Team Yankee
Team Yankee Rulebook
Table of Contents
Table of Contents
- Game Components
- Counters
- Turns
- Movement
- Attacks
- Range
- Reaction Fire
- Facing
- Missiles
- Attack Results
- Scenario Introduction
- Scenario 1: To the Rescue
- Morale
- Spotting
- Entrenchments
- Artillery
- Scenario 2: Objective LOG
- Limited Visibility
- Mines
- Scenario 3: Langen Gap
- Special Vehicles
- Chemical Warfare
- Scenario 4: First Blood
- Air Units
- Special Rules
- Scenario 5: Warthogs Bar the Door
- Scenario 6: Defense of Hill 214
- Scenario 7: Surprise
- Scenario 8: Race to the Bridge
- Learning How to Play: Learning Team Yankee
- Scenario Variants
- Designing Your Own Scenarios
- Tactics and Hints on Play
- Soviet Organization
- US Organization
- Soviet Equipment
- US Equipment
- Additional Units
- Charts (Back Cover)
Game Components
Team Yankee includes maps which are used as a playing surface, die-cut counters which are used as the forces in the game and as status markers, and rules (contained in this book).
Maps: The game maps are stylized maps of real terrain. The hexagonal grid provides cells or hexes in which game units and markers are placed. Within the hexes are graphic terrain symbols (for woods, towns, and rivers) that show corresponding real terrain features on the battlefield.
Each hex on the map represents 200 meters distance.
Counters: The game counters are die-cut squares of card stock printed with symbols and numbers that are used by the game rules. Symbols help identify the function of the counters. Numbers are factors that are used in computing the effects of combat and determining the ability to move.
Rules: This book of game rules describes how to play Team Yankee. The first scenario can be played after reading through page 4. Additional scenarios can be played every page or two thereafter.
At the back of this rules book are chapters with more information about the equipment and units that modern armed forces have available.
Charts: The game charts needed to play the game (and explained in the rules) are printed on the back cover of this rules book.
Dice: Many decisions in the rules are resolved by the roll of a single, familiar six-sided die. When the rules say roll a die, one player rolls the die and reads the result, which is then checked against the instructions.
Counters
Counters which represent forces in the game are called units. Units may be vehicles, helicopters, aircraft or troops. Troops, representing dismounted personnel, include leaders, infantry, grenade launchers, and AT missile teams. Counters which do not represent units are called markers. The illustrations in the rulebook show what the various numbers on the units mean. Note that there are four different ways that units are armed (missile and gun for helicopters; troops; missile only; gun only for vehicles), and the illustrations in the rulebook provide a graphic depiction of those four ways, showing the attack factor(s), range(s), defense factor, movement factor and unit ID number on each counter. Also note that command units have their identification numbers reversed. Markers are illustrated alongside the rules section that covers their function.
Turns
Team Yankee is played in scenarios, short battle situations with distinct forces for each side and explicitly stated victory conditions. Each scenario consists of a specific number of turns. Each turn consists of a player-turn for each side. When both players have each completed their player-turns, the game turn is over, and the next game turn begins.
Each player-turn is an opportunity for the player to move his units and for those units to attack enemy units. During the player-turn, activity takes place in phases.
Phases in a Player-Turn
A. First Attacks. B. Move (and Enemy Reaction Fire). C. Last Attacks.
In the First Attacks Phase, the player selects those of his units which can and should fire and uses them to attack enemy units.
In the Move Phase, the player selects those of his units which can and should move and moves them. During this movement, the enemy player may conduct reaction fire attacks.
In the Last Attacks Phase, the player selects those of his units which have not yet fired, and may use them to attack enemy units.
Reaction Fire: Any unit which does not move in its player-turn may be flipped over to show its firing position marking. That unit may fire at any enemy unit which moves within range at any time during the enemy unit's movement.
Initiative: Each game scenario indicates which player is the attacker, the other player is the defender. The attacker in each scenario has the initiative. In holding the initiative the player decides at the start of each turn whether to take his player-turn first or second. For example, he may take his player-turn second in one turn and first in the next turn (thus having two player-turns in a row without an intervening enemy player-turn).
Movement
Units may move during the player-turn. Each unit has a movement factor. This movement factor is the number of movement points (MP) it may spend in a turn. Unused movement points do not carry over to the next turn. Each map hex has a cost to enter expressed in MPs.
Movement points are spent as a unit moves through the terrain on the map. When a unit has spent all of its MPs, it must stop, and cannot move any farther in this turn.
Terrain Costs: The terrain in map hexes costs MPs to enter. For example, clear terrain hexes cost 1 MP to enter; woods terrain hexes cost 2 MPs to enter. A unit with 4 MPs could move through 4 clear terrain hexes in a row, or two woods hexes in a row before having to stop.
The Terrain Effects Chart (the TEC on the back page) shows the types of terrain on the maps, and their MP cost to enter.
There may be more than one type of terrain in a hex; in such cases, the cost to enter the hex is the cost of the most expensive terrain in the hex. For example, a hex might contain clear terrain and woods terrain. The cost to enter the hex would be 2 MPs because woods costs more to enter than clear terrain.
Roads and Trails: Moving along a road costs 1/2 MP. Moving along a trail costs 1 MP. The cost of moving along a road or trail ignores all other terrain in the hex.
When initially entering a road or trail hex from off a road or trail, the cost to enter the hex is the cost of the other terrain in the hex. For example, a trail hex in forest terrain costs 2 MP to enter.
Terrain Types
| Type | Movement Cost |
|---|---|
| Clear | 1 |
| Woods | 2 |
| Road | 1/2 |
| Trail | 1 |
| River | 3 |
| Town | 2 |
| Bridge | 1 |
Restricted Movement Factors: A unit with restricted movement factors cannot fire and move (or move and fire) in the same turn. It can assume a firing position in the same turn in which it fires. If a unit has a restricted movement factor and is missile armed, then the restricted movement factor applies only if the unit's missile is fired.
Stacking: More than one unit may be placed in a hex, but this process (called stacking) is subject to limits. A player may not have more than four vehicles in one hex at the end of any turn. Any number of other units and markers may be present. It is possible for units from both sides to be in a hex at the end of a turn.
Minimum Movement: Any unit (except a pinned troop unit, a damaged vehicle, or a dummy) can always move one hex, even if the MP cost to enter the hex is greater than the unit's Movement Factor.
Mounting and Dismounting From Vehicles: A troop may mount a vehicle if both the troop and the vehicle are in the same hex and each pay 1 MP. Dismounting also costs both the troop and the vehicle 1 MP. Troops are dismounted into the same hex as the vehicle carrying them. Only one troop unit may ride in each vehicle. Troops may only mount armored personnel carriers (APCs); they may not mount or ride other vehicles. Armored personnel carriers are BMPs, BTR-60s, and M113s, and are easily identifiable by the fact that they have a number identical to that of a corresponding troop unit. Although APCs usually begin a scenario stacked with their associated troop unit, any troop unit can mount and ride any friendly APC, regardless of its designation.
Attacks
Units may attack enemy units.
Attack Procedure: In an Attack Phase, the player indicates the targets for each of his units which are firing. Odds are calculated by creating a ratio of the firing unit's attack factor against the target unit's defense factor and reducing this to one of the simple odds ratios shown on the Combat Resolution Table (CRT). If the ratio falls between two odds columns, use the lower odds (favoring the defender). For example, 20 attack factors versus 7 defense factors would use the 2-1 odds column. Modifications may be made for terrain, limited visibility, or other factors. The die is then rolled; the result of the attack is found on the Combat Results Table and implemented.
A troop unit with both missiles and guns may fire in an Attack Phase with both of its attack factors. The attacks may be directed at two different targets. A vehicle with both missiles and guns may only fire one of its attack factors in an Attack Phase.
A unit which fires any of its attack factors in the First Attacks Phase may not fire any attack factors during the Last Attacks Phase.
More than one unit may fire at a single enemy unit. However, all attacks must be declared before any are resolved. Fires declared against a target which becomes destroyed may not be shifted to another target.
Units may not combine their attack factors to make an attack. Each attack factor is used independently of all others.
Terrain Effects: Units in town and woods hexes add +3 to their defense factor.
Missile Factors are halved firing at targets in woods hexes.
Range
A unit may attack enemy units within its printed range. Gun-armed units may attack at longer ranges and receive benefits for attacking at closer ranges.
Close Range: A gun-armed unit attacks with double its printed attack factor if it is attacking at less than half its printed range. Missile factors are not doubled.
Standard Range: All units attack with their printed attack factor if they are attacking at their printed range or less.
Extreme Range: A gun-armed unit attacks at half its printed attack factor if it is attacking at more than its printed range, but no more than twice its printed range. Missiles may not be fired at more than their printed range.
Range Effects
| Range | Close | Standard | Extreme |
|---|---|---|---|
| Distance | 1/2 or less | equal or less | twice or less |
| Attack | 2x | 1x | 1/2x |
Line of Fire: In order to be attacked, a target unit must be in the attacker's line of fire. The line of fire is a straight line from the firing unit to the target. The line of fire is blocked if it passes through any intervening woods or town hexes, any friendly unit, or any wreck. If the line of fire is blocked by one of these obstructions the target may not be attacked. A unit in a blocking terrain hex can see and fire out of that hex and enemy units can see and fire into the hex, but no unit may see or fire through the hex.
Terrain which is higher in elevation than both the firing and target units blocks line of fire.
Units which are on high ground can see and fire over LOF blocking units and terrain which are in lower elevation hexes. Town and woods hexes cast a one hex shadow, making units behind those obstacles unspotted to units on higher terrain.
Same-Hex Combat: Units attacking vehicles in the same hex always compute the attack using the vehicle's flank armor value (explained in Facing below) and the vehicle does not receive any benefits for terrain.
Troop units receive terrain benefits only if they are not moving; the troops which moved into the hex to initiate combat never receive terrain benefits.
Missiles may never fire at a target in the same hex.
Reaction Fire
Any unit which has assumed a firing position can attack with Reaction Fire during the enemy Move Phase.
At any time during the Move Phase, a unit in a firing position can Reaction Fire against an enemy unit which has been spotted, to which can be traced a line-of-fire, and which is within range.
The attack takes place immediately, before the target unit moves another hex. If the attack is successful, the target unit receives a result which, at least, prohibits the unit from moving any more in the Move Phase and may be more restrictive.
Each unit in a firing position may fire only once in Reaction Fire during the enemy Move Phase.
Facing
Vehicles are typically armored more heavily toward their front. Attacks against a vehicle's front are computed against its printed defense factor.
Attacks against a vehicle's flank are computed against its flank defense factor. Vehicles with a defense factor of more than 2 have a flank defense factor of 2. Vehicles with a defense factor of 2 or less have a flank defense factor of 1.
Troops always use their printed defense factor; they do not have flanks.
Missiles
Missiles have several restrictions on their use which gun-armed units do not. These are mentioned in their appropriate rules but are summarized again here for clarity.
Missiles cannot attack beyond the range printed on the counter, can never be used to attack units in the same hex, and are never doubled or halved due to range effects. Missiles can only be fired against vehicles; they have no effect against troops. Missiles are always halved when attacking targets in a woods hex.
Attack Results
The Combat Results Table shows the results of attacks. Three letters are used: X (for Destroyed), D (for Damaged), and P (for Pinned). X applies to all units. D applies to vehicles. P applies to troops. Ignore results which do not apply to the target type.
X (Destroyed): The target is eliminated from play. If it is a troop unit, it is simply removed from the map. If it is a vehicle, it is replaced by a wreck marker. If it is a leader, its morale point value is noted for comparison with the side's hesitation and break points.
D (Damaged): Mark the vehicle with a damaged marker. The vehicle is immobilized and cannot move. It can still fire, but its attack factor is halved. A damaged vehicle which receives a second damage result is destroyed. A damaged unit cannot conduct reaction fire.
P (Pinned): Mark the unit with a pinned marker. The troop unit is immobilized and cannot move. It can still fire, but its attack factor is halved. It automatically becomes unpinned at the end of its next player-turn. A pinned troop unit which receives a second pin result is destroyed. A pinned unit cannot conduct reaction fire.
