(12-28-2013, 12:53 AM)dengelwood Wrote: Rules Question: Flail tanks and clearing minefields.
1. A Flail entering a minefield may immediately attempt to remove that mine, rolling for damage, and subtracting 1 from the die for each mine point removed. There is no turn lag when removing mines unless the Flail elects to remove only 1 point from a 2 or 3 point mine. On subsequent turns it may attempt to reduce the value of mines in a hex and roll for damage. Is this correct?
2. Flails do not roll for a mine attack if they attempt to remove at least 1 point of mines upon entering a mine hex. If they do not make a mine clearing attempt, they roll for the mine attack just as other units. Though this is nowhere stated explicitly in the rules this is an inference I've drawn. Is this reasonable?
My reading of the SSR it states that Crabs may enter a hex containing a minefield marker and attempt to remove it in the same manner as an engineer (16.7). This means the process for the ENG is still used, rules (16,73 and 16.75) So, to answer the questions:
1. Fail mine clearing works like ENG clearing per 16.75. So only one SP is removed after three turns, if two Crabs are working together two SP's are removed after three turns. Then roll for Crabs survival, subtracting one or two for the mine SP removed. (A question here is the wording of the modifier says impulse, which I assume means activation)
2. Per 16.73 the Crab would reduce the number of minefield attacks but would not be immune.
With all of this said, I wonder about the way that this rule was intended.