In the second screen you can see the repair unit has movement left, is inside the baltic rail zone and the hex is attached to the repaired section for this turn.
Why the heck doesn't it have any RRC value?
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Moscow by winter? Only if you send Fast Heinz to Kiev.
From your first screen shot, it looks like the 6 hex from railhead rule is being applied.
14.2.2.4. REPAIR ELIGIBILITY AND RRV
Damaged rail hexes must be eligible to be designated for repair by an FBD/NKPS unit. This
is based on the distance from the damaged rail hex to a railhead (the “off rail range” in the
hex pop-up text), which is the closest friendly and undamaged rail line hex that is connected
through the rail network to a supply source. A hex is eligible for FBD/NKPS repair if 1) the hex
is in the Baltic zone (prior to Dec 1941) and within 6 hexes of a railhead, or if not in the Baltic
zone within 4 hexes of a railhead, and 2) the number of hexes to the railhead does not exceed
the RRV (Rail Repair Value) of the FBD/NKPS unit. Since both of these conditions must apply,
players will never be able to use an FBD/NKPS unit more than 6 hexes from a railhead in theBaltic zone (prior to Dec 1941), or 4 hexes from a railhead outside the Baltic zone. If a rail hex
is not eligible for repair, the RRC will not display in the FBD/NKPS unit’s info area.
Note that RRV is based on the number of construction and labor support units attached to the
FBD/NKPS repair unit and will decrease if attached support units are removed. Players can
manually transfer support units from an FBD/NKPS to a higher headquarters, but there is no
mechanism, automatic or manual, to transfer additional support units into a FBD/NKPS.
If the Show Move preference (3.3.4) is toggled on, when an FBD/NKPS unit is selected, all
damaged rail hexes within the FBD/NKPS movement range will be red, and all hexes already
designated for repair within the FBD/NKPS movement range will be yellow.
Keep that rule in mind if you decide to stack all your rail repair in one line: won't work past a certain point. You can't just flood a rail line and get hundreds of miles converted in a single turn.
I've read the rules about 4 times now on this and it seems that this screen shot contradicts the rule: A hex is eligible for FBD/NKPS repair if 1) the hex
is in the Baltic zone (prior to Dec 1941) and within 6 hexes of a railhead. In this shot you can see I've repaired 8 hexes of rail with that last hex being 8 hexes from the nearest railhead counted either down the rail line or any other path.
This is with the 1.01 Beta 1 patch.
Forgot to upload the SS.
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Moscow by winter? Only if you send Fast Heinz to Kiev.
I'm wondering if Tallinn(sp?) is axis occupied, and if it is being considered a supply source/railhead. Without seeing the rest of the rail grid it is difficult to know if it is a bug.
It is occupied, as I remember I went for it right away. I never even thought it would be a supply source via its port. The railhead you see in the SS is the furthest north and east in the Baltic at that point. I'll have to read up on supply sources.
Edit:
So if it is a supply source then putting the rail line north of Pskov is a waste of resources as you can get at 20 hexes from it 15 admin + 5 unit and still be in supply. One more thing to try in my next game.
Moscow by winter? Only if you send Fast Heinz to Kiev.
For the rail repair purposes it is possible it is tracing the limit from a captured port (I know at one time it did, not sure if that ever changed). However, there are penalties to tracing along a rail from a port that make it not as desirable as a main rail head connected directly to the grid. So it's best to ultimately have a direct rail link back to Germany.
All understanding comes after the fact.
-- Soren Kierkegaard