Let’s hammer out some pre-release railroad movement rules that we can try out when we feel we’ve grasped OOB. Here’s my post from the House Rules forum:
How about stealing from Risk for a KISS version of rail movement (for those attracted to such simplicity):
“Move as many units as you would like from one, and only one, of your territories into another. The two territories (the one you are moving from and the one you are moving to) need not be adjacent but there must be a safe �path� between them. This means that you must be able to travel from the first territory to the last through territories that you control. If you have to pass through an enemy territory or a neutral territory then you cannot use rail movement between the two territories.”
The question of contested territories arises. Like Flashman, I feel players shouldn’t be able to rail move into battle. I would therefore advocate prohibiting a rail move ending in a contested territory or not allowing a player to attack in a contested territory that has received units via rail movement this turn.
Alternatively, as in Risk, the rail move could come after all combat as been resolved, making it more like the fortifying movement it is in Risk. This way, reinforcements could be brought up to fortify contested areas or prepare for an offensive on a future turn, without worrying about rail movement unleashing sudden offensives with troops from the other side of the board.
The other question that remains is whether to allow rail movement through contested territories. I have no problem with rail movement out of contested territories or into contested territories, but through? My first instinct is yes: rail networks existed behind the front lines.
Thoughts?