Gray Fox wrote:The tooltips do not state how much WS is gained or lost and neither does the message when you repair a Rail line. However, your unique proposal for the CSA to scavenge its own rail lines sounds worthy. Bravo!
Captain_Orso wrote:Damaging a rail line in a region does bring you 1 WSU per region.
lightbrave wrote:Supplies always have the possibility to move through any non-blocked region. Of course, if you've damaged a rail line in the region it will be much more difficult to move supplies through that region. It will also prevent you from using the rail line to move troops quickly, so I'd advise being very cautious when damaging your own rail lines for WSU.
Thanks Captain but i need a little more clarification. When you say possibility to move through any non-blocked region, assuming i have MC, is there any reason why it wouldnt move supply. There is not "roll" to move supply is there?
I assume and am pretty sure cutting the rail line will slow down movement of supply but it will still move.
Although cutting the rail slows down movement of supply, does it effect the amount of supply moved?
For instance my Norfolk and Suffolk option.........................
If i cut lines in Norfolk (which has the factory and a large supply output), will it effect the movement of supply (besides the speed of movement)? Lets say it takes 15 days for supply from Norfolk to reach Richmond with railroads at full capacity and none of them cut. Lets say it moves 100 Supply per turn. If i cut the rail line in Norfolk and Suffolk it may take 30 days to reach Richmond but will it STILL be moving 100 supply per turn. Does keeping the rail line move MORE supply per turn? I hope this isnt confusing
Captain_Orso wrote:lightbrave wrote:Supplies always have the possibility to move through any non-blocked region. Of course, if you've damaged a rail line in the region it will be much more difficult to move supplies through that region. It will also prevent you from using the rail line to move troops quickly, so I'd advise being very cautious when damaging your own rail lines for WSU.
Thanks Captain but i need a little more clarification. When you say possibility to move through any non-blocked region, assuming i have MC, is there any reason why it wouldnt move supply. There is not "roll" to move supply is there?
I assume and am pretty sure cutting the rail line will slow down movement of supply but it will still move.
Although cutting the rail slows down movement of supply, does it effect the amount of supply moved?
For instance my Norfolk and Suffolk option.........................
If i cut lines in Norfolk (which has the factory and a large supply output), will it effect the movement of supply (besides the speed of movement)? Lets say it takes 15 days for supply from Norfolk to reach Richmond with railroads at full capacity and none of them cut. Lets say it moves 100 Supply per turn. If i cut the rail line in Norfolk and Suffolk it may take 30 days to reach Richmond but will it STILL be moving 100 supply per turn. Does keeping the rail line move MORE supply per turn? I hope this isnt confusing
No, this idea is wrong. Supply does not move at a speed.
If an hypothetical Supply Unit could move from region A to region B within one turn Supply can be moved from region A to region B.
If moving an hypothetical Supply Unit from A to B could not be completed within one turn, no supply will be moved between those region. This is very dependent on weather and other factors which can influence movement.
Additionally, the longer the path Supply has to move during the Supply Distribution Phases, the less Supply will be moved.
Citizen X wrote:I applaud your creative thinking. But it has a flaw. As with any economy with scarce resources, it is not (only) the shere number of resources that needs to be taken in account. More important is effectiveness. How much output one does get out of a given input.
Output is action days and more material. Every invested piece of a given resource ideally pays back on every given turn. It all goes down on the simple formulas regions/ turn, resource gain/ turn, achievement/ turn. Troops on sentry are denying that ground to a hostile investment of about the same size, as well as defensive frontline troops, offensive frontline troops or troops that make the enemy alter their plans. Investments not only cost their price on the day they are being payed. But also EVERY turn they do nothing of the above. This means that moving troops are NOT paying back. Unless they enter an enemy region or provide you with an advantage THAT VERY turn.
This is of course very much simplified, just to illustrate my case. Wich is: I doubt that destroying one's own rail provides enough resource effectiveness to come out positive.
Second I try to hold Norfolk as long as possible, because losing it means a severe blow and to defend it effectively you need that rail. When the day comes to abandon it for good I destroy the rail of course but then I have troops already there. That is the case with every rail line on the map because
Third I cannot think of a rail line that I haven't already put to use.
The only resources that really count in the game are objectives and turns. Where turns are imperative because they can't be substituted or gained.
lightbrave wrote:I see, so in my example, if Richmond is 5 regions away from Norfolk, then it would presumably take 5 turns to get supply from Norfolk to Richmond (if supply took one turn to move from region to region)?
If an hypothetical Supply Unit could move from region A to region B within one turn Supply can be moved from region A to region B.
