Beautiful models. My sense watching TY battle reports is that US players really need to "pick one" of the fun toys and then fill the rest with more mundane tech. So, trying to pack Apaches, Bradleys, A-10s AND M1A1s into the same list just leaves too much open table space.
I know im randomly asking but does anybody know of a trick to get back into an Instagram account..? I was stupid lost the password. I would appreciate any help you can give me!
@Branson Miles I really appreciate your reply. I got to the site thru google and I'm in the hacking process atm. I see it takes quite some time so I will reply here later when my account password hopefully is recovered.
So glad to see you making more Team Yankee content - it’s inspirational! Reserves, especially delayed ones are a really tough challenge in this game, and in FoW. I don’t like nearly half a players force not being able to enter the table til turn 3, and then requiring quite a bit of luck.
at 13:29, M3 Scout Bradley also has move ROF 3. At the end of the game, you can actually swap the formation commander to a support unit team. The rule just says the team needs to be the same type as the commander (pg 49).
Regarding trying to have your HQ team survive, you can't just swap. But you can try to roll a 3+ to successfully swap the formation commander over to a same type team within command range.
Team Yankee has some beautiful models and very straight forward rules, but, my biggest gripe with this game is the 'parking lot syndrome' if there are lots of tanks and vehicles.
Nice game! The USA list is a bit flimsy though... a single unit of T72s could end your game in 1 turn with a lucky round of shooting (taking out the HQ, 1 Abrams and 1 of each Bradley so they take morale checks all game long until they run). Armoured Cavalry Troop is a tough army to play well so you have to bulk up the formation to keep yourself in the game.
Hello administration, sorry for interrupting for a moment, sorry I want to ask. Which country does the Yankee Team vehicle toy product company come from? Thank you 🙏
Couple of rule points: If an out of command team fires whilst remaining stationary there is no +1 to hit penalty. Only if the team moves. Not sure if it's different in TY but I think transports have to be in command of the infantry command team they belong to. So the BMP-3s would have had to transport the infantry with them or they would be firing with a +1 penalty as they would be out of command (should they move & fire). Essentially the transports can't operate 'truly' independently without penalty. This came up in a Blitz & Peaces BR but please check.
per the Team Yankee rulebook (pg 19), units containing transport teams as a tank attachment are counted as 2 separate units, each with their own command team. They deploy at the same time but can operate independently. Thanks for making me check though, would have hated to get that wrong.
The exception that came up during the B&P batrep was that the transport for the CO cannot leave his side. His is not a tank attachment, he is an integral part of the HQ. For every other transport, it's clear sailing 😁 In this case, the CO was not an infantry team but the Bradley itself ;)
This actually creates amazing ambush possibilities, since, for example, you can put your BMP-2s in ambush... and those boys never hunt in small packs 😆
always nice with more team yankee! i hope the change the rules for reserves in v5, anything i put in reserve at the start of the the game i see as lost, my reserve roles are super bad ^^
Taking objectives in TY. Page 74 mini-rule book. You are holding an objective if you START your turn with a tank or infantry team within 4" of the objective and the enemy has no tank or infantry teams within 4" of the objective. I don't know if the new version hardback reads the same as I don't have it.
They did change it a bit. To now win, you have to start your turn within 4" of an objective, and end your turn without an enemy team contesting it (and there are a few rules regarding what and how teams can contest).
A few minor play errors, but a great report. As for planes they are cheap, so it makes sense they are intermittent if they were reliable they would have to be 50 or so points for the flight with the damage output they have.
20 points for 4 A-10s who turn up only half the time? That's pretty expensive. Yes, they have the Maverick missile and a 3+ save, but look at what other stuff you can get for those points...
ouch. costly error in deployment hard to recover from. have to say...the us forces look brittle against the Soviets, I know they have killing power but no ability to absorb hits. US seems to need some depth...maybe M60's. As for the A10s...TY really seems to not let them live up to their 'tank killer' rep. I rarely seem them do anything significant in games.
Should've brought the A-10s on from his side and done a missile run on the BMP-3s. 4 Mavericks to the face might have been overkill but the ability to absolutley DELETE them would've put Soviets down a company for that sweet formation break. And since the BMP is very dangerous, it would've been worth it to take em out via A-10 strike.
