Landmines
Updated on 2-24-26

Landmines require a fair amount of edit. As with most things they become easier to use the more experience you acquire.
In games I have played, Russia and Germany use them the most, so we’ll use them for the example.
In Early 1940, the Soviet Union is concerned with possible German expansion at their expense. They begin to build Landmines to counter the threat.
They purchase 7 Unarmed Landmines called “mine_unarmed”

as well as a “Combat Engineer” called “Russian_Engineer”.


They will deploy in Moscow during the 2nd Place Phase right before the Collect Income Phase.

In Late 1940 the Soviets will move them in a multitude of ways and begin to Arm them against specific Land Borders.
It is suggested to read the “HouseRulesExpansion” rulebook for detailed information on their movement. Page 28
https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view
As you can tell, triplea does not allow the movement of LMs in CombatMove ( CM ). This is rule compliant.
The Soviets will move 1 LM to Bryansk using it’s natural movement capacity of 1. It will also use the “Combat Engineer” ( Engnr ) to move 3 LMs to Belarus.
To do so, you click on the “Engnr” and then the 3 LMs.

then move them to Belarus

this requires no use of the edit function. They will also use “Strategic Rail Movement” explained on page 37
https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view
to move 3 LMs via “Rail” to the Caucasus. To do so, it works similar to the Engnr. Click on the “Rail” icon and then 1 LM. Then move to the Caucasus.

You may also click on all 3 Rail Icons and LMs at once and move them together if going to the same destination.
Note that triplea will currently allow 1 Rail unit to move two other units instead of just 1. It is “PlayerEnforced” ( PE ) to only move 1 unit per Rail.
Anyway, the SSR ( Soviet Union ) is using all of their Rail movement to send 3 LMs to the Caucasus. SSR has now completed their NonCombatMove ( NCM ) and will go to their 2nd Place Phase. This is when the LMs will be Armed.

Once they have made it to there final destination and are ready to be “Armed”, you will need to replace them via Edit with “Changer” LMs.
Which ones will depend on which Border you want to defend. High use areas have Border specific LMs. This means when you hover on the LM it will tell you which Border you are defending.
Current ones are listed in the triplea in game “Game Notes” which are listed under the “Help” tab top left.


As a guide
No color denotes West
Blue North
Red South
Yellow East
Green NW and SE
Orange SW and NE
Use the Comment Log which is located on the top left under “View” to clarify which border is being defended if no specific LM is available.
To Arm
Go to Edit Mode and select “Add Units”

Go to the Territory ( TTy ) that have the unarmed mines that you want to Arm. In this case “Belarus” . Select “Changer” and then, if you read the in Game “Game Notes” you will know there are Border specific ones for Belarus, you look for the one you want.

If you forget just look through “Changer’s” edit window if you think it’s in a high use area.
Anyway, the SSR is going to Arm the 3 Belarus LMs at Eastern Poland ( E POL ) and Changer has those specific mines. So select 3 “Belarus_EPOL”

Boom they’re on the map.

Now click on the 3 unarmed mines while still in edit mode and hit “Remove Selected Units”.

We now have 3 LMs in Belarus defending at E POL. Since they are Border specific we can hover on them and see which Border they defend.

These Border specific LMs are for informational purposes only, so it’s OK to use a generic one and record it in the “Comment Log” top left under “View” if you can’t find it.

We also Arm the 3 LMs in Caucasus at the Black Sea “100 Sea Zone”.
We have to scroll down a little bit to find them.

It takes a while but after a few games you’ll start to figure out where they are located in the changer edit window. One important note though is, for some reason, if you add changer LMs and you want to add the same type of LM in a later turn, it’s place in the edit window will have moved to the left.
Here is Belarus_EPOL the next time adding them.

Anyway, when in doubt, just use a Generic Changer LM and document in the Comment Log.
You have to use Changer Mines once they’re Armed though. Otherwise undetonated LMs will create a battle. Changer is Allied to everyone and will thus prevent that.
How They Defend
Do your Entire Combat Move.
At the beginning of the Battle or the end of CM, roll for any Landmines that have been crossed. If there were any LM hits, go to Edit and remove the appropriate units and LMs.
Then, turn Edit off and fight the battle normally.
You may use the in game dice roller under “Game” next to View or use the A&A.org dicebot.
Here Germany is attacking Belarus from East Poland with 3 Infantry and 1 Artillery. SSR defends with 1 Infantry and 3 LMs.
We hover on the LMs and see which border they are defending.

We will use the in game Dice Roller and roll for the 3 LMs.



One unlucky German Infantry steps on one and is blown up.
The Wehrmacht is also attacking Baltic STs, so we don’t need to activate edit before we go to Battle Phase. If only one battle, then we would need to activate edit now, as triplea will immediately start the battle.
Start of battle turn on Edit and remove 1 LM and 1 Inf.

Turn edit off and then fight the battle.
Do not take mines as casualties in combat. Player enforced.
The Wehrmacht prevails. Note that the remaining LMs do not make the Territory contested because those LMs are controlled by “Changer” who is Allied to all Players.

Any time in the future that the Belarus E POL border is crossed in either direction the LMs will need to be rolled for.
Exception
Retreating attacking units do not roll for LMs. It is assumed they know a safe path through after just crossing it, as well as for game play balance so LMs are not overpowered.
When a territory is conquered, all the unarmed mines will be destroyed. Armed Changer mines will be unaffected.
Use the same procedure as above, for any units that cross the minefield in non combat move.
Mines will block blitz movement. Use edit “Perform Move or Other Actions” to make a legal move.