I've been working on the railroad...
It's an open question
as to whether railroads have and should have a greater role in
Advanced Squad Leader. Probably the most frequently discussed
question is armored trains, but this is far less important than the
background information which comes into play—most of which is
unimportant and perhaps uninteresting in an ASL context. I'll cover
three areas of ASL railroading: 1) background knowledge about the
role railroads played in WWII; 2) Railroad issues of interest to
scenario designers and 3) a quick foray into railroad rules and some
ASL related railroad stuff.
Amateurs discuss
tactics, professionals discuss logistics. While railroads are a rare
occurrence in ASL, they were incredibly important considerations for
the soldiers and leaders of armies during WWII. Railroads provided
logistics that couldn't be matched by any other means. Armies
require huge amounts of stuff: food, replacement parts, ammunition,
medical supplies. While it is, to a degree, possible to move this
stuff by other means and certainly in some cases is necessary to do
so, it was generally impossible to move around the massive armies of
the forces used in WWII without trains.
Trains also provided
mobility which was impossible otherwise. Tanks moved at a snail's
pace, at least strategically speaking. While units could move from
one part of the front to the other without trains (as they frequently
had to do), normal wear and tear would take its toll. Moving an
armored unit along the lines for several hundred kilometers meant
that valuable parts would have to be replaced—even engines and
transmissions. It would also take a very long time, meaning that the
strategic situation may well have changed by the time the unit
arrived. And when it arrived, it would be badly in need of repairs
and reorganization. Even infantry units would wear out if not moved
by train and could generally be expected to have lost a great deal of
combat readiness if engaging in combat “off the march.”
Think of this: trains
determined the size and weight of virtually every combat vehicle in
WWII. Because tanks had to be moved by train, the width of tanks was
determined by their ability to be loaded onto trains. The Tiger
tank's overlapping system of road wheels was designed so that the
inner wheels could support the weight when being transported by rail,
allowing the outer wheels to overhang in transport, but support the
weight of the tank when in the field. The Tiger II also had this
system, where transportation tracks were 60cm wide while the field
tracks were 80cm wide. I don't know if Tigers ever saw action with
transportation tracks, but it obviously increases ground pressure by
25%--a huge amount in a tank this weight. It was an absolute
necessity that WWII tanks had the ability to be loaded on cars for
transport by train.
And the width of a tank
generally determined the length as well. The “steering ratio” of
a tank is generally 1.5 to 1.8 to 1. So a tank can be this much
longer than wide. Long tracks needed a certain amount of width to
turn without causing too much stress in turns. Stress on the tracks
meant extraordinary wear and forced the tank to slow to a stop to
make turns. This was a primary deficiency on the Churchill model
British tanks. This could somewhat be compensated by the width of
the track, but in turn this forced a reduction in the size of the
turret and the size of the gun in the turret. The “steering ratio
is a sort of iron law which all tracked vehicles must obey. Because
of the need for rail transport for operational and strategic
mobility, it also creates a practical limit on tank size.
The width of the tank
determined the size of the turret hole, which, in turn, determined
the size of the gun. The German PzKwIII, with its three man turret,
generally set the mark for all future MBT's. Early tanks may have
found a two man turret acceptable, but it soon became clear that a
real battle tank required a loader, a commander and a gunner. As gun
size moved beyond 5cm, a tank needed a certain size turret and,
therefore, a certain sized turret hole and therefore, a certain
width. Thus, it is easily demonstrated that the tank needed to be
wide enough to accommodate a three man turret, but its size was
constricted sufficiently to fit on a railroad flatbed.
It is very common to
say that the three elements of tank design are mobility, firepower
and protection. However, strategic mobility and the physical
considerations which put constraints on these are just as important.
The ability to transport tanks by train placed restrictions on the
size and weight of tank design which placed an upper limit on both
firepower and protection. Tanks could only be wide and tall enough
that they could still pass through railroad tunnels and light enough
to be transported by rail or they would, essentially, be stuck in a
tactical mode—not transportable in a strategic sense.
All of this may be
interesting, you say, but how can the author convince his fair
readers that such information is relevant to ASL? Partially, this
can perhaps be chalked up to information pertinent to scenario
designers or those very, very rare birds that indulge in DYO.
