Team Yankee – Lee vs Colin

So, as per usual Scott whiffed out of playing a planned game so Colin challenged me again with his still-under-development Brits.

I changed up a couple of things, dropping my Arty, 2 ITV units and 3 Mortars to bring in my A10s and another Mech Inf Platoon and HQ, splitting my force into 2 formations.

Lee’s Americans


(14) 4 x Cobra AH1 Attack ‘Copters

(10) 2 x A10 ‘Warthog’ Strike Aircraft

(6) 4 x VADS AA tank teams

Formation 1

(1) HQ – Mech Combat Team

(6) M113 Mech Platoon

(6) M113 Mech Platoon

(32) 4 x Abram Tank teams

(3) 2 x ITV Anti-Tank teams

Formation 2

(6) M113 Mech Platoon

(6) M113 Mech Platoon

(3) 3 x M106 Mortar Teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

Total 99pts

Colin’s Brits


(12) 4 x Lynx TOW Helicopters

(6) 4 x Tracked Rapier SAMs

(10) 4 x Harriers (using Tornado proxies)


(14) HQ – 2 x Chieftain Tanks with armour upgrade

(21) 3 x Chieftain tanks with armour upgrade

(21) 3 x Chieftain tanks with armour upgrade

(6) 3 x Swingfire tanks

(9) FV-432 Infantry platoon

(4) 4 x Scimitar RECON tank teams

Total 103pts

Mission and Setup

We both chose defence, and rolled up the mission as Dust-up.


I deployed the entirety of Formation 1 along with VADS and Cobra Support.

Colin kept back his Rapiers, Harriers, TOW Lynxes and a Chieftain Platoon.


Turn 1 – Brits

Colin scored the first turn and set off moving up the board to secure cover.  His Mech Platoon made straight for the centre building in their transports.


Turn 1 – Americans

Moving to flank the Brits, my Abrams set off to my right whilst my second Mech Platoon set off to the left.

My ITVs blitz moved up using the HQ’s skill level to shoot at the Mech Transports…. 1 bogged, and the other missed.

My Cobras and Dragon teams in the building had a little more success, destroying 2 Swingfires that had moved the previous turn and bailing a Mech Transport.

Turn 2 – Brits

The Mech Infantry Platoon moved into the centre building.  The only shooting was limited to a Swingfire shot at my Cobras, which connected but was saved.


Turn 2 – Americans

I hadn’t realised the threat of the Brits getting in that building, but had to do something about it.  Redirecting my 2nd Mech Platoon and 2 platoons of M113s, as well as my Abrams, I threw everything at them.


When the firing finished, the Brits were pinned but had not suffered a single casualty.  What few shots had gotten through their saves, I had been unable to convert to a kill with my Firepower checks.

The only consolation was one of My Abrams firing on the Scimitar team, killing a 2nd and bailing the third and causing the unit to break.


 Turn 3 – Brits

The Brits reinforced with their AA, and otherwise sat tight and opened fire…

The Chieftains in the centre and my left opened up first… The HQ sniped down an M113 …


…whilst the 3 Chieftains on my left rained hell on my Infantry in the woods, hitting 5 times! pinning them and killing 2 teams of Dragons.

Luckily, his shooting elsewhere was less effective.

Turn 3 – Americans

The Brit Infantry in the building had to go, now!  I turned everything I could muster on them, with the exception of my Abrams that retreated back behind the refinery before his last Chieftain Platoon arrived from reserves.


Everything I had assembled threw their all at the Brits… killing 2 teams…..  I was incredulous, Colin couldn’t stop laughing.  Undeterred, I pushed in for the assault…


And was immediately driven off by defensive fire, losing 2 more teams in the process…


Turn 4 – Brits

Still laughing, Colin deployed his Chieftains to the right flank and set about carving up more of my forces.  The Rapiers took down 2 Cobras, and the 5 Chieftains now sat in centre board finished off my Mech Platoon sat in the open.  This wasn’t pretty…

Turn 4 – Americans

On my left, I reinforced with an Infantry Platoon and pushed it up near the objective taking cover behind a Vehicle shed.

Still focused on the centre Brit building, I moved my second Platoon of infantry forward to engage.  My Cobras braved Rapier fire to engage again with their Vulcans, and my VADS opened up with their stationary ROF.  Boy those Brits were gonna get it…


I lost another Cobra to Rapier fire, but managed to only kill another couple of teams.


