Finally a simple rule-set for mines.
Anti-Personnel Mine Field
3 att (AP only), 1 def, 0 rng, 1 vp
-Attacks infantry only one time then is discarded.
-There is a 50% of setting it off for any infantry unit entering the mine field (roll for each combined infantry unit). Non-power suited infantry (augmented infantry, militia, civilians) in the hex or on the road have a 1 in 6 change of survival. The mine field attacks every infantry unit in the hex once set off then is discarded from play.
-Weighs as much as a 1/1 INF for carrying purposes.
Anti-Armor Mine Field
3 att (anti-armor only), 1 def, 0 rng, 1 vp
-Attacks armor only one time then is discarded. There is a 50% of setting it off for any unit entering the mine field (roll for each armored unit). The mine field attacks every armored unit in the hex once set off then is discarded from play.
-Any defense 0 vehicles in the hex or on the road have a 1 in 6 chance of not being destroyed.
-Weighs as much as a 1/1 INF for carrying purposes.
6 att, 1 def, 0 rng (1 rng for non-power suited infantry at 3 att and 3:1 for 0 def units), 3 vp
-Attacks all units in one hex one time then is discarded. All non-power suited infantry have a 1 in 6 chance of immediate destruction (roll for each combined squad). The nuclear mine may be placed on a bridge, road, underwater or in any terrain hex. If placed underwater, any OGRE or enemy (or friendly unit for that matter) take 6 damage to every part of damage that has a defense factor on that unit. Roll 50% for each unit to see if the entire unit is missed by the blast (out of range in other words).
-Weighs as much as a 3/3 INF
Mine Layer GEV
0/0 (no weapons), D1, M3/2 (as GEV), 6 vp
If carrying no mines it can carry up to 3 power suited infantry. If carrying mines it can carry a mixture of 5 mines, either Anti-Personnel or Anti-Armor or it can carry a single nuclear mine and no other types of mines or combat effective infantry. The specialist non-combat power suited mine laying infantry and specialist drones take up the other 2 spaces but I am NOT going to make counter for them as they, or all intents and purposes, part of the mine laying GEV unit). It takes 1 movement point (1st movement phase only) to lay one mine of any type, Anti-Personnel mine field, Anti-Armor mine field or a single hidden em-placed nuclear mine. However it takes a full turn (Four entire movement points) to lay a nuclear mine in one hex. ENG INF may assist you up to 3/3 ENG INF. This make is so you can use three movement points just after you have placed the nuclear mine. The ENG INF may not move or fire on the turn they are assisting you in placing it. You need not tell the opposing player what this unit is doing - just write down the hex number and what mine is present. When empty the Mine Laying GEV has a speed of M3/3 (as GEV).
-If infantry unit is 'looking for mines' the first squad of 1/1 Infantry looking for a minefield in a hex has a 1 in 6 chance of discovering it (if it's even there). Engineer infantry 1/1 squads all add 2 to the dice up to 5 in 6. So, a 3/3 ENG INF can determine is a hex is mined in 1-5 on 1d6 but upon failure there is a 50% of setting off the whole field, attacking all infantry in it. The number of 1/1 regular infantry squads searching for mines in addition to the 1/1 squad already looking adds one to the dice roll up to 5 (near automatic discovery). As with the ENG INF, upon failure, there is a 50% of setting off the minefield, attacking every infantry in that hex. If the minefield is found and may be labeled and then attacked by another unit at that turn or later by the infantry unit that found the searching Infantry units may not attack and destroy it, they will have to wait until next turn (they are busy looking for mines). Maybe another unit close by can destroy the minefield for them.
-Laying mine fields tie up Infantry squads and make the opposing player cautious.
-No more than one minefield may be placed for every 6 VPs you have spent on your force.
-No more than one nuclear mine may be placed for every 12 VPs you have spent on your force.
-Forested areas add one defense to the minefield if there is an attempt is to destroy it after discovering it. Turning a forest to rubble automatically destroys a minefield, nuclear or not.
-Town areas add one defense to the minefield if there is an attempt is to destroy it. Turning a town to rubble automatically destroys a minefield, nuclear or not.
-You may mine a road but it takes twice as long and may only place one minefield on a road or bridge.
- You can place up to two minefields on one hex.
- Anti-armor mine fields makes the enemy cautious using his armor around bridges, town hexes and strategic forested spots or areas between forests that GEVs love to funnel through...
I think these three types of minefields cover mines pretty well. It adds an element of risk 'jumping into' battle with the defending player (and even the defending player with a minelayer). Isn't OGRE/GEV a little like playing the odds and playing poker a bit - trying to bluff the other player with a hand they have not seen yet? We think that's what makes it fun!
Most importantly, what do you think?