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FBD use
Posted: Sat Mar 27, 2021 4:36 am
by Medicusa
Hi,
I did some testing yesterday with the FBD and noticed that I mostly do not need the high RRV level per turn. Most railroad hexes seem to be repaired with 1-3 RRV per turn each. So I removed 2 of the FBD rail units to another HQ so that it can auto deploy them on a second or even third line. I wonder now with my limited xp in the later turns, how high can the repair RRV need per hex really go in the winter or with mud? Is it a bad idea weaken the FBD considering you can never move these repair crews back?
Thanks
chris
RE: FBD use
Posted: Sat Mar 27, 2021 5:07 am
by CapAndGown
Since the FBD is also used to increase the capacity of Depots, I assume that the lower cost of repairing rail line is due to the start-stop nature of these units which will serve a dual role of both rail repair and depot boosting.
RE: FBD use
Posted: Sat Mar 27, 2021 7:39 am
by loki100
ORIGINAL: Medicusa
Hi,
I did some testing yesterday with the FBD and noticed that I mostly do not need the high RRV level per turn. Most railroad hexes seem to be repaired with 1-3 RRV per turn each. So I removed 2 of the FBD rail units to another HQ so that it can auto deploy them on a second or even third line. I wonder now with my limited xp in the later turns, how high can the repair RRV need per hex really go in the winter or with mud? Is it a bad idea weaken the FBD considering you can never move these repair crews back?
Thanks
chris
be careful about this for a couple of reasons. first the excess gives you some redundancy that can be useful if your FBD build up fatigue or take losses. Second, you can't return the detached elements so over time its likely your core FBDs will be less effective in the speed of repair
Roger
RE: FBD use
Posted: Sat Mar 27, 2021 8:47 am
by bwheatley
ORIGINAL: CapAndGown
Since the FBD is also used to increase the capacity of Depots, I assume that the lower cost of repairing rail line is due to the start-stop nature of these units which will serve a dual role of both rail repair and depot boosting.
Putting a Railunit + HQ (I tried to always use a OKH/Stavka HQ so it's just a floater) on a depot is a way you make a "super depot" the benefit of the super depot in many cases is worth more to the player than the ~6-8 rail hexes it can repair in a turn.
That boost to the capacity of a depot really can help keep units supplied and ready to push forward.
RE: FBD use
Posted: Sat Mar 27, 2021 8:53 am
by loki100
ORIGINAL: bwheatley
ORIGINAL: CapAndGown
Since the FBD is also used to increase the capacity of Depots, I assume that the lower cost of repairing rail line is due to the start-stop nature of these units which will serve a dual role of both rail repair and depot boosting.
Putting a Railunit + HQ (I tried to always use a OKH/Stavka HQ so it's just a floater) on a depot is a way you make a "super depot" the benefit of the super depot in many cases is worth more to the player than the ~6-8 rail hexes it can repair in a turn.
That boost to the capacity of a depot really can help keep units supplied and ready to push forward.
not OKH/Stavka
they don't count, see 25.7.8. You get the best boost to capacity from a Front/Army Group HQ, a decent boost off an Army HQ, some boost off a corps HQ