My second Platoon tried their luck on Assault.  Charging in, they killed a single Brit team.

The Brits then counter-attacked, and wiped out the 4 Teams that had assaulted.  The remaining Dragon teams, well out of Command range, failed their Morale and ran off, taking the M113s with them.


My Abrams took a chance and pushed on the 3 Chietains.  They did better than I  expected, bailing 2 of them.  However, the Chieftains did not break.

I was in serious trouble, with basically only the VADS defending my 2 objectives…

Turn 5 – Brits

Col reinforced with his Lnyx TOWs,  back up his Cheftains on my right.


In a stroke of luck for me, neither of the Chieftains remounted.  My Abrams might just survive…

Col’s centre board Chieftains and Infantry set upon my VADS, destroying 2 of them in an attempt to clear the airspace for his Lynxes.

His lone Chieftain on my right zeroed in on my Abrams, destroying 1 outright.


As his Lynxes opened fire, I was able to down two with the VADS.  The remaining 2 failed to hit my Abrams.


Turn 5 – Americans

My Abrams made a mad dash for the Chieftains, destroying 2 but failing to finish the last.  It again refused to run.


On the left I occupied the Machine hut with my Infantry, and in the centre my 2 remaining VADS moved out of like of sight of the Brit Infantry.

Turn 6 – Brits

Col’s Harriers came available.  His solo Chieftain again failed to remount.

His Lnyxes were finished off my my VADS as they attempted to fire.


On the left, his Harriers lined up for a cluster bomb strike on my 3rd infantry platoon.  I managed to shoot down 1 Harrier with .50 cals from the M113s, but the remaining 3 killed 3 teams of Infantry and destroyed / bailed 2 M113s.


Turn 6 – Americans

Start of the turn…


Colin had really missed a trick in the middle – his Infantry could have advanced on the objective, opposed only by 2 VADS which they could have probably easily dealt with.  I wasn’t going to complain…

I rallied my Infantry and pushed onto the left objective.  My A10s finally entered the fray, sweeping in behind the Chieftains on the left.


In the middle, I reinforced behind my objectives with my 4th Infantry platoon.  Col’s window to take the objective had passed.


My Abrams set about  removing the AA and final Chieftain.  Fluffing the shots on the Chieftain, they killed 2 AA units.


I activated my A10s.  They suffered AA fire from Rapiers and Chieftains but emerged unscathed.  Lining up for the perfect Maverick launch, they rolled…. Double miss!  That’s them back in the box for another few months…


Turn 7 – Brits

Colin was in a predicament on my left.  He couldn’t get within 4″ of the objective with a dash, so had to kill everything within 4″ of the objective, with only one centre Chietain instead focusing on my Abrams.

His sole Chieftain on the right remounted, and between the 2 Chieftains they destroyed an Abrams an bailed another.


On the left, the Chieftains and FV432s let rip but it wasn’t enough, with them narrowly leaving me within 1 team of a morale check.


Turn 7 – Americans

With an objective held by my Infantry, it was victory to the Americans!

Conclusion / Thoughts

I really don’t like fighting Brits!  With Chieftains at long range and infantry up close, they really do take some killing.  If not for Colin failing to notice the open objective, I’d have lost at the start of turn 6 with no recourse at all!

With another Platoon of infantry slotted in and some more games under his belt, I reckon Col is gonna be a force to be reckoned with.



Team Yankee – Lee vs Paul round 4

The Saga continues!

Paul was wanting another run with his list as he keeps developing it so off we went again…

Lee’s American Mech Inf Force


(1) 1 x FIST Observer

(14) 4 x Cobra AH1 Attack ‘Copters

(7) 3 x  M109 Artillery tank teams

(6) 4 x VADS AA tank teams


(1) HQ – Mech Combat Team

(7) M113 Mech Platoon with +1 Dragon team

(7) M113 Mech Platoon with +1 Dragon team

(7) M113 Mech Platoon with +1 Dragon team

(32) 4 x Abram Tank teams

(6) 6 x M106 Mortar Teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

Total 100pts


Paul’s T72 Tank Battalion


(10) 4 x MI-24 HIND Assault Helicopters

(4) MI-24 HIND Assault Landing Company – 4 x AK47 teams, 4 x RPG-7 teams

(5) 3 x BMP-2  Recon Tanks

(2) 2 x ZSU-23-4 Shilka AA


(9) BMP-2 Motor Rifle Company – 5 x BMP2, 4 x AK-47 teams, 3 x RPG-7 teams, 1 x SA-14 Gremlin AA Team 
(8) BMP-2 Motor Rifle Company – 4 x BMP2, 4 x AK-47 teams, 3 x RPG-7 teams
(5) Tank Battalion HQ
(22) 5 x T72 tank
(22) 5 x T72 tank
(12)3 x T72 tank

