Hello guys:
  Uzbek: Thanks for the armored railcars image and the always interesting links!
  Cw58: Thanks also for your comments, about them I would add...
 For the 24 cm K3, quoting wikipedia:
  "The 24 cm Kanone 3 (24 cm K 3) was a German heavy siege gun used in the Second World War by the first battalion of Artillerie-Regiment 84. Four were in service when Germany invaded Poland, assigned to the first two batteries of I./AR 84.[1] In the Battle of France the battalion still only had four guns.[2] By Operation Barbarossa all three batteries were equipped with two guns apiece.[3] This situation did not change for the next two years."
  So, indeed we can class is ts a siege gun, after all, although it hadn't a very large caliber, it was a long range, very heavy ordnance piece (almost 55 tons). Ok for that!
  For the sake of "uniformity" I think we can classify anything of 24 cm caliber and up as "Siege Artillery" being railroad or otherwise and give them the long term suppression ability by its native unit class or by means of a switch as needed. 
  Completely agree with the unit classification you propose for the different type of units (as seen in your five tier unit tipification). Some comments about that:
- Transport trains: Should be included in unit class #17, all right, but must be made invisible in the purchase screen by means of the "nopurchase" trait.
- In order to further differentiate lesser caliber railguns from heavier ones I would give the smaller ones the ability of providing support fire to friendly units (to be classed in #4 class). After all, I think that smaller railguns, mounted on turnable turrets (armoured or not, and I am thinkin about the German 15 and 17 cm K(E)), have the flexibility to be able to provide support fire in the same way as land based units with equal caliber. 
- Also refering to those lighter, "rotatable" railguns they were, historically, also being able to act as coast artillery pieces, so I would give them a further switch with an "anti-ship" capability: No soft and hard attack values (may be only 
low passive attack values for autodefense when attacked by enemy land units while in their coastal defense mode), good naval attack value and no support fire nor long term suppression ability. In fact I made icons for the 15 and 17 cm railguns in coastal defense role.
On the other hand, heavier, "no rotatable" railguns showed no use in the coast defence role, even when mounted on rail turntables, as it was historycally shown by the 28 cm K5 (E) positioned in the English Channel coast.
- Another, off topic, but related comment about this: All these different kinds of super-heavy units we are talking about, should be mounted on "heavy sea" transport units for its transport over sea hexes (of course, air transport is VERY out of the question). May be you have read the explanation of this idea in the Pak mod thread?
- By the way, I think that the 0 move rule should be applied to any artillery piece of 15 cm and up, being them siege or not. It is not realistic thet gun crews can man-handle pieces weighting 7,8 or more tons over relatively long distances (bearing in mind that on any typical PzCorps map one hex equals to a few kilometers at least). This would also prevent the retreating of the unit if supressed by enemy action, it is also not realistic that gun crews can retreat when facing overwhelming odds taking their heavy artillery pieces with them.
- Purchase screen icons: I made the railgun and siege artillery small icons. If you like, test them to see how will they look in-game. (Attached to the present posting).
- If possible, make a small test comparing long term suppression effect of siege artillery units when classed as armored train unit type compared against the same unit but classed as a strategic bomber.  
- I saw in the screenshots you uploaded that you designed a "Night Fighter" unit class. Can you comment your ideas about this?  
 
 
 To Uzbek: The armored railcars with machine gun or light artillery armament (less than 75/76 mm caliber) should be implemented like railway mobile light tanks or recon vehicles, giving them them "reconmove" trait, perhaps. 
Greetings!
PS to Cw58, after reading your last posting: If the transport train unit will be invisible in the purchase screen, and we use that class to group all armed railway-borne units, an icon for something more "armed and dangerous" should be better to describe the unit class in that screen.