Landing Craft
they sent a press gang of seamen!

Pretty much! They even have theme music!

Also, since I had to find it for someone else, here's a pic of your landing ships currently.



Take the front gun off, swap the middle ones to mortars, and replace the tall bow with a landing ramp, and you have the Mordred-class landing ship. They suck rocks.

Edit: Theoretical Block 2 design in the water.

 
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Contest 4: RFQ
Corvade was at your office the first day at about nine-thirty looking like a lost puppy, so you let him in and got him a cup of coffee. In retrospect, this was a terrible mistake, as once he got warmed up his mouth was off to the races. You soon knew the names of almost every officer in the Donnerkatzen, and more than a few of the wives too. In between the walls of gossip, though, there was an air of tension- the force had been stretched to breaking point time and time again in the war, and it showed. Most of the officers were imports from the Sixth Seebatalion, and of the formation's pre-war strength barely five percent were still alive, mostly in the NCO corps. Morale was high, but the core regiment was still rump a company, and that was going to be a fact of life for a long time for all the Seebatalions. After the War, manpower was thin on the ground, so the Seebatalions Commandant had decided rather than be prepared to spend lives, it would be better to spend money. It was a good thing, too- because you'd just gotten the formal features requests from the Seebatalion Legion-kaptains.

Whatever you approved needed the following features.

-At least, but not limited to, one 5,5cm gun or rapid-fire cannon
-At least, but not limited to, one 7,5cm cannon or larger
-At least one weapon in traversing turret mount
-At least protection capable of withstanding sustained rifle and machine gun fire
-At least as fast as leg infantry on tactical scale
-AND/OR
--Ability to cross a river thirty meters wide without bridging
--Ability to cross water five meters deep
--(Aditional components may be used)
-Tactical endurance for at least 8 hours of operation

Thanking Corvade for the laundry list of requirements, you groaned into your hands. That was going to be a mess.

Meeting with Hansonson later was practically a relief in comparison. Much like Magus, he was blunt, to the point, and not willing to play games. With the innovation of the infantry grenade projectors and trench mortars, clearing a trench had gotten much easier, but machine gun proliferation and effective flares had made defense that much more dangerous too. Gas weapons had been going out of vouge, thank heavens, but more than a few artillery batteries kept them in store in case they needed to slow a massed infantry attack right now so they could lay into them with fused canister shot and shells. Improvements in supply were also changing warfare, so he'd keep you posted. At the end of it, you were happy his card went in your contacts book- he'd be useful later.

Folgers was a bit more of a problem to drag out to Bremmen, but you managed it after some yanking and hauling. Considering he'd gotten married less than two months ago, you could see the complaints, but honestly you needed a clearheaded picture. One look at the wishlist that the Seebatalions made, and he was laughing on the floor. They weren't getting it with the W-2, nor the W-5 that High Command had decided to adopt after looking over the finances of the Empire and the last war's disaster. Turns out a W-5 or W-6 could force a breakthrough just fine, if they were backed by enough artillery. After some soothing drinks, Folgers replied he'd stay around in town and honeymoon with the wife a little bit, while you got ready to call him in for testing when that finally showed up.

Your inclusion of Addler was prefunctuary at this point, but Skoda called back to inform you he'd died of stroke last month, and his son Johann Addler would be happy to come help. More importantly to you, Addler Jr. was part of the SkW-1 design team, as well as being an assistant designer for the C-class Motor Torpedo Boat and F-class Monitor. While he was occupied working on the SkW-2 design committee, he did send his regards and a promise to mail you a set of the plans for any SkW-1 modifications you'd need in the near future. You seriously considered asking for one designed as a mobile distillery, but they'd probably do it, the mad bastards.

Finding Udst was a challenge, even with Gryfon's help. The man was drinking heavily in an officer's club for the Seebatalioners, and the mere fact you knew it existed by prroxy made you a threat apparently. Still, getting him out of the building and sobbered up provided you with a wealth of information on landings and shore actions. The tanks, he revealed, weren't for while the raiding force was on the beaches- it was for once they'd cleared the first ridgelines, and gotten out of contact with the landing craft for fire support and decoy targets. Nobody sane tried to hold a beach- you couldn't fortify one well at all. As long as what you got them could punch through the light static lines, though, you'd have the raiders through the real obstruction, and then they could get it to work. He thought the guns requirement was a little overkill, but everything else was good.

