Eichenberg lie directly in the attack of the Warsaw Pact Army, and given its positioning astride a small valley made it ideal for defense and vital for an attacker to gain a foothold to capturing this ever-important transit point during the drive west.
|Eichenberg to the North. West German hasty defensive positions are viewed blocking the valley, running North to South|
|Dug in Leopards from the 2nd Panzer Battalion|
|Marders with their Milan Missile upgrades await the Pact attack.|
|Jumping off point. Soviets cross the autobahn on the way west. Tanks are early-model T-72s.|
|A supporting attack of East Germans in T-62s conducts a feint towards Eichenberg. Regimental assets include a mobile Anti Tank section and recce.|
|The Soviet attack forms up|
|T-72s racing towards the WG positions.|
|Leopard damaged in the artillery strike.|
|West German shooting starts to take a toll on the Soviets. The left-most platoon is out of action as 1 AFV is KO'd and another is damaged|
|The Leopards give a good account of themselves as the Soviet tank company closes in.|
|The East Germans try a different approach as the Milans from the Panzergrenadiers destroy one of their platoons. The entire Soviet force is dangerously close to its breakpoint.|
|Soviet gunnery destroys a Leo I and they drive through their own artillery to break through.|
|The Marders still get a vote|
|The entire East German Company is knocked out from Milan ATGM fire.|
|West German forces pull back into Eichenberg as the Soviets gain a toe-hold on the line. The next phase of the battle will see the commitment of an operational maneuver group to the front! This breakthrough must be sustained!|
All that stated, it is a tactical board wargame and needs some help in making it a miniatures game. I double all ranges on the counters for starters. Another fix I'm looking for are for the morale and breakpoint rules which are great but there is something missing that I can't quite put my finger on. More analysis will have to be done on those to make this game flow a little more.
Also some thoughts on unit recovery. Team Yankee could be an excellent game played at "platoon scale" or where a stand represents 4 or 5 vehicles and an infantry stand represents a platoon. That being said, the "damaged" result on the CRT will have to be fixed and units must be given an opportunity at recovering themselves.
I'm thinking of changing "Damaged" to "Neutralized." Units who become neutralized are themselves out of action for a set number of turns or unit they rally (which I'm leaning towards). i've never really liked "damaged" results as they lend themselves too close to a skirmish game for my taste. I like that damaged units (we'll call them neutralized) cannot fire reaction fire but can fire offensively at half. They also cannot move, which in this former Artillery officer's book equates to neutralized on the battlefield. Still though, for the scale I'd like to play at, neutralized should be temporary if the unit's leaders can get their act together in time.
Anyways those are my thoughts. Expect more Team Yankee on this net! And more of my incessant ramblings!