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Old 11-29-2017, 05:40 PM   #1
Dan-C
 
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Default Casey Joneskii

In the Casey Joneskii scenario, how fast can the train be travelling when it reaches the end point? Does it need to slow down to a certain speed?
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Old 11-29-2017, 06:22 PM   #2
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Default Re: Casey Joneskii

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In the Casey Joneskii scenario, how fast can the train be travelling when it reaches the end point? Does it need to slow down to a certain speed?
You know, I never really thought about it, but it's reasonable to say the train needs to actually _stop_ at 0413 (i.e., it can't barrel in at 7 hexes/turn).

I assume 9.02.4 Running off the rails would apply here, since that's exactly what it would do if it came in too fast.
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Old 11-29-2017, 06:31 PM   #3
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Default Re: Casey Joneskii

While I can see that, realistically it's a short train, and could stop from full speed within a few hundred yards.

It's one to consider for the rules though.
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Old 11-29-2017, 06:44 PM   #4
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Default Re: Casey Joneskii

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While I can see that, realistically it's a short train, and could stop from full speed within a few hundred yards.
Except it takes 4 turns to go from 7 to 0
6/7 -> 4/5 -> 2/3 -> 0/1

So if it's at full speed, the minimum distance it would have to start decelerating (hard) is
7+4+2 = 13 hexes, which is just the west side of the bridge at S1-0906
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Old 11-29-2017, 08:05 PM   #5
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Default Re: Casey Joneskii

19,500 meters to stop*? Man, that's a stretch. I think that's one area where gameplay trumps reality.

One hex = 1500 meters, so 13 hexes is 19,500 meters; or 12 MILES to stop the train per the rules de-acceleration.

Seven hexes per turn is 6 miles per turn (four minutes per turn, right?, so that's roughly 100 mph).

Realistically, a present day BNSF freight a mile long, moving at 50 mph, can stop in emergency in about a mile.
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Old 11-29-2017, 08:33 PM   #6
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Default Re: Casey Joneskii

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19,500 meters to stop*? Man, that's a stretch. I think that's one area where gameplay trumps reality.

One hex = 1500 meters, so 13 hexes is 19,500 meters; or 12 MILES to stop the train per the rules de-acceleration.

Seven hexes per turn is 6 miles per turn (four minutes per turn, right?, so that's roughly 100 mph).

Realistically, a present day BNSF freight a mile long, moving at 50 mph, can stop in emergency in about a mile.
Yes, the train scale is a *cough*little*cough* outside reality. :-)
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Old 12-02-2017, 06:40 PM   #7
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Default Re: Casey Joneskii

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Originally Posted by Dan-C View Post
In the Casey Joneskii scenario, how fast can the train be travelling when it reaches the end point? Does it need to slow down to a certain speed?
The scenario victory conditions say that "The defender wins if the train reaches hex S1-0413 and survives." (emphasis mine). The train is allowed to escape off the east edge of the map, but cannot reverse off the west edge. This implies to me that the train can, if the track is intact, continue straight on through hex S1-0413 and off the edge of the map for a defender victory.
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Old 12-02-2017, 07:36 PM   #8
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Default Re: Casey Joneskii

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The scenario victory conditions say that "The defender wins if the train reaches hex S1-0413 and survives." (emphasis mine). The train is allowed to escape off the east edge of the map, but cannot reverse off the west edge. This implies to me that the train can, if the track is intact, continue straight on through hex S1-0413 and off the edge of the map for a defender victory.
Umm... The crux of the problem is the track dead-ends at S1-0413. The "escape off the east edge of the map" refers to the fact it can abort going to S1-0413 and take the left fork at the switch at S1-1107 and run away.

There is no track to "continue through the hex"
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Old 12-02-2017, 09:26 PM   #9
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Default Re: Casey Joneskii

That's what I get for not pulling out the map to check. Given that the track deadends in the objective hex I would say that the train must stop in that hex.
9.02.4 "Running off the rails. If the train moves into a hex where the rails are cut, it is destroyed." Seems to make it quite clear that if the train enters S1-0413 at a speed that requires it continue moving beyond that hex it will not survive arrival.

If you hit the town on hex 3 of a speed of 6/7 you definitely run off the rails. If you hit the town on hex 6 or 7 of that speed you arrive safely, but will run off the rails on your next turn. Either way would seem to argue against survival.

I suppose the question is what does "reaches and survives" mean? I would think, given the scenario background of a load of vital supplies, that the train should be required to stop in the town, not just end the movement phase there while still moving at a speed that will carry it off the rails next movement phase. But does "survives" mean survives the scenario? Survives the attacker's turn imediately after arrival, giving the attacker last ups? Survives the defender's next trun following arrival, both players get a last us and the train must be stopped or it will run off the rails?

In the extreme survival could mean that the train must stop in the town and then either escape off the map or all attacking units must be off the map, either through escape or destruction before the scenario ends.

I know I have played the regular train scenario, but I don't recall playing this one. Now you guys have me overthinking what should be clear victory conditions.
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