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Rail Interdiction

 
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Rail Interdiction - 2/24/2011 4:16:02 PM   
Pawlock

 

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Joined: 9/18/2002
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I have started playing the Russians against the AI and something that comes to mind immediatly is the ability of the Russians to move large amounts of manpower at a whim unhindered by what seems limitless rail capacity.
Even taking into account the movement of factories, there is still a lot of capacity here.

Not wanting to get into a historical/unhistorical debate on this, but what concerns me is the fact they do this virtually "unhindered".

Not sure how feasable this is, but maybe some sort of rail interdiction could be introduced, whereby an attacker has another way to plan his attacks and say hinder reinforcment to certain areas.

Some sort of bombing code for rail lines? either effecting movement costs or incapcitating the rail in the hex with a sliding scale of chance to inflict damage based on strenght of attack?

thoughs?

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RE: Rail Interdiction - 2/24/2011 5:26:11 PM   
Mehring

 

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Remember the AI will not press you like a human will. I think vs human opponent you'll need all the railcap you can get, particularly in the first 15 or so turns.

(in reply to Pawlock)
Post #: 2
RE: Rail Interdiction - 2/24/2011 7:58:48 PM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

With latest v1.03 BETA6 there is now Interdiction that works for both enemy road and rail movement!


Leo "Apollo11"

_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to Pawlock)
Post #: 3
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