Mines

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Oohps
Posts: 19
Joined: Sun Jan 22, 2017 11:55 am

Mines

Post by Oohps » Mon Jan 23, 2017 8:37 pm

Mines was the most essential defensive and offensive fieldwork during the second world war. Romell actually left minefields designed to help his next offensive in a few cases.

Most were mixed anti vehicle and anti personnel mines. The simplest was a battery coupled to an igniter and two loops of wire. If movement, boom. Up to 2 ton harbour mines.

This is also suitable for a tech tree development for infantry or combat engineers. Oohps.

Oohps
Posts: 19
Joined: Sun Jan 22, 2017 11:55 am

Re: Mines

Post by Oohps » Sat Feb 04, 2017 8:45 am

Mines biggest effect is that they immobilise and channel movements.

A tank driven into a minefield should loose 30 percent health and be stopped from moving for two turns. During this time it should be vulnerable to artillery at any distance. A tank driving in a tile next to a minefield should be vulnerable to artillery at any distance. A armoured mine remover should be vulnerable to artillery fire at any distance.

Mines should only be removed by infantry, machine gunners or special very special expensive mine removing vehicles. Nothing else. A vehicle driving into a minefield should not decrease the strength of a minefield.

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Detros
Posts: 460
Joined: Sun Dec 11, 2016 12:01 pm

Re: Mines

Post by Detros » Sat Feb 04, 2017 11:43 am

For a list of suggested traps in AoS see this hread. Some may work similarly to one-use mines so there will be less coding.

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