Hunter63
Posts: 28
Joined: 6/14/2016 Status: offline
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quote:
ORIGINAL: wktr8222 quote:
ORIGINAL: Pelton quote:
ORIGINAL: charlie0311 Do you get more than 6 rail hexes (Baltic), 4 otherwise, repaired per turn, per rail line, in this manner? You can get 7 some times as things don't work as designed and can not heheheh very old issue with RR that can not be fixed as it simply moves from one cross roads to the next/ before morveals time How can i repair more than 6/4 hexes using two fbds on one rail line? I am a RL friend of Pelton so I will answer your question with a quote from German Players Hand Book for WitE 1.0, authored by Pelton Rail Repair: FDB-1 turn one gets on rail and heads for Romania. Turn 2 it can RR starting in hex 67,102 or hex if Russia is blocking 60,95 then head for 67,98 then to 74,101 then to D-town 100,94 from there to Stalino area. FBD-3 turn 1 rails to 47,46 gets of rails and repairs hex 47,45 then FBD-4 RR up that line 51,44. Turn 2 FDB-4 RR the next 3 hexes and then FBD-3 RR the swamp then FDB-4 RR the line headed for Riga then to Pskov then hex 80,30 It then heads south to link up with FBD-2. Once they link up its free to go where needed generally towards Moscow. Then FBD-3 RR the line headed for 65, 43 then on to Smolensk then 96, 54 and turns south to link up with southern front. FBD-2 heads for Vilnius then turns north to hex 65, 43. At this pt. it assists FBD-3 then turns north and links up with FBD-4. Once it has linked with FBD-4 it is railed to the south on FDB-1 line. Then starts RR starting at hex 91, 92 and heads for Kharkov then to Orel to link up with FBD-3. Why the loops? It’s next to impossible for partisans to cut lines because there is 2 ways or more to get supplies to the front. I also put 8-10 con units in OKH and AGN,AGS,AGC and move units to areas I want linked up like Kiev, Nikolayev and hex 71, 35. You will need to do this by turn 10ish. Start with AGS-10 then AGN-8 then AGC-8 then OKH-8 There are several areas of the map where rail lines split, where they split in some cases you can repair more then the # per turn. This has been an known issue for years, if they patch out one area another opens up. Most of the Old Guard of players who don't play any more knew each one and how to turn them on as you RR. Some times you RR 3 hexes on a line and the following turn you can RR 7, so you can do 10 in 2 turns instead of 8 or far more in Riga area. The Old Guard play tested the first 7 turns 100's of hours (both sides just not German)so they knew the game better then the people who write the code. Which is not their fault. 1.0 was done on very old code by todays standards, so they really worked wonders with what they had. 2.0 should be far better.
< Message edited by Hunter63 -- 1/13/2017 11:01:41 AM >
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