Certainly, if one wishes to be taken seriously in discussions of
armor in the Second World War, these are issues about which one must
be at least passingly familiar. Before I go on to discuss other more
real issues dealing with railroads in ASL, let me discuss these more
ethereal concerns. Scenario designers need to be aware about the
logistical situation with regards to scenarios they are designing and
researching. At least, it they want the scenario to be historically
accurate they do. Consider how many scenarios involve the mythical
T-35 in the early days of Operation Barbarossa. I think these are
generally included in scenarios in order to provide justification for
their inclusion in the counter set, but let's say the designer has
been diligent and finds a source that says a “heavy tank” was at
the action near Smolensk. Considering that virtually all working
models of the T35 were in Moscow at the start of the war (they were
felt to be useful only as parade tanks by the Red Army to demonstrate
Soviet might and technical advancements), that would mean that they
had to have been loaded on a flatbed and discharged near the
battlefield (at the expense of other, more precious cargoes) and
moved to within about 50km of the rail head (which was the extent of
their operational range.) Assuming they could move under their own
power to the site of the actual battle without breaking down or being
spotted by roving air support—a somewhat dubious assumption—you
can then feel free to include them in the order of battle. I remain
firmly convinced that more T35's are used in ASL scenarios than were
ever used by the Red Army.
A quick plug: I would
like to talk about the French Char 2c. This was the only production
super heavy tank of WWII. There were only eight of them and they
were built in Toulouse in Southwestern France. They were utterly and
completely cool. Untouchable by all but an 88. They had a high
velocity 75mm main armament in a turret (in addition to the 47mm
turret of the Char 1) and could cross an astonishing 4 meters of
trench. They had an unheard of 500hp engine but still were
strikingly under powered. These behemoths were truly land
battleships. What's more, they had a clamp on rail transporter on
the front and back, so they could be hauled along on a train like an
armored boxcar. None ever saw action because, even though they had
the rail transporter attachments, they were too heavy and would have
caused damage to the rails. All eight were destroyed by the French
before the armistice. But we have counters for the Maus, which
certainly never saw action, and the ISIII, which probably never saw
action, so why not the Char 2c?
However, also consider
that, given the railroad situation on the Eastern Front there may
well have been infantry or even armored divisions operating outside
the benefit of easy access to a rail head. What would the condition
of these units might be? Certainly we would expect the unit to
suffer from ammunition shortages, but there are other, strategic
effects we might expect to see in ASL from a scenario designer's
standpoint. Lack of provisions effected troops in a number of
different ways which we might express in ASL terms as lower ELR,
reduced firepower, increased malfunction and a greater reluctance to
move. Stalin, throughout the early part of the war, was obsessed
with saving artillery and, therefore, it was among the first thing to
be removed when in retreat. Soviet troops were also completely
dependent on trains for strategic mobility, meaning that when
fighting rear guard actions, troops did so without artillery and
without hope of outrunning the Germans if they missed the trains
east. Being saddled with a rear guard action generally was a death
sentence in the rear guard of the Red Army in 1941. However, the
corollary is also true. German tanks far from a rail head would have
been reluctant to attack out of fear of outrunning their logistical
train. There are a few stories where the German commander pushed his
units to the point of them running out of gas, but this would have
been the exception rather than the rule. A German commander that ran
his unit out of gas was left in a vulnerable position and would have
been unlikely to use the last of his fuel without some idea where
more was coming from.
Also, Soviet and German
railroads used different gauges (width of the track.) This had
several important implications. First, railroads captured intact
needed Soviet rolling stock and locomotives to be useful. Second,
all materiel had to be unloaded and reloaded where the railheads came
together. Third, Soviet rails needed to be substantially rebuilt in
order to serve German needs.
The Germans did indeed
capture a great deal of Soviet rolling stock in the early weeks of
the war, but as soon as the 3rd of July, 1941, the Red
Army was aware of the strategic nature of the disaster that befell
them and called on Stalin to issue his scorched earth order. After
this, much of the rolling stack and many of the locomotives were
destroyed before falling into German hands.
The inefficiency of
unloading and reloading trains at the frontier became more important
as the Germans advanced further into the Soviet interior. The
shortage of rolling stock and increase in the ability of the Soviet
rail network to service the needs of the advancing army became more
and more acute, because Soviet rail lines were not able to
accommodate as much weight as the German lines and less and less
Soviet rolling stock was available. Soviet rail was built for
carrying lighter loads longer distance so simply narrowing the gauge
and substituting German trains was not feasible in the short run.
