Rail
Option 1: (Rail Station & Railroad)
Cost: 15
(Rail Station)
1
(Railroad)
Movement: N/A
Attack: N/A
Defense: N/A
Rail allows each nation to extend the movement
of their ground units each turn during the non-combat movement phase. Units wishing to use rail must begin the turn
at rail stations. Only units that have
not moved during any other phase may use rail.
Units may not move prior to, or after using rail.
Rail stations and railroad may be built in any
territory controlled for 1(+) round. It
is not required for these units to be built in factory locations. Rail stations cannot be built any farther
than 4 territories away from one another, and must be connect by railroad
markers. Rail stations also have “Built-in Anti-Aircraft”. As the non-combat movement phase precedes the
place units phase, newly purchased rail stations and railroad markers may not
be used the same turn they were purchased.
Each nation’s rail capacity is determined by
the number of rail stations that power controls. For each rail stations a power controls their
rail capacity increases by 1 up to a maximum of 6. The number of units that can use each rail
station is limited to the IPC level of the territory the rail station is in
(max 6).
The distance units may travel is restricted to
a maximum of 4 spaces. However, distance
can be affected by strategic bombing.
For each damage marker on a rail station it reduces the range a unit can
be railed by 1. Rail stations can be
damaged with strategic bombing like factories to a maximum of 6 damage
markers. 3 damage markers would render
the station inoperable.
Allied players may share rail stations and
railroad, however players may not use enemy rail. Rail stations may be captured by enemy
nations, but railroad markers are removed from play rather than captured. Players must maintain control of captured
rail stations for one full turn before they are allowed to use them.
Note: Rail movement may not cross the Suez Canal,
Panama Canal, or Turkish Straits.
Rail
Option 2: (Rail Station & Railroad)
Cost: 10
(Rail Station)
1
(Railroad)
Movement: N/A
Attack: N/A
Defense: N/A
Rail allows each nation to extend the movement
of their ground units each turn. Each
nation may move up to 2 ground units from one rail station to another during
the non-combat movement phase. There is
no limit to the distance these units may travel, only number of units allowed
to use the rail. An uninterrupted line
of railroad markers must connect rail stations.
Only units that have not moved during any other phase may use rail. Units may not move prior to, or after using
rail. For gaming purposes a nation may
only use rail stations and railroad they control.
Rail stations and railroad may be built in any
territory controlled for 1(+) round. It is not required for these units to be
built in factory locations. As the
non-combat movement phase precedes the place units phase, newly purchased rail
stations and railroad markers may not be used the same turn they are purchased.
Rail stations and railroad may be captured by
enemy nations. Players must maintain
control of captured rail for one full turn before they are allowed to use
them. Players may destroy their own rail
stations and railroad, however this must be done during the controlling players
turn. Players may attempt to destroy
enemy rail stations with strategic bombing.
Apply same rules for strategic bombing of factories with the exception
that bombers receive one cycle of combat rolls.
The player must roll a successful hit (rather than damage), which
destroys the station. If this occurs,
remove the rail station from play.
Note: Rail movement may not cross the Suez Canal,
Panama Canal, or Turkish Straits.
Rail
Option 3: (Rail Station Only)
Cost: 8
Movement: N/A
Attack: N/A
Defense: N/A
Using rail each nation may extend the movement
of ground units each turn during the non-combat movement phase. Units wishing to use rail must begin the turn
at rail stations. Only units that have
not moved during any other phase may use rail.
Units may not move prior to, or after using rail.
Rail stations may be built in any territory
controlled for 1(+) round. It is not
required for these units to be built in factory locations. As the non-combat movement phase precedes the
place units phase, newly purchased rail stations may not be used the same turn
they are purchased.
Rail stations add “1” extra movement to any
unit able to use the station. The number
of units that can use each rail station is limited to the IPC level of the
territory the rail station is in. There
is no maximum rail capacity for each nation.
However, each damage marker on a rail station reduces the number of
units able to use the station by 1. Rail
stations can be damaged with strategic bombing like factories to a maximum of 6
damage markers. 3 damage markers would
render the station inoperable.
Rail stations may be captured by enemy
nations. Players must maintain control
of captured rail stations for one full turn before they are allowed to use
them.
Note: Rail movement may not cross the Suez Canal,
Panama Canal, or Turkish Straits.
Rail
Option 4: (Rail markers only)
Cost: 3
Movement: N/A
Attack: N/A
Defense: N/A
Rail allows each nation to extend the movement
of their ground units each turn. Each
nation may move units along any connected railroad markers. Only units that have not moved during any
other phase may use rail. Units may not
move prior to, or after using rail. For
gaming purposes a nation may only use rail stations and railroad they control.
A nations rail capacity is measured in points
determined by its industrial output. We suggest trying a 7:1 ratio. At the beginning of each players turn, take the
nations position on the IPC chart and divide that number by 7. The result is the number of rail capacity
points a player may spend. Players may
expend rail capacity points to make fewer units travel farther, or have more
units receive a smaller movement bonus.
Example: Germany begins the turn at 29 on the IPC
chart. 29/7=4 (round down). Germany may spend all 4 points to move 1 unit
4 spaces, or 4 points to move 2 units, 2 spaces.
Railroad markers may be built in any territory controlled
for 1(+) round. It is not required for
these units to be built in factory locations.
As the non-combat movement phase precedes the place units phase, newly
purchased rail stations and railroad markers may not be used the same turn they
are purchased.
Railroad may be captured by enemy nations. Players must maintain control of captured
railroads for one full turn before they are allowed to use them. Players may destroy their own railroad,
however this must be done during the controlling players turn. Players may attempt to destroy enemy railroad
with strategic bombing. Apply same rules
for strategic bombing of factories with the exception that bombers receive one
cycle of combat rolls. The player must
roll a successful hit (rather than damage), which destroys the railroad. If this occurs, remove the railroad marker
from play.
Note: Rail movement may not cross the Suez Canal,
Panama Canal, or Turkish Straits.
Miscellaneous
Rail Options:
·
Rail
can be used during the combat movement phase
·
Rail
can be upgraded with technology, improving a nations rail capacity.