ORIGINAL: saudivan
I love the strategic overview and operational viewpoints for each turn. This is extremely
well set up and easy to follow.
As for your railroad engineers, just a few comments:
* The rules mention "Rail Repair Equipment" for repairing rail lines. Maybe these need to
be resupplied so the railroad engineers can be effective...not sure.
* The units rail repair capability is its' chance of successfully repairing a rail hex each
turn.
* In the Theater pane it will tell you if you have an Auto Rail Repair Chance or not.
This is in addition to the chance of repairing a rail hex using the units rail repair
capability.
Not sure if this helps any, but maybe something here that you haven't considered yet.
Looking forward to more.
Hey there saudivan dude. Thanks for posting. I took a look at the auto rail repair and it's 14 per
turn. That's not very many hexes.
The northern RR engr group is almost at the front lines relatively speaking so I moved three
of the units to the middle route so that there's seven of them in the middle. That ought to
get some rail repair going. the south group is headed for Kiev but isn't quite there yet. But
it's getting closer so the supply levels are rising very slowly, turn by turn. So I've
decided to keep going and see how far it will be able to go.