@gen-manstein It’ ll be pretty dangerous if we arm them and then try and move them :)
@The-Captain @GEN-MANSTEIN Yea, this is gonna be probably the most heavily edit use unit in the entire mod, so you can roll with your original rules if you want. The way I see them playing out, is like this:
1 Buy unarmed Mines, place in Capital =np
2 Move Mines in NCM to the Front or a holding area with the reserves = np
3 Arming the Mines.
Here is where we need to start using edit.
At the “Start” of the Place phase, you can arm as many mines as legally
determined by the rules. Place the armed Mines and remove the unarmed
Mines.
4 Open “Comment Log” and state which Border Mines are defending. " 3 Armed
German Mines in Normandy are defending SZ 110"
5 When the Enemy crosses the minefield.
Before CM, Attacker checks for any minefields in it’s path. Determines the
number of attacking Units vs the number of defending Mines and goes to
“Roll Dice”.
Since all Mines roll at 2, simply add number of Mines in “Number of Dice to
Roll”
and then edit the Kills and the detonated Mines off the map. Turn off edit and
begin your CM.
6 NCM would be same procedure.
I do think for Game speed and playability I would adopt the “no mines fire in retreat” though. Here’s an example. There are 6 unarmed Mines in Normandy
3 Mines are Armed
2 inf, 1 commando, 3 arty cross minefield
1 inf steps on Mine and is killed
Units are removed an Combat begins
Edit
oops Only 3 dice would have rolls because only 3 Mines :)
PSS
Step 3 can be eliminated