Throw 2 D10 percentage dice for every figure or piece of
equipment entering a minefield. A result equal to or less than the percentage listed
in the table indicates that a mine is detonated. Note that the weight of a vehicle
triggers any mine, regardless of type. Infantry cannot trigger anti-tank mines. If
infantry encounter a mixed minefield, roll dice against the density of anti-personnel
mines only, not against the combined density of anti-tank and anti-personnel mines
in the mixed minefield. The further a vehicle or figure moves into a minefield, the
greater the possibility of setting off a mine.
Soft vehicles are destroyed if they detonate an anti-tank mine, although an
attached trailer or towed weapon may survive if a D6 result of 4, 5 or 6 is thrown.
AFV need to be thrown for if they detonate an anti-tank mine:
1, 2, 3 = destroyed
4, 5 = tracks damaged, vehicle immobilized
6 = no damage
Exception: Russian KV-I and KV-II heavy tanks cannot be destroyed by anti-tank
mines, they may only suffer track damage.
Infantry need to be thrown for if they are inside the 1.5″ blast radius of
an anti-tank mine, within 1″ of an anti-personnel mine. Example: Infantry advancing
alongside a vehicle may be effected if the vehicle triggers an anti-tank or
anti-personnel mine.
German “S” Mines, a.k.a. “Bouncing Betty”, were designed for maximum
anti-personnel effect. If an “S” mine is triggered, troops within 20″ are effected,
and the following D6 saving throws apply:
0-5″ Range – 5 or 6 saves
5-10″ Range – 4, 5 or 6 saves
10-15″ Range – 3, 4, 5 or 6 saves
15-20″ Range – 2, 3, 4, 5 or 6 saves
Only German troops may lay “S” mines.
Laying and Clearing Mines
It takes 1 man 2 moves to lay 1 mine into a square inch of ground. Mines laid
during the game are open mines, unless the booby trapping rules are used.
Pre-laid mines must be mapped out exactly, and they may be laid in the open or
hidden. The type of mine must be specified as anti-tank or anti-personnel, indicating
the exact mix of types if a mixed field is created.
It takes 1 man 1 move to clear a path 1″ wide through a minefield. He moves
1″ per turn while clearing mines. |