Noob Question 7 - Railhead Repair

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Dangun
Posts: 74
Joined: Mon Jul 08, 2013 4:45 am

Noob Question 7 - Railhead Repair

Post by Dangun »

When using using FBD/NKPS rail repair units to manually repair/extend the railhead why does it sometimes cost 1 RRV to repair a hex, but sometime cost 3?

It says in the manual that "A hex is eligible for FBD/NKPS repair if... not in the Baltic zone within 4 hexes of a railhead." Does this mean that, outside the Baltic zone, effectively only 4 hexes of rail could be repaired/extended in any one turn? Does that therefore also mean there is no point putting two FBD/NKPS rail repair units on the same line?

Thanks for your help.
carlkay58
Posts: 8770
Joined: Sat Jul 24, 2010 10:30 pm

RE: Noob Question 7 - Railhead Repair

Post by carlkay58 »

Baltic Zone rails were the same gauge (rail width) as the Western European rails so were easier to repair and get running - so they cost only 1 RRV.

Once you are outside the Baltic Zone, each hex costs 3 RRV to repair and there is a limit of 4 hexes per turn - the only time you get a benefit for using two FBD units would be through newly captured territory or high movement cost terrain. Or if the rail splits into multiple rail lines.
Dangun
Posts: 74
Joined: Mon Jul 08, 2013 4:45 am

RE: Noob Question 7 - Railhead Repair

Post by Dangun »

Thanks. That clears that up.
swkuh
Posts: 1034
Joined: Sun Oct 04, 2009 9:10 pm

RE: Noob Question 7 - Railhead Repair

Post by swkuh »

Think also that the FBDs must be at the end of a continuous rail line. Axis seem to suffer breaks from partisan attacks; need to search out any break and repair with the FBDs.
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