Two problems.
1) You're only putting seven dice on the
Philadelphia. This means that unless we roll
quite well this turn, we'll need to put like 10+ dice on it
next turn to actually be sure of completing the project. It would be better to frontload dice this turn and hope to avoid that unpleasant necessity next turn.
2) You have -6 Energy worth of military factories, -2 Energy worth of harvester factory, -1 Energy for freeze-dried food, and +1 Energy coming in from Reykjavik. In the fairly likely event that the fusion plants don't come online next turn, that blows our entire Energy surplus. I'd suggest not chancing it and dropping the harvester factory and/or one of the two dice on Havoc deployment. Getting one factory out this turn is good enough.
Went through the Tiberium Wars wiki unit lists, and found some interesting things I have long forgotten...
"We have a hover AA vehicle, the Slingshot. Quad guns. With the universal rocket system this might be replaced by the expected repulsor MRLS."
I think it more likely that gun AA systems will be upgraded to railguns or replaced by tactical laser vehicles. Though we
are likely to see a resurgence of ULRS-based SAM systems.
...
"ZOCOM has rocket harvesters. This puts railgun ones even lower on my list of priorities.
Weirdly, in 3rd war ZOCOM wasn't using walkers like Steel Talons did and relied on conventional vehicles instead? I thought that ZOCOM preferred hover or mech vehicles because Red Zones.
For some reason both Steel Talons and ZOCOM didn't use Zone Trooper armor? What? ZOCOM has Zone Raiders, but those are anti infantry and AA not anti tank like railgun equipped Zone Troopers. Gonna ignore that."
ZOCOM has rocket harvesters but only in very limited numbers; it's reasonable to assume that the railgun harvester variant is being produced in much greater quantities. Remember that ZOCOM only consists of like... a few army corps' worth of units spread out across the entire world, so a lot of their equipment is boutique stuff made in a handful of comparatively tiny factory complexes
ZOCOM ditching the mechs used by the Steel Talons probably reflects an era when Zone Troopers' own equipment was adequate for most threats they faced. ZOCOM didn't need seventy-ton assault mechs or stuff like that when they had their own railgun rifle infantry, not until probably shortly before Tib War III.
Conversely, the Talons didn't use power armor because that's just plain not their focus. They're primarily a
vehicle prototyping and testing outfit, not so?
...
"There is only a single mech in the general ground forces vehicle pool, and that's the Juggernaut. The artillery. What? Of all the things you could slap legs on, you use it to lug around artillery?"
I'm pretty sure the Juggernaut is built around the existing Titan Mk. I chassis or a closely related variant of same, and is in production because, hell, that's what was available. The advantage of using it to lug around artillery is that the artillery doesn't normally get into close range of the enemy where its high target profile exposes it to enemy direct fire weapons.
...
"We don't have an IFV, but given that infantry can freely fight from inside of our APC (don't think about it) we probably don't need one."
The Guardian's lack of armor protection has been noted as a drawback of the design; we have a proposed project that addresses it and would probably move the design more towards an IFV model.
...
"Firehawks use incendiary bombs. That research action with inferno gel could boost those. Good to have a use for the stuff that isn't flamethrowers. Not like we need or want those, we have grenades."
Also missiles with incendiary payloads. Notably, inferno gel is viable in an antitank role, which makes such payloads more versatile.
...
"Nod
Huh. Nod basically doesn't have non-elite infantry that aren't militants. That's a considerable weakness, to put it lightly, militants are conscripts or perhaps at best militia. Irregulars in any case. When we give all of our infantry power armor Nod will be in major trouble, because militants just can't compare to that, not to mention our drain on their manpower with our housing projects and open borders,"
Bear in mind that Nod is trying to address this with better infantry weapons and (at least in some factions) better training. The force we're gonna fight in 2060 or later is
not quite the same Nod that we fought in 2047.
...
"Nod does not appear to have an AA vehicle heavier than an attack bike or a buggy that isn't the Stealth Tank. Their AA should be weak, which is weird because GDI should have air superiority more often than not."
Well, Nod's Tib War III counter to air power was probably "laser spam," because realistically (game mechanics aside) having massive numbers of AA lasers would make enemy air power a lot less effective. On top of that, historically Nod's tactic has been to have decent
fixed air defenses, but to generally rely on stealth or other forms of protection to stop their field forces from getting pounded too hard by airstrikes. I suspect that they long ago concluded that any reasonably portable AA concentration they could manage would just get hammered down by GDI air power anyway, and what the bombers didn't take out, the ion cannons would. When you're already hiding and dodging ion cannon shots, it alters how worried you are about conventional airstrikes.
...
"Specters are nasty, nasty weapons and I want them. Stealth artillery. How do you protect against harassment and ambushes from that?"
Historically, GDI's response is "you don't." We just get randomly lightly shelled on a regular basis, with the caveat that GDI's development of its own artillery arm has forced Spectres to operate more carefully and circumspectly for fear of drawing counterbattery fire.
...
"Venoms are weird. They are small patrol aircraft/gunships basically, mounting just a minigun or laser, but they have the ability to multiply their signature or radars after an upgrade for some reason making them appear much more numerous..."
This is probably about Venoms being used as decoy units, expendable EW support platforms that are the "low" part of Nod's "high-low" mixture when fighting in the air.
...
"Once we get Nod modern lasers we might want to look into adding this to Orcas, because direct fire weapons have some considerable weaknesses compared to ballistic ones that this would help with."
Debatable. The Super Orca uses a rapid-fire railgun that probably has better armor penetration characteristics than any laser we can reasonably fit on an Orca-derived chassis. While it may not be as good against all targets, it's likely to excel at engaging the types of targets it's really designed for, and lasers are unlikely to help.
We can't afford to develop Wadmalaw Kudzu, or spend free dice on BZHIS without shutting down dice in other sectors.
Yet people are still talking about the the 30-25R/die Suborbital Shuttles?
Yes, because building up a Logistics buffer is actually important and not (as you seem to imply) idle luxury spending.
Could we do the Karachi planned city instead of the Suborbital Shuttles.
The problem is that to build
and hold Karachi, we'll need to fight a sizeable land war in what is now Pakistan. This means tangling with the Indian Nod warlord (the one with the biomonsters), and in general is likely to put heavy demands on our military...
right around the time when we're expecting to be attacked by multiple Nod warlords at once.
Not a good situation to be in.
From the sound of it, we need them immediately.
We need them as soon as practical; it'd be ideal to have them done immediately but if not, we just have to hope Nod doesn't hit us hard enough to overwhelm our Logistics.
I'm confident our frontline forces can handle Nod's attacks, but not so confident of the supply chains and other support axes bringing up what they need.