Axis Auto rail repair confusion

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DeletedUser44
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Axis Auto rail repair confusion

Post by DeletedUser44 »

The manual says the following:

"Damaged rail line hexes can be repaired either automatically by special on-map construction type support units or manually by the player through the use of rail repair headquarters units."

"22.6.1. Automatic Rail Line Repair Repairs will be made during the logistics phase as headquarters units automatically detach appropriate construction units and send them to damaged rail line hexes (21.6.1). These units will tend not to repair rail hexes adjacent to a rail repair HQ."

However, in practice it appears that only the Axis "R.A.D. Labor" units actually conduct auto rail repair.

So out of the 120 (or so) Axis construction units, you are only allowing 6 (or so) to do auto rail repair? Really?

In WiTE, the full use of *all* available construction units was critical for cross-line rail construction.

1. Why did you not explicitly spell out which construction unit sub-types perform auto rail repair in the manual?
2. Why did you not list this in the WiTE vs WiTE2 differences F.A.Q?
3. Why was auto rail repair limited to just Axis "R.A.D. Labor" units for the Axis in WiTE2?
4. In WiTE2, you have created an even greater reliance on having a fully developed rail-net to include cross-line links. (ok) With the expansion of the map, you have extended the distance supply lines must cross and created more rail line hexes that need to be converted and repaired. (ok)

But at same time, it appears you have significantly nerfed (from potentially 20, 40 or more rail hexes to just 6...) the actual number of rail hexes the Axis player is able to auto-repair per turn.

This is a HUGE difference.

Is this balanced?


carlkay58
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RE: Axis Auto rail repair confusion

Post by carlkay58 »

Welcome to 1941 state of the art German logistics planning.

If you want to see what is possible check out either of my AARs - the first one finished with almost all of the front line area rails repaired and working - you had to go back to within about 20 hexes or so of the pre-war border to have large areas of unrepaired rail while I was about ready to launch the 42 Offensive.

As an answer to your questions I believe the answer for 2 & 3 were Designer Decisions and the answer for 1 is best answered by Loki.
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loki100
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RE: Axis Auto rail repair confusion

Post by loki100 »

ORIGINAL: Sauron_II

..

1. Why did you not explicitly spell out which construction unit sub-types perform auto rail repair in the manual?
...


section 21.6.1:
Rail repair can only be carried out by Soviet Railroad repair units, and Axis units with the designation R.A.D., O.T, or have the title ‘rail construction’

yes its balanced, also in the main WiTE2 is less dependent on rail repair as such and more on (a) the interaction rail repair and depots and (b) the interaction between rail repair and level 2 (or more) railyards
lwarmonger
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RE: Axis Auto rail repair confusion

Post by lwarmonger »

You can repair way more than 6 rail hexes per turn. You've got your 4 FBD units which you control that can go around repairing between 3 and 6 hexes each per turn (this really should be emphasized in the manual.... it is not, and not knowing it is gamebreaking). Then you've got all the little autonomous construction brigades, which will usually repair 6 (or more.... right now it seems like I've got 8 or 9 of those little guys running around) per turn. So between all of these assets, and assuming you aren't moving your FBD's long distances or using them to boost depots, you can get between 18 to 30 railway hexes fixed per turn, and you control 12-18 of those. That is enough to get the main lines along your axis of advance.... and to help build out the cross lines during periods of limited movement.
DeletedUser44
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RE: Axis Auto rail repair confusion

Post by DeletedUser44 »

ORIGINAL: loki100

ORIGINAL: Sauron_II

..

1. Why did you not explicitly spell out which construction unit sub-types perform auto rail repair in the manual?
...


section 21.6.1:
Rail repair can only be carried out by Soviet Railroad repair units, and Axis units with the designation R.A.D., O.T, or have the title ‘rail construction’

yes its balanced, also in the main WiTE2 is less dependent on rail repair as such and more on (a) the interaction rail repair and depots and (b) the interaction between rail repair and level 2 (or more) railyards

I see it now.

"Hey guys, it would be really cool when we release WiTE2 to have the manual contain multiple sections, separated by 20 or more pages, each pertaining to the same game mechanic, yet described differently.

That will make the game so much easier to understand."

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loki100
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RE: Axis Auto rail repair confusion

Post by loki100 »

ORIGINAL: Sauron_II
...

I see it now.

"Hey guys, it would be really cool when we release WiTE2 to have the manual contain multiple sections, separated by 20 or more pages, each pertaining to the same game mechanic, yet described differently.

That will make the game so much easier to understand."


or alternatively - we have a lot of rules to cover, we have a strict space limit (that is still the largest manual Matrix have ever produced), so sometimes we need to make choices as to where to cover something (& where both/all options are pretty much valid) [;)]
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Bamilus
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RE: Axis Auto rail repair confusion

Post by Bamilus »

Honestly nothing is worse than a rulebook that repeats itself. So, I'm glad you didn't go that route. It only adds confusion and doubles the size of the text. Cheat sheets/play-aids eliminate this issue, as well (and there are good play-aids that come with this game).
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