Hello there, it is I, someone who like duccs here. It's been awhile since I've done an information, and this time is because I realized a lot of things need some kind of elaboration. Let's start with Esterria.
(oh and btw, non-chapter will now be marked as NC)
The flag of the Commonwealth of Esterria that was mentioned in the first few chapters is this:
This iteration of the Commonwealth's flag was adopted during the previous relatively short rule of King Magnus IV from 1694 to 1701 as he focused much on civil liberties before his and his Queen's assassination. Previously, it was just the eagle in a square background.
The geography of this country mainly consists of lush, forest environment with some mountains in between. Their capital, Einskirka, is located on the Northern coast of the mainland. It is also important to note that Esterria has a lot of islands to its North that are separated from the mainland.
They're based on early 17th century Netherlands, except shittier (i.e. fked economy before Flashia) and some political and legal differences. Their military forces is called the Esterrian Royal Army (ERA, not to be confused with Explosive Reactive Armor).
The Esterrian Royal Army has a total personnel of 140 thousands, which is almost 5 times smaller than that of before abolition (700k). This is including reserves and the Wyvern Corps by the way, sanctions are just one hell of a thing. The number has since been increasing though as they were able to secure an economic deal with Flashia as you may have known already.
Currently, they're dealing with slavers in the region of Havenklein, where they have been losing badly as the other side is supported by the KU.
Anyways, let's get back to our titular country shall we?
There are some things that did not make it to the last one, so I'm going to list them. Let's start with the army, and as usual a lot of these equipment are domestically produced.
UH-1Y - 150 (+50 Mariner helicopters)
AH-1Z - 180 (+60 Mariner helicopters)
CH101 - 120 (+40 Marine helicopters)
Then we have the Air Force (or Luftforsvar) and the Navy (or Marine)
E-2C - 10
C-17 - 20
C-130 - 25 (10 are KC-130s, undergoing replacement by A400M)
A400M - 75
KC-30 - 35
And finally some Navy equipment
MH-60R - 165
MH-60S - 135
Ok, let's just get back on the Army shall we?
The standard issue weapon of the Flash Army is the RM08A1 (Riffel Model 2008 A1), or the HK416A5
The original version of this gas-operated short-stroke piston rifle was adopted in 2008 right at the end of the Reunification War. The former standard issue rifle, the RM86A1 and RM86A2 (C7A1 and C7A2 respectively) had the tendency of getting dirty after several rounds due to their direct impingement system.
Normally it wouldn't be that big deal of a problem... until the Reunification War came around. A lot of rounds went downrange during the war, and the rifle proved to be less desirable and durable.
In response, the Forsvaret searched for a new rifle, eventually landing on the 416 as it did meet their requirement. The weapon were subsequently designated the RM08 and were issued as standard in 2008, making a combat debut in Trakluc the same year. They were later upgraded to RM08A1 standard around 2013.
Variants also spawned, such as the KM08 and KM08A1 (Sub-carbine HK416D and HK416A5 respectively)
Up next we have the Skarpskytte Riffel Model 2010 (SRM10)
(I couldn't find a suitable one with the gun alone)
The SRM10 is the Forsvaret's designation of the HK417 Recce, and is their standard Squad Designated Marksman Rifle since 2010. Why would they adopt the 7.62x51mm version 2 years after the 5.56 has been adopted? Well that's because they thought they were fine running G3SG/1 (SRM85). However as time went on, it became clear that the roller-delayed blowback rifle has aged and the 417 was subsequently adopted for commonality reason.
This SRM model as of current is one of the two options that a deputy squad leader has, the other being the standard rifle with a grenade launcher.
Now time for the automatic support weapon.
Here, we have the FN Minimi Para (or Ksp 90 as shown here) designated as ARM90 (Automatisk Riffel Model 1990). This is the standard light machine gun of the Flash Army. Now, you might think it should be called Machine Gun in the designation instead of 'Automatic Rifle'. Except the logic is that because it's 5.56, the thing is basically a rifle on steroid. According to Flash doctrine though, this is one of the four options for squad's MG.
It can also be converted to 7.62, in which case it becomes the Maskingevær Model 2010 (MGM10).
Both the ARM90 and MGM10 can replace our next weapon below for terrains such as urban areas and dense forests. For any environment other than that though, such as open fields, we have this classic machine gun:
The machine gun at a squad-level of Flashia, the Kanye's buzzsaw, the MGM62A1 (MG3 with picatinny rail for optics). The MGM62A1 came from the ashes of the Reunification War, when scopes were found to have reigned the frontlines. The guns came as a result of soldier's improvisation and later officially approved for adoption.
[Fun fact: Flash soldiers were previously thought to be summarily executing Hatemean soldiers as they were scoring a suspicious amount of accurate headshots]
The production of this machine gun (and also the original MGM62) has also been restored to bolster the Flash Land Army's capabilities.
That said, even if the two of those machine guns corresponds to different terrains that a squad may find themselves in, they're both on their way out in favor of a new machine gun. Selected as a result of lessons learned from previous Flash overseas deployment, the gun had to go through trials and tribulations to have a chance to end up in the frontline infantry's hands... once again.
Being the newer version of an infamous gun, the Flash Defense Forces were initially reluctant to accept it into service. But as the trials went on, the machine gun had managed to shed its past images of being a good but at times unreliable weapon to a gun that simply worked.
It was once extremely heavy, and was awkward to change barrels out among other flaws. But now it has matured with them being finally sorted out with a new tan finish, and this time, many more loved it.
The machine gun had a rough start, but now, this pig finally got a chance to redo it all over again. And in tribute to the original version, the MoD decided to make an exception in terms of designation. As far as one knows, this is only one of the few notable examples of this happening.
Instead of being referred as MGM12 as it should be, it ended up being called the MGM60.
The MGM60, or better known as M60E6 addressed many of the issues of the iconic machine guns had as mentioned. In addition, they also made some adjustments and put it up to modern standard with picatinny rail to put some attachments and more importantly optics such as the one seen here.
All of this combined makes the weapon best suited for the job of eating up the links and spewing out lead at the enemy.
[And yes, I actually drew the picture myself, I couldn't resist]
Next we have the AT4, Pansarværnsvåben 89, sometimes known as the 'Death Tube' or 'Explosive Pipe'. Contrary to its designation, it isn't actually intended as an anti-armor weapon but rather more suited as an anti-structure weapon, at least doctrinally.
In a squad, you may find at least 2 of them, or maybe one of the following weapon:
This is the Pansarværnsvåben 87, the Carl Gustaf M3. This is the actual (secondary) armor destroyer for the infantry, as it's basically a portable recoilless rifle. In a squad, one would pull the trigger and one would assist the gunner in doing their things effectively.
However, it is still far from the one delivering the heaviest punch for the Land Army, in fact, the next is pretty much capable of punching straight through the front with also the added benefit of Predicted Line-of-Sight which blurs the line between just a rocket launcher and ATGM a bit.
The Pansarværnsvåben 09 is a rather hefty system, but as said, it is capable of penetrating MBTs directly from the front as well as being able to hit a moving target by just simply moving the reticle along until it locks on... provided it doesn't suddenly change its speed and/or direction of course. It's also capable of top-attack in similar fashion to the TOW-2B.
This is a platoon-level weapon though, so 1 in 2-4 squads gets their hand on them, if they do at all.
Alright, that's all for now, goodbye and I'll see you again in the next chapter.
Patch note (21/6/2024): Sea Stallions have been replaced for Merlins