Hits on Stacks: Whenever a result is called for against a stack of units, the particular unit which is affected is determined randomly. For example, three tanks are in the same hex and one kill and two damaged results are called for after an attack. The owning player rolls a die. If a one or a two comes up it means that at least one result is on the top tank, a three or a four means the second tank was hit and so on. Since each result is determined randomly it is possible that all the results called for would be on the same tank. If dismounted troops and vehicles occupy the same hex the attacking player must state which type of unit is being attacked, and the results are then applied randomly.
Escape From Destroyed Vehicles: A troop or leader mounted on a vehicle which is destroyed by an attack is also normally destroyed by the attack. The mounted unit escapes on a roll of 1, 2, or 3 and is placed in the hex with the vehicle's burning wreck marker. Anytime a troop carrying vehicle is damaged by combat the troops automatically dismount.
Scenario Introduction
Team Yankee presents scenarios at the end of every few rules. Scenarios all follow the same format so they can be easily read and put into play.
Scenario Title: The scenario begins with a brief introduction including background and the situation of the battle.
Maps: The specific maps to be used, how they are placed, and where the two players sit is shown in a map diagram.
Objective: The objective is a concise statement of what each side is trying to accomplish.
Initial Conditions: This statement tells which side is the attacker and has the initiative and which side sets up first.
Special Rules: This statement indicates any special rules or conditions (night, artillery, etc.) which are or are not in effect.
Scenario Length: This statement tells the maximum length the scenario should take. When this length is reached, the scenario ends and victory is determined. It may end earlier if one side achieves the victory conditions.
SOVIETS: This section gives needed information on the Soviet side in the scenario.
Soviet Forces: This section is a detailed list of units needed by the Soviet player at the beginning of the scenario, and includes pertinent information about dummy counters and other markers which may be needed or used by the side.
Soviet Fire Support: This section provides information about available artillery, as explained in later rules.
Soviet Morale: This section provides the hesitation point and break point for the Soviet player.
Soviet Set Up: This section indicates where Soviet units may be placed initially on the map and what restrictions apply to this set up. It also indicates under what conditions (if any) other forces can be brought into the scenario.
UNITED STATES: The US section provides the same information for the US that the Soviet section provided for the Soviets.
WINNING: This statement establishes what the attacking player must do to win the scenario. If the attacking player does not succeed, then the defender wins.
Scenario 1: To the Rescue
The remnants of a US recon company are desperately fighting for survival against a Soviet advance guard. Just as all seems lost, US tanks come charging to the rescue!
Maps: (shown in the map diagram in the rulebook)
Objective: The Soviets must secure the village. The US is attempting to deny them the village.
Initial Conditions: The Soviet player is the attacker and has the initiative. The US player sets up first.
Special Rules: This scenario is introductory and uses only the rules presented to this point. This scenario excludes the sections on fire support and morale.
Scenario Length: 8 game turns.
Soviets
Soviet Forces: Three T-72 (any IDs), three BMP-1 (any IDs) and three Troops (any ID numbers for the BMPs; use the associated numbered troops).
Soviet Set Up: The Soviet player may set up after the US units are placed. Units may be placed anywhere within 10 hexes, but outside of, the village. All troops are mounted on their vehicles.
United States
US Forces: Two M3 (any IDs), two Troops (any IDs), two M1 (any IDs).
US Set Up: The US sets up first and must place the M3s and Troops in any village hex.
The two M1s may enter the map at the US player's edge or the north edge in any US Movement Phase. The US player must note the map edge of entry before the game is set up.
Winning
The Soviets win by clearing the village: no US unit may be in or adjacent to the village by the end of the scenario.
Morale
Battles are more often lost when one side breaks; rarely does a battle end with everyone on a side dead. Even while taking heavy casualties, a unit can (and will) continue to fight if it has good leadership. On the other hand, a strong unit which has lost its leadership will break under fire.
Morale Procedure: Each scenario states a morale level for the beginning of the battle, along with a hesitation point and a break point. As leaders become casualties during a battle, the morale level declines. As leaders are lost during a battle, place them aside and note their morale points. At the end of each player turn, compare the total morale points lost on a side with the scenario's hesitation point and break point.
Morale Point Losses
| Leader | Soviet | US |
|---|---|---|
| Bn Cdr | 6 | — |
| Co Cdr | 3 | 6 |
| Co XO | — | 4 |
| Plt Ldr | — | 3 |
(Note: on page 6 of the rulebook the blank entries are printed as "P" in the Bn Cdr/US, Co XO/Soviet cells and "0" for Soviet Plt Ldr; the Morale Loss Table on the back cover prints these as "—".)
When morale point losses bring a side to its hesitation point, it loses the initiative (if it has it).
When morale point losses bring a side to its break point, it will break off the engagement and withdraw. The scenario is over; the other side has won the battle (but not necessarily the scenario).
If the remaining player can then achieve his victory conditions, he wins. If he cannot, the scenario is a draw.
Mutual Hesitation: Once both sides have hesitated, the initiative switches randomly between the two sides every turn.
Every turn, the attacking player rolls the die and has the initiative on a roll of 1 through 3; otherwise, the defending player has the initiative for that turn.
Numbering: Units are numbered in a certain pattern. Soviet Battalion commanders are numbered 001 and 002; company commanders are 401, 501, etc. The associated company is numbered with the same first digit (411, 412) as their company commander.
US units are numbered by the team they belong to. Platoon leaders are numbered Y11, Y21, B21 etc. The last digit is always a one. Company commanders (actually team leaders) are marked with a letter and the numbers 66, XOs are marked with a letter and the numbers 55.
In both cases, it is the troop counter which is the leader. Vehicles with the same number are numbered that way to denote which vehicle goes with which troop counter.
Spotting
Only units which are spotted may be attacked. A target unit is spotted if an enemy unit can trace a line-of-fire (LOF) to that unit, unless the target unit is concealed.
Concealment: Units in town and woods hexes are concealed. They remain concealed unless and until they either conduct an attack, move out of the hex, or an enemy unit moves adjacent to them. When any of the above happen, and assuming the unit is in the LOF of an enemy unit, it is spotted. If a spotted unit moves into a woods or town hex it immediately becomes concealed unless it is also adjacent to an enemy unit.
Dummies: A certain number of dummy counters are provided to the defender in some scenarios in order to confuse the situation. Pinned markers have firing positions printed on the back and these are used as dummy counters. They are placed with the firing position showing at the start of the scenario and may not move or attack. Once spotted the dummy is removed from play.
Entrenchments
Entrenchments are hasty fortifications which provide some protection from enemy attacks. Entrenchments are identified by entrenchment markers.
One side may have entrenchments assigned to them as part of a scenario. Within the time limits of the scenarios, it is not possible for troops or vehicles to dig entrenchments.
Effects of Entrenchments: If an entrenchment marker is present in a hex, all units in the hex are allowed all benefits of entrenchments. Entrenchments add +3 to the defense factor of all units in the entrenchments. This +3 is not cumulative with any other terrain modifiers.
Antitank Ditches: A side may have an antitank ditch assigned as part of a scenario. Use entrenchment counters to represent antitank ditches.
If a vehicle enters an antitank ditch hex, it is treated as damaged. An antitank ditch is an entrenchment for troops (not vehicles).
Artillery
Artillery fire is delivered by howitzers and mortars which are typically deployed off of the game map and is controlled by a forward observer (FO) who directs it by radio.
Firing Units: Soviet artillery fires in batteries of 6 howitzers or mortars. US artillery fires in platoons of 4 howitzers or mortars.
Fire Missions: Artillery fire against a target is called a fire mission. Fire missions are requested at the beginning of the turn (before either player begins his player-turn) and are resolved at the end of the turn (after both players have completed their player-turns). Each artillery unit available may shoot one fire mission per turn.
Targeting: The firing player indicates the specific target hex he wants the artillery fire to hit. One target hex may be indicated for each Soviet battery or US platoon firing. Players record their selected target hex in secret on a piece of paper. At the end of the turn both players place their artillery markers in the target hex and resolve fire missions. If more than one salvo is fired, the marker is left in the hex throughout the next turn. All units (of both sides) which pass through the hex are attacked by the artillery. The marker is removed at the end of the turn when new fire mission markers are placed.
Salvoes: One attack by an artillery unit is called a salvo. Up to three salvoes can be fired in one fire mission in one turn. After the first salvo is resolved, the firing player may decide to fire a second salvo, and then a third. The second and third salvoes are always voluntary.
Salvoes are distinguished by type (HE, ICMDP, and others). Any mix of available salvoes can be fired in a fire mission. Scenarios specify the number of salvoes (by type) available and the maximum total number of salvoes which can be fired in the battle. For example, the scenario may state that three ICMDP and three HE salvoes are available to a maximum of four salvoes total.
The type of salvo fired determines the pattern of hexes which the attack hits (the HE and ICMDP pattern diagrams are shown in the rulebook).
High Explosive Artillery (HE): HE attacks the hex against which its fire mission was directed. It attacks all units in the hex except for air units. Vehicles are attacked on the 1-3 column of the CRT; troops are attacked on the 1-1 column. When attacking troops (but not vehicles) reduce the odds to 1-3 if in a town or entrenched and reduce the odds to 1-2 if in woods.
Improved Conventional Munitions-Dual Purpose (ICMDP): ICMDP attacks the hex against which its fire mission was directed and the six hexes adjacent to that hex. It attacks all units, except for air units, in the hexes effected. However, ICMDP has no effect on units in woods or town hexes. ICMDP attacks vehicles on the 1-1 column of the CRT and attacks troops on the 2-1 column.
Other Artillery Fire Types: Artillery can fire smoke and FASCAM (Field Artillery Scattered Mines) fire missions. Both are covered on page 8.
Artillery can fire chemical fire missions, covered on page 9.
Forward Observers: In order to plot a fire mission, a player must have a forward observer who can see the target being attacked and who can communicate with the artillery which is firing. All leaders (US Co Cdrs, XOs, and Plt Ldrs; Soviet Bn Cdrs and Co Cdrs) can be FOs; the US FISTV and the Soviet ACRV can be FOs.
The FO must be able to trace a line-of-sight to the fire mission target hex. A line-of-sight is identical in all respects to a line-of-fire except that friendly units do not block it. An FO can direct only one fire mission per turn.
Concealed Units: An FO can direct artillery fire at hexes which contain concealed units. When the artillery fire is resolved, the player owning the target unit checks to see any results achieved on the type of unit being fired on. If a result is called for on the Combat Results Table, it is applied to the unit but does not cause the unit to become spotted. Dummy units hit by artillery fire are treated as either vehicles or infantry at the owning player's option. An X result removes the unit from play.
FISTV: The US Fire Support Team Vehicle is an M113 armored personnel carrier with a laser range-finder mounted in a hammerhead telescoping pod. It looks identical to the ITV. The FIST carries the Fire Support Team. It can act as an FO.
ACRV: The Soviet Artillery Command and Reconnaissance Vehicle is an armored vehicle fitted for artillery fire direction. It can act as an FO.
Scenario 2: Objective LOG
Team Yankee is now ordered to spearhead an attack into the flank of the Soviet drive into southern Germany. The first objective is some high ground identified as Objective LOG. The second objective is Hill 214.
Maps: (shown in the map diagram in the rulebook)
Objective: The US player must capture Objective LOG (Hill 190) and then Hill 214.
Initial Conditions: The US player is the attacker and has the initiative. The Soviet player sets up first.
Scenario Length: 8 game turns.
Soviets
Soviet Forces: 8 troops (two company commanders and any six infantry), 2 BTRs, 2 T-72s (one battalion commander), 3 T-62s, 3 dummies and 3 entrenchments.
Soviet Fire Support: One battery with a max. of 8 salvoes. Available: 8 salvoes HE.
Soviet Morale: Hesitation Point is 4. Break Point is 8. Soviet company commanders are counter numbers 401 and 501. Battalion commander is tank number 001.
Soviet Set Up: 1 Company commander and 3 counters in Lemm. 1 company commander and 3 counters within 4 hexes of Hill 190. Battalion commander and 3 counters within 4 hexes of Hill 214. All others anywhere on the Soviet side of the river.
