ORIGINAL: Curtis Lemay
ORIGINAL: ColinWright
I'd say the ability of Stoneman's cavalry to destroy rail lines would enter into the designer's meditations as he decided on the whole mix of factors determining the supply environment I mentioned above (although he's kind of DOA if he's trying to use TOAW for the Civil War in the first place).
However, it's a mistake to seek to render such arcane minutia directly. That's the way one winds up with lots of pretty bells and whistles -- and no simulation of anything at all.
Destroying or not destroying a rail hex is clearly an operational decision that has considerable impact on TOAW games. And there are some cases where handling it randomly is not very realistic. I'm not saying it's an emergency need - just that it belongs on the list.
...I think you head this route, you open all sorts of things that are currently abstracted and best left that way. We aren't working with staffs of hundreds as we play, and a lot of the work we're missing is damned dull.
I tend to see the 'rail hex' a partially an abstraction in the first place -- whether it's there at all has as much to do with what kind of supply environment you're trying to create as whether there really was or wasn't a rail line there, and what kind of shape it was in, and what rolling stock was available, and so on. Similarly, incidentally, with ports, airfields, and supply points. These are all devices whose presence is only partially determined by the concrete reality on the ground at that point.
So fretting about how easy the rail hex should be to destroy is kind of like worrying about what size shot would be best for bagging the Easter Bunny. It fails to recognize the true nature of the beast.
Currently, you
can render it effectively impossible to repair a rail hex -- ever. You can also cause the trains to keep running right along no matter what. You can have any point in between. You can randomize the repair effect, or you can make it a matter of choosing to repair a specific hex. You can make it happen fast, you can make it happen slow.
Given the scale we're operating at, and given the range of things either concrete or abstract a 'rail line' represents, that's quite all right.
Naturally, if a 'rail destruction' option is something that the designer can introduce or prevent completely, it wouldn't do any actual
harm, and in some cases would be of some use. However, I'd hate to see it as an option for a unit activity that the designer couldn't prevent players from exercising. One more damned house rule...