MINEFIELDS - Ground and Sea - SIMPLE Rules.


  • @crusaderiv:

    Minefields should only defend one border and not the whole territory or zone. Minefields are not a unit that can take a hit. A minefield rule would open up the possibility of creating a combat engineer piece.

    You’re right!
    Totaly agree.

    And a minesweeper unit for use at sea.

  • Liaison TripleA '11 '10

    hmm…

    That’s like saying AA should only defend from aircraft that are coming from a certain direction… I disagree with the concept personally.

    The theory is that the mines EXIST, and are deployed as per the next expected engagement as an auxillary to the defending troops in the region exactly like AA units.  Things benefit from being expanded, yet kept simple.

    It’s the same reason your troops defend the entire territory and not just one border.

    Options for minesweepers/combat engineers is cool.  Again, great if we’ve got pieces, not so great if we don’t,  rules should be setup in a way that these kind of options can be added, but not so that they are required.

  • Customizer

    That’s pretty interesting treating them like AA guns. Each minefield allows you to roll 3 dice @ 1 against attacking enemy land units on a territory or sea units in a sea zone. They stop a blitz or NCM even when they are the only thing in that territory or sea zone, like an AA Gun. Also like an AA gun, if you have none of your combat units in the territory or sea zone, they are automatically destroyed.

    Question:  Can you have more than one minefield in a territory or sea zone? Seems to me like you could.

    I’m assuming that the Attacker chooses the casualties. Why not make them 5 IPCs just like AA Guns? Also, I think HBG makes custom roundels for minefields and he only charges something like $2.99 or $3.99 per sheet of 20. This would be a really easy thing to incorporate into our games.


  • @Gargantua:

    Options for minesweepers/combat engineers is cool.Â

    Now if you really want to get into some Darkside rules, here’s an idea: disciplinary battallions.  Clearing mine on land by assembling deserters and troublemakers from your own army and ordering them to march across suspected enemy minefields.

  • Liaison TripleA '11 '10

    You mean Penal units. LOL.

    That’s a good idea.  You can attach POW’s to your army to clear mines. (Basically use them up to prevent actual infantry from taking hits from mines)

    How does “For each POW piece you remove, a minefield piece is reduced by 1 roll for that combat”

    LOL


  • And a minesweeper unit for use at sea.

    I totally agree….again.
    I have the Escort as warships and we use it as minesweeper. (Escort must remove 1 sea mine per turn and cannot make another mission).


  • So a minefield is an immovable unit that works just like an AA gun but for ground units and sea units.  It shoots at up to 3 units @1 and when the territory or sea zone is taken the minefield is destroyer (like old AA guns)?  And how much would it cost to build in IPCs and in morality points?


  • Agree with ya Crusa with the escort rule for sea mines and we used land mines where  cost 4 icp’s each and up to 6 in a territory protecting 1 border and a automatic kill.


  • @Vance:

    So a minefield is an immovable unit

    As an added refinement, here’s an idea: a rule which says that, when you move into a (theoretically) mine-free sea zone adjacent to a SZ which has a minefield in it, roll dice to determine if some of the mines from the mined SZ have broken their cables and drifted into the neighboring SZ (in which you’re not expecting to encounter mines).

  • Liaison TripleA '11 '10

    LOL as fun as that would be… my intention is to keep the final posted version of the ruleset, as uncomplicated as possible.  Keeping true to the spirit of FUNCTIONAL axis and allies.

    Great concept btw though,  there are still clearance divers finding WWII mines today.

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