Rail Repair value

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

Moderators: Joel Billings, Sabre21, elmo3

Post Reply
Simbelmude
Posts: 28
Joined: Sun Feb 24, 2013 8:56 am

Rail Repair value

Post by Simbelmude »

What's the point of the RRV? The manual says you cannot repair an hex whose distance from your closest railhead is superior to the RRv, but at the same time it cannot be more than 6 or 4 hexes (Baltic zone or non-baltic). The manual actually specifies that since b oth conditions must apply, plyers will never e able to use a rail repair unit more than 6/4 hexes from the railhead.
So why bother having a unit with RRV 15???
Why not remove labour units from it (that will be available for automatic assignment) until it reaches 6, since the Rail repair cost (3/1 mps) doesn't actually change???

I must be missing something...
User avatar
gingerbread
Posts: 3075
Joined: Thu Jan 04, 2007 1:25 am
Location: Sweden

RE: Rail Repair value

Post by gingerbread »

Ea non-baltic area hex costs 3. Baltic exception ends T24.
carlkay58
Posts: 8778
Joined: Sat Jul 24, 2010 10:30 pm

RE: Rail Repair value

Post by carlkay58 »

A good question Simbelmude. Personally, I do exactly that and increase the receiving HQ's ability to fix RRs by it.
swkuh
Posts: 1034
Joined: Sun Oct 04, 2009 9:10 pm

RE: Rail Repair value

Post by swkuh »

Let's do some math. Each repair generally costs 3MPs, plus 1 to get to next. So, four repairs takes 12 and three moves takes 3 max. Equals 15. Check.

I thnk real problem is that Soviet FBDs have same values and who knows how their capability matched to the Axis.
User avatar
cpt flam
Posts: 2353
Joined: Sun Jan 16, 2011 4:34 am
Location: caen - France

RE: Rail Repair value

Post by cpt flam »

I don't think this can be a problem
russian "FBD" come late and one at a time
you must have work made by those you don't control
if you play soviet you would like to have more [;)]
JeremyB
Posts: 30
Joined: Thu Jan 31, 2013 6:56 am

RE: Rail Repair value

Post by JeremyB »

Let's do some math. Each repair generally costs 3MPs, plus 1 to get to next. So, four repairs takes 12 and three moves takes 3 max. Equals 15. Check.

I'm not quite sure that's the explanation...
Anyone got a more convincing one? I must say it is a good question
User avatar
gingerbread
Posts: 3075
Joined: Thu Jan 04, 2007 1:25 am
Location: Sweden

RE: Rail Repair value

Post by gingerbread »

ORIGINAL: JeremyB
I must say it is a good question

I assume you mean one of these:
ORIGINAL: Simbelmude
So why bother having a unit with RRV 15???
Why not remove labour units from it (that will be available for automatic assignment) until it reaches 6, since the Rail repair cost (3/1 mps) doesn't actually change???

Repairing 4 hexes will take 4x4 = 16 RRV/MP. You do not want to endanger this capacity, at least not during the first year.


swkuh
Posts: 1034
Joined: Sun Oct 04, 2009 9:10 pm

RE: Rail Repair value

Post by swkuh »

Ooops, only play Soviet in 44 when they have 4... So they get them 1 at a time in '41. Makes sense, but cf.

The whole issue is a bit gamey IMO. Anyone have historical facts about either sides RR repair/building capacity? Clearly some sort of limiting factor should be employed. The flood of the little repair bots that can not be controlled is annoying and the FBDs seem arbitrary. But, what's a designer to do?

I'd prefer the whole process to be not visible and be done by the AI, but then, this game doesn't go there.
User avatar
Von Weber
Posts: 203
Joined: Thu Nov 29, 2012 11:07 pm

RE: Rail Repair value

Post by Von Weber »

And what about soviet constructing brigades? Do they have the same railrepair capacity like axis constructing battalions or should have a little more? They are brigades, should say, not battalions[;)]
Post Reply

Return to “Gary Grigsby's War in the East Series”