Using the row or ty system with the reserve system is like a couple of boxers fighting with one hand tied behind their back why don't you just start with with 60 points an call it good.
Well, both conditions have to be true. You have to start your turn already within four inchs of the objective and then end that same turn with no enemy units within 4 inches of that objective
@@AllMiniaturesGreatandSmall Hey guys great wargame! What's the scale used here? Do you advise 1:350 for wargames or rather 1:144 ?! Being able to include battleships, aircraft carriers, submarines, tanks, soldiers, artillery and airplanes all in one wargame (one scale)!! I was able to find only good 1:700 Navy but too small to include the rest or very inclusive 1:144 for air and land units but battleships get "massive" on that scale. I thought 1:350 would be the golden scale for using all in one (Navy, air and land units) but still found hard to find all I need in that scale.
Had to quickly search for an A-10 in action after that flight came in. Certainty wouldn't like to be a commie tankie in that situ!!! Those gatlings cannons are scary!
That there are sgt yorks in the game shows how fubar this game is also as you have seen in iraq and ukraine soviet/nato nato is wining by a huge margin.
Everyone is entitled to their own opionion on this subject and I get why many folks are unhappy with units like this. My head cannon imagines the Team Yankee Timeline doesn't just diverge from ours when the first Soviet tanks roll across the border but in the years before when governments are building up to it. Sure the York was terrible but so were many weapons pressed into service initially. When war calls you go with what you have.
Air power seems lacklustre. A single A10 would have ripped up every vehicle in that formation in one strafing run. I have just started collecting myself but it seems the things I hoped had changed from FOW are still plaguing Team Yankee.
@@AllMiniaturesGreatandSmall I think you need to house rule them. The penetration should be way higher especially on APC armour or below. I mean the rounds for an A10 are the size of a milk bottle. Also the mechanic is trash. House rule it again. I would say anything with a radio can call for an air strike. It will come in a random amount of turns that get better if it’s an officer or a specialist spotter. Obviously you roll when the aircraft come onto the board to see if they can spot the target as it may have moved. If they can’t find the target. Another roll they might find a random target. If not they leave again and have to be called back in.
I'd love to see the FOW version 3 rules for air support being reintroduced. You basically bought a priority for air, and the higher you bought it at, the more dice you got in your air support poule. Everytime you rolled for air, you rolled all dice, but removed one die afterwards. If you rolled a 5+ on at least one die, you got your planes.
I would change A-10's gun, the unparalleled GAU-8 and its DU shells to have Range 12, ROF 5, PEN 14 and FP 3+ .... no roof-mounted AAMG has a chance to match ranges and threat envelope with the GAU-8 ... a pair of A-10 can, should and will legitimately fuck up a whole tank company in one pass without a doubt !
Actually, I might bring my eldar wraith constructs next time and we can play a Team Yankee vs giant alien robot type game....also fictional, but kinda fun.
Beautiful models. My sense watching TY battle reports is that US players really need to "pick one" of the fun toys and then fill the rest with more mundane tech. So, trying to pack Apaches, Bradleys, A-10s AND M1A1s into the same list just leaves too much open table space.
Quantity has a quality of its own...
Great report! T-80s are really a great addition for the soviets: hard to kill, a good punch and great for assault too!
I know im randomly asking but does anybody know of a trick to get back into an Instagram account..?
I was stupid lost the password. I would appreciate any help you can give me!
@Merrick Yusuf Instablaster :)
@Branson Miles I really appreciate your reply. I got to the site thru google and I'm in the hacking process atm.
I see it takes quite some time so I will reply here later when my account password hopefully is recovered.
@Branson Miles it worked and I now got access to my account again. Im so happy:D
Thank you so much, you really help me out!
@Merrick Yusuf you are welcome =)
So glad to see you making more Team Yankee content - it’s inspirational!
Reserves, especially delayed ones are a really tough challenge in this game, and in FoW. I don’t like nearly half a players force not being able to enter the table til turn 3, and then requiring quite a bit of luck.
Great battle report guys, great to see Mark on the Channel again and to see such lovely painted minis!
