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A few general questions
Posted: Sun Jul 01, 2012 12:39 pm
by sanderz
Hi
I have been playing around in some of the small scenarios to try and get the hang of things and came up with yet more questions - hope you can help:
1) CONVERTING RAILROADS
a) Just want to check that this works as "one hex per turn (max) for each railroad unit". The reason for asking is that this seems slow or am i missing something?
b) Any tips on maximising rail conversion? e.g. I read somewhere (can't remember where) that other units in the hex inprove the chances and that for hexes that the rail unit cannnot move into it just needs to be adjacent provided there is any sort of land unit in the unreachable terrain.
2) SCENARIO BRIEFINGS
Anyway to print these off or do they have to be viewed in the very small ingame screen?
3) GAME UTILITIES
Is there any way to extract game data into a spreadsheet on a turn by turn basis e.g. replacements etc.
thanks
sanderz
RE: A few general questions
Posted: Sun Jul 01, 2012 1:19 pm
by Oberst_Klink
ORIGINAL: sanderz
Hi
I have been playing around in some of the small scenarios to try and get the hang of things and came up with yet more questions - hope you can help:
1) CONVERTING RAILROADS
a) Just want to check that this works as "one hex per turn (max) for each railroad unit". The reason for asking is that this seems slow or am i missing something?
b) Any tips on maximising rail conversion? e.g. I read somewhere (can't remember where) that other units in the hex inprove the chances and that for hexes that the rail unit cannnot move into it just needs to be adjacent provided there is any sort of land unit in the unreachable terrain.
2) SCENARIO BRIEFINGS
Anyway to print these off or do they have to be viewed in the very small ingame screen?
3) GAME UTILITIES
Is there any way to extract game data into a spreadsheet on a turn by turn basis e.g. replacements etc.
thanks
sanderz
1) 10.4.6 railroad damage
Any Railroads in an enemy-controlled location may be damaged when a friendly unit enters the location. The chance that this will happen is dependent on the Scenario. Damaged (broken) Rail-roads may not be used for Railroad Movement.
2) Check the Scenario folder for the accompanying documentation *see attachment*
3) For statistics, scenario information I recommend to download and install Andy's
Scenario Viewer
To get familiar with the bits & bops of the combat mechanisms, movement, ZOC, etc. I recommend my Tutorial '41 scenario, including detailed screenshots and step-by-step instructions. You find it
here.
Klink, Oberst

RE: A few general questions
Posted: Sun Jul 01, 2012 2:02 pm
by sanderz
thanks for taking the time to provide the links - am downloading now
on the subject of railroad repair you commented on how they were damaged (thanks) but i was wanting a bit more info on the repair side of things (were my comments assumptions on this correct?)
cheers
sanderz
RE: A few general questions
Posted: Sun Jul 01, 2012 3:11 pm
by shunwick
sanderz,
Yes, rail repair units will repair one hex per turn. There is, I believe, an automatic rail repair rate of 1 location per turn that is in additon to what your rail repair units can do and the scenario designer is able to increase the automatic repair rate so that, overall, there is no practical standard rate.
Best wishes,
Steve
RE: A few general questions
Posted: Sun Jul 01, 2012 5:12 pm
by Curtis Lemay
ORIGINAL: sanderz
Hi
I have been playing around in some of the small scenarios to try and get the hang of things and came up with yet more questions - hope you can help:
1) CONVERTING RAILROADS
a) Just want to check that this works as "one hex per turn (max) for each railroad unit". The reason for asking is that this seems slow or am i missing something?
A RR unit can only repair one hex per turn at most. The designer can provide copious amounts of RR units, though, as he sees fit.
b) Any tips on maximising rail conversion? e.g. I read somewhere (can't remember where) that other units in the hex inprove the chances and that for hexes that the rail unit cannnot move into it just needs to be adjacent provided there is any sort of land unit in the unreachable terrain.
Other units don't help rail repair. The rail repair unit must be in the hex to be repaired.
One tip: Be sure to make repair efforts at the start of the turn with as few MPs expended as possible - engineer/rail repair factors are scaled by fraction of MPs remaining.
One other possible help is to subdivide the rail repair unit - it may have had an excess (>100%) ability. In that case, the amount beyond 100% would have gone to waste. However, if, after subdivision, the sub-units have less than 33% ability, then there was no excess ability, and it will perform better recombined.
2) SCENARIO BRIEFINGS
Anyway to print these off or do they have to be viewed in the very small ingame screen?
Some designers provide a document that contains that - check the scenario's associated documents (you should do that anyway, of course). But, if not, you can go into the editor and copy the Scenario Briefing to a word/text program that can print the briefing out.
3) GAME UTILITIES
Is there any way to extract game data into a spreadsheet on a turn by turn basis e.g. replacements etc.
There is a user made program that displays loss data. You can search for it on this site. I don't know of any for replacements.
RE: A few general questions
Posted: Sun Jul 01, 2012 5:15 pm
by Curtis Lemay
ORIGINAL: shunwick
sanderz,
There is, I believe, an automatic rail repair rate of 1 location per turn that is in additon to what your rail repair units can do and the scenario designer is able to increase the automatic repair rate so that, overall, there is no practical standard rate.
The scenario designer can set that auto repair to zero as well as increasing it. This should be noted by the designer in his briefing.
RE: A few general questions
Posted: Sun Jul 01, 2012 5:21 pm
by Curtis Lemay
ORIGINAL: Curtis Lemay
There is a user made program that displays loss data. You can search for it on this site. I don't know of any for replacements.
That program can be found on this thread:
tm.asp?m=2711227
RE: A few general questions
Posted: Mon Jul 02, 2012 2:50 am
by sanderz
thanks all - much appreciated