"The wheel report doesn't specify which exact car needs to be switched, just the type and where it goes so its value is that it can be prepared ahead of time and used even if you don't know what cars are going to be on the railroad."
Can you clarify this? Are you referring to toy train wheel reports or the real thing? The SP when I was a kid used things they called wheel reports that were lists of all the cars in a train, they were machine printed before the train left and the conductor used them to plan his moves along the way( with hand written switch lists for the brakemen to use if needed). Maybe the SP definition and use of wheel reports was unique? ....DaveB
I am most definitely referring to "toy train wheel reports" as described in a Model Railroader back in 1984, although I have also been told that real-world wheel reports are something very different. My intent is an operating scheme that is simpler than the car card system and easier to maintain without a complex system of cards or a computer tracking system requiring the location of each car on the layout being entered into a database and updated after every operating session. A "toy train" wheel report is just a grid with different car types on the X axis and different towns on the Y axis, with numbers at the X/Y points indicating how many cars of which type go to which destination: 2 boxcars to Able, 1 flatcar to Baker, 2 refrigerator cars to Charlie, and so on. On my own layout, the wheel report system I have devised uses industries rather than towns, because all of the industries are located in the same city, which I've mentioned before, the Sacramento Belt Line. I'm not at all worried about what's in the car or where it's going next, I just want to quickly generate a list of cars to be delivered to industries and interchanges etcetera; what I want is more along the lines of the hand-written switch list for the brakemen to use.
In practice, my crews have the option of taking the wheel report (which indicates cars and destinations) and turning it into a hand-written switch list by copying down the cars in the yard that correspond to the cars the wheel report requires, with their destinations. In the example above, the switch list generated by the wheel report I described above might look a bit like this:
SN BELT LINE WHEEL REPORT,
LOCO: SN 143
SP BOX 22511 ABLE
GN BOX 1033 ABLE
B&O FLAT 30552 BAKER
WP REFRIG 887 CHARLIE
WP REFRIG 1890 CHARLIE
This gives the operator a clear and simple list of what cars get pulled for the switching turn and where they're supposed to go. If there are any cars in the spurs being served, those become pickups, and are taken to the end of the run--in the case of my layout, westbound trains start at Haggin and work to Westgate (currently represented by staging tracks) presumably for the westbound freight to Oakland, eastbound trains start at Westgate and work to Haggin, and any pickups are dropped off there, presumably for the eastbound freight to Chico.
What I want, for lack of a better term, what those in the wargaming community call a "beer and pretzels" game--unlike detailed strategic simulations with order of battle detailed down to the squad level, the "beer and pretzels" wargame is for folks who want to put some chits on a hex map and start blowing things up quickly. It's the operating equivalent of a "shake-the-box" model railroad kit; sure, it's not as elaborately detailed as a laser-cut craftsman kit, but you can get it on the layout a lot more quickly. But it also requires some planning and adds some structure--to make another wargaming analogy, just running the trains in a circle or scooting cars back and forth without a plan and going "choo choo" occasionally is the model railroader's equivalent of a miniatures wargamer scooting around Army men on a table and making "pew pew" noises, vs. playing a miniatures wargame with defined rules, turns, and objectives--which, as mentioned above, can be detailed and elaborate, which some wargamers like, or simple and straightforward, which may be less realistic, but quicker to learn.
I'm currently writing up a set of operating rules in a booklet to hand to potential operating crews for a model railroad convention's operating sessions and layout tour; the rules for how to manage a switch list fit on two digest-sized pages including a sample wheel report. I still need to "playtest" these rules, but the idea is that someone who has never done operations beyond making trains go round and round at Christmastime can start running trains and spotting cars within 5-10 minutes.