Minefield Option 1:
Cost: 2 Mines for 3 IPCs
Movement: 1 during non-combat movement (no movement once activated)
Attack: N/A
Defense: 1 (D6), 2 (D12), 3 (D20)
Transport Class: 4 mines or 2 mines & 1 infantry/artillery per naval transport/truck
Minefields are single use defensive units that require “activation”. They may only be involved defensively in land combat against ground units. There is no limit to the number of minefields that may be placed in a territory. For game play purposes, active minefields protect the entire territory when attacked by ground units. (Optional: Minefields only protect a single border) Minefields will remain active until detonated.
Minefields have “first strike” capability. When attacked the defending player controlling active minefield(s) should roll for each minefield one at a time. Each roll expends one minefield regardless if it scores a hit or not. Each active minefield rolls to hit until all enemy units are destroyed, or all minefields have been expended. The minefield’s controller may move freely through the territory without being subject to them, as would the controller’s allies.
Inactive minefields cannot defend or be taken as losses if that territory is attacked. If a territory is occupied with inactive minefields they are considered lost and removed from play.
Minefield Option 2:
Cost: 5
Movement: 1 during non-combat movement (no movement once activated)
Attack: N/A
Defense: 1 (D6), 2 (D12), 3 (D20)
Transport Class: Same as infantry
Minefields are defensive units that require “activation”. They may only be involved defensively in land combat against ground units. Players may only have one minefield per territory. For game play purposes, active minefields protect the entire territory when defending. (Optional: Minefields only protect a single border)
Minefields have “first strike” capability, however only during the first cycle of combat. When attacked the defending player controlling active minefield(s) would receive “3” defensive rolls regardless the number of attacking enemy ground units. The mine’s controller may move freely through the territory without being subject to them, as would the controller’s allies.
Minefields may not be taken as casualties, and do not maintain a zone of control. Minefields do not receive defensive rolls if there are no other friendly units to help in defense. If an enemy player captures a territory with a minefield, the minefield would be removed from play. Inactive minefields cannot defend or be taken as losses if that territory is attacked. If a territory is occupied with inactive minefields they are considered lost and removed from play.
Miscellaneous Mine Options:
Minefields prevent units from Blitzing.