Like the other thread dealing with Rail Stations/ markers, this thread hopes to craft basic rules for these pieces.
Sea Mine/Mine:
Cost 6 IPC built and placed in sea zones adjacent from controlled land areas/straights.
Note: You must leave a surface naval unit left in the sea zone for that turn to place the Sea Mine. Only one Sea Mine in an area can be build.
The connecting sea zone must not touch any enemy controlled area, but can touch a Pro-you Neutral or strict Neutral ( example: the sea zone between London and Belgium)
Examples: English Channel, Danish Straights, Sea of Japan ( between Japan and Manchuria)
Enemy Naval units entering or attempting to pass thru this area get hit with 3 rolls like AA guns hitting on a 1. If you build the Sea Mine while enemy naval units are in Sea Zone, they can move out and avoid the sea mine attack.
Each hit registered reduces the Sea Mine capacity by one, and when it scores 3 hits is removed. ( obviously over a series of turns).
Regardless of whether a hit is scored or not, it does not impede enemy naval movement if they choose to pass into another sea zone.
Land Mine Token: same idea as above, land unit required for deployment. Note: No limit on deployment.
Research Tokens: These supplement the optional technology rules. Once a decision to explore Technology is made, that player places a token to designate where the Research is taking place. The enemy can bomb ( SBR) this area for up to 10 IPC, the first 5 IPC negating the Research spend. This effectively stops the Technology roll until IPC’s are spent and repaired back to zero damage.
Radar Tokens:
Cost 12 IPC, placed only in original controlled land areas
These installations improve the defense during SBR allowing interceptors to defend at +1
They also boost the defense of Fighters or Fighter-Bombers +1 in normal combat
They can also scramble planes in the normal manner even if the area they fly from does not contain an Air Base.
Lastly, they can allow scramble of Fighters and Fighter-Bombers into adjacent sea zones that the enemy chooses to enter or pass thru on his turn. In this event, one round of combat occurs between planes and enemy naval units.
Waffen SS markers:
The German player may designate any land unit once per turn a bonus of +1 in combat ( attack or defense) and place the token under unit. He must pay 1 IPC to do this.
The bonus stays just with that unit and may not be transferred. If the unit is destroyed it can never be rebuilt as a Waffen SS unit.
Secondly, the unit may move 2 spaces from that point ( even if it used to move one space)–- Reason: Waffen SS units had their own supply trains better suited than Heer units.
The total number of SS Tokens that can be raised is limited by the initial inventory of these units.