Landmines
Update Under Construction 2-9-26

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
The Attacker does there CM.
Any LMs that are being crossed have to be rolled for before combat takes place.
You may use the in game dice roller under “Game” next to View or use the A&A.org dicebot.
If any LMs detonate, you will need to undo your CM or parts of it and use Edit to kill the appropriate units.
Any Units that have moved from the same originating TTy, will have to have there moves undone in order to use edit to remove units that started there as well.
If possible and not too mind blowing, try and move all units from the TTy that will be crossing the LM in one CM. That way you only need to undo that move or moves, if crossing from more than one TTy, and not multiple ones.
You will need to use Edit for placing and removing Changer LMs and any units they kill.
Unarmed mines purchased by the player will place and move correctly.
Changer LMs are Allied to all players, so will not cause a combat by themselves. Unexploded mines can stay in conquered TTys that way.
In this example, Germany has 3 unarmed LMs, as well as a Engineer unit in W GER, that will transport them after battle if the combat succeeds.

The attack is a success and the Engineer transports 3 LMs to Normandy.

Per the rules, these LMs can be armed immediately, even though Normandy was conquered that turn.
After NCM, use edit to remove and then place the Changer LMs. In this case, the Reich wants to defend against any Allied attacks coming from 110 Sea Zone. 3 Blue Changer LMs are placed, as we consider 110 to be North and documented in the Comment Log.

Landmine rules page 28
https://drive.google.com/file/d/1SRDOsOwlO4Aa13cULwkWrorrXEmCmiN-/view
IMPORTANT
For reasons unknown, sometimes after editing a LM to Changer control, that color LM will no longer show up in Changer’s edit window.
If that happens, place a different LM than desired, usually non nation specific and document in comment log.
On the next turn, remove the LM that isn’t showing up, it will then reappear as an option to place.
Will add the colored LMs to the “True Neutral” player so this won’t happen in the future.
Improved Update Coming Soon