United States
US Forces: Ten M1s, four M113s, four troops, two ITVs (all Ys), and one FISTV. US company commander is Y66, XO is Y55. Platoon leaders are Y21, Y31, and troop counter Y11.
US Fire Support: Two platoons with a maximum of 12 salvoes. Available: 10 salvoes HE; 4 salvoes ICMDP.
US Morale: Hesitation Point is 6. Break Point is 12.
US Set Up: US forces are set up anywhere on the US side of the river. All US forces are mounted.
Winning
The US player wins if no Soviet units are within six hexes of the hexes marked Hill 214 and Hill 190 at the end of the scenario.
Limited Visibility
Under ordinary conditions, any unit may see all other units which are spotted and to which it can trace a line-of-sight. A unit may attack any unit which is visible and which is within range. Smoke and night can limit visibility.
Equipment: US units are equipped with state-of-the-art thermal sights. Soviet units are equipped with less sophisticated infrared sights.
Night: The limit of visibility at night (for both thermal and infrared sights) is 10 hexes. Thermal sights are otherwise unaffected.
Units with infrared sights fire with their attack factor halved. At less than half range, nonmissile attack factors are still doubled, resulting in normal attack values.
Smoke: Thermal sights can see through smoke to a maximum of 10 hexes. Infrared sights can see into the first hex of smoke; they cannot see through a smoke hex.
Smoke Fire Missions: Smoke may be called as an artillery fire mission.
Smoke fire missions extend for five hexes from the target hex in the direction of the wind. Wind direction is specified by the scenario (the smoke pattern is shown in the rulebook).
The scenario instructions will indicate if smoke fire missions are available.
Mines
Mines may be laid by engineers, or they may be scattered by artillery.
Engineer-Laid Mines: Mines may be laid by engineers using mine emplacement machinery. The mines are in place before the scenario begins. The mines may be specified as camouflaged or marked. If camouflaged, the location of the mines is noted secretly by the player who placed them; they are invisible to the other player until he enters a hex containing them. If marked, they are identified by a mine marker during the day. Marked mines at night are treated as camouflaged mines. Both US and Soviet forces can have engineer-laid mines.
No specific scenarios in Team Yankee include engineer-laid mines; this rule allows implementation of these mines in variant and design-your-own scenarios.
Artillery-Scattered Mines: Field Artillery Scattered Mines (FASCAM) are placed by an artillery fire mission. Each fire mission salvo places four adjacent hexes of mine markers on the map if it is daylight (or allows the secret notation of four adjacent hexes of mines at night which are invisible to the other player until he enters a hex containing them). (The FASCAM pattern is shown in the rulebook.)
Only US forces can call FASCAM fire missions. The scenario instructions will indicate how many (if any) FASCAM salvoes are available.
Mine Attacks: Mines attack both sides indiscriminately. A player must be sure that, if he enters his own secret minefield, he declares the fact and resolves the attacks against his own troops and vehicles. Mine attacks are resolved on the 3-2 column of the Combat Results Table. Units are attacked immediately as they enter the mined hex. All units in a stack are attacked individually. Vehicles can only be damaged; an X result should be treated as a D result. Troops are attacked normally.
Scenario 3: Langen Gap
After failing in their attempt to stop the US drive toward the Saale, the Soviets commit an entire tank regiment against Langen.
Maps: (shown in the map diagram in the rulebook; the diagram also shows the wind direction)
Objective: The Soviets must secure Langen. The US must prevent them.
Initial Conditions: The Soviet attacks with the initiative. The US sets up first.
Special Rules: The attack takes place at night. The Soviet player has two waves of attacking tanks. When the first wave reaches morale break point, take all the T-72s, set them up again, and continue play. The US player may not move his counters while the second Soviet wave is being set up.
Scenario Length: 20 game turns.
Soviet
Soviet Forces: Thirty-one T-72s (all except the T-72-PT mine roller).
Soviet Fire Support: Three batteries with a maximum of 8 salvoes. Available: 6 salvoes smoke; 8 salvoes HE.
Soviet Morale: Hesitation Point is 5. Break Point is 9. Soviet battalion commander in unit 001; company commanders are units 101, 201 and 301, respectively.
Soviet Set Up: All Soviet forces are set up within 10 hexes of the east edge.
United States
US Forces: 12 M1s (all but Y23 and Y34), 18 M113s, 18 troops, 5 M3s, and 6 ITVs (all), 4 entrenchments, 5 dummies, 1 minefield, and 2 AT ditches.
US Fire Support: 2 platoons with a max. of 20 salvoes. Available: 8 salvoes ICMDP; 15 salvoes HE; 4 salvoes FASCAM.
US Morale: Hesitation Point is 16. Break Point is 31. US commanders are company commanders Y66, B66, and D66, XO Y55, and platoon leaders S01, Y11, Y21, Y31, B11, B21, D11, and D21.
US Set Up: On the Langen map.
Winning
Soviets win by clearing US forces and moving five units off west edge of map 3.
Special Vehicles
Several special vehicles are available in this game.
ZSU-23-4 Air Defense Vehicle: The ZSU-23-4 (commonly called a Zoo) may fire at any visible enemy air unit within six hexes, and drives it off on a die roll of 4, 5, or 6. If the air unit is driven off before it makes its attack, it cannot complete the attack.
Enemy ground attack aircraft are always visible. Enemy helicopters are visible if a line-of-sight can be traced from the ZSU to the helicopter.
ZSU fire against aircraft may take place as reaction fire, provided the ZSU is in a firing position.
MTU Bridgelaying Tank: The MTU is a T-55 tank chassis with a 20 meter folding cantilever bridge (60 ton capacity) installed on the upper deck.
The MTU launches its bridge by moving into a river hex. At the end of the next turn, the bridge counter is removed from the MTU and placed on the map. The MTU may then move to a place of safety. The MTU may also bridge an antitank ditch hex in the same manner.
Units crossing an emplaced MTU bridge spend one MP to use it (instead of the normal MP cost to cross the river).
ITV (Improved TOW Vehicle): The ITV is an M113 armored personnel carrier fitted with a telescoping TOW antitank guided missile launcher. This enables it to take up covered firing positions that provide almost complete protection for the vehicle from enemy fire.
An ITV is under cover when it is in a woods hex, town hex, or at a higher elevation than its attacker. An ITV is not under cover to units which are adjacent to it or to artillery.
When the ITV is under cover, it adds +3 to its defense factor.
T-72 Mine Roller: The Soviets use a variety of plow and roller attachments for tanks that allow quick opening of lanes through minefields. These either detonate the mines through pressure or use plow blades to dig them up and push them aside.
Chemical Warfare
Chemical warfare attacks are effective only if the targets are not equipped and prepared for their effects.
Chemical warfare attacks are delivered by artillery. When a chemical artillery attack is delivered, all units for both sides must button-up and take protective measures. These measures degrade combat effectiveness for both sides.
After a chemical attack has been delivered, all fire attacks (except artillery and air attacks) are reduced one odds column.
Escape From Destroyed APC: In a chemical warfare environment, troops escape from a destroyed APC on a roll of 2 or less (rather than the usual 3 or less).
Scenario 4: First Blood
Soviet forces have broken through US screening forces and are now probing toward the main line of resistance.
Maps: (shown in the map diagram in the rulebook; the diagram also shows the wind direction)
Objective: The Soviets must break through the US positions. The US must stop them.
Initial Conditions: The Soviets attack with the initiative. The US sets up first.
Scenario Length: 10 game turns.
Soviet
Soviet Forces: 10 T-72s (101 through 133), 10 BMP-1s (501 to 533), 10 Troops (501 to 533), 2 BMP-2s, 1 ZSU-23-4, 1 MTU with bridge, 1 T-72-PT Mine Roller Tank, 1 ACRV, 1 BTR-60 (411), 1 battalion commander (002).
Soviet Fire Support: 3 batteries with a max. 20 salvoes. Available: 12 salvoes HE; 5 salvoes chemical; 6 salvoes smoke.
Soviet Morale: Hesitation Point is 4. Break Point is 8. Soviet battalion commander is 002; company commanders are 101 and troop counter 501.
Soviet Set Up: Place the ACRV anywhere within five hexes of the east edge of the map. All other forces enter from the east edge of map 1. All troops are mounted.
United States
US Forces: 10 M1s, 4 M113s, 4 troops, and 2 ITVs (all Ys), 1 FISTV, 2 M3s, 4 dummies, 3 entrenchments.
US Fire Support: One platoon with a maximum of 12 salvoes. Available: 10 salvoes ICMDP; 10 salvoes HE.
US Morale: Hesitation Point is 7. Break Point is 13. US leaders are company commander Y66 and XO Y55. Platoon leaders are Y21, Y31 and troop counter Y11.
US Set Up: Anywhere on the US side of the river and or in the village on Map 1.
Winning
Soviets win if they move two vehicles off the west edge of the map for each surviving US M1. BMP-1s without their troops mounted cannot be counted as vehicles.
Air Units
Helicopters and ground attack aircraft are air units used according to these rules:
Arrival: If an air unit (helicopter or ground attack aircraft) is included in a scenario, roll a die at the beginning of each turn. On a roll of 6, the air unit arrives. On any other roll it does not (and it is possible that it will never arrive during the scenario.)
Helicopters: Helicopters are treated as vehicle units with unlimited movement factors. They can attack with either their gun attack factor or their missile attack factor each fire phase. They are always eligible to take reaction fire, regardless of how far they moved. Helicopters may be attacked by any enemy units within range, but the maximum odds possible against them are 1-1. Any damage result is ignored.
Ground Attack Aircraft: A ground attack aircraft begins the player-turn on any hex on a friendly map edge. During the Move Phase, it moves along a straight hex row (flight path) beginning at the initial hex until it leaves the map (and is then assumed to circle around to begin another pass).
Ground attack aircraft attack during their movement. Ground attack aircraft spot ground units in the same manner as do other units, except that they never see concealed units. Units in concealing terrain must already have been spotted by friendly ground units in order for ground attack aircraft to attack them.
Ground attack aircraft may either strafe or bomb. An aircraft may strafe three adjacent hexes along its flight path. Each unit in the three hexes is attacked with the aircraft's strafing attack factor. An aircraft may bomb one hex in its flight path. Each unit in the bombed hex is attacked with the aircraft's bombing attack factor. A bombing attack is conducted using the appropriate attack factor for the type of unit it is attacking (troop or vehicle). Each ground attack aircraft may make up to 3 passes (one per turn) after which, having exhausted its bomb and ammo load, it leaves the battlefield.
If a ground attack aircraft passes within weapons range of any enemy units at any time during the turn, the aircraft may be driven off by ground fire. This represents small arms and machinegun fire and is referred to as Collective Ground Fire. A ground attack aircraft subject to collective ground fire is driven off on a roll of 6; it leaves the scenario and does not return.
Only one roll for collective ground fire is allowed against each ground attack aircraft per game turn. This does not affect the ability of the ZSU-23-4 to fire at the aircraft.
Special Rules
The following special rules add additional detail to the game.
Command Control: A unit is in command control so long as it begins its player-turn within five hexes of a leader.
At the beginning of each player-turn, roll a die for each unit which is out of command control. On a 1, 2, or 3, the unit may not move in the current player-turn and may not take up a firing position. On a roll of 4 or more it may move normally.
Leaders, FISTV, ACRV, and air units are always in command control.
Copperhead: Copperhead is a US antitank artillery projectile. It homes on a laser designation which is provided by the FISTV.
Copperhead may be called as one salvo in a fire mission. Specify a single tank that is the target; the salvo will attack that tank even if it moves, provided that the target tank remains spotted and the FISTV maintains a line-of-sight to the target at the end of the turn.
Copperhead destroys the target tank on a roll of 1 to 5 (on a 6 it misses).
If the target tank is destroyed by the end of the turn by other fire, Copperhead can attack any other tank in the hex. (It is assumed that the FISTV shifts its laser designation to a suitable target).