If moving an hypothetical Supply Unit from A to B could not be completed within one turn, no supply will be moved between those region. This is very dependent on weather and other factors which can influence movement.
lightbrave wrote:So railroads have nothing to do with movement of supply?
lightbrave wrote:Say i have a huge battle near Winchester Va early in the war and my supply is almost gone. I assume the depot in Manassas sends supply over to The Army of the Shenandoah in Winchester. What determines how much and how fast supply gets sent over there? Also, im under the assumption that if Manassas sends supply to Winchester, then Richmond (if there is nothing going on down there) will trickle up supply to Manassas.
lightbrave wrote:Im really not trying to be a pain in the ass with all these questions, i truly am trying to learn the game.
Citizen X wrote:I believe that the supply primer of ACW is still valid in CW2.
http://www.ageod-forum.com/viewtopic.php?f=78&t=14929
Gray Fox wrote:I did some tests. My starting WS was 291 in early July 1861. I ran a turn and got +39 WS for late July (total 330). I then went back to early July and destroyed one rail line. Now when I ran the turn, I indeed got 39+1 WS (total 331). However, I went back and ran the turn again, this time with 5 rail lines destroyed. I got +8 WS (total 338). I did this again with 10 rail lines destroyed and got +16 WS (total 346). This leads me to believe that each rail line destroyed gets you 1.6 WS. If you destroy them one at a time, the software truncates 1.6 into 1 and you would lose three eighths of the WS. Someone should check this, in case it's just the way the software runs on my rig.
So, 50 rail lines converts into 80 WS if done in groups. If the CSA issues War Bonds, then you could build Iron Works with this and have +24 WS per turn for the loss of the rails. After 4 turns that would be 96 WS saved up, so then you could even repair the rail lines and continue to have +24 WS/turn thereafter.
Straight Arrow, this looks like a "point to know".
Gray Fox wrote:I did some tests. My starting WS was 291 in early July 1861. I ran a turn and got +39 WS for late July (total 330). I then went back to early July and destroyed one rail line. Now when I ran the turn, I indeed got 39+1 WS (total 331). However, I went back and ran the turn again, this time with 5 rail lines destroyed. I got +8 WS (total 338). I did this again with 10 rail lines destroyed and got +16 WS (total 346). This leads me to believe that each rail line destroyed gets you 1.6 WS. If you destroy them one at a time, the software truncates 1.6 into 1 and you would lose three eighths of the WS. Someone should check this, in case it's just the way the software runs on my rig.
So, 50 rail lines converts into 80 WS if done in groups. If the CSA issues War Bonds, then you could build Iron Works with this and have +24 WS per turn for the loss of the rails. After 4 turns that would be 96 WS saved up, so then you could even repair the rail lines and continue to have +24 WS/turn thereafter.
Straight Arrow, this looks like a "point to know".
Gray Fox wrote:At 2 rail lines per turn, it would take at least 25 turns to scavenge the 50 tracks.
Or one might do 10 per turn for 5 turns. With war bonds issued, one IW would be producing the first turn thereafter, 2 the second turn and all 3 by the third (total of 48 WS added thus far). Two turns later you have 96 WS and repairs of all of the tracks can already be underway. So after 10 turns the tracks were scavenged and repairs started. More importantly, three turns later, you can build the other IW from the interior list with the leftover cash from issuing bonds. Then of course, raise taxes and you can eventually build all of the armories and arsenals from that list with WS you got for free.
Everything works if you let it.
khbynum wrote:So, if I can scrape together 5 single CSA regiments capable of destroying/repairing railroads, I could send them to some obscure part of Florida where they would be safe and supplied. Then, they could each destroy the railroad (for 1.6 WS) in their district and rebuild it (for 1 WS) next turn. Each iteration gives 3 free WS. If that actually works, it would be not only gamey, but would violate the laws of economics and physics.
Seriously, the idea of the CSA tearing up unneeded railroads for WS is an excellent one. It was actually done during the war to provide iron for warship armor and repair of other railroads.
Gray Fox wrote:I did some tests. My starting WS was 291 in early July 1861. I ran a turn and got +39 WS for late July (total 330). I then went back to early July and destroyed one rail line. Now when I ran the turn, I indeed got 39+1 WS (total 331). However, I went back and ran the turn again, this time with 5 rail lines destroyed. I got +8 WS (total 338). I did this again with 10 rail lines destroyed and got +16 WS (total 346). This leads me to believe that each rail line destroyed gets you 1.6 WS. If you destroy them one at a time, the software truncates 1.6 into 1 and you would lose three eighths of the WS. Someone should check this, in case it's just the way the software runs on my rig.
So, 50 rail lines converts into 80 WS if done in groups. If the CSA issues War Bonds, then you could build Iron Works with this and have +24 WS per turn for the loss of the rails. After 4 turns that would be 96 WS saved up, so then you could even repair the rail lines and continue to have +24 WS/turn thereafter.
Straight Arrow, this looks like a "point to know".
Gray Fox wrote:The point of building the Iron Works from scavenged rail lines is that you then rebuild the rail lines with the initial WS from the IW and you still then have the IW.
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