I was referring to sun tzu’s comments and land battles, sorry for any confusion
Naval Mine and Cruiser House Rules
First time posting on the forums, thus first time submitting my house rules, so bear with me. I created a stylized rule sheet, but as far as I understand I’m not allowed to post a hyperlink yet, so I will have to type them out here. I apologize for the lack of aesthetic.
It is important to remember that I have no idea if these rules are balanced or not. I have only had a couple of chances to test it out. That’s why I would love some feedback; any observations, improvements, and criticisms are encouraged and welcomed. Don’t hold back, folks.
HBG provides beautiful blue acrylic naval mine tokens that I use when implementing these rules. In essence, my naval mines act as ocean AAAs and the similarities can be easily discerned. This also helps in understanding their affect.
Cost: 6 IPCs
Blocks Enemy Movement: Sea zones containing naval mines block the movement of enemy sea units. However, cruisers may bypass naval mines, as well as disarm them.
Sea Defence: A naval mine unit can defend only when enemy units enter the sea zone containing the naval mine. Naval mines defend only once, before the first round of combat. Naval mines may defend up to three times, but only once per attacking sea unit. For each “1” rolled, the attacker chooses one sea unit as a casualty. These casualties are removed immediately, and will not participate in the remainder of the battle.
Amphibious Assault Defence: In the event of an amphibious assault on a coastal territory with naval mines in the adjacent sea zone, transports must be chosen as casualties first. A die is rolled by the defender for each transport engaging in the amphibious assault, up to three times. For each “1” rolled, the attack chooses one transport as a casualty.
Limited Placement: Naval mines can only be placed in sea zones adjacent to coastal territories.
Cannot Hit Air Units: When defending, naval mines cannot hit air units.
When a coastal territory is captured by enemy land units, any naval mines in adjacent sea zones are destroyed.
The transports taken as casualties first may seem, “iffy” (for lack of a better term) but it is meant to emulate the real danger posed by naval mines. I am worried this might be imbalanced/overpowered, but I think it adds a whole new dimension to Amphibious Assaults.
In addition to the Naval Mines, I sought to expand the role of cruisers. I think the general opinion is that Cruisers aren’t worth their cost (though I could be mistaken.) With this in mind, I decided to provide a specific foil for the Naval Mines, but merging the role of a Minesweeper/hunter with that of the Cruiser.
Cost: 12 IPCs
Minesweeper: Cruisers are specially equipped for mine sweeping duties. When entering a sea zone containing naval mines, cruisers cancel the Sea Defence and Amphibious Assault Defense characteristics of the naval mine.
Minehunter: Cruisers can also attempt to disarm naval mines. After combat (if any) is resolved, cruisers can attempt to disarm any naval mines present. If a “4” or less is rolled, the naval mines are disarmed and removed from play. If a “5” or more was rolled, the naval mines were not disarmed, and the cruiser must wait until the next round to attempt to disarm them again.
Treat hostile Naval Mines as Friendly: Cruisers can move through a sea zone containing enemy mines. Their movement is not blocked by the Naval mines.
Any and all comments are appreciated. If you notice anything even just by reading these, share it. I’m also open for rule clarifications, in case there’s any confusion.