Historical Board Gaming Custom Markers
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Naval Mines Option 1:
Cost: 3
Movement: 1 during non-combat movement (no movement once activated)
Attack: N/A
Defense: 1 (D6), 2 (D12), 3 (D20)
Naval mines are single use defensive units that require “activation”. They may only be involved defensively in sea combat against naval units. There is no limit to the number of naval mines that may be placed in a sea zone. For game play purposes, active naval mines protect the entire sea zone when enemy naval units are present. (Optional: naval mines only protect against amphibious attacks) Naval mines will remain active until detonated.
Naval mines have “first strike” capability. When enemy naval units move into sea zones with active naval mines present, they would we subject to their abilities. The naval mine’s controller would roll for each mine one at a time. Each roll expends one naval mine regardless if it scores a hit or not. Each active naval mine rolls to hit until all enemy units are destroyed, or all mines have been expended. The naval mine’s controller may move freely through the territory without being subject to them, as would the controller’s allies.
As naval mines must be built in factory locations, they may be moved over land territories in route to their destination. (See movement) Inactive naval mines cannot defend or be taken as losses if that territory is attacked. If a territory is occupied with inactive naval mines they are considered lost and removed from play.
Naval Mines Option 2:
Cost: 10
Movement: 1 during non-combat movement (no movement once activated)
Attack: N/A
Defense: 1 (D6), 2 (D12), 3 (D20)
Naval mines are defensive units that require “activation”. They may only be involved defensively in sea combat against naval units. Players may only have one naval mine per territory. For game play purposes, active naval mines protect the entire sea zone when defending. (Optional: Naval mines only protect against amphibious attacks)
Naval mines have “first strike” capability, however only during the first cycle of combat. When enemy naval units move into sea zones with active naval mines present, they would we subject to their abilities. The player that controls the active naval mines would receive “3” defensive rolls regardless the number of enemy naval units present. The mine’s controller may move freely through the territory without being subject to them, as would the controller’s allies.
Naval mines do not maintain a zone of control, however any enemy naval units moving through would have their movement reduced by “1”. Inactive naval mines cannot defend or be taken as losses if that territory is attacked. If a territory is occupied with inactive naval mines they are considered lost and removed from play.
Rule Name: Naval Mines
Objective:
The Naval Mines rule introduces a new game element to Axis and Allies, representing the presence of naval mines in strategic sea zones. This rule adds an additional layer of risk and tactical consideration to naval operations, forcing players to carefully navigate their fleets and potentially suffer casualties or disruption from hidden mines.
Components:
Naval Mine Tokens: These tokens represent the naval mines and are placed in predetermined sea zones on the game board.
Setup:
Before the start of the game, players agree on the number and placement of Naval Mine Tokens. Typically, they are placed in specific sea zones that are historically known for mining operations or areas of strategic importance.
Minefield Activation:
Triggering a Naval Mine: Whenever a player's naval unit enters a sea zone containing a Naval Mine Token, the mine is triggered, potentially causing damage or disruption to the fleet.
Damage and Effects: The triggered mine can have different effects, such as damaging ships, slowing down movement, or disrupting combat capabilities. The specific effects may vary based on the game edition or agreed-upon house rules. Here are some possible effects:
Ship Damage: Roll a dice for each ship present in the sea zone. On a roll of 1 or 2, the ship is damaged and removed from the battle board. Damaged ships can be repaired during the Repair Units phase.
Movement Restriction: If a naval unit triggers a mine, its movement is immediately reduced by a certain number of spaces (e.g., 1 or 2). The unit's movement is further restricted until repaired or removed from the affected sea zone.
Combat Disruption: Naval mines may disrupt combat operations. For example, they could impose penalties on the attacking or defending fleet, such as reduced attack or defense values.
Clearing Mines:
Mine Sweeper Units: Players can introduce specialized Mine Sweeper units as part of their naval forces. These units have the ability to clear naval mines and reduce the risk of triggering them.
Clearing Mines: During the Combat Move phase, players can use their Mine Sweeper units to attempt to clear mines in a sea zone. Roll a dice for each Mine Sweeper unit present in the sea zone. On a roll of 1 or 2, one mine is successfully cleared. Cleared mines are removed from the game board.
Note: The specific mechanics, effects, and costs of Naval Mines may be adjusted to fit the overall balance and gameplay dynamics of Axis and Allies. The above rules provide a general framework to introduce this element into the game. Players should agree on the placement of minefields and any additional rules or adjustments required for their particular game setup.