Eastern Front scenario rail repair

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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gwgardner
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Joined: Fri Apr 07, 2006 1:23 pm

Eastern Front scenario rail repair

Post by gwgardner »

see attached screenshot: does the PO automatically repair 4 rail hexes? Random broken rails? Does a unit with rail repair capability have to be near or on the broken rail hex?

The scenario has rail repair units, but I'm assuming the repair mentioned in the screenshot is in addition to that?
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Spale69
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Re: Eastern Front scenario rail repair

Post by Spale69 »

What I see in the editor is that this is coming from the event 921...effect: rail repair. And manual states the following for this event type (17.9.4 in the manual):
This is the greatest number of Rail locations that will automatically be repaired by the Force in any given Turn. This ability is in addition to any Railroad Repair Engineering units.
So, this refers to the section 12.5. "automated rail repair during bookkeeping...".
gwgardner
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Re: Eastern Front scenario rail repair

Post by gwgardner »

Thx very much.

governato
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Re: Eastern Front scenario rail repair

Post by governato »

If you feel comfortable with the editor

go to event 921 and bump the rail repair for PO1 rate to say 12 (16 if you feel extra generous)

If you want to help the Red Army PO instead, bump the RRepair in event 923 to also 12.

These changes will not affect a game where the axis is played by a human opponent.
Not sure what these will do to PO vs PO ..but not super relevant :).

I will make these as a TOption in V9, but that is not imminent :)
gwgardner
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Re: Eastern Front scenario rail repair

Post by gwgardner »

Thx. I'll leave the rate as is for this game. I have yet to see a rail repaired when I didn't actually manually do it, however.

governato
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Re: Eastern Front scenario rail repair

Post by governato »

gwgardner wrote: Tue Jan 09, 2024 9:36 pm Thx. I'll leave the rate as is for this game. I have yet to see a rail repaired when I didn't actually manually do it, however.
I find your lack of faith..disturbing :evil: Classic movie quotes aside, always happy to re-check things. Two snapshots at T60 Summer 42) and T70 (Late Fall 42) of Eastern Front v8.1. Green is working rail, red is damaged rail.
Note that Axis auto repair begins several turns after the start of the scenario at 2 hex/turn as per scenario news. The Axis PO will then repair at 4 hexes/turn from Turn 30 to Turn 50ish.
The combined autorepair + Rail Repair units rates have been tested to match the historical rate of repair in a Human vs Human game (assuming familiarity with game rules).

As expected Automatic Rail Repair at that point in this test game proceeds at about 2-4hex/turn depending on side. The circles mark areas where auto repair has been more active. No RR units have been moved or used.

A couple of things to learn:

- auto repair is not completely random: rail is repaired adding sequentially to the existing railheads
- auto repair assigns priority to certain lines (it tends to focus on some areas more than others..maybe based on unit density? I dont know).

We have also previously learned that the PO does NOT use RailRepair units efficiently so there is a need to increase the auto R-Rate in PO games (or for beginner players or for people who dislike reparing railways ;)).

Hope this helps.
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Ranger6
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Re: Eastern Front scenario rail repair

Post by Ranger6 »

Good job, Governato.
I learned a thing or two (or three).
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sPzAbt653
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Re: Eastern Front scenario rail repair

Post by sPzAbt653 »

Section 12.5 also states:
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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