Finally, it may be
enticing to ask why, with such a large body of captured Red Army
soldiers available as free labor did the Germans not simply rebuild
the Soviet rails to German standards. It is a fair question, but it
must be remembered that this was a long term solution and the Germans
were not thinking in long terms. Part of the problem lay in the
different mass of rail systems involved, apart from simply the
different gauge. German trains were heavier and would wreck the
Soviet railbed quite quickly. German trains needed refueling and
water stops that were closer together than the Soviet system. Not to
mention that the Germans needed a very different line of railroad
tracks than the Soviets. Bridges and tunnels would have had to have
been re-engineered and rebuilt. In short, it would have been akin to
completely rebuilding the Red railroad from scratch—even to the
extent of relocating settlements.
Germans did not
consider railroads because they did not envision having a way to
repair them in the short term and they were willing to let the long
term take care of itself.
So I would encourage
scenario designer to keep the closest rail head in mind when
determining the context of the scenario. Hopefully, this brings us
to another important aspect concerning railroads in ASL—scenario
context. If rail transportation was so valuable in a strategic
sense, why aren't there more scenarios that involve rail lines and
rail crossings? This may be the late arrival of the railroads in
ASL. Let's look at some of the history. There are no rail lines in
the early versions of ASL. This has mostly to do with the problems
of making a geomorphic map on a hexagonal basis. It is really hard
to come up with an aesthetically pleasing 10x35 map that has a
railroad going across it. It is a bit like those annoying streams
that flow only on one board. No one builds railways like this.
Given this aesthetic problem, why write rules that need to go with
railroads? If there are no rules or maps that go with railroads, you
can't write scenarios in which railroads play a central role.
One of the most
important actions of WWII centered around Mga. A few dozen
kilometers south of Leningrad, Mga was where the Germans first
severed the rail line between Moscow and Leningrad. Around September
22, 1941, the Germans and Red Army fought a number of pitched battles
for the city, which eventually remained in German hands and doomed a
million people to starvation, hypothermia and cholera. There is a
scenario for this, from a third party publisher Dispatches from the
Bunker, but according to the excellent ASL Scenario archive there are
only four plays. Four plays? Of arguably one of the most important
actions of the war? A tragedy. So there are certainly a lot more
room for railroad actions in ASL.
Also, the seizure of
the bridge at Remagen, March 7, 1945. The fact that it was a railway
bridge meant that it proved indestructible and allowed US heavy tanks
to cross the bridge over the Rhine was of dramatic importance in
destroying the will of the Germans to continue the war. There are a
handful of third party scenarios covering this action, but none with
more than four playings.
Even when there were
railroads, like in Stalingrad and Red Barricades, it seemed easier to
write the scenario around the railroad, rather than include them in
the scenario. Since railroads in urban settings tended to be at
street level, or at least not raised enough to provide any cover, it
seemed easy just to wash them out of the artwork.
Then, in 1995, a French
Fanzine called “Tactiques” rolled out railroad overlays.
Tactiques' railroads were pretty basic and were later re-issued in
Doomed Battalions. Ah the good old days, when you spent six hours
downloading a graphic file with railroad overlays on your 12.6k
modem.
Also in 1995, an
American publication Time On Target, which was a really first rate
publication, also put out some railroad overlays. While there are an
number of quality scenarios I remember from these fanzines, I don't
recall what was in the overlays nor do I no what happened to them.
I'm a player, not a collector.
While the very nature
of railroads make them difficult to include on geomorphic maps
(without using overlays), they sometimes have very few implications.
Unlike US rails, which tend to be embanked, European rails (at least
during WWII) tended to be ground level—especially in urban centers.
With Valor of the
Guards, AH finally put into art the idea of the railroad in ASL. It
was hardly avoidable, with fighting centering around the Central
Railroad Station in downtown Stalingrad. However, here the main
concern was the rail cars left in the yards, blocking line of sight,
catching fire and generally making themselves annoying, rather than
the effect of the tracks, which were at ground level.
But the third party
producers were not done. New maps, no longer geomorphic but having a
railroad end to end. Rules for armored trains! Elevated railroads,
sunken railroads, intercity—all of which make CH's Berlin behemoth
virtually unplayable. We can even talk about nifty Japanese railroad
tanks that had retractable flanged wheels that let them drive on
railroad tracks. Yes in the 2000's when the cost of publishing
plummeted things definitely got weird. But, hey, weird is OK.
