The hallucinogen grenades are a specialist's weapon. They're a relatively rare threat, but an effective countermeasure would have to be rolled out to all of our ground troops. If, as Simon speculates, the tactical lasers are a quick refit, we could roll them out as soon as next turn to maintain air superiority and reduce casualties among our skilled pilots. Which in turn helps keep up the combined arms strategy that all our forces rely upon.
If NOD pulls out ubiquitous hallucinogen gas from their bag of tricks, I'll eat my hat. (IIRC the current gas is noted to be very expensive and have a days-short shelf life.) But barring a surprise like that, we currently know for certain that the new Barghest-bis and Vertigo-bis are a match for our Firehawks. On the trade-off, I'd rather fix the ubiquitous problem our Decent confidence Air Force faces than a rare problem our Extremely High confidence Ground Forces faces.
Yeah, I'm convinced. And there hasn't been much pushback.
Having heard the arguments, I to favor tac air lasers over hallucinogenic countermeasures.
Lucky you, then.
PLAN RESOURCE BUDGET:
940/940
[X] Plan Rails to the Front
Infrastructure 6/6 Dice + 1 Free Die 120 R
-[X] Yellow Zone Fortress Towns (Phase 4) 46/250 (3 Dice, 60 R) (90% chance)
-[X] Rail Network Construction Campaigns (Phase 2) 15/275 (4 Dice, 60 R) (95% chance)
Heavy Industry 5/5 Dice + 4 Free Dice + Admin 180 R
-[X] Continuous Cycle Fusion Plant (Phase 5) 1/300 (2 Dice, 40 R) (2/4 median)
-[X] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 (7 Dice, 140 R) (88% chance of Phase 2)
-[X] Emergency Electronic Resources Reallocation (Administrative Assistance)
Light and Chemical Industry 5/5 Dice 100 R
-[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 (5 Dice, 100 R) (5/8.25 median)
Agriculture 4/4 Dice 60 R
-[X] Freeze Dried Food Plants 0/200 (2 Dice, 40 R) (20% chance)
-[X] Blue Zone Aquaponics Bays (Phase 1) 0/140 (2 Dice, 20 R) (72% chance)
Tiberium 7/7 Dice 120 R
-[X] Yellow Zone Tiberium Harvesting (Phase 6+7) 0/600 (5 Dice, 100 R) (Phase 6, 2% chance of Phase 7)
-[X] Railgun Harvester Factory (Maputo) 0/70 (1 Die, 10 R) (85% chance)
-[X] Railgun Harvester Factory (Dandong) 0/70 (1 Die, 10 R) (85% chance)
Orbital 6/6 Dice 110 R
-[X] GDSS Enterprise (Phase 4) 0/765 (5 Dice, 100 R) (5/9.25 median)
-[X] Orbital Cleanup (Stage 8) 13/85 (1 Die, 10 R) (70% chance)
Services 3/5 Dice 35 R
-[X] Prosthetics Deployment Initiatives (Phase 4) 292/320 (1 Die, 15 R) (~100% chance)
-[X] Neural Interfaced Operating Theater Development 0/80 (1 Die, 20 R) (68% chance)
-[X] Security Review
Military 8/8 Dice + 2 Free Dice 215 R
-[X] Super MARV Fleet Yellow Zone 6a 184/210 (1 Die, 20 R) (~100% chance)
-[X] OSRCT Stations (Phase 2) 121/195 (1 Dice, 20 R) (88% chance)
-[X] Prototype Plasma Weapons Development 35/60 (1 Die, 25 R) (~100% chance)
-[X] Advanced Laser System Development 0/60 (1 Die, 30 R) (87% chance)
-[X] Wingman Drone Development 0/40 (1 Die, 15 R) (~100% chance)
-[X] Tactical Airborne Laser Development 0/40 (1 Die, 20 R) (~100% chance)
-[X] Escort Carrier Development 0/40 (1 Die, 15 R) (~100% chance)
-[X] Shark Class Frigate Development 0/40 (1 Die, 15 R) (~100% chance)
-[X] Tactical Plasma Weapon Development 0/40 (1 Die, 30 R) (~100% chance)
-[X] Neural Interface System Refits (Talons) 0/150 (1 Die, 25 R) (42% chance)
Bureaucracy 4/4 Dice
-[X] Security Review (Services) (2 Dice)
-[X] Administrative Assistance (2 Dice)