My apologies for taking so long to respond, with the convention and vacation seasons now coming to an end there is more time for us to continue to respond and to move the game forward. It seems like the progress is slow, especially me to because I'm used to getting games published in a computer format, but the truth is it's going much faster than what I see happen with companies that run P500 or pre-order lists. Once this game makes the pre-order list here I would expect for you to see it shortly afterwards. I would rather not make projections that are constantly revised. I've been on the receiving end of plenty of those myself before and it's always a let down when they don't meet their publication dates.
As to the magic of the vehicles in the Modern series for KN, a lot of the factors are subjective. Very little hard information is given about modern equipment because the nations involved are very stingy with their hard data points. I use a formula that converts all the variables to a steel variable, check the angle and go with that. The game itself takes into account that I may be a bit off. It's not a simple comparison of factors but there is a pretty wide range of variable result possible.
That was intentional for several reasons.
1. No weapons system or armor works as advertised all the time. There are flaws, imperfections, weather conditions, angle of impact, etc. to consider on every single shot fired that impacts on a vehicle. You may well hit a jeep with a tank cannon. And just because you managed to hit the tail gate doesn't mean the jeep was destroyed. Most games take the extremely low percentages of hit/kill out and just go for those that will kill it. They let the To Hit take care of the lower range results. To me that doesn't hold up. You can hit the vehicle and not destroy it. no matter how big or small.
2. The position of the vehicle makes a tremendous difference to the damage done. We don't model every single inch of ground in the game. That means that a vehicle could be in a slight dip or rise, giving a different protection aspect for where the round impacts. It depends on how experienced the driver and vehicle commander are.
3. The addition of pseudo armor such as shurtzen, bed springs, track links, zimmerit, concrete, etc can also add some protection value.
4. The round can strike a spot that is vulnerable, vision slits, turret rings, gun barrels, gun sights, etc. and have the vehicle become combat ineffective. This doesn't mean the crew was killed only that the vehicle stops being effective for the duration of this particular battle.
In regards to the vehicles of the world, David Heath and I have discussed expansion pacts and one of those is an Arctic Circle Expansion. That would include Finland, Sweden and Norway armed forces and scenarios. So, you're not alone with the desire to see combat in that part of the world. I've been in Southern Sweden, very southern (Lund), and so have interest in that part of the world too.
The terrain set for the series will include all the different types of terrain that I can identify around the world simply because the series is designed to simulate combat between forces anywhere on the planet from 7 July 1937 through the year 2025 and possibly beyond.
Good Hunting.