Total 99 pts

I thought I’d just plump defense this time; Paul figured I’d to that so went defense as well.  The roll was… Encounter!  Getting used to this now…

James and Jimmy pilfered most of the ‘normal’ scenery for their game (Brits vs Afgantsy, much angst) but I’d brought down the huge Oil Storage plant that Paul had built for me, so we set up a nice board and got down the Objectives and teams that were starting on.


Turn 1 – Russians

Paul won the first turn (not sure he wanted it!) and advanced hard down my left flank.


Opening fire with his T72s and BMPs, he netted a Dragon team and an M113.


Turn 1 – Americans

I pushed up my M113s to engage the Shilkas; everyone else sat tight and opened up on the BMPs and T72s.


The T72s saved everything thrown at them, but the BMPs suffered heavier, with 1 destroyed and 2 bailed (awesome rolling from me, not…)


The Shilkas lost one of their number to .50 Cal fire and the other bailed.  Testing morale, they fled the field…


Turn 2 – Russians

The T72s on my left pushed up, supported by the BMPs hidden in the Tree / bush line.  The T72s bagged 2 M113s and 2 rifle teams from Red Platoon, whilst the BMPs from the right and centre destroyed 3 more M113s.  In the middle the BMPs then scooted behind the building.

Turn 2 – Americans

Red Platoon unpinned.  My 3 remaining M113s advanced forward to engage the mid table BMPs, whilst everything else hunkered down and fired on the T72s and BMPs.

The M113s were successful in destroying 2 BMPs with their .50 Cals… good lads…


My Dragon teams fired helplessly on the T72s, bouncing armour with every hit.  The M109s also did nothing, the armour maintenance engineers on the T72s due a massive bonus again (on top of last game’s bonus!)

So it was down to my Cobras to inflict some damage… But before they could the lone Gremlin team sat at the other end of the map opened up… Landing one hit, I failed my save, and he rolled Firepower… BOOM, 1 Cobra down…


In their return fire, they land 2 penetrating shots, passing one of the 2 FP checks.  Progress…


Turn 3 – Russians

No reinforcements this turnand the T72 failed to remount, but the tracks kept turning nonetheless.  In the middle, Paul’s infantry company broke cover to engage my M113s, potting 1 and bailing another.


On my left, the 3 remaining T72s moved up and machine gunned Red Platoon, killing another Dragon team.  2 of them charged in and killed another Dragon team; I chose to fall back with the Survivors as Red Platoon was getting close to breaking point.


Overall, my left was still steady and the right was almost untouched, but I could really use my Abrams right now…


Turn 3 – Americans

…And in came the Abrams!  Passing my reinforcements check and rolling ‘anywhere on my edge’ for scattered reserves, I threw them straight at the T72s, ensuring cover from the BMPs.  Red Platoon, on the verge of breaking, headed for the cover of the building.

With some spectacularly bad rolling, the Abrams and Cobras were able to only kill 1 T72 and bail another, at the cost of another Cobra from the super Sniper team.


In the middle of the table my M113s took cover from the infantry and fired on them, whilst Artillery, spotted for by the Cobra Commander (yes I went there) dropped on the Infantry and BMPs as well.  1 RPG team and BMP killed, and the infantry (including the Gremlin AA team) were pinned.  Had I shot here first, I wouldn’t have lost a 2nd Cobra…

2016-11-13-team-yankee-lee-vs-paul-32The Soviet’s initial push had been all but stopped, but reinforcements were sure to appear soon.

Turn 4 – Russians

Crazy Ivan received no reinforcements again;  Of his T72s, 1 remounted and headed into the Field to support his bailed commander and fire on the Abrams (personally I would have moved round the back!)  The shot bounced…


In the middle, the Soviet Infantry had more success, mobbing my 2 M113s with shooting and assault and destroying them outright.


