ORIGINAL: Curtis Lemay
How can reality be nonsensical? Forces really did have the ability to damage a specific section of rail. TOAW forces don't. That's sure to crop up ugly in some places. My CFNA example is just a sample of it. Currently we can repair a specfic hex, but not damage a specific hex.
I think that's a bit of a sophism. What forces 'really could' do in reality is somewhat secondary.
A unit sitting still could be on alert -- or everyone could have been sent for a two-week furlough. We can't simulate the difference in TOAW.
Nor do I think we should. The whole point of the game is to isolate those factors that are of critical importance and attempt to simulate them -- while retaining a game that's simple enough to play. Things such as rail destruction are relatively constant --
somebody usually wants to destroy them. It doesn't affect matters much whether it's the attacker or the defender that wants to rip up the tracks. Even in the best case, fighting a modern war in the vicinity is going to affect operations badly. So -- depending on the circumstances and what the rail line is supposed to represent in the first place, we set a percentage chance for rail damage, decide whether to have any rail repair units, etc. Beyond that -- more pressing issues, in my view.
I'm not saying I necessarily
object to special rail destroyer units -- as long as the designer can keep units from acquiring such an ability. It's just that in light of the above, I see the change as somewhat beside the point. Like trying to simulate the effect of an increased VD rate among units passing through Paris. Not really all that critical. One will wind up with a game where one can't see the forest for the trees.
As to CFNA, to take your problem, the solution seems fairly obvious. Have the rail line link to a supply point on the Commonwealth end -- but not to a supply point on the Axis end. That'll get you what you want.