[X] Plan Flail in a Panic over Tech Choices
-[X] Expand your bunker base with Defensive Patterns (Requires techniques, vote to begin development)
--[X] With heavy patterns
-[X] Begin design for a new, planned base.
-[X] Go and recruit more personnel
--[X] Picky recruitment: Get people who are at least as skilled as you are! (Recruits 2d10+2 Yellow personnel)
[X] Extra work shifts
-[X] More Scroop: Get everyone to do more rounds of scrooping at the scrap fields. You do your part, and more importantly, can use the B-mats to get useful stuff like more trucks or dedicated equipment.
-[X] Find a, uh, techmaid, and get some prototype kits by hook or by crook.
--[X] O'Brien V.113 Gravekeeper: An anti-tank armored car, armed with a very heavy spigot mortar that throws a fin-stabilized hollow charge anti-tank round. Supposedly quite good, if less well-legged than a proper gun.
-[X] Get in touch with another regiment that does something you need (Discovers and improves relations with one random regiment inside the search group)
--[X] Production
---[X] Beg any and all scroopers to get Iron techmats turned into Gravekeeper prototype kits.
While a King Gallant Scout Tank is a fine tank, it's location in the tech tree makes it less useful. Picking it over the Gravekeeper is objectively the wrong choice once the tier finishes. It doesn't fill the role of command tank, since we've already got the King Spire and its radio unlocked. It makes logistics a bigger headache by not being able to use the 40mm shells that field guns and the Devitt Light Tank use. The Gallant isn't even needed for quick fire support since the Niska will be unlocked and provide a mobile RPG option!
Passing up the Gravekeeper means passing up a QRF unit's best option for knocking out stray tanks. It leaves a hole in our equipment options that doesn't have to be there. All for a temporary access to a tank prototype that will be obsolete the second the auto-unlocks are available.
This is an annoying strategic choice that I'm not sure how to approach, but Orr driving about with a General's staff car and trying to get the scroop groups on board feels like a decent start.
And the armored car forces could always use some more anti-tankette options as they guard our flank. I'm actually still a bit nervous about that...