The biggest change
would be years later when Festung Budapest comes out. Now, you've
got street cars, embanked railways and railway embankments and even,
for you real aficionados, the cog wheel railway. But please, don't
forget the roundhouse! All the railroad fun you could hope to have
all in one box.
Bounding Fire even
includes a number of semi-geomorphic boards that are heavily
influenced with rails. The Into the Rubble pack features a couple of
really handsome maps in which railroads are prominent.
I have said before that
as do-it-yourself map-making technology advances, we'll see far more
historical maps for individual scenarios. Lots of players already
print maps (with larger hexes) for individual scenarios. As this
goes on, expect for railroads to start playing a more significant
role on the ASL battlefield. Also, keep in mind that many of the
railroad rules are largely cosmetic.
Let's take a moment to
discuss what can still might be covered. I fear that some third
party will have to at least try an armored locomotive. For reasons
explained below, this really is problematic in an ASL setting. Yet
the idea of trains with T34 turrets spinning on top would seem to be
too much of a draw. I hope they defend themselves against this
impulse. However, one thing that could be really interesting is a
canal-rail overlay. All across Europe, there are old canals which
frequently used railroad locomotives to pull barges up a particularly
challenging stretch of river. It seems that these would be
formidable defensive obstacles.
Armored trains provide
a problem. The reason for this is that armored trains were primarily
designed to move artillery. Yes, they had anti aircraft guns, but
generally they were for firing heavy guns at great distances and did
not get involved in tactical firefights like we see in ASL. They had
to be kept away from direct fire because even the most heavily
armored locomotives could easily be penetrated by an AP shell. And
the thing about trains is that they are all about momentum and, given
the time span of the average scenario couldn't get moving or stop
within the space of a map board. The mathematics of train stopping
distance are really complex (S = -(U + b*td ) 2 /2(a + b) - U*td -
b*td 2 /2) and rules concerning speed, starting distance, stopping
distance and rail bed grades would make the very few examples of
armored trains being in direct fire combat have such super long SSR
as to make them unplayable. Having said that, I'm sure CH will give
it a go. Armored trains are a strategic asset. If you want to toy
with Thor or Odin,
you'll need a different game.
With
all this in mind, an important consideration about trains in ASL is
scenario design should be around logistics. How far is the action
taking place from the nearest friendly rail head? The farther it is,
the greater the logistical problems. This might result in a lower
ELR, ammunition shortage and, in the case of vehicles, fewer vehicles
ready for action. If a history talks about an armored platoon,
consider reducing the number of vehicles, as it is unlikely that a
platoon would include 3/3 vehicles 200km from a rail head.
The
corollary is that in defending a rail head or important rail junction
there is likely to be flack or divisional assets assigned to the
defender. These areas almost always were guarded by flack and were
the easiest place to load and unload divisional artillery.
Replacements mustered near rail heads, so it is more likely that
companies in this area were near full strength.
Finally,
look closely at actions near rail heads, junctions or even rail
lines. These were often desperate affairs, desperately fought for
and inspiring desperate tactics and dogged defense. There should
definitely be more of these.
In addition to the big
things like the importance of a certain rail junction (there are
actually lots of these in the Soviet Union), think about the small
things as well. The British advisers with the French Resistance were
told to concentrate on specific components—like couplings for
switches—because bombers could take out the factories where these
were produced once a month or so and therefore completely undermine
the German ability to replace these components, creating railroad
entanglements and delays with a minimum of exposure to the partisans
and the bombers. There are a lot of great scenario ideas here.
It is easiest to break
down railroad rules in three different ways. The first is railways
that are transformed roads by SSR. The second is with overlays.
Finally, there are some specific map details on historical maps.
There really aren't a
lot of scenarios where roads are changed to railroads by SSR. I
remember one that I playtested in a Russian Civil War pack. The
object was to blow a railroad bridge protected by Imperialist
American troops. I don't remember how it turned out. The problem is
that most ASL roads aren't good
The second method is
overlays, and there are more scenarios using overlays than you would
think.
RR1: 40 scenarios, 5
official
RR2: 28 scenarios, 4
official
RR3: 20 scenarios, 2
official
RR4: 19 scenarios, 5
official
RR5: 9 scenarios, 2
official
RR6: 16 scenarios, 6
officials
RR7: 18 scenarios, 2
official
RR8: 21 scenarios, 4
official
RR9: 6 scenarios, 1
official
This is not to say that
there are this many scenarios. Many of them use more than one
overlay. It also comes from the ASL Scenario Database, so it may not
be all inclusive. But, at least to me, this is a surprisingly large
number of scenarios. Obviously, the quality of these scenarios is
pretty uneven, but even looking only at official scenarios this is a
pretty good list. I've played a couple using overlays and most
recently I played Liberation Day from Friendly Fire. The rails
didn't come into play very much, but they were important as defining
one of the victory locations. But it was a first rate scenario, as
almost all the Friendly Fire scenarios I've played are.
