[WarInEur] railroad repair units
Kent & Sue Haunschild
kentsue at cox.net
Tue Jul 31 22:11:50 EDT 2007
Well your interpetation was certainly novel. I believe that the correct
parseing of the rule would be to allow the RR Repair units to only move on
repaired rail at their full movement allowance. To move along unrepaired
rail they need to first repair or convert it.
.
----- Original Message -----
From: "drew" <drewkirste at yahoo.com>
To: "war" <warineur at mailman.halisp.net>
Sent: Tuesday, July 31, 2007 6:48 PM
Subject: [WarInEur] railroad repair units
> aloha,
>
> back in '76 when wie first came out, i had no trouble
> crushing the russian giant. it was simple. just
> construct six railroad repair units and leapfrog them.
> since rr units have a movement allowence of five, you
> would 'move' rather than 'repair' along the exsisting
> line, one rr unit. when it was ten hexes down the road
> it would start repairing. at the same time the second
> rr unit would be repairing all the while. ten or
> twelve turns later you would have a nicely repaired
> railroad some twenty hexes in length. since the rr
> unit basically represents contruction engineers, i had
> no trouble winning my argument. i know this is going
> to grate on some of you guys.
>
> enjoy, drew
>
>
>
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