1 basic armor engineer
3x Basic Engineer
1x Newbie
1 good engineer
- Camouflage Uniforms (1B1N)
1x Basic Engineer
1x Newbie
- Grenade (1B1U, 1xS)
1 basic munitions engineer
1 amazingly talented but untrained firearms engineer
- Mortar Rounds (1U, 2B, 1xS)
1 untrained munitions engineer
2 talented basic firearms engineers
- Training Program (3B2N)
2x Basic Engineer
1 basic firearms engineers
2x Newbie
- Truck Factory: 1x 300pp engine line, 3x 300pp vehicle line (1U1B2N, 1xS)
1 untrained architect
1 basic engineers
2x Newbie
- General Purpose Factory (2B2N)
2x Basic Engineer
2x Newbie
And the production proposal again:
On-Site factory complex
- General (300pp): Torpedo (18.75 launchers/turn)
- General (300pp): Jupiter Pattern 803 Automatic Pistol (600/turn)
- General (300pp): 75mm field gun Ratio (30/turn)
- General (300pp): Helmet (6000/turn)
- Small-Arms (600pp): M1 HMG (120/turn)
On-Site Artillery Complex
- Artillery (300pp): 75mm field gun Ratio (30/turn)
- Artillery (300pp): 75mm field gun Ratio (30/turn)
- Artillery (300pp): 75mm field gun Ratio (30/turn)
Off-site (dispersed)
- 2x General (250pp): 80mm mortar (total 200/turn)
- 1x General (250pp): Helmet (5000/turn)
- General (250pp): Pattern 803 Trench Broom (~180/turn)
- 3x Small-arms (300pp): Revolving Rifle (total 1500/turn)
- 1x Small-arms (300pp): M1 HMG (60/turn)
On-site Naval
- Dockyard (300t): Swordfish B TBD: 1.3/turn
- Dockyard (300t): Swordfish B TBD: 1.3/turn
Off-site Naval
- Dockyard (300t): Swordfish B TBD: 1.3/turn
Produces:
75mm Pattern 806 Field Gun Ratio: 120/turn
M1 Pattern 806 HMG: 180/turn +5/turn
Swordfish B TBD: 4/turn +1.3/turn, changed to B model
Revolving Rifle: 1500/turn +250/turn
Trench Broom: ~180/turn
Torpedo: 18.75 launchers/turn
Jupiter Pattern 803 Automatic Pistol: 600/turn
Helmet: 11,000/turn +11,000/turn
80mm mortar: 200/turn +200/turn