Bannon: Bannon is a special counter. He is Team Yankee's commanding officer. If vehicle Y66 is destroyed during a game, a player may roll for survival as for a troop carrying vehicle roll for passenger survival. If Bannon survives he may move to any tank vehicle and occupy it. When Bannon occupies another tank, remove the Bannon counter and note the vehicle number he now occupies. This tank is now a leader vehicle. The procedure may be repeated as often as is needed. The US player does not suffer morale effects for loss of the company commander unless Bannon is lost with his vehicle.
Long-Range Small Arms Fire: Infantry units have a number of machine guns that can deliver long-range fire against soft targets (troops in the game) but which have no effect on armored vehicles. To take this into account, treat infantry units as having twice their printed range when firing at troop units.
Limited Ammo: US infantry, M3 Bradleys, and Soviet BMPs have only a limited number of missiles with them. To reflect this limit, each of these units may only fire its missile armament twice per scenario.
Scenario 5: Warthogs Bar the Door
The American drive for the Saale has slowed, and two Soviet tank companies are attacking the US rear. Team Yankee has to stop them, and Team Yankee has some help: a pair of A-10 "Warthogs."
Maps: (shown in the map diagram in the rulebook)
Objective: The US player must drive the Soviet forces from the battlefield.
Initial Conditions: The Soviet player is the attacker and has the initiative. The US player sets up first.
Scenario Length: 12 game turns.
Soviets
Soviet Forces: Twenty-one T-72s (IDs 001, 101 to 133, 201 to 233).
Soviet Fire Support: None.
Soviet Morale: Hesitation Point is 4. Break Point is 8. Soviet battalion commander is 001; company commanders are 101 and 201.
Soviet Set Up: Place forces on or adjacent to the trail on Map 4, no closer than five hexes from Hill 219.
United States
US Forces: Eight M1s (all Ys except Y22 and Y33), four M113s (Y11 to Y14), four troops (Y11 to Y14), two A-10s, and two dummies.
US Fire Support: None.
US Morale: Hesitation Point is 7. Break Point is 13. US company commander is Y66; XO is Y55. Platoon leaders are Y21, Y31 and troop counter Y11.
US Set Up: All US troops are set up anywhere between and/or south of Hills 221 and 219.
Winning
The Soviet player wins if he has at least two units in Korberg by the end of the scenario.
Scenario 6: Defense of Hill 214
The survivors of Team Yankee have dug in to defend Hill 214 against the Soviets.
Maps: (shown in the map diagram in the rulebook; the diagram also shows the wind direction)
Objective: The Soviet player must recapture Hill 214.
Initial Conditions: The Soviet attacks with the initiative. The US sets up first.
Special Rules: The attack takes place at night.
Scenario Length: 8 game turns.
Soviets
Soviet Forces: 4 T-72s (101, any 3 others), 11 BTRs (401 to 433), and 34 troops (all but the AT missiles).
Special Rule: Soviet Morale is based on a company by company basis. If a company loses its commander, no units from that company may move unless they are within two hexes of the battalion commander.
Soviet Fire Support: 1 battery with a max. of 10 salvoes. Available: 10 salvoes HE.
Soviet Morale: See special rule above. Soviet battalion commander is 002; company commanders are troop counters 401, 501 and 601 and tank counter 101.
Soviet Set Up: Place 11 troops (501 to 533 including GL 502) no closer than 6 hexes from Hill 214. Place all other units in Arnsdorf.
United States
US Forces: 4 M1s (Y22, Y23, Y31, and Y55), 2 M113s (Y13, Y14), 6 troops (Y11, Y12, Y13, D12, D13, D14), 4 dummies, 5 entrenchments, 1 camouflaged minefield.
US Fire Support: None.
US Morale: Morale level is 10. Hesitation Point is 4, Break Point is 7. US XO is 55; platoon leaders are Y31 and troop counter Y11.
US Set Up: Place all forces within four hexes of the summit of Hill 214. Troops may (but need not) be mounted.
Winning
Soviets win by clearing Hill 214 of US forces--none within six hexes of Hill 214.
Scenario 7: Surprise
A Soviet tank company on the flank of the advancing US battalion has an opportunity to disrupt their advance. It charges out of a draw between two hills.
Maps: (shown in the map diagram in the rulebook)
Objective: The Soviet player must disrupt the US advance in order to gain time.
Initial Conditions: The Soviet player is the attacker and has the initiative. The US sets up first.
Scenario Length: 8 game turns.
Soviets
Soviet Forces: Ten T-72s (301 to 333), one MI-24.
Soviet Fire Support: None.
Soviet Morale: Due to the brittle nature of the Soviet morale in this scenario the Soviets are immune to morale effect.
Soviet Set Up: Place the T-72s on or adjacent to the trail on Map 4, but no further west than Hill 219.
United States
US Forces: Thirteen M1s (all except for 22), all M113s and associated troops, and one AH-64.
US Fire Support: None.
US Morale: Hesitation Point is 15. Break Point is 29. US company commanders are Y66 and troops B66 and D66. XO is Y55. Platoon leaders are Y21, Y31, B11, and troops Y11, D11, D21, B21.
US Set Up: All M113s and associated troops set up on map 4 no closer than 8 hexes from the north edge, and west of Hills 221 and 219. The M1s set up on map 3 no closer than 8 hexes from the south edge of that map.
All US troops are mounted.
Winning
The Soviet player wins by destroying at least two US vehicles for each Soviet vehicle destroyed.
Scenario 8: Race to the Bridge
Team Yankee drives for the Saale River. When the bridge is discovered intact, the value of the objective escalates.
Maps: (shown in the map diagram in the rulebook; the diagram also shows the wind direction)
Objective: The US player must capture the bridge over the Saale.
Initial Conditions: The US attacks with the initiative. The Soviet sets up first.
Special Rules: The Soviet unit 401 is an engineer officer. At the beginning of every Soviet player-turn that the counter is on or adjacent to the bridge and has a line-of-sight to an American unit, it may attempt to blow up the bridge on a die roll of 6.
Scenario Length: 10 game turns.
Soviets
Soviet Forces: 9 T-72s (301-312) and (201-222), 11 troops (401-423) and (501-513), 4 BMP-1s (501-513), 1 BRDM-AT, 1 ZSU-23, 3 BTRs (421-423).
Soviet Fire Support: None.
Soviet Morale: Ignore for this scenario.
Soviet Set Up: Troops 401, 411-413 and 3 T-72s are within 3 hexes of the bridge. Others are drawn at random in groups of 3 (troops and their carrying vehicle are one) and go on either map, no closer than 8 hexes from any group, with at least 6 units on map 1.
United States
US Forces: 14 M1s (all), 5 M3s (all), 4 M113s and 4 troops (all Ys).
US Fire Support: 2 platoons with a max. of 12 salvoes. Available: 6 salvoes HE; 6 salvoes ICMDP; 6 salvoes smoke; 3 salvoes FASCAM; 2 salvoes Copperhead.
US Morale: Morale level is 25. Hesitation Point is 9, Break Point is 17. US company commander is Y66; XO is Y55; platoon leaders are B31, Y21, Y31, S01, and troop counter Y11.
US Set Up: All US forces enter mounted on the west edge of map 2 at the beginning of the US player-turn.
Winning
The US player wins by occupying the bridge before it is blown.
Learning How to Play: Learning Team Yankee
By now you have read the rules and probably played at least some of the scenarios in Team Yankee. If this was your first experience at playing a military game, you may not have played very well. Do not let this worry you. Like any activity, it takes time and practice to become proficient at military gaming, but the time spent can lead you to an exciting and thought-provoking hobby.
Playing the scenarios in Team Yankee often leads a novice player to the conclusion that modern combat is governed by a high degree of luck. While it is true that luck has been an element in combat throughout the history of military conflict, it is no substitute for the tried and true principles that military commanders have used for ages. Remember that the use of the "axioms" of combat will not guarantee success; however, the player who keeps them in mind will generally play a better and more consistent game.
Objective: It is absolutely essential that you keep the objective in mind. Military objectives are usually defined in terms of occupying important terrain, destroying the enemy, or preventing the enemy from achieving his goals. For example, in some scenarios, one side or the other must occupy some terrain feature that is held by enemy forces. For one side the objective would be gaining terrain; for the other side the objective would be to prevent that terrain from changing hands. Players should formulate their strategies with the objective in mind even before the game is set up. All other thoughts and strategies about the game should be viewed as a means to accomplish the objective.
Long Range Planning: In a game that is as tactical in nature as Team Yankee it is important for the attacking player to have a well-developed plan of action. Time is often as great an enemy as the opposing forces, and without a well-developed plan, the time spent making one on the run will be fatal. The attacker should keep in mind the principles of concentration of force and maneuver when planning the attack. The defender is not in as dire a predicament as the attacker, since it is usually obvious what needs to be defended. But the defender who has given little thought to the possible ways the enemy could attack and how to defend against them will usually find himself hard pressed by a determined and well-prepared attacker. Defenders should think carefully about the use of terrain and passive defenses (mines and antitank ditches) to limit the attacker's ability to maneuver and mass his forces.
Concentration of Forces: Sometimes referred to as mass, concentration of force simply means placing as many of the forces at your disposal as possible in a place where they will do the most good. In Team Yankee the best advantage the attacker usually has is superiority of numbers. Failure to concentrate those numbers is often a decisive mistake. In the playtest games, we often saw the Soviet player fritter away a potentially decisive advantage in numbers by attacking in a piecemeal fashion. Defenders should not rely on the attackers to fail to concentrate forces. A defender must be prepared to meet the attackers' main thrust by quickly switching forces to the threatened areas.
Maneuver: Maneuver is bringing your forces into position to engage enemy forces in such a way as to maximize your advantages while minimizing the advantages of the enemy. Many gamers fail to utilize this principle effectively. Attackers should rarely try a head-on assault on well-prepared defensive positions. Instead, the attackers must either bypass the defense or try to gain an advantage in terms of position. Defenders should try to establish how units can reinforce each other without exposing themselves to enemy fire. Forcing the enemy to react to your movements and thus keeping them off balance is another example of using maneuver to your advantage. Remember, it has been shown in modern combat over and over that engaging in a mobile, fluid battle is less costly than drawing lines and slugging it out.
Tactics: Team Yankee is a game of tactics. Tactics are all of the particulars used in combat to achieve the desired ends. A game on the scale of Team Yankee emphasizes the importance of weapons on the development of a tactical plan. A knowledge of your weapons' strengths and weaknesses will go far toward your ability to play the game well. Tactics which work well in Team Yankee are:
- Attack at any odds. Most of the time you have nothing to lose.
- Attempt to isolate and destroy small parts of the enemy's force while keeping your own forces together.
- Use terrain. Modern weapons have no trouble hitting and destroying your forces on the battlefield if they can be seen; terrain makes it harder to see you.
These "principles" are just a guide and not a formula for winning. They are deliberately left vague and general, thus allowing them to be applied to a variety of situations. Players who apply these principles in an imaginative and consistent way will often win. Players will learn something every time they play Team Yankee, and this knowledge will make them better players. Ultimately, they will win more often. However, winning is the end of the game; the real fun comes from playing.
Scenario Variants
Once you've played all of the scenarios once or twice, you may want to try something a little different. Here are a number of variants to the basic scenarios.
Objective LOG
In the game, US players have an advantage that Team Yankee did not have; they know there are no significant forces on Hill 214. To remedy this, place an unused T-72 counter and a dummy in a cup. Before the game begins the Soviet player will draw one of the counters from the cup. If it is the T-72 he will place it and the other two tanks of its platoon on Hill 214 concealed in firing positions. If it is a dummy he will place that and two other dummies on Hill 214 concealed in firing positions.
Langen Gap
Add a BMP motorized rifle company to each wave of Soviet tanks. Also assume a full regiment is present and add a third wave. This may make things more interesting.
First Blood
- This is a very tough scenario for the Soviets. Give them a break and add two SU-25s to the brawl.
- As an alternative to the above, try giving the Soviets a full tank battalion of T-72s and a company of BMP infantry in support. Keep their special vehicle strength and artillery support the same. This is closer to the sort of force you'll need to crack Team Yankee's positions.
The Warthogs Bar the Door
- The A-10s will often chew the Soviets up completely. Put a dummy and the ZSU-23 counter in a cup. At the start of the game the Soviet player will draw one and place it with his initial forces.