Your letter to Kowolski foundered on your mention of this being a Seebatalion tank- on mention of regular exposure to salt water, the Royal Radio and Telegraph offices sent a man to inform you that they wanted nothing to do with this, thank you very much, and not to darken their doorsteps with this nonsense ever agian.

With your Advisory Pannel technically assembled, it was time to write your own Request for Quotes. The Seebatalion's own list could be incorperated into yours as you saw fit, but you were walking a tight line- they didn't have to accept what you accepted, and unlike with High Command, there really wasn't a good way to get the Commandant of the Seebatalions on your side. You'd have to step carefully.

(This is a PLAN VOTE; you don't need to include the Seebatalion's own requests. However, they can independantly fail any design, so you need to keep them collectively happy-ish.)
 
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Beach Landings and TOEs
What I think would happen is that the Seebats capture a port/fishing village/cove to deliver supplies and then our tanks come in. I could be wrong about this, though.

Standard operating procedure for 3.BrigSeebat is to deploy two companies flanking the objective supply point, land, and repeat the procedure with the next two companies before mounting an assault. If discovered, the assualt is launched immediately, and they need to capture the landing-head before they can bring any weapons system to bear that are not man-portable. A Seebatalion company is actually really weird compared to a standard infantry company to squeeze all these weapons in, too.

Landwere Infantry Company, circa M.897
-Command Section (CO, XO, Company Clerk, 4x Runners)
-Communication Section (LT, 12x runners, 2x field telephones)
-Platoon A
--Command Section (LT, SSGT, 2x runners)
--Element A (9x riflemen, 2x grenadier, 1x SGT)
--Element B
--Element C
-Platoon B
-Platoon C
-MG Section (1x SGT, 4x machine gunners, 2x riflemen)

Seebatalion Infantry Company
-Command Section (CO, XO, Company Clerk, 4x Runners)
-Communication Section (LT, 12x runners, 2x field telephones)
-Platoon A
--Command Section (LT, SSGT, 2x runners)
--Element A (9x riflemen, 3x grenadier, 1x SGT)
--Element B
--LMG Section (1x SGT, 3x machine gunners, 1x rifleman)
-Platoon B
-Platoon C
-Platoon D
-Mortar Section (4x trench mortarmen, 2x riflemen, 1xSGT)
-HMG section (1x SGT, 4x machine gunners, 2x riflemen)

You'll note the Seebatalion unit is comparitively huge, with the adition of being a square formation and the additional LMG section on the platoon level instead of simply More Dudes. Even with all that organic firepower, they still want a tank- before they get their regimental or brigade artillery, to boot.
 
Contest 4: Current Entrants
After mailing the RFQ, you went to bed happy that the Seebatalions were proving to be cooperative. Things would go well there, right?

As it turned out, no, no it wouldn't. Wanderer had sent you an express telegram surmised as "what the fuck" with lots of exclamations and the general note that they didn't have anything that could carry more than a 5,5cm gun, much less a 7,5cm piece. Since he was backed up and his production was locked up tight, his company wouldn't be submitting for this contest.

In contrast, Thryssen would be sending out a frankly terrifying number of entrants. There was the KW-1, and as you sighed at their once again blatant ignorance of testing protocol your eyes glanced over the drawings of the KW-2. Same rhombus-shaped hull, same retarded retractable sponsons, but now with the hull cannon deleted and somehow even bigger. On top, in a blocky turret, was the 7,5cm gun, and the whole rig was bristling with machine guns and no less than three forward-mounted autocannons. For river crossing, it came equipped with a snorkel, pontoons to be bolted on under the sponsons, and a set of very nice bailout hatches on the side.

Thryssen being Thryssen, though, they had a "backup option" since the KTW-2 was pretty universally reviled as a self-propelled gun. The KTW-3 was… a brand new chassis. You needed a sip of whiskey to process it, but it seemed they'd developed a new suspension type based around a "bellcrank" device that allowed them to use coil springs and levers and some other stuff you didn't get paid to understand. What it did do, aside form use ridiculously large road wheels, was to get up to speed quickly: and this tank actually had some good speed on it- she could make a blistering thirty-five kilometers an hour! The only catch was the KTW-2 was built around an 8cm breechloading mortar- not the 7,5cm cannon. The sloped forward armor was only twenty millimeters thick, but it might be enough. The real kicker, though, was the fact it only mounted one bow machine gun and a pintle mounted backup for self-defense. Equally problematic, their fording plan was summed up with an extendable snorkel and some logs.

