Rail Repair Question

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

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Grognard
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Rail Repair Question

Post by Grognard »

Regarding random RR hex repair as set in the editor.

I very faintly recall reading somewhere that stationing any (non repair) unit at the end of a working RR line enhances the probability/possibility that the adjacent broken line will be repaired.

Anybody know for sure ?
Thanks in advance - go Packers.....
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Edwire
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RE: Rail Repair Question

Post by Edwire »

On Section 12.5 on the manual say it's probability increased only near supply points or deployed RR repair units. I'm not sure if it's non-RR repair unit.
The Automatic Rail Repair
function is reasonably intelligent; it attempts to recreate destroyed
supply nets from supply sources, and will tend to occur
near Supply Points and deployed Railroad Repair units.
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Grognard
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RE: Rail Repair Question

Post by Grognard »

Thanks - I searched the online helpless and didn't find anything. Thanks for being polite and not telling me to RTFM.

I will still park rear echelon units at the end of some RR lines as bookmarks to see if adjacent hexes were repaired. I was hoping otherwise as the randomness of repairs (in the various versions of Barbarossa with vast RR networks) leaves a lot to be desired...

Thanks again
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Telumar
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RE: Rail Repair Question

Post by Telumar »

In the D21 scenario, the Axis has to place entrained RR units at the end of a rail line to have the automatic repair happen at those points. It always worked for me.
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Grognard
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RE: Rail Repair Question

Post by Grognard »

Thanks Telumar - I will entrain an ant or 2 or 3 and park them at rail termini (terminuses ?[:'(]) in my current scenario (DNO 3.7).

I'll bump this thread when the results are in. Fingers crossed.....
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Telumar
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RE: Rail Repair Question

Post by Telumar »

This works only with RR units AFAIK. I could be wrong though and 'normal' units will do the trick, too.
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Grognard
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RE: Rail Repair Question

Post by Grognard »

This works only with RR units

Forgive me - I didn't notice the "RR" in your original post.
It always worked for me

If it works every time this could be of use - where connecting sections only needs a few (1,2,3)repairs to (significantly) shorten a route - this would also save a lot of time. The interesting thing here is if it works consistently with a divided RR repair unit (less proficiency). If it does would it be considered "gamey"? Not that I would care [8|]
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sPzAbt653
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RE: Rail Repair Question

Post by sPzAbt653 »

As Edwire posted, Rail Repair will tend to occur near Supply Points and deployed Railroad Repair units.

Units with no Rail Repair Capacity have no effect. So you have two types of repairs, Manual Repairs performed by the player with units that have Rail Repair Capacity, and Auto Repairs performed by the Game Engine. Auto Repairs occur at the default rate of 1 per turn, but this can be changed by the scenario designer using the event engine. A unit with Rail Repair Capacity will have diminished capacity if the unit is split.

Optimally, repair one line by massing all units with Rail Repair Capacity on that target line, then leapfrog them each turn while using each unit to Manually make repairs. However, you may repair multiple lines by dividing your Rail Repair resources across multiple lines, but at a reduced rate.
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Grognard
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RE: Rail Repair Question

Post by Grognard »

Auto Repairs performed by the Game Engine

- is what I'm trying to pin down

My 2nd runthru of DNO 3.7 - 4 random hex repairs per event engine (not to mention a massive rail net with many hard decisions to make...). I want to guide/influence where these occur. I just entrained a couple of RR repair units this turn and parked them on either side of a 2 hex break per Telumars suggestion above.
In the D21 scenario....It always worked for me
If it does work this will shorten the Leningrad - Vyazma run by about 20 hexes and save me a turn of foot slogging/reduced supply/readiness. Not to mention the time saved by keeping the RR Repair units entrained...
Optimally, repair one line by massing all units with Rail Repair Capacity on that target line


DNO HR limit is 3 per line
However, you may repair multiple lines by dividing your Rail Repair resources across multiple lines


Like I said; hard decisions. Losing those 2 on this experiment cost me progress on the middle Caucasus line (300 km behind 17th Army at Dneprpetrovsk). I'll probably finish the turn tomorrow and find out if entrained RR repair units influence random RR repair in adjacent hexes. Will advise.
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Grognard
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RE: Rail Repair Question

Post by Grognard »

Will advise

Negative - neither of two damaged RR hex adjacent to two entrained RR repair units were repaired randomly... Hmmmmm
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Telumar
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RE: Rail Repair Question

Post by Telumar »

ORIGINAL: Grognard
Will advise

Negative - neither of two damaged RR hex adjacent to two entrained RR repair units were repaired randomly... Hmmmmm

I saw this working in D21.

There are other factors to consider: What is the setting for automatic rail repair? And how many turns did you wait?
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RE: Rail Repair Question

Post by Oberst_Klink »

ORIGINAL: Telumar

ORIGINAL: Grognard
Will advise

Negative - neither of two damaged RR hex adjacent to two entrained RR repair units were repaired randomly... Hmmmmm

I saw this working in D21.

There are other factors to consider: What is the setting for automatic rail repair? And how many turns did you wait?
Works fine with the updated/modified Road to Moscow, Crossing the Border. Elmer also uses the RR engineers to repair up to 20 hexes of RR from Brest towards Minsk, in 12 days (If he manges to capture
Brest-Litovsk!).

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Grognard
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RE: Rail Repair Question

Post by Grognard »

What is the setting for automatic rail repair?

100% - 5 hexes/turn
And how many turns did you wait?

Nur eins - any more kind of defeats the purpose as I might as well detrain them and repair the hexes manually (which I did). Maybe I will experiment next turn and wait more than one. But my supply net will suffer [:(]
Works fine with the updated/modified Road to Moscow

Entrained RR repair units forcing a random fix in an adjacent damaged hex ?

Thanks for the input guys - I will hoist a beer for you tonite.......
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RE: Rail Repair Question

Post by sPzAbt653 »

I might as well detrain them and repair the hexes manually


The 5 auto-repairs per turn are in addition to any that you repair manually, so yes, detraining them is the optimal solution. The Auto Repairs occur during the Bookeeping Phase at the beginning of the turn, then during the turn you can manually repair additional rails. On occasion you will notice that one or more rails adjacent to your rail repair unit may have been repaired by the auto-repair, but that isn't always the case due to the large rail grid. Remember, repairs 'tend' to occur first near supply points, then near rail repair units, then in other locations. So on some turns you may not readily notice where they 'occured'.

D21 is different in that Rail Repair Units are able to move by rail only, so they can't be detrained to make manual repairs.
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