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Railroad conversion - 5/24/2017 1:49:43 PM   
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glvaca
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Is it no longer possible to have 2 FBD's working the same RR? Is there a limit on how many hexes on 1 stretch can be converted?

Also, might we see a change where unused Mvpts of FBD's can be used to partially repair a RR? I think this is actually pretty logical and construction units from higher HQ's
are allowed to partially repair a RR already? I mean, it's not like those guys would say, oh, not enough mvpts left to complete the job let's just do nothing (and lose 1-2 mvpts)

Just a thought...
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RE: Railroad conversion - 5/24/2017 6:23:52 PM   
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Telemecus
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Agree with your suggested improvements!

In 1.10beta I have used different FBDs to repair different sequential hexes of the same rail line in the same turn.

The limit seems to be 6 hexes in the Baltic zone and 4 outside from where you have rail at the start of the turn. However they do not have to be the same stretch as depicted in the map, only hexes with rail next to hexes you have just repaired. So for example where two rail lines are next to each other I have used one FBD to repair up to 8 rail hexes in a turn in the Baltic zone, even though some are on a different rail line and not even connected to the "grid." It is possible to repair any number of rail hexes in a stretch if you have the FBDs/Mps to do it so long as all those rail lines are within 4 (6 in Baltic) hexes of rail at the start - if you are repairing more than 4 (or 6 in Baltic) usually this means the rail line bends and is not straight.

< Message edited by Telemecus -- 5/24/2017 6:50:47 PM >

(in reply to glvaca)
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RE: Railroad conversion - 5/24/2017 6:54:16 PM   
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EwaldvonKleist
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Hardluckyetagain has a a tip on the railway construction in the north
Sending a FBD to Rumania is another way to improve the rail construction.
I tried to use the AI construction units to speed up my main rail lines even more but it looks like this was never possible or considered a cheat and nerfed out :)

(in reply to Telemecus)
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RE: Railroad conversion - 5/25/2017 6:34:18 AM   
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Dinglir
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I am a little worried that such a change would simply make it easier for the good German player to advance unhistorically far east in 41. As it is the rail system can carry an unlimited amount of fuel and supplies on every line, so making the progress of the FBD's greater would be a great benefit to the good German player.

You could combine this with another change so that the German cost of repairing rail increase (in 41), as he moves further east.I haven't really thought this one through, so it is just a thought.

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(in reply to EwaldvonKleist)
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RE: Railroad conversion - 5/25/2017 7:09:40 AM   
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HardLuckYetAgain
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quote:

ORIGINAL: Dinglir

I am a little worried that such a change would simply make it easier for the good German player to advance unhistorically far east in 41. As it is the rail system can carry an unlimited amount of fuel and supplies on every line, so making the progress of the FBD's greater would be a great benefit to the good German player.

You could combine this with another change so that the German cost of repairing rail increase (in 41), as he moves further east.I haven't really thought this one through, so it is just a thought.


All of this will change in WiTE2. Suffice to say all of you Soviet Die hards (98% of you) will be happy with the current limiting factor brought from WiTW for WiTE2 supply system.

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RE: Railroad conversion - 5/25/2017 8:54:11 AM   
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glvaca
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Actually, it's WAD if the manual is still correct:

14.2.2.4. Repair Eligibility and RRV
Damaged rail hexes must be eligible to be designated for repair by an FBD/NKPS unit. This is based on the distance from the damaged rail hex to a railhead (the "off rail range" in the hex pop-up text), which is the closest friendly and undamaged rail line hex that is connected through the rail network to a supply source. A hex is eligible for FBD/NKPS repair if 1) the hex is in the Baltic zone (prior to Dec 1941) and within 6 hexes of a railhead, or if not in the Baltic zone within 4 hexes of a railhead, and 2) the number of hexes to the railhead does not exceed the RRV (Rail Repair Value) of the FBD/NKPS unit. Since both of these conditions must apply, players will never be able to use an FBD/NKPS unit more than 6 hexes from a railhead in the Baltic zone (prior to Dec 1941), or 4 hexes from a railhead outside the Baltic zone. If a rail hex is not eligible for repair, the RRC will not display in the FBD/NKPS unit's info area.


(in reply to HardLuckYetAgain)
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RE: Railroad conversion - 5/25/2017 11:31:19 AM   
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Telemecus
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quote:

ORIGINAL: Dinglir
I am a little worried that such a change would simply make it easier for the good German player to advance unhistorically far east in 41.


That point is correct - and I guess we are hearing WitE2 will have other ways of rebalancing. But if the correct game balance can be achieved it would be good to get a rail repair system that is realistic and immune to micromanagement. Having seen railroad repairers/constructors at work it becomes obvious they are tied to the railhead and terrain does not matter (a lot). Going over a way already prepared for rail means they are not swimming through swamps or blasting mountains - terrain should not matter (or matter little). And they should only repair rail in a continuos stretch, not another rail line in the next hex ten miles away. And the fact that a rail line bends should not mean they can repair more. I would be happier if the rules were your FBD could repair each a different line a fixed number of hexes on any continuous stretch of rail regardless of terrrain, distance from start etc. Much simpler and immune to micromanagement. What that fixed number of hexes is can be decided to balance the game, and maybe reflect weather. I also think FBDs should just be set a destination or route and get on with it automatically for multiple turns - not need the player to move it along each hex every turn. After all choosing the rail route is the strategic/interesting bit - not the rail work itself.


< Message edited by Telemecus -- 5/25/2017 12:49:23 PM >

(in reply to Dinglir)
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