Rail Repair&broken bridge

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Karri
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Rail Repair&broken bridge

Post by Karri »

When there's a broken bridge and a broken rail in the same hex repairing rail will also repair the bridge. Dunno if that goes the other way as well. Is this supposed to happen?
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Veers
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RE: Rail Repair&broken bridge

Post by Veers »

When there's a broken bridge and a broken rail in the same hex repairing rail will also repair the bridge. Dunno if that goes the other way as well.
Don't think it does.
 
Is this supposed to happen?
Yeah, doesn't totally make sense.
To repeat history in a game is to be predictable.
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Karri
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RE: Rail Repair&broken bridge

Post by Karri »

And another note, every time you click the air report button it seems to calcualte the destroyed enemy planes. So far I've seen 3 different numbers per turn.
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Veers
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RE: Rail Repair&broken bridge

Post by Veers »

Yes, those are the three different randomizations (2,2.5, and 3 times actuall enemy craft lost, if memory serves.) Apparently, in CoW you could get these three different numbers if you were willing to put in the time of saving, quiting and reloading enough times. For T3 they just cut-out the work involved. I can't say I think it was a good idea. I'd say it would have been better to make the randomization a once-per-turn thing, so that even if you reloaded the turn you wouldn't be able to see any 'different' numbers. However, M5000 has a point (in another thread in the main section) about why the air briefing is randomized anyways.
To repeat history in a game is to be predictable.
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JAMiAM
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RE: Rail Repair&broken bridge

Post by JAMiAM »

ORIGINAL: Karri

When there's a broken bridge and a broken rail in the same hex repairing rail will also repair the bridge. Dunno if that goes the other way as well. Is this supposed to happen?
Working as designed. This is how it's been for all TOAW editions. The difference is that you can drive a truck across a railway bridge, but you can't drive a train across a bridge designed for automobiles and wagons.
Karri
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RE: Rail Repair&broken bridge

Post by Karri »

Well I think I found abug...if the bridge is broken but there is rail then uints canno't be railed through it...
JAMiAM
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RE: Rail Repair&broken bridge

Post by JAMiAM »

ORIGINAL: Karri

Well I think I found abug...if the bridge is broken but there is rail then uints canno't be railed through it...
Working as designed. If there is a rail through the hex, and the bridge is broken, it is assumed that all bridges are broken, so you cannot rail units through it.
Karri
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RE: Rail Repair&broken bridge

Post by Karri »

But you just said if the rail is repaired then bridge is as well. Makes no sense.
JAMiAM
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RE: Rail Repair&broken bridge

Post by JAMiAM »

ORIGINAL: Karri

But you just said if the rail is repaired then bridge is as well. Makes no sense.

Assumption: Rail and Road terrain features are both in a super river hex.

Case One: Rail is broken. Bridges are not blown. This represents the rail lines being generally unusable to the occupying force. This can be from damage to the rails and roadbeds, switches, water towers and other infrastructure of the line, or simply a difference in gauging. Rail line must be repaired by rail repair crews, as normal engineering squads don't have the necessary equipment and expertise to make the repair to the damaged lines.

Case Two: Rail is not broken. Bridges are blown. This represents minor damage to a rail bridge, and major damage to all others. Any squad or equipment with engineering capacity can be used to repair the damage to the structures. Rails are not damaged enough to require the services of rail repair crews.

Case Three: Rail is broken. Bridges are blown. This represents damage to the rails as noted in Case One, along with damage to bridges as noted in Case Two. Engineering assets can repair the structural problems with the bridges, allowing vehicular traffic across, but the rail lines still need to be repaired by dedicated specialists - the rail repair crews.

Case Four: Rail is not broken. Bridges are not blown. No effect on movement other than possible directional entry restrictions into the hex, based on major ferry capacity of the moving and preexisting units as well as the hexsides that the road features enter the hex from.

Assumption: Rail line only exists in a super river hex.

Case One: Rail is unbroken. Bridge is not blown. Rail traffic unaffected. Vehicular and foot traffic can cross using bridge if they have engineering assets. This represents the attached engineers securing boards across the ties, or otherwise making the rail bed suitable for the vehicular or foot traffic of the moving unit.

Case Two: Rail is unbroken. Bridge is blown. Bridge has suffered minor structural damage, making it unsuitable for bearing the weight of rail traffic. Rail bed, switches, and rails are still in good shape though. Bridge is currently suitable for vehicular or foot traffic with attached engineering assets as in Case One. Units with general engineering capacity can attempt to repair structural damage to bridge, making it whole and again suitable for rail traffic.

Case Three: Rail is broken. Bridge is not blown. This represents either of two subcases, one of which leads to a minor inconsistency. Subcase A is where the broken rail over the river hex represents the *future* path of a rail line. That is one that is not built at the start of the scenario and needs to be constructed over the course of the game by rail repair crews. Subcase B is where the moving units have just captured the hex from the enemy and rail destruction is enabled in the scenario. It is this latter case that may be seen as something of an inconsistency, when compared to the behavior in Case Two as it applies to non-rail movement of enemy versus friendly units through the hex. In any (sub)case, unless the moving unit or preexisting units in hex have major ferry capacity, no entry into the hex is allowed.

Case Four: Rail is broken. Bridge is blown. This case fills out the 2x2 matrix, but it only exists under specific conditions. Units in the game can not destroy bridges in a hex that the rail is already broken in. If a unit moves into an enemy controlled hex, preexisting as Case One, and RR destruction is enabled, then that unit will be able to enter, but following units will not, as the Case now shifts to Case Three. Only when a unit moves into an enemy controlled hex, preexisting as Case Two, does this case apply. That's because the rail is only broken after the unit moves into the blown rail bridge hex. Anyhow, in this case, repairs must be made by rail repair crews, and further movement into the hex is now governed by the presence of major ferry capacity in the moving or preexisting units in the hex.

I hope that answers your questions...[:)]
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