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That's part of the thing though, I think they are most effective in psychological warfare. You don't want to run to avoid taking hits, but in the end... it's one critical in your movement phase. You can take it and just repair it right after without slowing down, if not otherwise under heavy fire especially in the early game. Taking two structure points is nasty, sure, but you can disperse your force somewhat after taking that once. Good point about force sizes though, it does hurt a small list worse as you have less units outside the minefield and can't take the pressure off by utilizing less important lures as easily.

Its not the damage that bothers me, its the forced half movement.

 

I run close combat reavers and occasionally a powerfist Warlord. This 1 point strat with its 24inch range ruins any chance of combat.

...there is no halved movement? Mines make the terrain Dangerous, which is often but not always, Difficult because that's how terrain works. These are just explosives, they don't impede you if you're willing to take a few blasts on your way through.

 

They are often together, like if you had an acid river on the table and went "okay let's say that's difficult and causes damage", but not necessarily always the same if you read the terrain definitions. Just Dangerous, like mines or electric mist, is not forcing you to move less.

Edited by Sherrypie

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