Reinhardt threw their hats in the ring with the GK-3 straight because why not, and the latest and greatest improvement on the GK-1 chassis: the GK-4. As per your requests, it was basically a GK-2 with the sponsons ripped out and the weight spent on a turret armed with a 7,5cm canon cut down for the purposes of recoil, as well as that bow-mounted rotary 3,5cm gun. The sides sported two autocannons apiece, and it used the traditional twin hot-bulb engines. For river crossings, it had been sealed on the bottom, and side pontoons had been mounted, along with a pair of rough-cut log skids to be added to the fore and aft to keep the tank from tipping forward or backwards.

Skoda submitted a SkW-1 with bolt-on pontoons, and requested a month's extension to finish building their SkW-2 prototype and a fully aquatized SkW-1 due to concerns with main-stage transmission issues.

You also got a few dark horse entrants, interestingly enough.

The Ghermain Brothers' Autowerke submitted their designs for a floating aquatic tank, built rather like a boat with a series of double-wheel bogeys as the basis of their track system, rather like the KTW-2's system, dodging a patent issue with the second wheel per bogey. By using a naturally boat-ish shape, they planned to float when not as a tank. Their main armament was a very cut down 7,5cm gun in a welded box turret, and a series of eight electrically-fired trench mortars bolted on top to launch smoke-screens and airburst shells.

The Commorate Casting Company submitted a design that took a standard W-5 body, sealed it shut with careful welds and cauking, and used inflatable air bladders put in the treads to make them neutrally bouyant, with propulsion being provided via a lowerable paddle-wheel run from the main drive. Weapons load was not included in their designs.

Oddly enough, the Wersers of all people had an 'aquatic' tank ready for export: the YtS-7. Using an inflated canvas raft with steel bracers, it could cross about forty meters of water before the whole system failed miserably. The tank only mounted a 6,6cm mountain howitzer, though, in a casement too no less. Plus side, it had a 3/4 turret with two machine guns in it on top for the commander to handle leakers in. The biggest issue was it didn't have a propulsion system- it needed to be towed by a shore cable or tow boat.

(Plan out who you're taking to testing and how you're testing them. Keep in mind the Seebatalions haven't seen any of these yet. Vote is by plan- and remember, a lot of these are pre-existent chassis, so old data is mostly good. Use that! Remember that funding, and vote size, is a limited resource!)

Last Test Plan (executed portions in bold)

[X]The Tank Train Has No Brakes
-[X]Include all tanks, including W-5, W-6, and W-8 variants.
--[X]Request armor specifications (thickness, etc) from Wanderer for records/testing purposes.
-[X]Conduct mobility and machine/crew endurance testing
--[X]Evaluate speed and maneuverability over flat terrain, on road surfaces (dirt, gravel, cobblestone, and metaled, if at all possible), broken terrain, in mud, and against various depths of trenches, barbed wire, etc. Record speeds for comparison.
--[X]Survey crew comfort and ease of use throughout.
---[X]Request input from Leutnat Erich Folgers on this point.
--[X]Test rate of breakdown and ability of crews to repair breakdowns that occur without outside assistance.
--[X]Evaluate ease of preparation for transport via rail, ship, etc.
---[X]Check on whether tank will actually fit on standard railcars or is transportable via railcar.
-[X]Conduct weapons testing
--[X]Evaluate accuracy of weapons, as well as effective rate of fire, from the halt and while moving.
---[X]Evaluate "ammo" endurance - i.e. how much ammo for their main weapon and machine guns (if applicable) can each tank reasonably carry and expect to have on hand without increasing risk of fire or ammo explosion.
---[X]Check for potential blind-spots.
--[X]Evaluate usefulness/effectiveness of weapons against dummy positions (sandbags, trenches, log and earth blockhouses, concrete bunkers if we have the time/funding to build one).
-[X]Armor testing after all other tests are exhausted and complete.
--[X]Evaluation will be made after each weapon-type test to see if failure point can be determined and to try to evaluate what sort of damage would have been had the vehicle been manned (use pigs as a stand-in, if budget allows). All results will be cross-checked and compared at the conclusion of armor testing.
--[X]Systemic, starting with armor piercing small arms in controlled bursts or in single shots, moving up to anti-tank rifles if we have any available, against front, side, and turret armor. This isn't to test the failure point, but rather see what the armor might reasonably deflect in combat and to determine general resistance/deflection.
--[X]Test armor against typical hand-held infantry explosives; similar procedure as above.
--[X]Test armor against shell splinters from field guns; similar procedure as above.
--[X]Test frontal armor against direct fire from light (< or equal to 5,5cm) field/infantry guns; similar procedure as above.
 
