Rule Clarification: Mines and Minefields
Posted: 11 May 2017, 16:13
This post is ment as a Clarification on the ruls regarding Mines and Minefields. The rules has not been changed since prior Berget games, this is just a clarification to make it clear to the point where there shouldnt be any confusing area regarding how mines work at Berget games.
Different Minefields
Static Minefields
Static Minefields are minefields that has been pre-defined by Berget Events, and will be displayed on maps prior to game start. These minefields will be marked on site with Tape ( Usually Yellow/Black ) and signs warning that it is a Minefield. You are not allowed to cross static minefields either on foot or in vehicles, as they consist of both Anti Vehicle and anti-personel mines. Static Minefields cannot be defused/cleared, but special missions may be created to clear a path thru the minefield.
Dymanic Minefields
Dynamic Minefields are minefields that are placed by players. They are placed by Engineers and can be defused by engineers. The mines are made of wood, are in OD Green color and may be booby trapped. They are visually placed on top of the ground on roads against vehicles. Mines may not be burried, covered or hidden. The main purpose of a Dymanic minefield is not to disable vehicles, but rather to create roadblocks to halt enemy mechanized movements.
Placing Mines / Creating Minefields
Minefields may be created by either sides engineers at any time and any location without needing pre-approval. Placing mines is instant, but only engineers can place them by putting them open and visible on the ground. Mines may not be hidden, burried or covered in any way, and must be visible to drivers.
A road is considered Mined when it is covered by three (3) Mines covering the WIDTH of the road. There may be any number of mines placed to block one road , aslong as atleast 3 mines are placed to cover the width of the road .
Example: You may place mines 3 x 3 x 3 along the lenght of the road aslong as it maintain 3 in width to stretch across the entire road. A road that has less than 3 mines over the width of the road is not considered mined.
Clearing Dynamic Minefields
Engineers may defuse dynamic minefields at any time. This is done by engineers keeping one hand on the mine for 2 minutes. Only one mine per engineer can be cleared at one time ( Cannot have one hand each on two mines ), and only one engineer can work on one mine at a time. ( 2 engineers on one mine will still require 2 minutes ). A minefield is not cleared and cannot be crossed until ALL Mines have been cleared. A mined road ( 3 mines over the width ) is NOT considered cleared by only removing one mine.
Booby Trapped Mined
Some mines can/May be trapped. Those mines have an alarm under the mine designed to start beeping or making an alarm sound when you lift them up. When an alarm on a mine go off for any reason, everyone within 3m of the mine is considered HIT and follow normal HIT Rules. A booby trapped mine that goes of does not damage nearby vehicles. An engineer may carry a maximum of 10 mines, and only one of these 10 may be booby trapped, but mines may have "fake booby traps" on them, for example visible wires.
Vehicles hit by mines:
If a vehicle drives over a mined road, Normal hit rules applies. Just as if it was destroyd by BAVs. When a vehicle is eliminated by a mine, ONLY the driver must take a hit (can be healed by medic), the rest of the players inside of the vehicle can chose to be eliminated or leave the "burning" vehicle within 20 seconds. If not, all players inside are considered "eliminated", must raise their wounded flags and return to respawn.
An eliminated vehicle must be moved to the side of the road to allow offgame or crew vehicls to pass, but the road is then considered as BLOCKED until the eliminated vehicle is towed away ( See special Rules ), or is repaired or respawn.
The Mines:
The mines are made of wood/playwood. They are 30-50cm wide and maximum 20cm in height, and consist of two layers of wood - One wide circle and one small circle of top of it. They may NOT have any sharp edges and must be easy as safe to drive over by any kind of vehicle. They must be OD GREEN in color.
Different Minefields
Static Minefields
Static Minefields are minefields that has been pre-defined by Berget Events, and will be displayed on maps prior to game start. These minefields will be marked on site with Tape ( Usually Yellow/Black ) and signs warning that it is a Minefield. You are not allowed to cross static minefields either on foot or in vehicles, as they consist of both Anti Vehicle and anti-personel mines. Static Minefields cannot be defused/cleared, but special missions may be created to clear a path thru the minefield.
Dymanic Minefields
Dynamic Minefields are minefields that are placed by players. They are placed by Engineers and can be defused by engineers. The mines are made of wood, are in OD Green color and may be booby trapped. They are visually placed on top of the ground on roads against vehicles. Mines may not be burried, covered or hidden. The main purpose of a Dymanic minefield is not to disable vehicles, but rather to create roadblocks to halt enemy mechanized movements.
Placing Mines / Creating Minefields
Minefields may be created by either sides engineers at any time and any location without needing pre-approval. Placing mines is instant, but only engineers can place them by putting them open and visible on the ground. Mines may not be hidden, burried or covered in any way, and must be visible to drivers.
A road is considered Mined when it is covered by three (3) Mines covering the WIDTH of the road. There may be any number of mines placed to block one road , aslong as atleast 3 mines are placed to cover the width of the road .
Example: You may place mines 3 x 3 x 3 along the lenght of the road aslong as it maintain 3 in width to stretch across the entire road. A road that has less than 3 mines over the width of the road is not considered mined.
Clearing Dynamic Minefields
Engineers may defuse dynamic minefields at any time. This is done by engineers keeping one hand on the mine for 2 minutes. Only one mine per engineer can be cleared at one time ( Cannot have one hand each on two mines ), and only one engineer can work on one mine at a time. ( 2 engineers on one mine will still require 2 minutes ). A minefield is not cleared and cannot be crossed until ALL Mines have been cleared. A mined road ( 3 mines over the width ) is NOT considered cleared by only removing one mine.
Booby Trapped Mined
Some mines can/May be trapped. Those mines have an alarm under the mine designed to start beeping or making an alarm sound when you lift them up. When an alarm on a mine go off for any reason, everyone within 3m of the mine is considered HIT and follow normal HIT Rules. A booby trapped mine that goes of does not damage nearby vehicles. An engineer may carry a maximum of 10 mines, and only one of these 10 may be booby trapped, but mines may have "fake booby traps" on them, for example visible wires.
Vehicles hit by mines:
If a vehicle drives over a mined road, Normal hit rules applies. Just as if it was destroyd by BAVs. When a vehicle is eliminated by a mine, ONLY the driver must take a hit (can be healed by medic), the rest of the players inside of the vehicle can chose to be eliminated or leave the "burning" vehicle within 20 seconds. If not, all players inside are considered "eliminated", must raise their wounded flags and return to respawn.
An eliminated vehicle must be moved to the side of the road to allow offgame or crew vehicls to pass, but the road is then considered as BLOCKED until the eliminated vehicle is towed away ( See special Rules ), or is repaired or respawn.
The Mines:
The mines are made of wood/playwood. They are 30-50cm wide and maximum 20cm in height, and consist of two layers of wood - One wide circle and one small circle of top of it. They may NOT have any sharp edges and must be easy as safe to drive over by any kind of vehicle. They must be OD GREEN in color.