- Add a BTR-70 motorized rifle company to the Soviet forces. In those woods the infantry will come in very handy.
The Defense of Hill 214
Team Yankee is pretty shorthanded in this scenario so you may have trouble doing as well as they did in the book. Try this as a variant: place all of the remaining vehicles and troops of Team Yankee (all those whose ID code begins with a Y) along with all remaining dummy counters in a cup. The U.S. player draws five counters at random and adds them to his starting forces.
Surprise
Here's a potentially bigger surprise. Place a T-72 counter and two dummies in a cup. The Soviet player draws one counter before the scenario starts. If he draws a T-72, add it and the other two tanks of its platoon to the starting Soviet forces. They start concealed and in firing positions on the tree line within four hexes of the trail. If a dummy is drawn, it and two other dummies are added to the Soviet force, and start in the same positions as the T-72s.
Designing Your Own Scenarios
Once you have played and mastered the scenarios included in the game, you may want to go on to fight other battles. These rules are designed to enable you to design your own scenarios using the maps and counters from Team Yankee. It is impossible, however, to design scenario rules which encompass the full diversity of situations possible, so treat these rules as a general guide. While their use can create interesting scenarios, you can go beyond them to create many others.
1. Sides
Both players should agree which will play the Soviet player and which will play the US player. Players should then decide which player will be on the defensive and which will attack. If players cannot agree, each should roll the die. High die roll picks nationality and then the other player picks attack or defense.
2. Map
Players should decide on the map or maps used. If they cannot agree, the attacker will pick the maps and their configuration. The defender will then decide which half of the map he will defend.
3. Scenario Size
Players need to agree on whether it will be a small, medium, or large scenario. If they cannot agree, roll a die with the high die roll deciding.
4. Choose Missions
Both sides choose a mission in secret and write it down. Each mission has an objective and three levels of asset points: the first is used in a small scenario, the second in a medium scenario, and the third in a large scenario.
A. Attacker's Missions
- Seize The Objective: The attacker must seize either half of the villages or half of the hills on the defender's side of the map. The attacker must choose which of these options he will attempt prior to the start of the scenario and write them down. If there are an odd number, round the fraction up.
Asset Points: 60/120/180
- Break The Front: The attacker must exit the opposite board edge with at least half of his force.
Asset Points: 60/120/180
- Contain The Enemy: The main effort is to be launched elsewhere. Your task is to engage the enemy with sufficient force to occupy his attention and prevent him from shifting troops elsewhere. To do this you must inflict sufficient losses to cause a hesitation result.
Asset Points: 40/80/120
B. Defender's Missions
- Hold: You must hold the important terrain features in your area and prevent significant enemy forces from exiting the map into your force's rear areas.
Asset Points: 30/60/90
- Delay: With a minimum of forces you must either prevent the enemy from exiting the board in strength or you must inflict sufficient losses to cause a hesitation.
Asset Points: 20/40/60
5. Purchase Assets
Assets are the combat tools you will use to attempt to meet your objective. Although your real-life counterpart would not have this much latitude, for the sake of variety and game interest, you will be able to pick your assets, within limitations. Those limitations are the asset points provided in the mission description. All assets are purchased with these asset points.
A. Ground Forces
Ground forces are purchased by complete units rather than by individual vehicles. For every full company or its equivalent (three platoons) purchased, one company headquarters is received free of charge. This must be of the same type as one of the purchased platoons. If the Soviet player purchases three complete companies he receives a battalion commander free of charge.
The following ground force units are available for purchase:
United States
- Platoon of four M1s: 20 points.
- Platoon of infantry: 7 points (10 with four M113 APCs).
- Scout platoon of six M3s: 18 points.
- Antitank section of two ITVs: 6 points.
Soviets
- Platoon of three T-62s: 9 points.
- Platoon of three T-72s: 12 points.
- Platoon of three T-72s with reactive armor: 18 points.
- Platoon of infantry: 3 points (6 with three BTR-70s, 9 with three BMP-1s).
- Antitank platoon with three AT-4 squads: 6 points (9 with three BTR-70s).
- Antitank section with two BRDM-ATs: 6 points.
- Fire support platoon with two BMP-2s: 6 points.
- Air defense artillery squad with one ZSU-23: 3 points.
B. Force Quality
Ground forces may be purchased as fair, good, or excellent. The difference is the point at which the units reach their hesitation point and their break point. To purchase troops as good troops, pay asset points equal to those shown above. To purchase them as fair troops, multiply your total asset point expenditure by 0.8. To purchase them as excellent troops multiply your total asset point cost by 1.4.
To determine the hesitation point and break point of your force, first total up the initial cost of all leader units in your force. If your force is fair, multiply the total by 0.2 and 0.4, rounding all fractions up. When total losses reach the first number your force hesitates; when they reach the second number your force breaks. If you have good troops, multiply by 0.3 and 0.6 to determine hesitation and break levels. If you have excellent troops multiply by 0.4 and 0.8.
C. Engineering Support
The following assets may be purchased (counters will have to be made up for U.S. minerollers and vehicle-launched bridges):
- Vehicle-launched bridge: 5 points.
- Mine roller: 2 points (mounted on one of the tanks in a unit already purchased).
- Engineer-laid minefield: 1 point.
- Concealed engineer-laid minefield: 3 points.
- Entrenchment: 2 points.
- Antitank ditch: 3 points per hex.
D. Artillery Support
One off-board battery or platoon in support costs 10 asset points. Each additional battery or platoon costs 3 asset points. If any batteries or platoons are in support, the player receives either the FISTV or ACRV (depending on side) at no additional cost. Artillery fire costs the following per salvo:
- HE: 1
- ICMDP: 3
- FASCAM: 6
- Smoke: 2
- Chemical: 6
E. Aircraft
Each player may buy one attack helicopter and/or one ground attack aircraft. Once purchased, they obey normal rules for arrival and departure (and thus may never actually get into action).
- AH-64: 20
- A-10: 15
- Mi-24: 20
- SU-25: 10
6. Victory
In most cases the results are fairly clear-cut. One side will achieve its objective and the other side will not. However in a few combinations of missions it is possible for both sides to achieve their objective. In this case the player who left the highest proportion of his asset points unspent is the winner.
Tactics and Hints on Play
Team Yankee is designed in such a way that the tactics practiced by actual armored commanders should yield good results. This section is designed to outline some of those tactics and show how they can be used in the game.
Given the range and lethality of modern weapon systems, there just isn't any simple way to attack across open country toward a defended position. When Team Yankee tried it against a very depleted Soviet mech company on Objective LOG they ended up taking a few lumps in the process. However, there are a couple of things that you can do to reduce your vulnerability.
Covered Routes of Advance: To the greatest extent possible, you should try to find a route of advance toward the enemy that gives you concealment from his position until the last minute. It's a good idea to find a secure position from which the final assault is launched. Team Yankee launched their final assault against Objective LOG from the cover of the river bank. The final assault should be a short, sharp dash, supported by covering fire, onto the enemy position.
Overwatch: An overwatch unit is a stationary long range fire vehicle that covers your advance. In the game this would be a vehicle which has taken up a firing position instead of moving and is thus prepared to conduct opportunity fire. Why is this so important? If the enemy has their tanks in a concealed position, such as on a woodline, they can fire at you at the beginning of their movement and then move to another hex on the woodline. Since they are not spotted in a hex until they fire, they would be unspotted in the new firing position. (This use of fire followed by a quick move to an alternate firing position is an important defensive tactic which Team Yankee used to good effect in the book during its first action.) If you have a unit in overwatch, however, then it can use opportunity fire to engage the enemy unit as soon as it fires.
Supporting Fires: Indirect fire assets can often mean the difference between success and bloody failure. In general it is easier for the attacker to use artillery effectively than for the defender, since the defender is more or less tied to a particular terrain. You know where the defender is likely to be in a couple minutes. The attacker, on the other hand, is moving rapidly and it's extremely difficult for forward observers to make sure artillery keeps correcting onto enemy advancing units. You will find this to be the case in the game as well.
Another advantage of fire support is that they enable you to create your own covered routes of advance, within limits. The Soviet commander made a stupid mistake in Team Yankee during their first action when he laid smoke along the entire front. All this did was blind his own tank crews while enabling Team Yankee's gunners to fire at will using their thermal sights. A better tactic would be to isolate any firing position 2000 meters or more (10 hexes) away from your point of attack by hitting it with smoke. Since thermal sights have a limited range, you can still use smoke to shut down long range sniping and thus limit the number of hostile vehicles you're facing. Leave the area immediately to your front clear so your own gunners can still engage their targets.
For the US player the first reaction will be to "smoke the world." That's understandable. But most FIST officers have trouble explaining to maneuver unit commanders how limited the supply of smoke rounds is. The game provides these limits for you.
Finally, unless you get the idea that artillery is good only for firing smoke rounds, remember that its primary mission is the suppression and destruction of enemy field units. In World War II artillery was the foremost killer of soldiers by a considerable margin. Modern troops are considerably better protected from HE fragmentation due to them having their own armored transport vehicle. However, artillery still poses a significant threat to light AFVs and dismounted personnel, particularly if firing advanced ammunition such as ICMDP (Improved Conventional Munition, Dual Purpose).
Concentrate: Concentration applies to the entire way in which you plan out and execute your attack. You must concentrate your mental resources on your most important objective, concentrate your fire assets to reducing the greatest enemy threats, concentrate your forces on the most profitable avenues of approach, and concentrate all of your resources, in both space and time, to achieve the important breakthrough. In playtesting we repeatedly saw Soviet players (in particular) throw away game after game by piddling away their resources. They would send forward a tank platoon on one flank. After it got blown up they would expose an antitank missile vehicle to return fire. After it was destroyed they would advance another platoon of tanks or infantry. Soon the Soviet force was gutted without ever having put in a serious, concentrated attack. No attack can succeed against serious resistance without concentration of effort.
Mobility: One lesson which the Red Army has known since World War II, and which the U.S. Army is rapidly relearning, is that firepower kills units but mobility wins battles. Many of the game objectives reflect this directly, but this has a broader validity as well. If you stop moving the enemy will be able to concentrate his troops from all over the map to deal with you. If you keep mobile he can't concentrate his forces as well without risking leaving you an open flank to turn.
Counter-Mobility: If defending against a well conceived attack, you must always think in terms of stopping the enemy from moving. Once the enemy stops moving forward, half the battle is won. Everyone likes to set up perfect kill zones and somehow will the enemy to walk into them, but usually your opponent will not be that foolish. To deny him the mobility he needs to win, try several things. If you have mines, lay them to deny some avenues of approach and then concentrate more fire weapons on the remaining open routes. If the terrain is open, place long range weapons well back out of harm's way to snipe at him; if the terrain is congested and broken up, sow infantry in his way to clog up his movement. Always think in terms of where he is likely to want to move, and then what you can do to frustrate that.
One more thing on the subject of counter-mobility. The Israeli Army still considers the tank the best weapon for killing other tanks. However, they have found a special use for long range wire-guided TOW missiles--they use them to snipe at enemy engineering equipment and command vehicles. The Israelis understand the importance of mobility and command control. Furthermore, they understand that barriers, such as gullies and minefields, can only be crossed with engineer vehicle support, such as AFV-launched bridges and mine rollers. As a result, they try to concentrate on killing engineering equipment to destroy the enemy's mobility and destroying command vehicles to destroy his cohesion. This tactic can work just as well for you. Although hits are randomly assigned within a stack in the game, you can often still pick off a carelessly placed key vehicle. If you keep pouring fire into the stack containing engineering vehicles, you may also end up taking them out.
Soviet Organization
Motor Rifle Troops: Soviet mechanized infantry is called Motor Rifle troops. They are carried either in armored personnel carriers (BTR-70s or variants) or in infantry fighting vehicles (BMPs). The principal differences between the two are that the BTR is wheeled, lightly armed and armored, and designed for cheap mass production, while the BMP is tracked, heavily armed, and considerably more expensive. The shock troops of a division will be mounted in BMPs while the bulk of Soviet motor rifle troops are carried in BTRs.
The largest formations in the Red Army with a fixed organization are divisions. There are three principal types of combat divisions: tank divisions, motor rifle divisions, and desant (air assault) divisions. This game deals only with the more conventional ground forces, not the Desantniki of the air assault formations.