More TY reports, please 😁👏👏👏
at 13:29, M3 Scout Bradley also has move ROF 3. At the end of the game, you can actually swap the formation commander to a support unit team. The rule just says the team needs to be the same type as the commander (pg 49).
Regarding trying to have your HQ team survive, you can't just swap. But you can try to roll a 3+ to successfully swap the formation commander over to a same type team within command range.
Team Yankee has some beautiful models and very straight forward rules, but, my biggest gripe with this game is the 'parking lot syndrome' if there are lots of tanks and vehicles.
Gotta love the soviet play and the american look. Thanks for posting. Also excited to have Mark back on the channel!
Thanks for this video, as a new player seeing the roles and explanation helps a ton to understand it all.
Glad it helped!
Happy to see him back seems like a great friend and opponent thanks.
Great game, great painting - thanks for putting this up.
Nice game! The USA list is a bit flimsy though... a single unit of T72s could end your game in 1 turn with a lucky round of shooting (taking out the HQ, 1 Abrams and 1 of each Bradley so they take morale checks all game long until they run). Armoured Cavalry Troop is a tough army to play well so you have to bulk up the formation to keep yourself in the game.
I'm just starting to take a look at this game. Awesome report!
Hello administration, sorry for interrupting for a moment, sorry I want to ask. Which country does the Yankee Team vehicle toy product company come from?
Thank you 🙏
Great batrep. Thanks for posting.
Couple of rule points: If an out of command team fires whilst remaining stationary there is no +1 to hit penalty. Only if the team moves.
Not sure if it's different in TY but I think transports have to be in command of the infantry command team they belong to. So the BMP-3s would have had to transport the infantry with them or they would be firing with a +1 penalty as they would be out of command (should they move & fire). Essentially the transports can't operate 'truly' independently without penalty. This came up in a Blitz & Peaces BR but please check.
I dont believe thats the case in TY. The transports operate as their own unit essentially, but if the infantry dies the transports bug out.
per the Team Yankee rulebook (pg 19), units containing transport teams as a tank attachment are counted as 2 separate units, each with their own command team. They deploy at the same time but can operate independently. Thanks for making me check though, would have hated to get that wrong.
The exception that came up during the B&P batrep was that the transport for the CO cannot leave his side. His is not a tank attachment, he is an integral part of the HQ. For every other transport, it's clear sailing 😁
In this case, the CO was not an infantry team but the Bradley itself ;)
This actually creates amazing ambush possibilities, since, for example, you can put your BMP-2s in ambush... and those boys never hunt in small packs 😆
always nice with more team yankee!
i hope the change the rules for reserves in v5, anything i put in reserve at the start of the the game i see as lost, my reserve roles are super bad ^^
Cool, great to see Mark on your channel again. I don't think I've seen him on the channel since he played his Space Marine bikers.
It's been a while with lockdown for sure!
thank you
Just picked up the core rulebook for Team Yankee yesterday at Noble Knight for $4! Looks like fun!
Great battle report.
Taking objectives in TY. Page 74 mini-rule book. You are holding an objective if you START your turn with a tank or infantry team within 4" of the objective and the enemy has no tank or infantry teams within 4" of the objective. I don't know if the new version hardback reads the same as I don't have it.
They did change it a bit. To now win, you have to start your turn within 4" of an objective, and end your turn without an enemy team contesting it (and there are a few rules regarding what and how teams can contest).
Great battle report as always. I'm thinking I just might finally get on your Patreon channel.
Wow Jake got older!
I laughed so hard I almost died
Lol!
😆😆😆😆😆😆😆
A few minor play errors, but a great report. As for planes they are cheap, so it makes sense they are intermittent if they were reliable they would have to be 50 or so points for the flight with the damage output they have.
20 points for 4 A-10s who turn up only half the time? That's pretty expensive. Yes, they have the Maverick missile and a 3+ save, but look at what other stuff you can get for those points...
ouch. costly error in deployment hard to recover from. have to say...the us forces look brittle against the Soviets, I know they have killing power but no ability to absorb hits. US seems to need some depth...maybe M60's. As for the A10s...TY really seems to not let them live up to their 'tank killer' rep. I rarely seem them do anything significant in games.
