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 nationÂ’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.