(12-08-2010, 04:04 AM)Dog Soldier Wrote: (12-07-2010, 05:15 PM)Volcano Man Wrote: Exiting rail mode and getting an error that "Broken Units cannot use rail mode", therefore keeping them in rail mode stasis occupying rail slots, doesn't make sense to me.
If I understand you correctly, enough firepower or assaults can be made on a unit in rail mode to cause severe casualties and break the unit, but have no effect on damaging the train(s) carrying the unit affecting rail capacity even temporarily for a time determined by the time needed to recover the unit to at least a disrupted state say 5- 10 turns, 1/2 to a full day.
Must be really tough trains, or there is just an abundance of excess trains deployed idle in WW1, in the combat zone, behind the lines of a major action not carrying supplies and other cargo which can maintain capacity dedicated to carrying units. I thought rail capacity to move units was limited since it took weeks to assemble the troops before the campaign began. Maybe, German RR were that efficient. Other combatants certainly were not and the game in this situation can not make that distinction.
Sounds to me like the "mechanic" works as it should.
I appreciate the descriptions for justifying it but it just doesn't pass logical rule mechanic test with me, at least not as it currently behaves. This isn't working the way it currently does because someone thought "lets prevent Broken Units from exiting rail mode because that would represent destroyed trains." If that were the case, then broken units on rail would not be allowed to move by rail at all and it would block the tracks. The other problem we have is that if the user moves the Broken unit ever turn and keeps it from resting (why they would do that, I don't know) then it will result in the unit infinitely stuck in rail mode. If the Broken rail mode unit was stuck in place then it would make *some* sense, but as it currently function it does not.
Now whether or not it should remain in place but with a small change (at the very least to the error message) is one thing, but allowing said Broken unit to move by rail while preventing it to exit doesn't quite make sense in its current behavior. Either way, one change or the other is in order - I will keep what you said in mind, maybe the Broken units can become static, tie up the rail capacity and allow for said unit's easy destruction.
Of course the other problem here is that a unit might be on the train and have Max Fatigue, then suffer one man lost and possibly become Broken, at which points we assume the train apparently derails and explodes and sticks the unit in place for a day or more and blocks the track -- that doesn't quite make sense to me either. :(