Instant mines are quickly placed land mines typically utilized by the Soviets in night operations to thwart the advance of enemy forces. The rules for instant mines are as follows:

A unit entering a hex with an instant mines token must immediately decide whether it is going to continue its movement or is going to stop.

In either case, the unit checks to see whether it can successfully navigate through the mines by rolling a die. A vehicle or squad receives +1 to its roll if it ended its movement in the mined hex.
A squad with an engineer specialization does not need to roll if it ended its movement in the mined hex.

Vehicles must roll a “6” on one die to avoid taking damage from the instant mines.

Squads must roll the following (based on terrain) on one die to avoid taking damage from instant mines:

  • Road or Bridge – “3” to “6”
  • Clear – “4” to “6”
  • Hill, Rough, or Woods – “5” or “6”
  • Swamp or any Snow Terrain – “6”

Units failing their roll take normal minefield damage. Roll four attack dice, with “4,” “5,” and “6” results inflicting normal hits on the unit (no defense dice are rolled). If the unit stopped on the hex, the instant mines token is removed whether it caused damage or not. If the hex was moved through, the instant mines token remains.

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