Should've brought the A-10s on from his side and done a missile run on the BMP-3s. 4 Mavericks to the face might have been overkill but the ability to absolutley DELETE them would've put Soviets down a company for that sweet formation break. And since the BMP is very dangerous, it would've been worth it to take em out via A-10 strike.
Oh, I do love me some TY!
More please!
nice job guys.
Those american's look great!!! The grey on the A-10s is fantastic!
Thanks! I went back and forth on if I should paint them camo or not but I just love the plain grey look.
oh my god you had a mech platoon and did this mission and didnt start with them on the board........headache.
Using the row or ty system with the reserve system is like a couple of boxers fighting with one hand tied behind their back why don't you just start with with 60 points an call it good.
Very interesting game. :D love to see the soviets game :D
good stuff!
If jake starts his turn he wins, if he holds at the end of his turn he wins it to? Me and my friends hade huge discussion about this rule.
Well, both conditions have to be true. You have to start your turn already within four inchs of the objective and then end that same turn with no enemy units within 4 inches of that objective
Dude all those dice you rolled that hit objects I would be re-rolling
A10 thunderbolt
You're doing things in the wrong order during the starting step.
Upon further review, it seems only the one turn where you rolled for your A-10s.
Caught that too owch
Where i can buy this?
Depends on where you are in the world. here in the US you can order directly from Battlefront(flamesofwar.com). I use Miniaturemarket.com as well.
@@AllMiniaturesGreatandSmall Hey guys great wargame! What's the scale used here? Do you advise 1:350 for wargames or rather 1:144 ?! Being able to include battleships, aircraft carriers, submarines, tanks, soldiers, artillery and airplanes all in one wargame (one scale)!!
I was able to find only good 1:700 Navy but too small to include the rest or very inclusive 1:144 for air and land units but battleships get "massive" on that scale. I thought 1:350 would be the golden scale for using all in one (Navy, air and land units) but still found hard to find all I need in that scale.
Had to quickly search for an A-10 in action after that flight came in. Certainty wouldn't like to be a commie tankie in that situ!!! Those gatlings cannons are scary!
That there are sgt yorks in the game shows how fubar this game is also as you have seen in iraq and ukraine soviet/nato nato is wining by a huge margin.
Everyone is entitled to their own opionion on this subject and I get why many folks are unhappy with units like this. My head cannon imagines the Team Yankee Timeline doesn't just diverge from ours when the first Soviet tanks roll across the border but in the years before when governments are building up to it. Sure the York was terrible but so were many weapons pressed into service initially. When war calls you go with what you have.
YASSS!!@
Air power seems lacklustre. A single A10 would have ripped up every vehicle in that formation in one strafing run. I have just started collecting myself but it seems the things I hoped had changed from FOW are still plaguing Team Yankee.
I would have rather seen the gau-8 have a 4+ FP. Air now are glorified missle carriers.
I was so excited to get them on the table and then that was such a lackluster shooting attack.
@@AllMiniaturesGreatandSmall
I think you need to house rule them. The penetration should be way higher especially on APC armour or below. I mean the rounds for an A10 are the size of a milk bottle. Also the mechanic is trash. House rule it again. I would say anything with a radio can call for an air strike. It will come in a random amount of turns that get better if it’s an officer or a specialist spotter. Obviously you roll when the aircraft come onto the board to see if they can spot the target as it may have moved. If they can’t find the target. Another roll they might find a random target. If not they leave again and have to be called back in.
I'd love to see the FOW version 3 rules for air support being reintroduced. You basically bought a priority for air, and the higher you bought it at, the more dice you got in your air support poule. Everytime you rolled for air, you rolled all dice, but removed one die afterwards. If you rolled a 5+ on at least one die, you got your planes.
I would change A-10's gun, the unparalleled GAU-8 and its DU shells to have Range 12, ROF 5, PEN 14 and FP 3+ .... no roof-mounted AAMG has a chance to match ranges and threat envelope with the GAU-8 ... a pair of A-10 can, should and will legitimately fuck up a whole tank company in one pass without a doubt !
SGt york...errrr....never used.....optimus prime next
Eh, World War III never happened either.
Actually, I might bring my eldar wraith constructs next time and we can play a Team Yankee vs giant alien robot type game....also fictional, but kinda fun.
Learn some better tactic's quit playing like early 1800's