The rule book says that
railroads are exactly like paved roads with a number of important
exceptions. In fact, there are so many exceptions that it is hard to
see how they are like paved roads. [EXC:
The MF/MP cost to enter a RR hex is different from that of a paved
road (see 32.3);
Dash, Road Bonus, Road Movement rate, and the -2 Manhandling
DRM for crossing a road hexside are NA; and Hidden Mines may be
placed in a RR hex].
These are a lot of beefy exceptions, but let's go through them.
Movement
along RR hexes does not follow the road movement line on the Chapter
B divider, but the applicable line corresponding to railroad
movement. Also keep in mind that along rail lines, the elevation is
always considered to be at the base level of the railroad, as
described in the SSR (usually SSR #2.) So if the road goes up a
hill, if it is converted to RR it is a sunken railroad remaining at
the lower level. I don't know of any scenarios like this, but if you
are designing a RR into a scenario it is important to keep in mind.
Essentially, for RR movement, your infantry gives up road movement
when moving along RR and non fully tracked vehicles will pay a much
higher movement cost.
Because
a RR may also be on an embankment, this may also change the movement
costs. Let's talk a little about embankment. An embanked RR is like
a Chapter F hillock with a railroad on top of it. Elevated RR are
simply RR on a different level higher up while a sunken RR is the
opposite. Chapter B 33.12 provides for railroads moving up or down
hills, but frankly, in the space of ASL, a change in level along a
railroad more than a half a level is ridiculous. So a lot of the ASL
rules simply make no sense. This would constitute a grade of about
6% over eight hexes, which would
be a world record.
You
can't dash across a railroad, although why this is the case is never
justified. It is more difficult to push a gun down a railroad than a
paved road. You can also place mines in a RR hex. Tracked vehicles
attempting to cross an elevated railroad hex from a lower level must
pass a bog check. For halftracks, it is a +1 bog check. Other bog
checks, like a wall or hedge, or a mud/deep snow check, are separate.
This, also, is not justified. A RR hex with a wall in deep snow
would, therefore, be a bog check nightmare.
One
of the more important parts of a railroad is that entrenchments are
not allowed. With an embanked railroad hex, the immediately opposite
hex is in LOS—unless a unit in that hex is entrenched.
The
third type of railroad in ASL is in the historical modules. Each map
brings a bit of flavor. Briefly, I'll go through the ones I've
played. Red Barricades has a couple of railway embankments running
down the Russian Right which provide a bit of cover for Germans
coming on the map from the West. Valor of the Guards has a much
larger complex of rails that are covered in abandoned rolling stock.
Festung Budapest has a wealth of different types of railroad
features. The in-production Ponyri game also has some embanked
railroads, which serve to cut some lines of sight as well. There is
also the CH giant Berlin map, which I have played on (hardly enough
to justify it's mammoth cost) and am reluctant to comment on.
Related
to this is the Bounding Fire Production maps A and B, which are
included in Into The Rubble. I'll throw these in with the historical
maps because while they aren't exactly historical, they are rather
limited in their application. The scenario I've played is on Map A,
ITR7 Rebounded Spirit.
Red
Barricades' railroads are the same as walls, with the exception of
the crossings. They don't play much of a role in the game, other
than blocking some ground level line of sight which allows the German
to make a play for the map board edge on his right without being
subject to too much interference. There are lots of upper level
locations in RB, but for the Germans any cover is good and in most of
the games I've played, the railway embankments provide at least a
psychological divider that entices the German to advance on the right
flank to get around and attack the factories from the side, rather
than grinding through them.
Valor
of the Guards' railroads are much more extensive. These are not
embanked, like in Red Barricades, but at ground level. They are,
however, dotted with rail cars, which act like wooden buildings and
provide the Germans with valuable (albeit tenuous) cover in the early
stages—especially in the assault on the main train station. So the
rails themselves don't have much effect, but littered with railway
wreckage they provide cover for advancing Germans and hiding places
for marauding Bolsheviks. Rail cars can be wrecked and burned,
changing their status. Rail cars can also be bypassed, but really,
in Stalingrad, with Molotov chucking antifascists running around, do
you want to be caught in ambush terrain in bypass?
