Hits stay on -Minefields

Started by JohnDSD2, 08 May 2026, 10:16:45 AM

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JohnDSD2

Hello,

Anyone playing 'hits stay on'?
How do you deal with minefields, rules as book would be brutal for hits stay on, so looking for some house rules, to make them less deadly.

Thanks

Ithoriel

Maybe it's just me but .... surely entering a minefield should be deadly?

Mine detectors, flail tanks and the like weren't developed because crossing a minefield was easy.

Just a thought.

YMMV
There are 100 types of people in the world, those who understand binary and those who can work from incomplete data

Big Insect

I am inclined to agree.
The 'hits stay on' Optional Rules is designed for a fast & brutal game.
You could revert to the standard 'hits come off' approach for troops in a minefield, but then you start getting into complex book keeping (eg. Which hits were caused by the minefield & which were from shooting or artillery or air and therefore need to stay on?).

Another option is the auto supression approach. Treat minefields primarily as movement blockers & area denial. So instead of hits the minefield only ever inflicts suppression & more than X number of hits (2 being standard) on a unit is an automatic suppression. This is an approach I've adopted when playing that a unit or single vehicle is actually a larger force than the basic standard in the rules. The idea being that, a mine is detonated & the entire formation stops and then only proceeds with great caution.

Hope that is helpful?
Cheers
Mark
'He could have lived a risk-free, moneyed life, but he preferred to whittle away his fortune on warfare.' Xenophon, The Anabasis

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