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Rail Repair value - 3/11/2013 9:20:21 PM   
Simbelmude

 

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What's the point of the RRV? The manual says you cannot repair an hex whose distance from your closest railhead is superior to the RRv, but at the same time it cannot be more than 6 or 4 hexes (Baltic zone or non-baltic). The manual actually specifies that since b oth conditions must apply, plyers will never e able to use a rail repair unit more than 6/4 hexes from the railhead.
So why bother having a unit with RRV 15???
Why not remove labour units from it (that will be available for automatic assignment) until it reaches 6, since the Rail repair cost (3/1 mps) doesn't actually change???

I must be missing something...
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RE: Rail Repair value - 3/11/2013 11:15:27 PM   
gingerbread


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Ea non-baltic area hex costs 3. Baltic exception ends T24.

(in reply to Simbelmude)
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RE: Rail Repair value - 3/12/2013 12:45:19 AM   
carlkay58

 

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A good question Simbelmude. Personally, I do exactly that and increase the receiving HQ's ability to fix RRs by it.

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RE: Rail Repair value - 3/12/2013 12:41:47 PM   
swkuh

 

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Let's do some math. Each repair generally costs 3MPs, plus 1 to get to next. So, four repairs takes 12 and three moves takes 3 max. Equals 15. Check.

I thnk real problem is that Soviet FBDs have same values and who knows how their capability matched to the Axis.

< Message edited by rrbill -- 3/12/2013 12:52:41 PM >

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RE: Rail Repair value - 3/12/2013 12:59:28 PM   
cpt flam


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I don't think this can be a problem
russian "FBD" come late and one at a time
you must have work made by those you don't control
if you play soviet you would like to have more

_____________________________


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RE: Rail Repair value - 3/12/2013 3:39:59 PM   
JeremyB

 

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quote:

Let's do some math. Each repair generally costs 3MPs, plus 1 to get to next. So, four repairs takes 12 and three moves takes 3 max. Equals 15. Check.


I'm not quite sure that's the explanation...
Anyone got a more convincing one? I must say it is a good question

(in reply to cpt flam)
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RE: Rail Repair value - 3/12/2013 5:18:20 PM   
gingerbread


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quote:

ORIGINAL: JeremyB
I must say it is a good question


I assume you mean one of these:
quote:

ORIGINAL: Simbelmude
So why bother having a unit with RRV 15???
Why not remove labour units from it (that will be available for automatic assignment) until it reaches 6, since the Rail repair cost (3/1 mps) doesn't actually change???


Repairing 4 hexes will take 4x4 = 16 RRV/MP. You do not want to endanger this capacity, at least not during the first year.



(in reply to Simbelmude)
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RE: Rail Repair value - 3/13/2013 12:52:06 PM   
swkuh

 

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Ooops, only play Soviet in 44 when they have 4... So they get them 1 at a time in '41. Makes sense, but cf.

The whole issue is a bit gamey IMO. Anyone have historical facts about either sides RR repair/building capacity? Clearly some sort of limiting factor should be employed. The flood of the little repair bots that can not be controlled is annoying and the FBDs seem arbitrary. But, what's a designer to do?

I'd prefer the whole process to be not visible and be done by the AI, but then, this game doesn't go there.

(in reply to gingerbread)
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RE: Rail Repair value - 3/13/2013 11:35:37 PM   
Von Weber


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And what about soviet constructing brigades? Do they have the same railrepair capacity like axis constructing battalions or should have a little more? They are brigades, should say, not battalions

(in reply to swkuh)
Post #: 9
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