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Contest 4: Testing 1
Admitting the KTW-3, GK-4, SkW-1, and GBA Aquatic tanks to the competition, you got ready to field a horde of angry letters. Thryssen's went straight into the stove par the course, and Commorate Casting Company was physically frustrated at their inability to compete right away due to funding issues. The knowledge they could compete when done did get them the funds to continue, however. The Wersers were OK with you not taking their tank, apparently, which was fine-ish. They didn't like it much either, but it worked. For them.

Once you had your one demo tank from each company, you promptly got dragged out to the Sand Island Testing Facility by Gryfon. The complimentary Seebatalion Landing Craft ride was not appreciated by your stomach or your sensibilities, the accommodations inside being soaking wet and the camp stool being an utter bitch to your bad leg. When you finally arrived at Sand Island, you had to suppress a groan. Soft terrain was hell on your knee, and the staff horses available were mostly nags. You'd ridden nags back in the battery, but that was another thing entirely. First up was the water crossing, and it promised to be a bitch. Firmly believing that the best test was a surprise test, the Base Commandant had dug you three ditches as per your specifications, all fed with seawater from the channel cut and frothing with waves from it. The waves were certainly going to make this interesting.

First up was the KTW-3, trundling along placidly. After tying the logs on in front, they boldly went forth. About ten minutes in they got hideously stuck in the one-meter trench, before the engine cut out. Restarting it and using the logs as traction sources, they stolidly carried on. For the three meter trench, however, the tank tipped in, and the engine and crew compartments completely flooded, choking it out in a heartbeat. Recovery was accomplished with a set of tow chains and the SkW-1 demonstrating it's torque for days as it bodily towed the other competitor out. Further fording tests were declined as the maintenance team got to work drying out the engine and checking the various fluids reserves for contamination.

Next came the GK-4, and that was in itself a mess. Splashing through the one meter trench with a degree of wallowing and difficulty, it finally came to a halt when a track slipped off in the water. An hour of wallowing around later, and it more than happily completed the trial before moving into the three-meter pool. Diving in with aplomb, the tank was totally submerged, the stack belching smoke for a minute before an explosion ceased it, with three of the twelve of the crew bailing out. In the half hour it took to recover the vehicle, the result was plain- water had rushed into the vehicle at an uncontrolled rate, and only a few of the crew (two turret gunners, and the engineer) had managed to escape. The rest were found drowned in the tank.

After sending the bodies to the morgue and recovering the GK-4 for further testing, you got ready to admit the SkW-1 up to the plate. In the one-meter test, the tank proceed to note no significant difficulty. Approaching the three meter pool, the tank driver steadily advanced, the massive pontoons on the sides seeming to do their job well enough. A critical eye noted that the pontoons were largely submerged, however, and the waterline on the tank was remarkably consistant. Climbing out of the three meter pool, the crew let the tank drain via the bilge pump, emptied the pontoons from their seepage, and sealed everything up tight. Diving in rather dramatically, the tank managed to hold it's head out of the water for about a minute, drain pump running frantically. After that, though, a general call to abandon ship was had as the crew frantically disembarked as the tank slipped under the waves gracefully. According to the engineer, the main engine had seized, and the backup for the bilges wasn't running well enough to trust it to get them to the other side. You couldn't really yell at the fellow, considering most of the GK-4 crew would get a pine box for their efforts.

