From: Somerset, U.K.
The rail movement needs to be over a path of connected rail hexes which you control. What I meant is that the program first may find the shortest rail path(s) between the current base and other connected bases and then it eliminates those bases in which that found path has an enemy occupied rail hex. I see this phenomenon all over my "hot" areas in China.
OK, now I understand your point.
From Mandalay to Singapore via Johore I can trace an unbroken rail, road and trail path consisting of exclusively-Japanese ZOC's. The same is true from Mandalay on to Myitkyina, save that the Myitkyina hex is also an Allied ZOC. I can rail-transfer an air unit from Mandalay to Singapore. I can air-transfer flyable aircraft from Myitkyina to bases within their maximum range. What I can't do is a rail-transfer of the damaged remnant. Nor can I rail-transfer the entire unit from Myitkyina to a base beyond its maximum flying range.
In southern Malaya I have a short-legged dive bomber unit. I can rail-transfer it into Myitkyina. The only enemy-occupied hex along the route is the Myitkina hex itself. If the presence of the enemy LCU at Myitkyina is what inhibits the rail-transfer of my air unit from that base, then logically it should also inhibit any rail-transfer of a unit into the base, but the game treats the two cases inconsistently.
IRL, such an inconsistency would be absurd. If the code is working in the way you suggest, then it appears to omit the destination hex from those it tests for enemy presence, since otherwise it would prevent a rail-transfer into Myitkyina.
So, given this apparent inconsistency in the way the game works, would it be gamey to resort to the 'air-transfer then convert' mechanism to get the damaged aircraft out?
Hi, Here is unit preparing to transfer excess pilots