Never played with or against anti tank mines. Played anti tank for years and run a walking tank. Generally, this is something NEW to tankers and Producers. It has to be EASY to administer by the game and refs. Less manpower involved, the better. The honor system generally works and especially in the tanking community. Thus they need to know what to expect on the field of battle and how to interact with it. It will be up to them to adapt.
Rules for Special Weaponry vary a LOT from field to field. If you want the field to change how they play, or allow something NEW, you need to describe what you want to do and how the other side can have countermeasures to deal with it. Otherwise, the field will be hearing a LOT of whining from the other side if they have NO means for countermeasures. They do not like unhappy customers. For example, only a role player can deploy and only an engineer can deactivate.
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Curious about if they are practical and/ or playable. For me to be realistic the mine should be heavy( picture a 15 lb. Barbell weight) a card is attached so when destroyed a ref takes the card and the mine must be returned to the general to be reactivated.
I see a problem as a ref needs to be around it while active to assess damage.
How do you eliminate one? Nerf, paintball or can a player remove it?
Now I have read where mines can only immobilize or can kill.
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In general terms, the more toys on the field, the more fun we have.
I have spent considerable time designing anti personnel mines the several criteria in mind. The goal is for the mine to be something MORE than a booby trap but to actually deploy a functional minefield that impairs the enemy's ability ot move. A 300 foot long perimeter defense around our HQ.
So far, I've been unsuccessfui but they might apply to a single use anti tank weapon.
The hurdles to making an anti personel minefield is COST. FEW people or even teams would want to make the investment to reach that 300 foot goal.
My goal was for it to be home made for UNDER $50 and simple enough to built that the design can be replicated without a lot of tools or skill so that a team could duplicate the build easily and pool them together to make a functional minefield. So far can't get there on the unit cost and simplicity to build.
Another problem is you have to babysit the minefield and rearm/replace spent mines. A lot of players will not want to do that but maybe an engineer or demolitions role players could do that. They would all have to be simular enough to rearm without a lot of stuff or training.
To address the cost issue more, one solution is to increase the KILLING RADIUS of the mine. Instead of a 10 foot radius, at $50 each, how about a 50 foot radius for $50 each? To set up a 300 foot HQ defense perimeter, that would cost $250 for 6 mines instead of $1500 for 30 mines. But that is a whole different kind of mine and the costs per unit would likely go up.
I decided NOT to conceal the mines. Rather make them visiible, paint them RED with black lettering "MINE" on it. And make a bunch of identical decoy mines that look just like them. All they have to do is BELEIVE they are REAL to be effective as a perimeter defense.
Now to get back on topic, the same principals apply except you don't need to build more than one to have fun playing with them. The unit cost is less of a hurdle.
First, lets address the fields that don't allow you to play with them.
First you have to play between the lines of the published rules. Be a bit creative and let the Producer in on it before the game so they can give it a thumbs up or down. Then you decide which fields to spend your money at.
Playing between the lines of the published rules?
For example:
If they don't allow "MINES" then do not call your anti tank device a 'Mine'.
They allow AT devices so call yours an AT device. Use whatever name they use. It is just a different KIND of AT device they allow.
Where is it written that a AT player has to HOLD the AT weapon? It could be deployed ON the road or at the SIDE of the road and remotely detonated by wire or wireless. Hard to defend against it if you can't find the guy holding the trigger. It could PLAY like an IED that s remotely activated. Wirelss or wired.
Where is it written that the AT player has to be the one to activate the AT weapon? Closest thing is only the AT player has a AT role card. No other player can activate it. If it is triggered automatically when the tank passes, then only the AT player with the AT role card can turn the SWITCH on. (and presumably an enemy engineer could turn the switch OFF.)
Where is it written that an AT player can use only ONE Anti Tank weapon at a time? They just ASSUME nobody would want to haul more than one around. Make it impossible to drive around a mine by deploying 3 of them. across the road.
Where is it written that you can't deploy FAKE anti tank devices?
What is the purpose of a mine? Kill the opponent. But also SLOW them Down, Stop their advance, Make them go elsewhere. Disrupt their plan, tactical timing, etc. Since MOST paintball mission have a TIME deadline, FAKE MINES would do the same for a while anyway.
Three plywood disks set across the road painted red with "Anti Tank MINE" in large black letters on it could do WHAT to a tank? You might hear, "What the h......... is this?" It might stop for sure. Make them get out the rules and look for info about 'Mines'. Make it easier to hit it with a REAL RPG. A tank player might exit the tank to remove them and get shot thus essentially requiring the tank to be without a gunner, driver, etc and have to reinsert with the dead player. They could call an engineer to remove it and wait or not use that road and go elsewhere. It would CHANGE what they planned to do or Slow Down what they planned to do. You could deploy them so they would try to drive around it on the side of the road. thus an easy toss for a satchel charge. Of course, it would be a good idea to let your tank players in on the fun so they can ignore them.
And my all time favorite paintball tactic. "If you can't beat them, CONFUSE them.."