Divisions are composed of regiments of troops of various arms. Motor rifle divisions consist of one tank regiment, two motor rifle regiments in BTRs, one motor rifle regiment in BMPs, and one artillery regiment. Each motor rifle regiment, regardless of what type of vehicle it uses, consists of three motor rifle battalions, one tank battalion, one artillery battalion, and one company each of antitank missiles, air defense guns and missiles, recon troops, and mortars. Since the game deals with actions at a lower level, these companies are not included in the game. Motor rifle battalions are organized differently depending on whether they are mounted in BTRs or BMPs. Both organizations are explained below.
BMP Battalion: The BMP battalion consists of three motor rifle companies, one mortar company, one antiaircraft platoon, one automatic grenade launcher platoon, and various small noncombat support units.
The mortar battery has a total of 61 officers and men, and mans six 120mm mortars. These mortars are towed behind GAZ-66 trucks rather than armored vehicles. They are not represented in the game since they are assumed to be deployed off of the map to give indirect fire support.
The antiaircraft platoon consists of 12 men with 9 SA-7 (or in some units the more modern SA-14) shoulder-fired air defense missiles. These are similar to the US Stinger, but at least in the case of the SA-7, are considerably less effective. The platoon rides in three BMP-1s.
The auto grenade launcher platoon consists of 22 officers and men manning six 30mm AGS-17 grenade launchers. The platoon is divided into three squads, each with two grenade launchers, and each squad rides in a BMP-1.
The BMP motorized rifle company, with over 100 men, consists of a company headquarters, three motorized rifle platoons, and one fire support platoon. The company headquarters consists of six officers and men and rides in its own BMP. Each motorized rifle platoon consists of 29 officers and men, divided into three rifle squads, each of which is carried in a single BMP. The platoon headquarters is divided up among the three squads. Each squad has an RPG-7 (or the more modern RPG-16) antitank rocket launcher, two light machineguns, and a number of AK-74 assault rifles. The fire support platoon has less than a dozen men manning two of the new BMP-2s. These improved versions of the BMP-1 have a 30mm autocannon in place of the older 76mm low velocity turret gun, and have replaced the older AT-3 Sagger antitank missile with the AT-5 Spandrel, which is more lethal and has a longer range. While some BMP units are converting completely to BMP-2s, it appears that even companies equipped with the older BMP-1s have received two of these vehicles for long range antiarmor fire. In order to show the characteristics of both types of vehicles, we have included the equipment of a BMP-1 company with the BMP-2 only in the fire support platoon.
The BTR Battalion: Like the BMP battalion, the BTR battalion has three motorized rifle companies and one mortar battery. However, the BTR battalion does not have either an antiaircraft platoon or an auto grenade launcher platoon, but instead has an antitank missile platoon. The mortar battery of a BTR battalion is identical to that of a BMP battalion. The antitank platoon consists of 27 officers and men divided into three missile squads, each with two AT-4 "Spigot" antitank missile launchers. Each squad is carried in its own BTR.
The BTR company is considerably different from the BMP company. Like the BMP company, there are three rifle platoons, each with 29 officers and men divided into three squads, carried in three BTRs each. There is also a company headquarters of six officers and men carried in its own BTR. There is no fire support platoon, but instead there is an antiaircraft missile squad and an auto grenade launcher squad. The auto grenade launcher squad mans two AGS-17 automatic grenade launchers and is carried in its own BTR. The 3 men of the antiaircraft squad man three SA-7 or SA-14 missile launchers and are distributed among the platoons. Note that this gives the BTR battalion the same number of air defense missiles and auto grenade launchers as the BMP battalion, but they are distributed at company level rather than concentrated at battalion level.
Tank Units: Tank divisions consist of one motorized rifle regiment in BMPs, three tank regiments, and one artillery regiment. The tank regiment of the tank division consists of three tank battalions, one motorized rifle battalion in BMPs, one artillery battalion, one recon company, one antiaircraft battery, and one engineer company. Tank regiments of a motorized rifle division are identical except that they do not have a BMP battalion.
The tank battalion of a tank regiment has only 135 officers and men. It consists of three tank companies and a small battalion headquarters. Each tank company has three platoons of three tanks each plus a company commander's tank. There is one additional tank in the battalion for the battalion commander, giving a total of 31 tanks. One complete tank battalion is included in the counter mix.
The tank battalion of a motorized rifle battalion is slightly stronger. It has 165 men and has one more tank in each platoon. If portraying a company from a motorized rifle regiment's tank battalion, use all of the counters from any one Soviet tank company and add three more from another company.
US Organization
Like the Soviets, the largest unit in the US Army with a fixed organization is the division. The two main types of divisions configured for employment in Europe are the armored division and the mechanized division. The basic building blocks of these divisions are battalions. Each armored division has six armored battalions, five mechanized battalions, three artillery battalions, and one battalion each of armored cavalry (recon) and attack helicopters. Mechanized divisions are similar but have six mechanized battalions (instead of five) and only four armored battalions (instead of six).
Battalions: Each armored battalion consists of four tank companies and a headquarters company. The headquarters company consists of 331 officers and men, more than twice as many as in an entire Soviet tank battalion! In addition to extensive command, control, and support elements, the headquarters company includes a heavy mortar platoon of six 4.2-inch self-propelled mortars and a scout platoon of six M3 Bradley cavalry fighting vehicles.
The four tank companies are the heart of the battalion's combat power. Team Yankee is organized around one such company. At full strength the company has 62 officers and men and 14 M1 Abrams tanks. The company is divided into three platoons of four tanks each. There are also two extra tanks which are commanded in battle by the company commanding officer (CO) and executive officer (second in command--XO).
The mechanized battalion has a similar organization, which includes a headquarters company and four mechanized companies. In addition, however, the battalion also includes an antitank company with M-901 Improved TOW vehicles (ITVs). The headquarters company is virtually identical, but has a different mix of supporting supply and maintenance vehicles in it.
Each mechanized company has 111 officers and men organized as a company headquarters and three rifle platoons. Each platoon has a six-man headquarters section and three nine-man squads. Each squad has an M-60 general purpose machinegun, a squad automatic weapon (SAW), several grenade launchers, and a Dragon antitank guided missile launcher, in addition to M16 assault rifles. It is also issued a varying number of LAWs (Light Antitank Weapon) for close-in antiarmor defense. Each squad rides in its own APC and the platoon headquarters rides in one as well. In units equipped with M-113 APCs (as in the game) there are usually two additional machineguns in the platoon with the platoon headquarters. The company commander also has his own APC.
The antitank company at full strength has 69 officers and men manning a company headquarters and three platoons. Each platoon has a four-man headquarters section riding an M113 and four four-man squads, each manning an M-901 ITV. The company commander rides his own M113. Few antiarmor companies are this strong, however, and in Team Yankee they have about half this number of vehicles. The antitank company is usually spread out among the rifle companies, particularly in M113 battalions, to increase their antiarmor firepower. This is the practice followed in Team Yankee, and ITV pieces are included in the game to show this.
Teams
The U.S. Army organizes its battalions as pure tank or pure infantry, but in practice combined arms combat takes place at much lower levels. Standard practice in the field is to have an armored battalion and a mechanized battalion swap one company. The new company in the battalion will then swap one platoon with one of the other companies in the battalion, giving a battalion two pure companies, one tank-heavy company team and one mech-heavy company team.
This is exactly the procedure that has been followed in the novel Team Yankee. Bannon's company has been attached to the 1-78 Infantry Battalion in exchange for its own A company. This leaves the battalion with its own B, C, and D companies, its antiarmor company, headquarters company, and Bannon's tank company. Lieutenant Colonel Reynolds, the battalion commander, then removed one of Bannon's tank platoons and gave it to his own B Company in return for one of its mechanized infantry platoons. Bannon's force, then consisting of his own company (less 1st platoon) plus a mechanized platoon from B Company, became Team Yankee. At the same time, B company (less one of its mech platoons but plus Lt. So-and-so's tank platoon from Bannon's company) became Team Bravo. The other two line companies, since they kept all of their own platoons, remained Charley Company and Delta Company.
Soviet Equipment
The Red Army fields the largest modern mechanized force in the world. While Soviet equipment still lags behind that of the West in terms of quality, that gap is closing. Soviet troops are, for the most part, equipped with functional equipment well suited to its intended mission. The following section describes the weapons and vehicles that equip the Soviet units in the game. (Each entry is accompanied in the rulebook by the unit's counter illustration.)
T-62 Main Battle Tank: First fielded in the 1960s, the T-62 has now been superseded in front line service by more modern types, such as the T-72. It is still found in second line Soviet units and in the armed forces of the other Warsaw Pact nations.
- Weight: 38 tons
- Road Speed: 45 kph
- Frontal Armor: 170 to 200mm
- Main Armament: 115mm
- Effective Range: 1200 m
- Penetration at Effective Range: 300 mm
T-72 Main Battle Tank: The T-72 is one of several modern tanks that equip the Red Army. It is a logical and progressive development of the T-62, incorporating a larger gun, improved fire control system, better protection, and a more powerful power plant.
- Weight: 40 tons
- Road Speed: 60 kph
- Frontal Armor: 220 to 240mm
- Main Armament: 125mm
- Effective Range: 1600 m
- Penetration at Effective Range: 350 mm
BMP Infantry Fighting Vehicle: BMP is an abbreviation for Bronevaya Maschina Piekhota, or Armored Vehicle, Infantry. The BMP was the first armored personnel carrier in the world to mount a cannon and antitank missile armament, thus giving the rifle squad the ability to engage enemy armor at substantial ranges with a reasonable prospect of success. As such, it is one of the few genuinely revolutionary combat vehicles in the world. The American Bradley is obviously patterned after the general design concept of the BMP.
- Weight: 13.5 tons
- Road Speed: 79 kph
- Frontal Armor: 19mm
- Passengers: 8
- Main Armament: 73mm
- Effective Range: 800 m
- Penetration at Effective Range: 300 mm
- Secondary Armament: AT-3 "Sagger" antitank wire-guided missile
- Maximum Range: 3000 m
- Penetration at Effective Range: 410 mm
BMP-2 Infantry Fighting Vehicle: Recently the Soviets have begun to introduce a new version of the BMP, called the BMP-2. The main difference is that it has a larger turret which mounts a 30mm autocannon, similar to that on the American Bradley, and an AT-5 "Spandrel" missile. Provision for a larger turret has reduced the passenger space inside and the BMP-2 can only carry six passengers plus the squad leader as vehicle commander in the enlarged turret. Since the standard Soviet squad includes only seven dismounted infantry (including the squad leader) this is not a problem.
- Weight: 14.5 tons
- Road Speed: 70 kph
- Frontal Armor: 19 mm
- Passengers: 6
- Main Armament: 30mm autocannon
- Effective Range: 1000 m
- Penetration at Effective Range: 50 mm
- Secondary Armament: AT-5 "Spandrel"
- Maximum Range: 4000 m
- Penetration: 750 mm
BTR-70 Armored Personnel Carrier: The BTR-70 is a wheeled armored personnel carrier that equips the majority of Soviet motorized rifle units. The advantage of a wheeled vehicle is a higher road speed, lower manufacturing costs, and generally increased ease of maintenance and mechanical reliability. The main disadvantage is that a wheeled vehicle loses more of its road speed when driving cross country. The BTR's top end on a road is so good, however, that it can keep up with most tracked vehicles cross country.
- Weight: 7 tons
- Road Speed: 80 kph
- Frontal Armor: 9 mm
- Main Armament: 14.5mm KPV heavy machinegun
- Effective Range: 1000 m
- Penetration at Effective Range: 20 mm
Infantry Squad: Each Soviet rifle squad has nine men, but only seven of these constitute the dismounted part of the squad. The other two members (the driver and gunner) remain mounted in the squad vehicle and provide fire support. The seven dismounted riflemen are mostly equipped with AK-74 assault rifles and RPK-74 squad automatic weapons. Each squad also has one antitank grenade launcher, either the RPG-7 or the more modern RPG-16. Both weapons are reusable antitank rocket launchers, similar in function to the American Bazooka of World War II. The RPG-7 shoots an 83mm rocket-propelled antitank grenade while the RPG-16 shoots a smaller, but more advanced, 58mm grenade. One particularly new antitank weapon now showing up with Soviet infantry is the RPG-18. Unlike the RPG-7 and 16, the 18 is a disposable one-shot weapon similar to the American LAW.
