- Mission effect gets divided by 4 before it's shown in the Combat Window.
- Before being applied to the Hex it gets multiplied 2....or the base divided by 2
- Before the enemy Ground Phase it's further divided by 3.
- Due to all this it has mostly 0 effect on enemy SMPs for Units.
- Most likely it also has (close to) 0 effect for Freight.
- Losses to the transported Units only start to occur at ~32k+ numbers for the single-line orange, which is reached after passing over it several times. (so basically when the Line is more than 100% clogged up [and has Air Interdiction])
This statement is weird or wrong or missleading in two different ways.Dead Manual, p.263 wrote:During each logistics phase, accumulated friendly
rail line usage in each hex is reduced to the higher of
either current rail usage divided by six or the enemy air
interdiction value (the actual value of this is shown in a
hex pop-up) times 500, with the latter being maxed out at
45,000 tons of rail line usage. In cases where there is no
enemy air interdiction, at the start of the movement phase
the max rail line usage will be 5,000 tons (for a dual track
line and 2,000 for a single track line).
- In the example with 99 Interdiction the Rail usage should be 99x500=49500, which it isn't, it's 10833.
- What's the general relationship between the initial Mission with its "effect numbers", which results in a Hex Popup halve that size during my turn which is then resulting in a Hex pupup in enemy turn which is further divided by 3(single rail), I don't see where quote: "the enemy air interdiction value (the actual value of this is shown in a hex pop-up) times 500" is supposed to take it's part in the calculation?!
As an example:
If you'd start with 100SMP after entering the Train, you can go 100Hexes (unloading next turn).
If this example would include 3 Orange Hexes caused by Partisans/Air Interdiction it'd be 100-(3*2)=94 Hexes.
I don't want to think about the Sorties/freight needed to make 3 Hexes Orange tho.
Splitting this Sorties over 10 Hexes may cause the whole Mission to have 0.00effect.
Since losses to transported untis appear to only occur when it's 100%+ clogged it's also 99% useless in this regard, altough I feel like the Interdiction is easier done than using actual Interdiction missions.
Not sure where the issue is located. But I feel like there are possibly too many weird multipliers in the formulas, ending up at a point where this whole mission has close to no effect at all, I guess it'll be similar for effects caused by Partisans.
/4 for Combat Window why would one divide the effect by 4 before it's shown in the combat window?
/2 (or /4*2) for same turn enemy Hex Popup
/3 before enemy Ground Phase (single rail) this as per manual should be affected by the Air Interdiction (only)?! Which it doesn't seem to be, as pointed out in "B".
-> this last modifier may be even higher when it's about double-rail (as seen in the 57597 example).




