Do you think allowing just 3 units to travel from a totally operational rail station is enough? Would it be worth the investment of possibly buying a rail station? Or even using an existing rail station but having to purchase rail markers and repair any bomb damage?
It seems pretty sound. When you consider the investment that some players make in factories, just to get a couple ground to the front with a quickness. Or how much people are willing to spend on armor just to get the movement advantage.
When my friends and I were playing we didn’t have any set markers to use, so generic X’s drawn across a grey chip to represent rail crossings, was the method we used. If I had the appropriate HGB materials, we might have tried to go with a more expansive system, but since it was a new thing I just tried to make to come up with a scheme that would mirror the other 2 bases as closely as I could. The idea for 3 units moving was likewise modeled on scrambling. We also had a simplified convoy raiding system that allowed 3 subs to run raids. So the idea of tying 3 units at a go was pretty familiar. But it probably would be just as well at 4 or 5. The thought in my case was that the rail advantage to Germany was the one that needed to be controlled, since it was the most likely to be exploited on a breaker. Originally the thought was that you’d need a contiguous rail line in order to move across, but that proved cost prohibitive at 15, so the idea was that you could have little hubs like waypoints.
Part of the motivation here, beyond just a general desire to get rail into the game, was to give the Tactical bombers more to do, and to make their impact on the games economy a bit more significant.
One thing that become pretty clear after you start using the rail concept is that Russia and Germany are vulnerable to rail bombing in a way that USA isn’t. So while Germany or Russia gain the most out of a movement advantage, they also are at the most risk.
Other candidates for newly purchased rail, were in Asia (Japan obviously, but also UK out of India), Africa, and even toying with the idea of putting one in Sydney.
Another idea we considered was how to deal with captured rail, whether it should be destroyed or something the enemy could use. An HR we sometimes use is for scorched earth, where a player can elect to damage their own bases or facilities up to the maximum. This was an alternative to auto-destruct, on the principle that it would be too easy otherwise, for the enemy to rush in destroy all your factories or bases and then immediately withdraw. So this was kind of a compromise, since you could damage your own infrastructure but not totally remove it from play. Seemed to work fairly well. Actually that reminds me, I meant to post that rule. Guess I’ll do it now :-D