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Minefields in Micro Armor rules

Posted: Wed Sep 20, 2006 8:24 pm
by av8rmongo
Do any of the Micro Armor rules in use cover minefields, specifically the use of Volcano or Skorpion type mine dispensing units?

Paul

Posted: Thu Sep 21, 2006 12:53 am
by Gort
The only ruleset that I have found that covers minefield deployment is Battle Group Modern Rules. Join the BGMR yahoo group. The rules are a free download (word doc) and are designed for micro armor. You'll find them in the files section. Minefield deployment is on page 64 and covers laid (buried)-hand and vehicle, and scattered - vehicle, artillery, and aerial. I've only skimmed the rules. I haven't had a chance to play them yet as WW2 projects are keeping me busy at the moment.

regards

Steve

Posted: Thu Sep 21, 2006 12:57 am
by Hauptmann6
Command Decision 2 has rules for those.

Not sure of the other versions of the rules.

Posted: Thu Sep 21, 2006 2:20 am
by kgpanzer
Gort I did a yahoo search on BGMR and its named spelled out but no luck would it be under something else by chance?
thanks
Ar

Posted: Thu Sep 21, 2006 3:00 am
by Mobius
I don't consider dispensing mines during combat.

Posted: Thu Sep 21, 2006 3:18 am
by Gort
Gort I did a yahoo search on BGMR and its named spelled out but no luck would it be under something else by chance?
thanks
Ar
Here is the direct link http://uk.groups.yahoo.com/group/BGMR/

Sorry, I was unsure if I should post that here.

regards

Steve

Posted: Thu Sep 21, 2006 3:45 am
by kgpanzer
Mobius wrote:I don't consider dispensing mines during combat.
do you use FASCAM or other artillery delivered munitions?

Posted: Thu Sep 21, 2006 3:58 am
by Mobius
Using WRG rules I was the biggest offender of tactical use of minelets.
We used SCUDs in our day to saturate enemy's side of the table with mines.
Just led to a stalemate and uninteresting games.

Posted: Thu Sep 21, 2006 8:34 am
by kgpanzer
Mobius wrote:Using WRG rules I was the biggest offender of tactical use of minelets.
We used SCUDs in our day to saturate enemy's side of the table with mines.
Just led to a stalemate and uninteresting games.
that is why I think points allocations is best for items like this one

Posted: Thu Sep 21, 2006 6:16 pm
by av8rmongo
Mobius wrote:Using WRG rules I was the biggest offender of tactical use of minelets.
We used SCUDs in our day to saturate enemy's side of the table with mines.
Just led to a stalemate and uninteresting games.
That's why I ask about rules. Clearly, if you don't stick to what would be realistically possible based on doctrine or logistics or basis of issue concerns then things can get out of hand quickly. Seems to me that if the rules are good then it would make for a much more interesting game.

Paul

Posted: Thu Sep 21, 2006 6:26 pm
by av8rmongo
kgpanzer wrote:
that is why I think points allocations is best for items like this one
I don't use a rule system that uses points for each unit so maybe I don't understand. Are you saying that mine dispersal systems like Volcano or Skorpion or artillery delivered mines should cost extra points? It seams to me that if it is in the basic kit of whatever unit size you are using then you should be able to employ all the toys. And of course there should be rules designed to allow you to do this.

Paul

Posted: Fri Sep 22, 2006 1:49 am
by jb
Mobius wrote:Using WRG rules I was the biggest offender of tactical use of minelets.
We used SCUDs in our day to saturate enemy's side of the table with mines.
Just led to a stalemate and uninteresting games.
...using mines in a tactical game using one tactical battlefield was probably more of a culprit. Being able to employ a large number of mines in a single battlefield should have been foreseen.
Now if you play a campaign type game,using maps, you will see a more realistic employment of mines or like devices...

Posted: Fri Sep 22, 2006 2:11 am
by av8rmongo
jb wrote:
Now if you play a campaign type game,using maps, you will see a more realistic employment of mines or like devices...
I agree with you with regard to CORPS or higher level assets like SCUD. I would also agree that if all you ever played were company or battalion level meeting engagements the engineer mine units might not ever come into play. But most engineers, Division and below, have some capability to rapidly emplace minefields. Whether it is to channel an enemies attacking forces during a defensive stand or protect a flank during an advance the doctrine exists and the release authority exists at that level so why shouldn't it be modeled in a game.
The quanties of mines (or mine fields) availble at that level is small enough that it should be manageable yet still have tactical impact. The time required to emplace a minefield by these systems, on the order of 10 min, would also fit within the reasonable limits of a game - so why not?

Paul

Posted: Fri Sep 22, 2006 2:18 am
by kgpanzer
av8rmongo wrote:kgpanzer wrote:
that is why I think points allocations is best for items like this one
I don't use a rule system that uses points for each unit so maybe I don't understand. Are you saying that mine dispersal systems like Volcano or Skorpion or artillery delivered mines should cost extra points? It seams to me that if it is in the basic kit of whatever unit size you are using then you should be able to employ all the toys. And of course there should be rules designed to allow you to do this.

Paul
Paul what I am refering to is WW2 mainly I should have been more clear on this...some scenarios are clear ie: a normandy landing for example mines are in place...in Modern if you take a Tank BN vs another armored unit etc. for example and the method to get this unit is via points then yes...I do allow it

Posted: Fri Sep 22, 2006 1:50 pm
by Mickel
WRG allows for both artillery delivered miines and 'prepared' minefields. You can also purchase mine layers and mine scatterers, which allow you to make minefields in a "hasty defence". The actual laying of the minefields isn't modelled - just that you are allowed so many per mine layer. Probably not quite what you're after though.

If you really want to go there, Challenger 2000 has reasonably detailed rules for it - like how many turns to lay a given area to a certain density with whatever method is available. Sounds similar (identical?) to BGMR.

Mike