heliodorus04 -> RE: Rail Moving Routed Units (1/23/2011 6:28:12 AM)
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quote:
ORIGINAL: JAMiAM My arguments against fixing it are as such: Routed Russian units inevitably get displaced to the Pripyet Marshes in the first turn, since there are all those town hexes to teleport into. Thus, they flee to the most inaccessible, and difficult to move through, territory imaginable. These routed units are generally not much more than empty shells. If prohibiting the rail transporting empty shells with little morale, supply, and equipment is 'logical' then why is it logical to be able to rail the Soviet depleted cadres that appear by the dozens all around the countryside? They are likewise lacking in training, morale, and enough equipment to prevent displacement. I feel like engaging in argument. I'm not sure which position I feel is right for the game - I don't know the game well enough. But to critique your rationale, in which I think you make good defense, let me offer this. (ASSUMING: depleted cadres are 'resurrected' or new units that appear in the rear areas for Soviets - if I'm wrong on that then don't read anything further!) The new or resurrected cadres had to have been planned for logistically to some extent, and are in as good an order for operational movement as a unit can be (when you don't know exactly how far the Germans have advanced in the last 3 days...). Rail assets can logically be planned for. By contrast, a routed unit had its ass handed to it, and the 'magic teleport' it received when routing cannot be logically planned for in advance by rail assets, given the scope and necessary abstractions of a game of this kind.
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