Sneaking
up on the Central Railroad Station in Stalingrad is fun and easy...
Finally,
let's take a short look at Festung Budapest, which has a wealth of
railroad features. To be honest, I haven't played a great deal of
FB, a few scenarios and a single campaign game, so take all of this
with a grain of salt. I want to emphasize several areas that really
stood out in my campaign.
Keep
in mind that tramways do not count as railroad hexes in a road.
However, they do make a road a boulevard.
Note
especially FB13, which allows fortifications to be set up in railway
hexes. Since rail hexes are treated as paved roads (except for
mines) and entrenchments are not allowed in paved roads, you would be
led to believe that this isn't possible. But a very strange
justification was given in the footnotes that circumvent this in
Festung Budapest. This makes lots of raised railways very useful
places to dig in, especially around the cogwheel railroad station.
Cogwheel
railroads are driven by gears to allow light rail to go up steep
inclines, such as castle hill in Budapest.
These
areas are pretty key in the opening of CGII The Swept Away City. The
longer the Axis can bottle up the Soviet attack here, the better
their opportunity of holding on for a win. The embanked railroad
hexes are pretty key, providing excellent oversight for dug-in units.
One
area you cannot dig in is G38, the underpass. It is, however, a key
location with a nasty level 1 building right behind it. The Axis
should make every attempt to prevent the Reds from moving through
this hex.
The rebuilt underpass in Budapest |
Another
key RR hex in FB is NN14, the turntable. It should make a formidable
bastion as a skulk point that is immune from overrun. I haven't used
this part of the map, but an anti-tank ditch surrounded on four sides
with wall? I love it as a defensive strongpoint.
There
is also a turntable in Berlin: Tyrant's Lair. I have also not used
this part of the map. I will say that while the cost of Berlin:
Tyrant's Lair has run me on the order of $100 per scenario played,
the map is breathtaking and, would it not involve a divorce, I would
certainly hang it up in my bedroom to waft me off to sweet dreams at
night.
In
short, there is a lot of fun train stuff in ASL, but a lot of it
doesn't make it on the boards. Train stations were vital operational
objectives for expanding logistical networks. Train tracks were
points of sabotage and embankments important defensive positions.
Why wouldn't you want to have some trains in your game?
There
are, in BTL, elevated railroads that you can walk under, U Bahn rails
that you can treat as tunnels (provided they don't get flooded or
crumble in on your head) and ground level rails galore. One scenario
I played allowed a Tiger to set up in the Anhalter station. Alas, my
group found it impossible to play.
I'll
leave this right there.
Railroads
are coming into their own, particularly in HASL. Third party efforts
really seem to be willing to take on the challenges that railroads
provide because of the relative importance they had at the
operational and strategic level. Because designing historical maps
is easier today than it was 20 years ago, and will likely become
easier and less expensive in the future, it is going to become even
more accessible in HASL. The question is, will railroads become the
impetus for any HASL, rather than just a feature?
Before
I finish, I would like to add one bit about miniatures. If you are
looking for something to go with your GHQ
miniature vehicles, you will want Z scale trains. There isn't a
great deal of product out there on military Z scale trains and what
there is is heavily bent toward the German (and hypothetical) end,
but there is some available and certainly you can buy some track to
supplement your miniature table. Check out http://www.z-panzer.com/.
Hopefully,
this article gives you some idea about the direct and indirect
importance of railroads in ASL. If nothing else, bandying about
words like “steering ratio” and explaining how it is limited by
the need for rail transport will raise your stature in bars and lunch
rooms of tournaments and local gatherings. But scenario designers
can benefit from a little bit of knowledge about railroads.
Hopefully, I provoked a little thought about scenario design with
regard to railroads, whether we are talking about Burma, Russia, the
Ludendorf bridge or even Iran.
Basically,
one can't go wrong with considering a railroad to be an important
indirect influence on the scenario, considering supply and location.
However, getting overly complex with railroads leads to many problems
and should best be avoided. Personally, I respect what Bounding Fire
Productions has done. I don't particularly mind the rail cars
included in VotG. FB may have been a stretch. Mainly, when a
scenario designer wants to include RR you can't go wrong with good
old overlays or HASL maps from MMP. After this, players need to be
wary when looking at scenario selections that have RR.
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