- Weapon: RPG-7; Effective Range: 400 m; Penetration: 300 mm
- Weapon: RPG-16; Effective Range: 600 m; Penetration: 400 mm
- Weapon: RPG-18; Effective Range: 800 m; Penetration: 400 mm
Auto Grenade Launchers: Each Motorized Rifle battalion has three squads equipped with AGS-17 automatic grenade launchers. In BMP battalions these are concentrated at battalion level as an auto grenade launcher platoon; in BTR battalions they are distributed to the rifle companies. In both cases each squad has seven men and two AGS-17s.
AGS stands for Avtomatichesky Granatomyot Stankoviy, which means "automatic grenade launcher on mount." The AGS-17 throws a 30mm grenade to a maximum range of 1700 m. Its antitank grenade will penetrate 20 to 30 mm of armor, but it is also provided with high explosive and incendiary grenades for use against personnel. It is fed from a 29-round drum magazine and a proficient crew can fire off two or three drums a minute. Seldom is this rate of fire sustained, however, as the standard unit of fire of the weapon is only three drums.
AT-4 Spigot: Each BTR Motorized Rifle Battalion has an antitank platoon equipped with AT-4 Spigot wire-guided missiles. BMP battalions do not have this platoon, presumably because each BMP mounts an antitank missile of its own and thus the battalion is assumed to have sufficient missiles. The antitank platoon of the BTR battalion has three squads, each of which has two AT-4 missiles. The AT-4 looks very much like the French/West German Milan and some sources hold that it is an exact copy.
- Weight: 13 kg
- Maximum Range: 2000 m
- Penetration: 600 mm
ACRV: The ACRV (Artillery Command and Recon Vehicle) equips the battery commander, forward observer, and fire direction center of Soviet self-propelled artillery units. As the battery commander usually accompanies the commander of the supported unit and calls fire missions himself, this vehicle will often be found near the front.
- Weight: 11 tons
- Road Speed: 60 kph
- Frontal Armor: 15 mm
- Main Armament: 12.7mm DShK heavy machinegun
- Effective Range: 1000 m
- Penetration at Effective Range: 13 mm
BRDM-2/AT: The BRDM is a light wheeled armored scout car used widely by Soviet recon units. In addition, the Soviets have adapted a number of them as antitank vehicles by mounting antitank wire guided missiles on them. The most recent version, and the one shown in the game, mounts five AT-5 Spandrel launch tubes.
- Weight: 7 tons
- Road Speed: 100 kph
- Frontal Armor: 14 mm
- Main Armament: AT-5 Spandrel
- Maximum Range: 4000 m
- Penetration: 750 mm
Mi-24E Hind Attack Helicopter: The Mi-24 is a large, fast, and powerful armed helicopter. It carries an impressive weapons load and can also carry a fully armed infantry squad in its passenger compartment.
- Max Speed: 320 kph
- Main Armament: 4-barrel 12.7mm Gatling gun
- Effective Range: 2000 m
- Secondary Armament: AT-6 Spiral missile
- Maximum Range: 7000 m
- Penetration: 800 mm
SU-25 Frogfoot Ground-Attack Aircraft: The SU-25 is the Soviet Union's answer to the A-10. Built as a dedicated ground-attack aircraft, the SU-25 is often tactically employed in conjunction with the Mi-24 Hind helicopter. The SU-25 has a 23mm internal gun and can carry up to 9900 lbs of ordnance into the air. The SU-25 is powered by two Tumansky turbojets.
- Top Speed: 850 kph
- Cruising Speed: 700 kph
- Combat Radius: 550 km
- Radar: May be equipped with Sirena 3 early warning radar.
- Internal Armament: 23mm gun
US Equipment
The United States Army is arguably the best equipped army in the world as of this writing. Its weapons are both advanced and extremely reliable systems, in both cases much more so than their equivalents in the Soviet arsenal. The following section examines the weapons and vehicles that equip each of the U.S. units which are portrayed in the game.
M-1 Abrams Main Battle Tank: The M-1 Abrams is the fastest and best protected main battle tank in service with any army in the world today. Its 105mm gun is extremely effective and, while it does not have the muzzle velocity of the 125mm hyper velocity smoothbores of Soviet tanks, its advanced ammunition and very effective ballistic computer combine to give comparable or superior performance. New APFSDS ammunition (Armor Piercing Fin Stabilized Discarding Sabot) promises to increase this performance even more. The thermal sights, allowing the gunner improved visibility through smoke and darkness, give the vehicle a unique combat advantage over its adversaries.
- Weight: 54.5 tons
- Road Speed: 70 kph
- Frontal Armor: 450 mm (estimated)
- Main Armament: 105 mm
- Effective Range: 2000 m
- Penetration at Effective Range: 230 mm (new APFSDS round can reportedly penetrate 380 mm at this range)
M-3 Bradley Cavalry Fighting Vehicle: This is the cavalry version of the M-2 Bradley Infantry Fighting Vehicle. It is similar to the M-2 but is not intended to carry a full squad of infantry. The Bradley is a reasonably well protected infantry carrier and is extremely well armed, but it has come under considerable fire by a variety of critics due primarily to its expense--procurement has been extremely slow. An effort is being made to at least equip battalion scout platoons with Bradleys, however, and this is the case in the novel Team Yankee. The M2 Bradley Infantry Fighting Vehicle is identical except that it has firing ports on the side and rear and can carry a full rifle squad.
- Weight: 22.5 tons
- Road Speed: 66 kph
- Frontal Armor: 60 mm (estimate)
- Main Armament: 25 mm chaingun
- Effective Range: 1000 m
- Penetration at Effective Range: 50 mm
- Secondary Armament: TOW-2 missile
- Maximum Range: 4000 m
- Penetration: 800 mm
M-113 Armored Personnel Carrier: The M-113 is the basic armored troop carrier in the U.S. Army. It is slated for replacement by the M-2 Bradley Infantry Fighting Vehicle, but the slow procurement rate of that vehicle means that many US mechanized units will continue to use the M-113 into the 1990s. There is currently some talk of fitting the M-113 with additional armor, but exact details are unavailable at this time.
- Weight: 11 tons
- Road Speed: 65 kph
- Frontal Armor: 38 mm
- Main Armament: .50 caliber (12.7 mm) heavy machinegun
- Effective Range: 500 m
- Penetration at Effective Range: 13 mm
M-901 Improved TOW Vehicle: This is a variant of the M-113 mounting the "hammerhead" armored TOW launcher in an overhead mount. This gives the ITV the ability to park with the entire vehicle behind cover and only the missile launcher exposed. The launcher can also be reloaded from inside the vehicle. A major disadvantage is that the armored TOW launcher and ammunition carried internally have badly overloaded the chassis and reduced its mobility significantly.
- Weight: 13 tons
- Road Speed: 50 kph
- Frontal Armor: 38 mm
- Armament: TOW-2 missile
- Maximum Range: 4000 m
- Penetration: 800 mm
FIST-V Fire Support Team Vehicle: This vehicle is visually identical to the M-901 ITV. Instead of TOW missiles, however, it carries a FIST (Fire Support Team) and target acquisition and ranging equipment.
Infantry Squad: A U.S. infantry squad carries an impressive array of firepower. Antipersonnel fire is delivered by the squad's M60 machinegun, M249 squad automatic weapon, M16 assault rifles, and one or two M203 40mm grenade launchers. The HEAT grenades of the M203 have an effective range against vehicles of 200 meters and can penetrate 50 mm of armor. In addition to small arms, the squad carries a varying number of LAWs (Light Antitank Weapon) and has one Dragon antitank missile. The LAW has an effective range of 200 meters and will penetrate 300 mm of armor plate. The Dragon has a maximum range of 1000 meters and will penetrate 600 mm of armor.
AH-64 Apache Attack Helicopter: The AH-64 is the newest attack helicopter in U.S. service and is gradually replacing the AH-1 Huey Cobra. It is armed with a 25mm chaingun and can carry up to 16 Hellfire antitank missiles on external pylons. The chaingun has an effective range of over 1000 meters and can penetrate 50.5 mm (two inches) of armor plate at that range. The Hellfire has a maximum range of 6000 meters and can penetrate 890 mm of armor. Top speed is 378 kph.
A-10 Thunderbolt Ground-Attack Aircraft (Warthog): Given the nickname "Warthog" because of its unflattering appearance, the A-10 is a deadly close air support aircraft. The A-10 is armed with the GAU-8 30mm rotary cannon which can fire depleted uranium ammunition. In addition to its internal gun, the A-10 can carry 12,000 lbs of assorted ordnance into the air--everything from napalm to antiradiation missiles. The A-10 is also built to last; it can take considerable punishment and survive. The A-10 is built by Fairchild and powered by twin TF34 turbofan engines.
- Top Speed: 750 kph
- Cruising Speed: 350 kph
- Combat Radius: 950 km
- Radar: None
- Internal Armament: 30mm rotary cannon
Additional Units
The units included in this game cover all of the forces necessary to refight the battles portrayed in Team Yankee. However, there is a wide variety of combat vehicles which would be involved in a European conflict that are not covered by the game. We have included game ratings for many of these vehicles below so that you can compare them and their combat capabilities to the vehicles in the game. (The game ratings appear as counter illustrations in the rulebook and are not reproduced here.)
Unlike the units in the game, some of these vehicles do not have any ability to engage hostile armored vehicles. These units have parentheses around their attack factor, indicating that it can only be used to attack personnel units.
United States
M60 Main Battle Tank: Until the appearance of the M1 this tank equipped all U.S. Regular Army tank battalions. Although it is now being replaced by the M1, many units still have M60s, now upgraded with the same thermal sights and fire control equipment as the M1.
- Weight: 51 tons
- Road Speed: 50 kph
- Frontal Armor: 250 mm
- Night Vision: Thermal
- Main Armament: 105 mm
- Effective Range: 2000 m
- Penetration at Effective Range: 230 mm (new APFSDS round can reportedly penetrate 380 mm at this range)
M1A1: The current production version of the M1 has the German 120mm smooth bore gun instead of the British L7 105mm rifled gun. Although it can carry less ammunition, the bigger German gun has considerably more punch.
- Weight: 54 tons
- Road Speed: 70 kph
- Frontal Armor: 450 mm
- Night Vision: Thermal
- Main Armament: 120 mm
- Effective Range: 2000 m (est.)
- Penetration at Effective Range: 400 mm (est.)
Federal Republic of Germany
Leopard I: The first tank designed and built by the Germans since World War II, the Leopard I is now clearly obsolete and is being supplanted in first line service by the new Leopard II. The Leopard I was designed to be a highly mobile vehicle with good firepower, a combination it achieved at the expense of adequate armor protection. The Leopard I is also used by the Dutch, Belgian, Canadian and Danish armies.
- Weight: 40 tons
- Road Speed: 65 kph
- Frontal Armor: 70 mm
- Night Vision: IR
- Main Armament: 105 mm
- Effective Range: 2000 m
- Penetration at Effective Range: 230 mm
Leopard II: The Leopard II, now entering service with the Bundeswehr, is an improvement over the Leopard I in all areas: mobility, firepower, and protection. It is being exported and will partially equip the Dutch army.
- Weight: 55 tons
- Road Speed: 72 kph
- Frontal Armor: 340 mm
- Night Vision: IR
- Main Armament: 120 mm
- Effective Range: 2000 m (est.)
- Penetration at Effective Range: 400 mm (est.)
Marder IFV: The Marder is the standard German infantry fighting vehicle. It is well protected for an APC and well armed with a 20mm gun. It is currently being refitted with a Milan antitank missile mount which can be fired either from the vehicle or dismounted. The rating below reflects the addition of the Milan.
