I think I sold the flare gun pretty well. They were literally primary comms during WWI, and both sides fought a lot of creative uses for them. Beyond mere abort signals, the Germans actually had a protocol with flare rounds so an spotter plane could walk artillery fire in four directions on a target. My favorite one for Verusa daring though, was basically buzzing a trenchline and firing the flare at the to mark the exact location the infantry should launch a bayonet charge *right now*.
As for the radio, keep in mind that unlike other Arms Race games. Potential tech requisitions actually advance without us. Give it a few months and let the Army make their radios better and cheaper, rather than us burning dice on it. It should be noted in most countries, the Navy is more high tech than the army, especially in terms of radio equipment. They'd probably have something higher performance once we get our relations with them up.
Meet the Fokkers (5): Piratejoe, NAV, Happerry, ConscriptFive, Jerick
-Name it "Crossguard" (4): NAV, Piratejoe, Happerry, Jerick
-Name it "Mofo" (1): ConscriptFive
Seadragon (0):
Salamander Bomber (0):
No Project (0):
Requisition Flare gun (5): Piratejoe, eS, Jerick, NAV, ConscriptFive
Requisition Radio (0)
As for strategy, we need to rally the north flank, hold the center, and support the island advance. The artillery officer event just buffed our balloons back into relevance, so spread one per theater. They specifically requested photo-recon in the islands, so there's one Rhino-P with another Rhino air superiority. Three armed Rhino's left, two up top, one mid. Maybe put the bombs back on one of the Rhino's up top or play it safe and keep them off. (They drop a new air superiority fighter design on our bomber = they all die).
19 PP - 3 Project PP - 8 Maint PP = 8 free PP for new squadrons and equipment
Whether to even field the VRAC Emu's still depends if we can get their maintenance cost down. Why maintain one Emu long-term if we could instead maintain three Rhinos? We're still waiting for them to field their first aircraft design and I thinking superior numbers of Rhino's are a safer bet until they show their hand.
Assuming decent rolls such the flares + flight suits are free, that's barely enough to field a VRAC Emu (currently 6/3) if the revision actually works. Or we can field an armed Rhino (4/1) then use the remainder to warehouse another set of bombs and un-mothball a balloon.
Again, this all depends on how our rolls go, but that's what I'm seeing happening this turn.