Turn 4 – Americans

My bad shooting rolling was being more than made up for with reinforcement and morale checks…  I deployed my Mortars to centre field, using my HQ to come on with them and help them Blitz into a firing position.

My Cobras were able to bail the final active T72, and my Rifle company engaged the previously Bailed T72 in close combat and destroyed it.  The Abrams opened up on the BMPs but mostly missed, leaving 2 still alive.

On the right the Mortars ranged in on the Infantry Company guarding the Objective and opened fire.  No kills were inflicted, but the unit was pinned.


Turn 5 – Russians

Paul finally scored a single reserve on his 3 dice (ironically he would have got one anyways) and placed his T72s on my right flank and pushed hard down the road.  In the middle, the T72 HQ set himself up for a shot on an Abrams with a dash move.

On the left his single surviving T72 remounted.  Surrounded by Abrams, he lined up a shot… and missed!


Turn 5 – Americans

I reinforced with a single unit of ITVs.  As they came on from my left, I dashed them to centre board for a good position next turn.

I split my Abrams, standing 2 of them to finish off the T72 and BMP and moving the other 2 tactically to engage the right flank T72s.  The T72 was bailed, and then finished off in assault by my Infantry.  The BMP disappeared under Abrams fire.


On the Right, Blue Platoon would finally have some work to do.  2 Rifle teams moved to block the route between the houses, whilst the Dragon teams took aim supported by the 2 Cobras.


Taking fire from the Abrams, Cobras and Blue Platoon, the T72s lost 2 of their number and a 3rd was bailed.

The battle was looking bloody, but in my favour.


Turn 6 – Russians

On my right, the 2 remaining T72 manoeuvred back around the adjacent house and pot-shotted one of my M109s.


In the middle, the T72 HQ was reinforced with his last 3 T72s.  Emboldened, he took a shot at an Abrams and hit, blowing it to pieces.

His underlings, however, were unable to make the most of the Abram’s rear armour presented to them and missed!


Turn 6 – Americans

I reinforced with 2 more teams of ITVS.  On the right, My Cobras, Dragons and an ITV team took shots at the 2 T72s and bailed both of them.  Although my FP rolls were shocking, they did end up running off anyways.

In the middle, my 3 remaining Abrams converged on the T72s and their commander.  In some spectacularly good shooting, they popped 2 T72s and the HQ tank, with the HQ transferring into the 1 remaining T72.

Turn 7 – Russians

Finally, the HINDs were incoming.  Seeing the red mist, Paul decided to throw caution to the wind and go after my Abrams with 3 of them, landing the 4th to deploy troops.


The T72 HQ took cover and aimed on my Abrams once again.


As the HINDs prepared to fire, I opened up with my VADS and Abrams MGs.  When the smoke cleared, all 3 HINDs had been destroyed.  To add insult to injury, the T72 HQ’s shot bounced of the Abrams’ armour.

Turn 7 – Americans

My final ITV platoon deployed, albeit with little to do.  On the right, Blue Platoon mounted up and moved up within striking range of the Russian objective.  Centre board, my Abrams formed a firing line on the T72 HQ and erased him from existence.  On the left, the landed HIND was destroyed by ITV fire and the 2 infantry teams cut down by White Platoon’s rifle teams.


Turn 8

At this point the Russians declared defeat.


Dice; I was plagued by bad Firepower rolls, but my reinforcement / scattered rolls were second to none.

On the tactics, I don’t think I’m going on the offensive quick enough or with the wrong units.  I need to find a solid way to advance early – possibly one of my Mech Platoons.

Paul was hit by bad reinforcement rolls, but was too hasty pushing with the T72s in my opinion.  The second 5 man unit in particular were almost thrown away by deploying down the road.

Overall, another great game and one we both learnt from.


Team Yankee – Lee vs Paul, round 3

Continuing on the bloodshed from our previous games here and here, we were one apiece and both looking to bloody some noses (in a friendly rivalry sort of way of course!)

I took my customary Mech Inf force with no changes, whilst Paul was still changes things around to see what worked for him.

