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Achtung Panzer
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Leutnant

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Minefileds and Battle Wed, 27 February 2008 18:49
If able, can a unit still Battle after stopping in a minefield? Units must stop in barbed wire but can still Battle at -1.
      
ColtsFan77
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Re:Minefileds and Battle Wed, 27 February 2008 19:36
Yes. It just has to stop and cannot move any further that turn. If it has a successful battle, it cannot take ground nor armor overrun.
      
Wrecker
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Cadet

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Re:Minefileds and Battle Wed, 27 February 2008 19:42
Can engineers remove the mine, or just pass through it?
      
ColtsFan77
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Re:Minefileds and Battle Wed, 27 February 2008 20:13
An engineer that can battle must remove the mine instead. It could "pass through" by moving from 2 hexes away (thus exhausting its ability to battle), have it blow up on them, and then move out of it on a 2nd turn.
      
Achtung Panzer
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Re:Minefileds and Battle Wed, 27 February 2008 21:21
I now have minefield counters from the Pacific, Eastern and Terrain expansion packs. What mix should I use when placing say 5 counters on a scenario? I've seen both 0, 1, 2, 3, 4 or 0, 1, 2, 2, 4 listed.

I guess you could customise depending on how difficult / dangerous you want to make the scenario?
      
ColtsFan77
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Re:Minefileds and Battle Wed, 27 February 2008 23:47
Achtung Panzer wrote on Wed, 27 February 2008 14:21

I now have minefield counters from the Pacific, Eastern and Terrain expansion packs. What mix should I use when placing say 5 counters on a scenario? I've seen both 0, 1, 2, 3, 4 or 0, 1, 2, 2, 4 listed.

I guess you could customise depending on how difficult / dangerous you want to make the scenario?

The rules state that you mix all available counters (so all 3 if you own all 3) and randomly pull what you need. The distribution is still pretty evenly dispersed but obivously if you mix all 3 sets, there is the potential for all 0's and 1's or all 3's and 4's.

Personally, I don't like to mix the ones from Pacific Theater is because they are missing the "Achtung!" on the front side.
      
yangtze
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Re:Minefileds and Battle Thu, 28 February 2008 02:19
You can't tell if you close your eyes whilst choosing Rolling Eyes
      
Caboose
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Re:Minefileds and Battle Thu, 28 February 2008 14:20
yangtze wrote on Wed, 27 February 2008 18:19

You can't tell if you close your eyes whilst choosing Rolling Eyes


Or if you put them in your hand and while not looking stop at some point and distributed them way.

Just would have been nice if all of the minefields had the same backing..obviously an oops for the Pacific expansion.

Cab
      
50th
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Re:Minefileds and Battle Thu, 28 February 2008 17:53
I think they did that to the Pacific minefield counters because they are Japanese mines and not German mines. Yah think? Well, that's my opinion anyway, and I could be wrong. Embarassed
      
yangtze
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Re:Minefileds and Battle Thu, 28 February 2008 18:23
Ah, of course - 'Achtung Minen!' doesn't quite cut it at Guadalcanal (or wherever the mines are) Laughing

That probably means the Pacific Theatre expansion hadn't been envisaged at the time of the base game's original release. It's the German minefields that are 'wrong'...
      
ColtsFan77
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Re:Minefileds and Battle Thu, 28 February 2008 22:12
I believe 50th is right - at least I had the same opinion. I don't think the blind draw is the problem. Just knowing that this minefield is a PT one gives me information. Granted, its information I don't know hoe to process, but information none the less!

It's not a big deal. If I play Pacific scenarios, I use PT mines, if not, I mix the rest and use those.
      
Randwulf
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Re:Minefileds and Battle Sat, 01 March 2008 05:57
You could also just roll a die??? 5 and 6 are a 0 and 1-4 is of course 1-4. That way you don't have to worry about any lost markers, or different sets futzing up the selection numbers. No matter what sets you have a mine is a mine is a mine and if you step on one you roll a die? That also takes away the, I gotta go to the bathroom don't look at my mines... I caught one guy doing that at a Con... I asked him what he was doing and he said "Oh thats ok they are my mines" I told him "no, the last unit in that sector layed the mines and gave you very bad maps to them" I then gathered up all the mines and relayed them myself... after that we all rolled dice...

some people... 30 years ago we would just smak'em... now you get sued for it... aahh... the good ol days...

      
Achtung Panzer
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Re:Minefileds and Battle Sat, 05 April 2008 08:28
By the way, I think that the -1 battle die and prevention of taking ground should apply to friendly units on friendly minefields too. Minefields are dangerous places, to be avoided at all costs!
      
rasmussen81
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Re:Minefileds and Battle Sat, 05 April 2008 17:26
Achtung Panzer wrote on Fri, 04 April 2008 23:28

By the way, I think that the -1 battle die and prevention of taking ground should apply to friendly units on friendly minefields too. Minefields are dangerous places, to be avoided at all costs!


I think you might be mixing up minefields and barbed wire... Confused If your unit survives the resulting explosion from a mine, they have to stop but they can attack at full strength. It's true that they can't take ground or do armor overrun though, and I agree that it makes sense for both teams to be limited in some way by the mines. I wouldn't have wanted to walk through one, even if I knew where they were! Shocked
      
Achtung Panzer
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Re:Minefileds and Battle Sat, 05 April 2008 19:10
Friendly units don't "trigger" mines when they enter their own minefields. They stop but the counter remains unturned. I just think that they should also suffer the same -1 when battling as enemy units do to represent unit disorganisation when crossing a minefield. Even if they had a "map" they would still cross the minefield in column rather than battle deployment, hence the -1 battle die roll. Rolling Eyes
      
rasmussen81
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Re:Minefileds and Battle Sun, 06 April 2008 00:50
Achtung Panzer wrote on Sat, 05 April 2008 10:10

Friendly units don't "trigger" mines when they enter their own minefields. They stop but the counter remains unturned.


I'm with you so far! Smile

Quote:

I just think that they should also suffer the same -1 when battling as enemy units do to represent unit disorganisation when crossing a minefield. Even if they had a "map" they would still cross the minefield in column rather than battle deployment, hence the -1 battle die roll. Rolling Eyes


And now you've lost me. Confused Unless it's a rule that was added and I haven't seen it, units never suffer a -1 when shooting out of a mine field. I'm guessing you're thinking about barbed wire here. Rolling Eyes It could be a house rule you add, to simulate the nerve-wracking job of picking through the minefield...
      
Achtung Panzer
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Re:Minefileds and Battle Sun, 06 April 2008 09:28
This was the subject of my initial question at the start of thhis stream - see Coltsfan76's reply. Yes this is applying the rule from barbed wire and it isn't an official rule but I think that the disruption caused by passing through minefields (i.e. stop, -1 batlle die, cannot take ground) should apply to both enemy and friendly units. I guess the only difference is that the minefields aren't triggered by friendly units.

Sorry for any confusion but I hope my proposed rule is clear now? What do you think?
      
rasmussen81
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Re:Minefileds and Battle Sun, 06 April 2008 17:15
Now I follow. Sorry about the confusion Achtung Panzer. Smile

The official rules say that friendly and enemy units must stop on a minefield hex and an enemy unit triggers the explosion. You're just adding the -1 attack die for both sides and I can see why! Cool I wouldn't want to be the poor German grunt who was ordered to charge into a minefield (German or Allied) and attack advancing troops! Surprised It's an interesting house rule.
      
    
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