Flash, I don’t disagree that rail could have been part of this game, and has been widely used since the 1800’s in many wars. I think that rail could be part of AA, and I would love to see that mechanic in a future AA game for any era (hopefully it will happen). As a side note IL will probably take full credit for the idea though, leaving you hanging in the wind LOL.
To work as a game mechanic rail would probably need to be printed on the map for the regions that had a good network, be able to be SBRed, and not just a general rule for NCM. It would probably benefit the bad guys more, so there would most likely need to be something to off set it for the allies. Maybe in the form of UK getting the ability to mobilize a limited number of units (inf) from the Commonwealth w/o ICs (or something).
In this 1914 game there is going to be a delicate scale of balance (like all AA games), and Germany will be the axis of that scale IMO. Germany will need to be careful not to overload one front, and ignore the other for to long, and will most likely be working the French front w/o much help. The way the game is set-up moving units at a faster rate (rail) would throw that balance off IMO. It’s about game mechanics and balancing it, and rail didn’t make it in this edition (get over it).
Historically Germany was thinking that they could drop France quickly enough to switch gears to the Russian front before they fully mobilized. Kinda like what happened in WWII (yeah Italy screwed them in both wars LOL). Yes rail was part of that plan traveling from one front to the other with-in a relatively short span (I get that), but if allowed to, it would give the CP to much of an advantage in this game because the way that this game engine works IMO.
When the game starts, as the CP you know that the above isn’t going to happen because of the game mechanics (one round of battle). The French front is going to get stuck in the mud, and be pretty stagnant. You will be required to keep a steady flow of units pouring into the trenches so that the French (with UK) don’t gain ground and ratchet up their income for more units. French units come into the game (Paris) much closer to the front in the beginning then Germany (Berlin) because the front is on French soil (as Flash pointed out). As the Germans you need to keep that line though, because you can’t afford for the French (w/help of UK) to gain ground and ratchet up their income (more units near the front).
You also know there is a Russian revolution rule (4th turn at the earliest) that is based on how hard you (Germany) and the rest of the CP push that front. The game mechanics force the Germans to have a good balance of units going in both directions (they won’t be able to overload one side or the other IMO). You (flash) say that the CP need a rail system to jump from one side to the other in a couple turns, I think it’s quite the opposite in this game (because of the other mechanics). You can’t allow the Germans to go full throttle against the Russians the first 4 turns to force them out of the game because your left over units will return to save Berlin quickly. You can’t allow the Germans to play mostly defense against the French/UK. Again as you have pointed out Berlin is a long way from the opening front, and it would take the French a while to get close to the German capital. In that case the Germans would be mobilizing near the front, and the French have the logistics problem (it is a double edge sword IMO).
I kinda like that this will be a slower paced game as far as movement. It gives a new depth that has been missing IMO, and I think you may share it. In most games you can buy slower units early, and mechanized units later and go all in w/o having a reserve force, or reinforcements coming up. This game doesn’t allow that, as you will have a constant flow of reserves flowing in (I like that).
I know a couple of things have bugged you in past games Flash.
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Tanks/mech moving twice as fast as inf knowing they would all be NCM at the same pace because of rail. Problem solved, because now there is no difference in movement (watch what you wish for LOL). It does provide for a constant flow of reserves though, which is a little more realistic isn’t it?
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Being able to take over enemy ICs and produce units in what would be perceived as using the enemies factories (factories that would have been burnt to the ground in most cases). This game doesn’t allow for you to use your enemies production centers (that I’m aware of anyway), so we have made some progress haven’t we?
As a side note Flash, you have been at the forefront of not having the ability to use enemy ICs, or build your own IC on enemy soil to mobilize your own units (I get that, it would be unlikely to happen because of scorched earth etc…) You have also been trying to pioneer rail into the game for as long as I can remember. I know the thought process and theories behind both mechanics, but don’t they both basically do similar things.
An IC built on, or captured on enemy soil would allow you to mobilize fresh units near that front, but there is a slight delay before you can use it (next turn for captured could be longer if it is traded, two turns if you build one). Rail would allow you to quickly move your units built back in your own production centers to, or near the front (somewhere between 3-5 spaces I’m guessing). Theoretically the IC on enemy soil could be a gathering point for your units that are railed or flown in from your production centers, rather then an actual factory building them. I’m not trying to be argumentative, just pointing out that theoretically they are similar as far as units getting to the action that’s all. I understand the logic behind both are different, and w/rail you would probably be able to disrupt enemy movement etc….