Lee’s American Mech Inf Force


(1) 1 x FIST Observer

(14) 4 x Cobra AH1 Attack ‘Copters

(7) 3 x  M109 Artillery tank teams

(6) 4 x VADS AA tank teams


(1) HQ – Mech Combat Team

(7) M113 Mech Platoon with +1 Dragon team

(7) M113 Mech Platoon with +1 Dragon team

(7) M113 Mech Platoon with +1 Dragon team

(32) 4 x Abram Tank teams

(6) 6 x M106 Mortar Teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

Total 100pts


Paul’s T72 Tank Battalion


(15) 4 x MI-24 HIND Assault Helicopters

(4) MI-24 HIND Assault Landing Company – 4 x AK47 teams, 4 x RPG-7 teams

(5) 3 x BMP-2  Recon Tanks

(2) 2 x ZSU-23-4 Shilka AA


(9) BMP-2 Motor Rifle Company – 5 x BMP2, 4 x AK-47 teams, 3 x RPG-7 teams, 1 x SA-14 Gremlin AA Team 
(8) BMP-2 Motor Rifle Company – 4 x BMP2, 4 x AK-47 teams, 3 x RPG-7 teams
Gremlin aa
(5) Tank Battalion HQ
(22) 5 x T72 tank
(22) 5 x T72 tank
(12)3 x T72 tank

Total 104 pts

The Mission

I was expecting people to start getting wise to my ‘always defence’ selection on the More Missions table, so decided to try a Hasty Attack choice.  Paul also went Hasty Attack, and we ended up rolling Encounter – the same mission I drew against Colin the day before!


Set up

I was classed as attacker so picked the side.  We set up objectives and I dropped a unit first.

I kept off my 4 ITV platoons, Mortars and Cobras.  (I also forgot to deploy my FIST!)  My Commander stayed off as I planned to have him help the Cobras blitz onto the table.  Knowing he had Spearhead, I dropped down an Infantry Platoon on one objective and their M113s near to the other to try and keep his deployment zone pushed back.

As we swapped deployments it was evident he was going to push for my right objective with a Spearhead of 3 T72s and 4 Recon BMPs, so I dropped 2 Infantry platoons there.  Once he had run out of platoons to deploy I dropped my Abrams safely in the woods ready to flank his T72s.  My left flank was ably protected by my 3rd Infantry Platoon, and the VADS took up centre board surrounded by M113s.  Paul’s only infantry on the board protected the right flank objective with their BMPs.  His other objective was protected solely by 2 Shilkas, which was potentially a big problem for him.

Turn 1 – Russians

Paul won the roll-off and pushed forward hard.  On the left, his BMPs dashed cross country, looking to flank my M109s and use the woods to gain cover from my Inf Platoon.

On my right, the T72s pushed forward into my Infantry, destroying 3 rifle teams with their machine guns and killing a 4th in assault.  I chose to fall back with my 4 remaining Dragon teams, knowing that they could not harm the MBTs and my Abrams were in a prime position to wreak revenge.


Turn 1 – Americans

On my left, my Rifle teams moved forward into range whilst my Dragons took aim.  Opening fire, they succeeded in bailing 3 BMPs and destroying one.


On the right, My Abrams maneuvered onto the tree line and took aim at the T72s whilst my unharmed Inf Team targeted the BMPs.  The Recon BMPs were destroyed wholly by Dragon and LAW fire, whilst the two T72 baring their rears at the Abrams were also destroyed.  Testing morale, the 3rd T72 decided discretion was the better part of valour and fled, leaving 2 Shilkas defending the Russian objective on my right flank.

Turn 2 – Russians

The BMPs pushingon my left retrieved 2 of their bailed number and piled forward around the trees, getting cover from my Mech Infantry and bailing one of my M109s.  On the right, the Shilkas hunkered down and hoped for the best.

Turn 2 – Americans

On the left I pushed to eliminate the BMPs, with my Rifle teams pushing through the woods and firing on the move with their LAWS and 2 of my M113s swinging around the woods from the other side.  Alas, the LAW shots all missed (needing 5s and 6s) and the M113s were unable to penetrate the BMP armour.

In the middle, my VADS moved up (when they weren’t getting bogged) and my M113s moved up to their Platoon on the right ready for them to remount.

On the right, the Abrams moved up and popped a Shilka, being cautious not to break cover as they expected Russian reinforcements on the third turn.

Turn 3 – Russians

With no reinforcements incoming, the BMPs on the left did what they could to clear my forces there.  With the last bailed BMP remounting, they killed 2 M109s and a Dragon team.  The sole surviving bailed M109 did not run.