- Weight: 28 tons
- Road Speed: 75 kph
- Frontal Armor: 50 mm
- Night Vision: IR
- Main Armament: 20 mm
- Effective Range: 1000 m
- Penetration at Effective Range: 25 mm
- Secondary Armament: Milan antitank missile
- Maximum Range: 2000 m
- Penetration: 650 mm
Luchs: The Luchs is an armored car used by recon units of brigades and divisions.
- Weight: 19 tons
- Road Speed: 90 kph
- Frontal Armor: 60 mm
- Night Vision: IR
- Main Armament: 20 mm
- Effective Range: 1000 m
- Penetration at Effective Range: 25 mm
Jagdpanzer Kanone Tank Destroyer: The Jagdpanzer is a conventional gun armed tank destroyer now mostly serving with territorial (reserve) units.
- Weight: 27 tons
- Road Speed: 70 kph
- Frontal Armor: 50 mm
- Night Vision: IR
- Main Armament: 90 mm
- Effective Range: 1600 m
- Penetration at Effective Range: 200 mm (est.)
Jaguar 1: The Jaguar 1 is the missile version of the Jagdpanzer Kanone. It equips the antitank batteries of panzer and panzergrenadier brigades.
- Weight: 27 tons
- Road Speed: 70 kph
- Frontal Armor: 50 mm
- Night Vision: IR
- Main Armament: HOT antitank missile
- Maximum Range: 4000 m
- Penetration: 800 mm
Jaguar 2: The Jaguar 2 is identical to the Jaguar 1 except that it mounts the less expensive U.S. TOW-2 rather than the HOT. It also has thermal sights.
- Weight: 27 tons
- Road Speed: 70 kph
- Frontal Armor: 50 mm
- Night Vision: Thermal
- Main Armament: TOW-2 antitank missile
- Maximum Range: 4000 m
- Penetration: 800 mm
Fuchs (Transportpanzer): The Fuchs is a light, wheeled, armored personnel carrier used in recon units. It is often found alongside the Luchs.
- Weight: 17 tons
- Road Speed: 105 kph
- Frontal Armor: 20 mm (est.)
- Night Vision: IR
- Main Armament: 7.62mm GPMG
United Kingdom
Centurion Main Battle Tank: The Centurion is no longer in service with the British but is still used extensively by the Dutch and Danish armies. It does not have the sophisticated fire control systems of more modern tanks mounting the 105mm gun.
- Weight: 52 tons
- Road Speed: 35 kph
- Frontal Armor: 150 mm
- Night Vision: IR
- Main Armament: 105 mm
- Effective Range: 1600 m
- Penetration at Effective Range: 230 mm
Chieftain Main Battle Tank: The Chieftain remains the most common tank in British service and was for years the most powerfully armed and heavily armored tank in NATO service. Its 120mm rifled gun is capable of accurate long range fire with respectable penetration. It is now being superseded in some units by the Challenger, but the majority of British tank units will continue with Chieftain for the foreseeable future.
- Weight: 55 tons
- Road Speed: 48 kph
- Frontal Armor: 350 mm (est.)
- Night Vision: IR
- Main Armament: 120 mm
- Effective Range: 2400 m
- Penetration at Effective Range: 300 mm
Challenger: A progressive development of the Chieftain, the main improvements incorporated into Challenger were a much more powerful engine and new Chobham armor for better protection.
- Weight: 62 tons
- Road Speed: 70 kph
- Frontal Armor: 450 mm (est.)
- Night Vision: IR (thermal in development)
- Main Armament: 120 mm
- Effective Range: 2400 m
- Penetration at Effective Range: 300 mm
FV 432: Similar to the U.S. M-113 in appearance and function, the FV 432 is the standard British armored personnel carrier. It will soon be replaced by the MCV-80.
- Weight: 15 tons
- Road Speed: 52 kph
- Passengers: 10
- Frontal Armor: 14 mm
- Night Vision: IR
- Main Armament: 7.62 mm GPMG
MCV-80: MCV stands for Mechanized Combat Vehicle, and as its name indicates it is intended as a more modern carrier for British mechanized infantry. Eventually all British infantry will be carried in MCV-80s instead of FV 432s, although deliveries are only just scheduled to begin now.
- Weight: 24 tons
- Road Speed: 75 kph
- Passengers: 8
- Frontal Armor: 25 mm
- Night Vision: IR
- Main Armament: 30 mm
- Effective Range: 1000 m
- Penetration at Effective Range: 50 mm
Scorpion: Scorpion is one of a family of light tracked recon vehicles. These are intended to provide light forward scouting parties in difficult terrain; the four Scorpions used on the Falklands performed well under very difficult conditions.
- Weight: 8 tons
- Road Speed: 80 kph
- Frontal Armor: 25 mm
- Night Vision: IR
- Main Armament: 76 mm
- Effective Range: 800 m
- Penetration at Effective Range: 140 mm (est.)
Scimitar: The Scimitar is identical to the Scorpion except for its armament, and is designed to work alongside of it.
- Weight: 8 tons
- Road Speed: 80 kph
- Frontal Armor: 25 mm
- Night Vision: IR
- Main Armament: 30 mm
- Effective Range: 1200 m
- Penetration at Effective Range: 50 mm
Spartan APC: The Spartan is the personnel carrier variant of the light recon AFV family and is found in recon units only. Its small internal capacity does not allow a full squad to be carried.
- Weight: 8 tons
- Road Speed: 80 kph
- Passengers: 4
- Frontal Armor: 25 mm
- Night Vision: IR
- Main Armament: 7.62mm GPMG
France
AMX-30 Main Battle Tank: Now considerably outdated by other designs, the AMX-30 will soon be replaced by a tank in the 55-ton range mounting a 120mm gun. For the near future, however, the AMX-30 will continue as France's main battle tank.
- Weight: 36 tons
- Road Speed: 65 kph
- Frontal Armor: 80 mm
- Night Vision: IR
- Main Armament: 105 mm
- Effective Range: 2000 m
- Penetration at Effective Range: 230 mm
AMX-10 IFV: This infantry fighting vehicle forms the basis of a whole family of logistical and support armored vehicles (ambulance, mortar carrier, etc.) The AMX-10 itself equips the mechanized infantry of French armored divisions.
- Weight: 14 tons
- Road Speed: 65 kph
- Passengers: 8
- Frontal Armor: 40 mm
- Night Vision: IR
- Main Armament: 20 mm
- Effective Range: 1000 m
- Penetration at Effective Range: 25 mm
VAB APC: The VAB is a wheeled APC used in the motorized infantry units of French infantry divisions. It is also used in a variety of logistical support roles.
- Weight: 13 tons
- Road Speed: 92 kph
- Passengers: 10
- Frontal Armor: 12 mm
- Night Vision: IR
- Main Armament: 7.62mm GPMG
VAB HOT: This is the antitank variant of the VAB armored personnel carrier.
- Weight: 13 tons
- Road Speed: 92 kph
- Frontal Armor: 12 mm
- Night Vision: IR
- Main Armament: HOT missile
- Maximum Range: 4000 m
- Penetration: 800 mm
AMX-10RC: The AMX-10RC is a heavily armored wheeled car with impressive firepower for a recon vehicle.
- Weight: 16 tons
- Road Speed: 85 kph
- Frontal Armor: 40 mm
- Night Vision: Light amplification
- Main Armament: 105 mm
- Effective Range: 2000 m
- Penetration at Effective Range: 230 mm
Warsaw Pact
T-34/85 Medium Tank: No longer in first line use in central Europe, we include the statistics for the T-34/85 just to show how far tank design has come since World War II. The T-34/85 was one of the most effective and powerful tanks in use during the war.
- Weight: 32 tons
- Road Speed: 55 kph
- Frontal Armor: 90 mm
- Night Vision: None
- Main Armament: 85 mm
- Effective Range: 800 m
- Penetration at Effective Range: 125 mm
T-55 Main Battle Tank: Arguably the most successful Soviet tank design of all time, the T-55 combined the firepower and armored protection of a heavy tank with the mobility of a medium tank, and thus set the pattern for every MBT design since then. Now obsolete, it is still found in the tank parks of many Warsaw Pact countries.
- Weight: 36 tons
- Road Speed: 50 kph
- Frontal Armor: 170 mm
- Night Vision: IR
- Main Armament: 100 mm
- Effective Range: 1000 m
- Penetration at Effective Range: 260 mm
T-64: Stablemate of the T-72, the T-64 is a somewhat more sophisticated vehicle capable of firing the AT-7 Cobra directly through its 125mm gun tube. Most Soviet tank units in Germany are equipped with the T-64 rather than the T-72. Only a few AT-7 missiles are believed to be carried, however.
- Weight: 38 tons
- Road Speed: 60 kph
- Frontal Armor: 220 to 240 mm
- Night Vision: IR
- Main Armament: 125 mm
- Effective Range: 1600 m
- Penetration at Effective Range: 350 mm
- Secondary Armament: AT-7 Cobra
- Maximum Range: 4000 m (est.)
- Penetration: 500 mm (est.)
T-80: A much improved T-64, the T-80 is believed to have improved protection and mobility.
- Weight: 40 tons
- Road Speed: 65 kph (est.)
- Frontal Armor: 280 mm (est.)
- Night Vision: IR
- Main Armament: 125 mm
- Effective Range: 1600 m
- Penetration at Effective Range: 350 mm
- Secondary Armament: AT-7 Cobra
- Maximum Range: 4000 m (est.)
- Penetration: 500 mm (est.)
BMD: The BMD is the airborne equivalent of the BMP. It is smaller and lighter but carries the same armament as the larger BMP. It is not capable of carrying a full squad, however.
- Weight: 9 tons
- Road Speed: 80 kph
- Passengers: 4
- Frontal Armor: 15 mm
- Night Vision: IR
- Main Armament: 73 mm
- Effective Range: 800 m
- Penetration at Effective Range: 300 mm
- Secondary Armament: AT-3 "Sagger" antitank wire-guided missile
- Maximum Range: 3000 m
- Penetration at Effective Range: 410 mm
BRDM-2: The BRDM-2 is a wheeled scout car widely used in recon units.
- Weight: 7 tons
- Road Speed: 100 kph
- Frontal Armor: 10 mm
- Night Vision: IR
- Main Armament: 14.5 KPV
- Effective Range: 1000 m
- Penetration at Effective Range: 20 mm
Charts (Back Cover)
Artillery Table
| Salvo | Vs. Vehicles | Vs. Troops |
|---|---|---|
| HE | 1-3 | 1-1* |
| ICMDP | 1-1 | 2-1 |
* Reduce odds to 1-3 if target is in a town hex or entrenchment.
Reduce odds to 1-2 if target is in a woods hex. ICMDP has no effect on targets in woods, town, or entrenchment.
Combat Results Table
Each result is written "DP" where a single entry applies as D (Damaged) against vehicles and P (Pinned) against troops. A blank cell means no result.
| Die | 1-4 | 1-3 | 1-2 | 1-1 | 3-2 | 2-1 | 3-1 | 4-1 | 5-1 |
|---|---|---|---|---|---|---|---|---|---|
| 1 | DP | DP | X | X | X | X | X | X | X |
| 2 | P | DP | X | X | X | X | X | X | |
| 3 |
- X = Destroyed.
- P = Pinned (troop only).
- D = Damaged (vehicle only).
- Two damaged or pinned markers on the same target = Destroyed.
Morale Loss Table
| Leader | Soviet | US |
|---|---|---|
| Platoon Leader | — | 3 |
| Company CO | 3 | 6 |
| Company XO | — | 4 |
| Battalion CO | 6 | — |
Elevation Chart
- Green = level 0.
- Dark Green = level 1.
- Medium brown = level 2.
- Dark brown = level 3.
A unit is considered to be on the highest terrain in the hex it occupies.
Terrain Effects Chart
| Terrain Type | Movement Effects | Combat Effects | Line-of-Fire Effects |
|---|---|---|---|
| Clear | 1 MP | No effect | No effect |
| Woods | 2 MP | +3 added to defense of units against direct fire attacks | Blocks LOF through hex |
| Town | 2 MP | +3 added to defense of units against direct fire attacks | Blocks LOF through hex |
| Road | 1/2 MP | No effect | No effect |
| Trail | 1 MP | No effect | No effect |
| Bridge | 1 MP | No effect | No effect |