The Ghermain Brother's Auto tank was next, given the title Nasspanzer-1 and sent out to the ditches. Amazingly, the boat-like hull form worked, even if the crew of four had to spend most of their time keeping the motorcyle-engine bilge pump running at maximum capacity. After puttering through the first ditch, they proceeded to jump out, open the stopcocks, and get the tank well and drained. While the bottom may have scraped the ground to a degree in transit, it quickly got to the three meter deep ditch to begin it's treck. Much like the former, it bobbed and twitched, looking like a boat someone had slapped a gun-turret on. However, the propeller still pushed it, and it eventually reached the end of the second ditch. After another mandatory draining, the vehicle tackled the deepest trench without hesitation. The only difference between the three and five meter ditches was a distinct thunk when the Np-1 clipped the submerged turret of the SkW-1 on it's way. Once finished, the crew decided to take her out into the open ocean to climb back to dry land, firing smoke bombs with airburst fuses from the mortars in celebration.

The next day, after draining the pools and getting several tractors to tow the SkW-1 out of the ditch, you got to work on weapons testing. Before you got to shooting, though, an important note needed to go in the book- the KW-4's hot bulb engine had cracked the cases and all the bulbs, rendering it a rather large piece of scrap. For the weapons tests, the firing range would be the naval landing harbour, with three meter square targets hauled out to unknown ranges and the crews would be blasting away.

For guns testing, you got to work first with the KTW-3's gun. The 8cm breechloading mortar was a throwback piece to before your time, one of the few pieces of propper siege artillery the Irromic Empire had. Painfully short at only twenty-five calibers, it was not promising in accuracy. Testing quickly proved this out, with the target at roughly three hundred meters taking twenty-one shots to engage. Considering the twenty-eight shell ammunition supply of the tank, that could reasonably called a problem. Further targets couldn't be engaged, as ammunition for the 8cm piece was rare, and the base only had forty rounds in sum.

The next tank was the refurbished GK-4, towed into position and staffed by a Seebatalion crew of volunteers. Blasting away with a will, the three-hundred meter (ish) target took thirteen shots to engage, while a closer one hundred ish was seven shots and the longest target, at a whopping six hundred and fifty meters, took twenty seven shots to engage. Inside it's two hundred meter engagement envelope, the rotary 3,5cm gun took on average a strip of nine shells to engage each target, generally because the gunner walked his fire on it.

Following that and the base's trailer to tow it out of the way came the SkW-1, now with two hundred percent more seaweed than last time it was at the firing range. With the three hundred meter target, which had probably been blown in to about two-ninety and change given the wind, the SkW-1 proceeded to take twelve shots to engage, sinking the target raft in the process. The one hundred meter target, now held in a rough circle via anchor chain, took eight shots to hit after the third shot cracked the anchor chain and it went skedaddling out away towards the mouth of the bay. The extreme range six hundred and fifty meter target took thirty shells to engage, mostly due to the fact that the gun of the SkW-1 didn't elevate that high and the crew had to wait for it to drift closer to get their shots off, firing like mad when it was in range.

The Wp-1 was next, gunners gamely checking their peice over before the test. Due to the large boat-like qualities, there was surprisingly little room to cram in ammunition, resulting in a preparatory crate of 7,5cm shells put on the engine deck. Sure enough, they needed them after taking seventeen shots to take out the three hundred meter target. Their tank had provisions for forty rounds internally, but practically only ten were really accessible- the rest needed some conniving to get into the ready rack. Still, seventeen shots on the three hundred meter wasn't bad, although they couldn't make it out to the six hundred fifty meter target. The 7,5cm gun had been cut down to a thrity-four caliber piece for recoil reasons, slashing its range immensely. On the one hundred meter target, it only took five shots to hit- the turret's light weight made it very responsive, as well as a double-toothed elevation gear.

Defensive testing was forestalled on request of Legion-Kaptain Mair, who wished to conduct some of his own experiments on the vehicles in regards to maintenance and caretaking in an aquatic environment. Since Sand Island was his entire operating area, you acquiesced and got ready to resume testing, hopefully with the new Skoda tanks and the Commorate unit.

(Vote on continued testing, rejections, or modifications. It'll be about a week in-'verse between this and the next item.)
 
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Tank Buying and Sausageworks.
Depending on how well the SkW-2 does, perhaps the cost of equipping the smaller Seebattalione will be less ruinous than equipping the entire army, especially since peacetime will hopefully reduce the need for and attrition rate of what tanks we do build.

Not quite. What happens is the accountants look at how many of X you need (guns, bullets, tanks, conscripts, backpacks, etc) and figures the time until the next buy (Normally one to five years) and then takes into account the sum rate of expendature, alias ammount expected to get used up, ammount expected to break, ammount expected to expire in storage, et cetera. This gets you your rough buy size, and then usually a 10% margin of error thrown on top in case someone goofed, a war starts, or you need to porkbarrel (part of why the W-2 buy was so big, actually- Wanderer is the company in game with the most pork).

