Mines
in Great War at
Sea Tactical Combat
February 2013
One of the characteristics that
sets Jutland apart from the other games
in the series is that it’s very mine-intensive.
The Germans loved to lay minefields rather
than go out and engage the British, and the
Allies sowed their fair share of mines as
well.
Given the fact that most naval operations
in Jutland take place in a relatively
limited area within a short distance of the
European coastline, there’s high probability
that battles will take place on the edges
of minefields. This poses a unique threat
to the combatants and deserves its own optional
rule and free downloadable counters (which
can be used in any Great War at Sea
game, if desired).
Download the
new Mines counter here. Have fun!
Optional Rule 13.25: Mines
on the Tactical Map
If
surface combat occurs in a sea zone that has
minefields on its boundaries, or where either
player has “Mine” written on his
logsheet for any of the zone’s boundaries,
then some hexes on the tactical map contain
mines and pose a danger to enemy ships entering
them. This rule is an alternative to rule
13.23: Mines in Combat, so a
fleet that leaves a tactical map with mines
on it does not have to roll again on the Minefield
Table if it crossed a mined sea-zone boundary
when leaving. However, this rule does not
absolve fleets from rolling on the minefield
table when entering a zone where surface combat
takes place.
Procedure
After both sides set up their ships on the
tactical map, each player who has one or more
minefields on the zone’s boundaries,
or who has “Mine” written on his
logsheet for any of the zone’s boundaries,
may place Mine and Dummy counters face-down
on the tactical map. He secretly selects a
number of counters equal to the number of
turns he has “Mine” logged on
the zone’s boundaries for as-yet-unplaced
minefields, plus four times the number of
actual minefields he has on the zone’s
boundaries. So, if a player has two minefields
on a zone’s boundaries and has “Mine”
written in three turn boxes for another as-yet-unlaid
minefield, he selects 4 + 4 + 3 = 11 counters.
Only half the counters the player selects
(round fractions up) can be mine counters;
the rest must be dummies.
He then places the selected counters face-down
in any tactical map hexes he wishes that don’t
contain enemy ships (no limit to number of
face-down counters per hex). He can place
dummy counters anywhere, but mine counters
can only go within two hexes of shaded hexsides
that correspond to sea zone boundaries where
friendly minefields are located, or where
the player has written “Mine”
on his logsheet.
At least two mine counters must be placed
within two hexes of the shaded hexside corresponding
to each minefield’s zone boundary location.
At least one mine counter must be placed within
two hexes of each shaded hexside where a minefield
hasn’t yet been laid but where “Mine”
has been written at least once.
For example, if a player has a minefield
on the zone’s western boundary and has
written “Mine” three times on
the zone’s northeastern boundary, he
must place at least two mine counters within
two hexes of the western hexside of the shaded
ring, and one mine counter within two hexes
of the northeastern shaded-ring hexside.
Once all mine and dummy counters are placed,
combat may begin. Ships can freely enter,
stay in and exit hexes containing only friendly
mine and/or dummy counters with no danger
to themselves, and the counters can stay face-down.
If one or more ships enter a hex containing
one or more enemy mine and/or dummy counters,
flip all face-down counters in the hex face-up
and remove all dummy counters there. If any
of the counters there are mine counters, they
stay face-up for the rest of the game, and
the moving player must roll once on the Minefield
Table for each of his ships that entered the
hex. Add +1 to the roll for every extra mine
counter in the hex after the first one, and
+2 if the ship entered the hex on Impulse
2, 5, 6 or 9 of the Impulse Sequence. Apply
results and damage normally per rule 13.2,
except that all the ships in that entered
the hex must roll to see if they hit mines
(none can stop and back out as in rule 13.24).
After all rolls are done and damage applied,
play proceeds normally. Ships exiting a hex
with enemy mine counters (and not immediately
entering another one) do not have to roll
on the minefield table. But, each ship which
chooses not to move out of a hex with enemy
mines on its movement impulse must immediately
roll again on the minefield table.
Mine counters are never exhausted; once they’re
flipped face-up they stay in the hex for the
rest of the battle, and enemy ships entering
a hex with them must roll on the Minefield
Table.
Click
here to order Jutland! |