Have the grenadiers chose between using anti-personnell mines, or anti-tank mines. The first type, Anti-Personnell, are shrapnel charges, that do area-of-effect damage when detonated. They kill or damage unarmored targets. They do very little to no damage to tanks. In theory, a single mine can kill or seriously cripple a group of infantry that walk too close to each other. The second type, Anti-Armour, make use of shaped charge technology. As these mines are huge and heavy, the scouts can only carry 2 of them normaly, or 3 with the Extra Ammo skill. These do massive damage to armor, effectively damaging all armor plates on the side they hit to a certain level, and doing direct damage to the hull, since they are armor-piercing to an effect. Infantry doesn't set this one off, because of the massive weight of a vehicle is required to trigger the detonator mechanism. Mines should not be stackable. Nor should they have the "push" effect when detonated, at least that they don't flip the heavier types of vehicles. Mines should not be placeable inside buildings at all, mostly because this will render the abovementioned mines overpowered, especially the A-A ones, if placed inside a baracks can slay a batch of newly-spawned infantry. Pros: +Poor grenadiers don't get their anti-tank minefields blown up by one god damn scout crawling where he doesn't belong. Cons: -Less mines for grenadiers to work with, locking them into an either anti-tank or anti-infantry role.