That gets you your buy. Now, the manufacturer doesn't have this all lying around; they need to make it. As they finish batches, the accountants pay per batch plus a yearly contract fee and any other sundries the lawyers agree to. Production usually falls off a cliff about six months to a year in when the line finally gets optomised, letting the manufacturer stretch out the contract and the government to spend less per batch period (normally a month) while maintaining the ability to place a later order and get the line efficiencies still. IRL, this lack of mass production line effiencies is why the F-35 is a thing and America didn't just go RAPTOR RAPTOR RAPTOR- it's cheaper to do the big batches that trickle in, than the small ones.

What makes this hilarious in game is a little bit of behind the scenes bookkeeping on who's sold what.

Armor Sales (by company)
AV-4: 60 (Werser Crowns) 20 (Kubachin Free State) 15 (Landwere Romani) 35 (Landwere Polska) 20 (Landwere Slovene) TOTAL: 150
KW-1: 45 (Werser Crowns) 5 (Kubachin Free State) 10 (Landwere Switzen) 25 (Landwere Dubania) 50 (KuK Hussars) TOTAL: 135 (Delivered: 60)
KW-2: 20 (Wereser Crowns) 45 (Carriginian Federation) TOTAL: 65 (Delivered: 10)
KTW-2: 60 (Irromic Empire) 10 (Kubachin Free State) TOTAL: 70
KTW-3: DEVELOPMENT/TESTING
GK-1: 40 (Landwere Czechna) 15 (Landwere Polska) TOTAL: 55
GK-2: 35 (Landwere Slovene) 10 (Kubachin Free State) 10 (Nyasaland ) TOTAL: 55
GK-3: 40 (Irromic Empire) 10 (Landwere Romani) TOTAL: 50
GK-4: DEVELOPMENT/TESTING
W-1: None Ordered (developmental numeric)
W-2: 100 (Irromic Empire) 85 (Werser Crowns) TOTAL: 185
W-3: None Ordered (developmental numeric)
W-4: 80 (Werser Crowns) 55 (Reichsmarine) TOTAL: 135
W-5: 120 (Irromic Empire) TOTAL: 120
W-6: 60 (Irromic Empire) 30 Landwere Switzen) 10 (Landwere Dubania) TOTAL: 100
W-7: 60 (Werser Crowns) 20 (Nyasaland) 10 (Volta) TOTAL: 90
W-8: 40 (Reichsmarine) TOTAL: 40
SkW-1: 10 (Kubachin Free State) 30 (Reichsmarine) 25 (KuK Kriegsmarine) 15 (KuK Hussars) 30 (Landwere Czecha) 12 (Landwere Zubain) 10 (Archemagarias) TOTAL: 122

That's a lot of sausage :V Either way, I hope some trends are becoming apparent.

Also, if someone can put all that in a table for threadmarking, you get one small free advancement in a developer of their choice.
 
Big Huge Table
Somebody already posted a table, but I think it looks like shit and I have done all the tables until now, so here is mine (shortened names):

Manufacturer Vehicle Werser Kubachin Romani Polska Slovene Switzen Dubania Czechna Zubain Kuk Hussars Carrigian Irromic Empire Nyasaland Reichsmarine KuK Marine Archemagarias Volta Total
Thryssen AV-4 60 20 15 35 20 - - - - - - - - - - - - 150
Thryssen KW-1 45 5 - - - 10 25 - - 50 - - - - - - - 135
Thryssen KW-2 20 - - - - - - - - - 45 - - - - - - 65
Thryssen KTW-2 - 10 - - - - - - - - - 60 - - - - - 70
Thryssen KTW-3 - - - - - - - - - - - - - - - - -  
Reinhardt GK-1 - - - 15 - - - 40 - - - - - - - - - 55
Reinhardt GK-2 - 10 - - 35 - - - - - - - 10 - - - - 55
Reinhardt GK-3 - - 10 - - - - - - - - 40 - - - - - 50
Reinhardt GK-4 - - - - - - - - - - - - - - - - -  
Wanderer W-1 - - - - - - - - - - - - - - - - -  
Wanderer W-2 85 - - - - - - - - - - 100 - - - - - 185
Wanderer W-3 - - - - - - - - - - - - - - - - -  
Wanderer W-4 80 - - - - - - - - - - - - 55 - - - 135
Wanderer W-5 - - - - - - - - - - - 120 - - - - - 120
Wanderer W-6 - - - - - 30 10 - - - - 60 - - - - - 100
Wanderer W-7 60 - - - - - - - - - - - 20 - - - 10 90
Wanderer W-8 - - - - - - - - - - - - - 40 - - - 40
Skoda SkW-1 - 10 - - - - - 30 12 15 - - - 30 25 10 - 132
I hope this table works for every theme of SV, I know it won't work on phones.

