UPDATE! THIS IS NOT THE BATTLEFRONT TEAM YANKEE GAME! THIS IS THE GDW BOARD GAME PLAYED WITH MICROARMOR AND MODIFIED RULES!
I played my first game of Team Yankee using Micro Armor and the results did not disappoint! Set against the backdrop of the scenario in the book, (which is further set against the universe in General Sir John Hackett's "History of the Third World War") Captain Bannon leads his Armor/Mechanized company team against a Soviet Battalion who are probing for the US main line of resistance. It is the first day of the war. But there's a twist! In this game, Team Yankee is equipped with M60A3 AFVs and M113s, not the high-speed M1s they have in the book!
This game was intense and very exciting for all of the right reasons. Tactical lessons come the hard way and if you're looking for an excellent game, look no further. This is gritty, WWIII combat at its best!
|The Soviet plan along with US dispositions. Blue markers are platoons. Red are companies.|
In the interest of realism, the Soviet plan was built off of the map. The American plan was built from the board after the terrain was placed but before Soviet troops were placed.
|More Battle positions. Awaiting Ivan!|
|T-72 company arrives on schedule. End of turn 1 movement.|
|Soviet Artillery plasters Hill 227! How do you like those Impact Markers? They are steel wool cut into various "blast" shapes!!! I need to spray paint them but on the whole, they'll work!|
|SIX SIX THIS IS RENEGADE TWO SIX SHELLREP, OVER.....THIS IS SIX SIX NO NEED TO REPORT THAT SHELLING I OBSERVE THE ARTILLERY IMPACTING SIX SIX OUT.|
|The Soviet artillery becomes an obstacle for the tank company. Amburg Village gets the HE treatment!|
|ACRV bails out after taking a heat round in the nose and the ZSU 23/4 grinds by. No targets comrade commander!|
|BMP1 Company exits the woods as smoke falls. Unfortunately, the smoke only hurt the BMPs as the US player has thermal sights. The M60s on Hill 227 have a field day with the BMPs.|
|Gunnery starts to take its toll and more artillery falls on the stricken T72s.|
|The BMPs advance under the "cover" of the smoke and start to take casualties. Their dismounts for the most part live and bail out. And hit the ground!|
|More Soviet Artillery falls.|
The Soviets have 1 more ace up their sleeve.
|Ivan's last best hope for a victory. 2 T-72s KO by US gunnery and a third immobilized by Artillery fire.|
|GAS GAS GAS! The Soviets have used up all their HE fire but a new threat - Chemical weapons - enters the battlefield. This marks the first time in one of my games where a WMD was used!|
|GAS GAS GAS! Button up!|
|Mopping up. This ZSU 23/4 Shilka is all that remains of the Battalion support platoon.|
|US M60 scanning for targets. "No more targets, sir."|
|Soviet chemical rounds still falling on 227, Ivan bugs out. While his morale didn't break, he has no more vehicles to exit the board with.|
|Smashed BMP company. Admittedly, they had the harder job. The T-72s just needed to race through the valley and exit the map!|
And there are many. School's in, team, so take a seat!
Team Yankee made an excellent micro-armor game! In my opinion, one of the best where you're truly rewarded for using combined arms tactics, and sensible use of artillery. I will play more scenarios from the game and eventually use my own. (the rules have vehicle values for UK, West Germany, and other Soviet units like the T-80, T-62, and T-55). The inherent strengths and vulnerabilities of the systems depicted in the game/book are all in this game.
Tactical Movement: Use a covered and concealed route, especially if you're not a tank. (most APCs have an armor value of "1" so a tank, even at long range, will max out the CRT and kill you as happened to the Soviet command vehicle).
Shoot & Scoot: Keeping your platoons shooting from the same battle position is asking for enemy artillery to plaster you. shoot then displace your tanks just like in real life, and in "First Clash," "Team Yankee," and other fine WW3 History books... In my case, the unfortunate US plan only left room for 1 battle position but I probably still would have had movement enough to displace my vehicles.
Leapfrog your attacks. Everyone loves to line up Soviet tanks and see what a huge tank assault would look like - an irresistible and unstoppable force. Well that's what it looks like but the truth is a little more grim especially if the defenders aren't pinned. If you can, shoot with one element, move with another. The BMPs learned this the hard way, and only started engaging US infantry targets with their short-barreled 73's too late. The Dragons chewed up what was left of them.
Playing solo was a little tough because as a miniatures game there is some "admin" (board wargamers call it housekeeping") you have to remember to do and the "First Battle" sequence of play doesn't have all those steps listed. (for example checking morale for hesitation and breakpoint, artillery plot phase, artillery impact phase, etc). Also if a unit doesn't move or shoot he takes a "reaction fire" marker and can shoot during the enemy's move. That entails placing the little markers all over my tanks so I can remember they are in "reaction mode."
Also, I apologize I had to use the infantry chips instead of infantry stands. That will be rectified by the next game!
|Cool pic i saved for last.|