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Ripping Railroads ?

Posted: Thu Oct 12, 2006 7:55 pm
by FaneFlugt
Playing the Gotterdamerung Scenarion in MP. My first MP game. My soviet boys are doing quite well, 4 dead russians for each fascist. but the steamroller keeps rolling[:D].

The only thing that annoys the STAVKA is that everytime a soviet divsion enters an axis hex, the railroad in the hex is torn up. Since the Axis has evacuated most of the balitc states, except for some "kessels", and withdrawn to a defense line in Eastern Poland. It seems quite stupid that all railway lines are torn up by my troops when the enemy is 20-30 hexes away.

I wonder if it has something to do, with the different Railway gauge used by EU vs Russian railroads?? any comments?


RE: Ripping Railroads ?

Posted: Thu Oct 12, 2006 8:06 pm
by freeboy
not that I know what the game folks where thinking.. but the Reds and the Axis used different gauge rr, so this is accurate in my estimation.

RE: Ripping Railroads ?

Posted: Fri Oct 13, 2006 12:25 am
by rhinobones
Regardless of gauge size, attacking units always tear up the very RRs they will later need to use. My guess is that this was a simplified way to simulate destruction of RR by retreating forces. Of course when you simplify some desired details get washed out.

My posted suggestions for the next (or any future) round of changes is that features such as RRs, airfields and ports be destroyed same as bridges. It would take a purposeful move on the attacker’s part and have a cost in movement points. On the flip side engineers should be able to build new roads, airfields, RRs, bridges and ports same as damaged bridges can be rebuilt by engineers.

There might also be a need for underground bunkers and tunnel systems. This could make it possible to hide a command unit, N. Korean artillery units or V2 rockets inside bunkers and mountains. Think a bunker or tunnel would give the hex reduced attacker recon capability and an elevated armor protection. Maybe someday.

Regards, RhinoBones

RE: Ripping Railroads ?

Posted: Fri Oct 13, 2006 1:16 am
by SMK-at-work

RE: Ripping Railroads ?

Posted: Tue Nov 07, 2006 11:57 am
by FaneFlugt
Ok, another question or three do RR repair units, only repair 1 hex per time? or is it scenarion dependent.

And I read somewhere ?!? that unused MP will be used to repair RR is this correct?

And is it also correct that some Scenarios have an inbuilt Strategic RR repair function. That is unseen by the player. If so what is its priorities?

Thx.

RE: Ripping Railroads ?

Posted: Tue Nov 07, 2006 1:40 pm
by golden delicious
ORIGINAL: FaneFlugt.DK

Ok, another question or three do RR repair units, only repair 1 hex per time? or is it scenarion dependent.

RR Repair units can only ever be used on one hex each turn, using all their remaining move. However some rail repair units can be divided into two or three sub-units.
And I read somewhere ?!? that unused MP will be used to repair RR is this correct?

I don't believe so. This I think is a misconception drawn from the fact that automatic RR repair tends to occur in the vicinity of any RR engineer-iconed units. So if one of these ends its turn on a hex of broken rail, that hex will be a priority to be fixed.
And is it also correct that some Scenarios have an inbuilt Strategic RR repair function. That is unseen by the player. If so what is its priorities?

See above.

RE: Ripping Railroads ?

Posted: Tue Nov 07, 2006 2:21 pm
by FaneFlugt
Thanks. If i can divide my RR repair units I might make it to Berlin before turn 100. *Starts praying*

RE: Ripping Railroads ?

Posted: Tue Nov 07, 2006 3:40 pm
by golden delicious
ORIGINAL: FaneFlugt.DK

Thanks. If i can divide my RR repair units I might make it to Berlin before turn 100. *Starts praying*

Bear in mind that the combined RR repair % of the divided units will be less than the % of the original unit. However the original unit might be overlarge; if your three sub units have values of more than 33% then it is worth dividing.