EDIT: Short tables:

Thryssen 420
Reinhardt 160
Wanderer 670
Skoda 132
Wanderer is by far the most prevalent tank manufacturer, probably due to being way cheaper than anyone else.

Irromic Empire 380
Reichsmarine 125
Werser 350
Kubachin 55
Romani 25
Polska 50
Slovene 55
Switzen 40
Dubania 35
Czechna 70
Zubain 12
KuK Hussars 65
KuK Marine 25
Carrigian 45
Nyasaland 30
Archemagarias 10
Volta 10
The Irromic Empire (us) is the leader in terms of tank force by a considerable margin once you count in Marine units, Werser is not far behind, followed by the rest with a considerable margin (KuK Armed Forces probably have some tanks from other unlisted manufacturers, but I don't think they have several hundred of them.
 
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Contest 4: Testing 1 Results
It was four days later that Gryfon was sent back to you, shadows deep under his eyes. The Accountant Branch had been chugging away at the math overtime, and the results were depressing. Three of the Legion-Kaptains were in favor of the Skoda, but the money didn't add up. It wasn't even an issue with the starting costs, no- the issue was the cost to run the blasted things, in terms of ammunition and gasoline and oil. Judging by the initial repair work to fix it after it's trench bath, the man-hours to bring one back into operation after a knockout would be prohibitively large. As such, Mair had managed to talk everyone involved into loosening the requirements and feeding you some more data.

For starters, the engineers had been contacted, and that right there changed the ball game entirely- because you got slapped with a forty ton weight limit for the bridges, and a two and three quarters width limit for the landing craft. This automatically ruled out the SkW-1 and tentatively took out the SkW-2, presuming it was just a straight upgrade on the -1 model. The landing craft commanders were also very happy with the forty ton weight limit, as their maximum hauling capacity was sixty tons and most of them were used to deploying an entire company of Seebatalioners at a time or the better chunk of an artillery battery. That knocked the sixty-five ton GK-4 off the competition, too.

This left you with the rather desultary KTW-3, or the Ghermain Brother's Np-1. The Commorate Casting's tank had arrived, however (the SkW-2 being held up finding suitable waterborne transport) and had been promptly and vaingloriously given the designation of the Upw-1. Designed around a licensed derivative of the Np-1's double wheel on a bellcrank system, it had a rounded and slightly piked front end of twenty millimeters, and side plates of nine millimeters. The gun in the turret was a standard 5,5cm field piece, and the turret was made of fourteen millimeter welded plates from Skoda. For light weapons, it had a pintle-mounted Zemmer machine gun in 13.2mm for handling armored cars and distance shooting, as well as a coaxial 6.5mm and a backup in a forward ball mount. In road testing, it made twenty four kilometers an hour according to Commorate, and could reach the requested fuel endurance via filling the expandable rear-mounted fuel bladders. For aquatic segments, they licensed the canvas raft system from the Werser YtS-7, complete with lack of self propulsion.

After that good news came the ass chewing, though. Wulf's main issues with your current decisions was an overemphasis on the water crossing, as well as complaints with the ability to actually buy and maintain a company per brigade. Fischer derided the ability of the not-yet failed infantry tanks to handle bridge crossings, and lamentably withdrew his support for the SkW-1 due to this issue. Klingemann mentioned tentatively that you might need a new RFQ, because his best depot facilities couldn't handle moving armor plate like the Skoda designs would inevitably have, nor could they work with complex engines and the roads in Nyasaland were too narrow for anything large. Rosenzwieg was frustrated at a lack of tractors and the fact only the Np-1 would be able to consistently work in the swampy morass of the Volta river delta. Mair was apparently drinking rather heavily, because the current designs required him to re-negotiate a priority list from the Seebatalions.

So, things had gone absolutely tits up at some point. Time for damage control. Happily enough, you had several options, even if they just boiled down to "cancel testing and get ready to write a new RFQ" if you were willing to piss away a week on Sand Island. Since Anne-Marie had yet to get Mother into a proper frenzy over your idiot of a brother and therefore remove him from your apartment building, though, that wasn't so bad. At least if you weren't testing things, you
weren't spending money. Well, much money.

VOTES (BY PLAN)


[] Continue Testing

[] Stop Testing
-[] New RFQ
--[] Wait for Mair & Co to get you Seebatalion spec sheets?
--[] You can do it yourself, damn the torpedoes.
---[] Write in second RFQ
-[] Old RFQ is fine.
-[] Change testing?
--[] Write-in changes from last winning plan

(NOTE: If I as GM give you an options flowchart like this, end lines copied from the flow chart don't cost money- only write-in areas will end up with budget costs.)
 
Contest 4: New RFQ
After hacking out a rough draft of your future RFQ, you decided on a few things. First off, no more than thirty tons, wet. That would give you some wiggle room in case you needed to change things up, and possibly modify anything large. While the topic of ambphibious crossing was under debate, you needed a way to prevent the accidental murder of 3/4 of a test crew. As such, the answer was obviously escape hatches. Lots of escape hatches.

Until then, you didn't have much to do except to talk to the bevy of company suppliers bumming around the island. First up was a talk with Skoda, to see if they had anything that would actually meet the new weight limits. The answer was no, of course, but they did have data on the new SkW-2. Since a 10,5cm turreted cannon obviously wasn't getting the job done (how they came to that conclusion you have no idea) a decision was made to widen the chassis and up-gun. The new SkW-2 mounted a 12,7cm naval rifle in a large casement, four self-defense autocannons, and was provisioned to mount a one and a half meter rangefinder on an optional targeting mast behind the gun housing if one wanted to use it for indirect fire. Total weight was about eighty tons wet, and seventy three dry, with a crew of ten. It could be made to float easier than previous models, though, and was guaranteed proof against any anti-tank weapons or counterbattery artillery short of a 15,5cm naval rifle's direct hit.

Your response was to back out of the room slowly, turn around, and go for the flask. Next up was Commorate, and their odd duck. The Ukw-1 you'd gotten was a far cry from a modified W-8, and you were dying to figure out how it happened.

The answer, it turned out, was Wanderer overpromising their production and ending up head over heels in trouble. After Thryssenwerke Koln, where Wanderer cast most of their hull forms, had to shut down a furnace due to a bad batch of steel, Wanderer couldn't keep production up. While they were scrambling for plate to resume using rolled and welded hull pieces, the production downtick made them have to renegotiate several contracts, incuding Commorate's. As such, they'd been snap-kicked into designing their own hull, and at that point it had been cheaper to license the Ghermain suspension than try and get their hands on good enough leaf springs. Once that happened, the up-gunning was pretty simple, as well as getting a redesigned transmission for the Wanderer-Jumo power plant. The switch to the YtS-7's flotation system was the result of internal testing finding out that air bladders were insufficient, however.

The Ghermain Brother's representative was equally informative. The starting point had actually been a commercially available steel-hulled boat, onto which tracks were attached and a suitable motor was found. The end design was a compromise on several levels, using armored bulkheads inside the boat hull to provide protection, and the motor was equipped with two separate transmissions- one to drive the propeller, one to serve the tracks. The decision to cut the gun down versus transition to a smaller caliber was an odd one, but the designers felt it would be better to follow the letter of the competition to the maximum. Leaving, you got back to your office to get the revised list of Seebatalion Recommendations.

-At least, but not limited to, one 5,5cm gun or rapid-fire cannon
-At least one weapon in traversing turret mount
-At least protection capable of withstanding sustained rifle and machine gun fire
-At least as fast as leg infantry on tactical scale
-AND/OR
--Ability to cross a river ten meters wide without bridging
--Ability to cross water two meters deep
--(Additional components may be used)
-Tactical endurance for at least 8 hours of operation
-Able to use existing portable bridges and landing craft
-No more than 40 tons full load.

Well, that was better than last time. Looks like you had a new RFQ to write.

(PLAN VOTE: It's a new RFQ. Don't get greedy.)
 
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