Turn 3 – Americans

I rolled a single reserve, bringing on my Cobras with my Mech Inf HQ.  Using his skill I succeeded in blitzing them onto the table (rolling 3!) and they came onjust right of centre table.

One the left, my single M109 rallied.  Supported by my Rifle Teams who blitzed up closer to the BMPS, it let rip at point blank range and utterly annihilated a BMP.  After the LAWs had fired only one BMP remained, which took the high road.

On the right, my Abrams platoon took cover in the tree line and my Infantry mounted up and dashed for the objective, supported by additional empty M113s from the 2nd Inf Platoon and the unbogged VADS units.


My Cobras took aim and finished the last Shilka with TOW missiles.  At this point, the only Soviet units on table were the transportless Infantry protecting the Soviet objective on my left.

Turn 4 – Russians

Paul managed to roll a single reinforcement and brought on his HINDs with infantry aboard as these were the only unit he could guarantee landing on target (dispersed reinforcements was in effect).  One of the HINDs landed (note the troops were placed for clarity, they were still inside the HIND at this point), whilst the other 3 attempted a Rocket Salvo on my advancing M113s.

I opened up with my AA fire from 7 M113s and my 4 Abrams, managing to down 1 HIND.  The resulting Salvo hit 7 of my 8 M113s, needing 5s to hit!  Thinking his luck had improved at this point, I somehow then proceeded to save every single M113 barring a Bail roll, which he failed to confirm!


Turn 4 – Americans

My Abrams decided to throw caution to the wind, moving up to fire on the landed HIND.  My VADS also moved into range, and my troops deployed and flooded around the Objective.

On the left my troops dug foxholes and sat tight.

The VADS opened fire and downed one of the airborne HINDs, whilst the Abrams destroyed the landed one.  The 2 passenger teams survived, bailing out beside the HIND and becoming pinned.  The remaining HIND fled.

Turn 5 – Russians

Paul received a single reinforcement and chose a unit of 5 T72s, also electing to bring his HQ T72 on with them.  He rolled for scattered reserves and luckily was able to deploy on the right.

The 2 infantry teams from the HIND were able to unpin and moved onto the hill overlooking the objective.


The T72s moved toward the Infantry and opened fire on them with machine guns, managing to kill a single rifle team.  They then charged the Infantry and killed another Rifle team and a Dragon team.  With me being unable to hurt him at all in assault, I chose to fall back.

Turn 5 – Americans

I brought 2 ITV platoons on from reserve and they set up ready in cover.

The Abrams surged forward into the T72 lines to gain shots on their side armour, whilst my Cobras took aim and my Infantry moved up onto the hill.


Opening fire, the Abrams and Cobras were able to destroy 4 T72s and bail the 5th between them.  The infantry succeed in killing one of the soviet teams with rifle fire and charge the remaining one, killing the team and occupying the hilltop beside the Objective.

Turn 6

The Russians had at this point only 5 Tanks and a small amount of Infantry left to deploy to table.  Testing for the tanks, they would have come on the left and thus were unable to contest the objective on the right.  At this point Paul conceded the gam, there was simply nothing more he could do.



Due to how Paul had split up his Units (T72s in groups of 3, 5 and 5 for example) and me having more units to deploy I was able to save my Abrams until after he had deployed everything and place them in complete safety but threatening his forces.  As he placed his spearhead first, I was able to build up my counter around it.  The game was probably decided by force composition and deployment, truth be told.

When Paul’s T72s came on, they shot at the Infantry when the Abrams were within 16″ and not in cover.  If he had shot them and killed a couple it could have been a different story, but he would have still been contending with the Cobras.

This was almost a role reversal on the first game we played (and Paul’s first game of Team Yankee ever) where I left one of my objectives completely undefended.  As Paul had been completely on the offensive in his first 2 games, having to defend as well threw him a little I think 🙂

I’m not sure what I would have done different (apart from remembering to deploy my FIST next time).  I was quite happy with the way things went down, especially after the slugfest in the same mission the day before.

Rematch on Wednesday…

As always, comments welcome!

Team Yankee Battle Report – Lee vs Paul

Time for a rematch against the Russian Tank Hordes.  Paul has been refining his list as have I… Changes to last game (this one) were to drop 3 M109s and the bomblets in favour of another Abrams.  So our lists were as follows:

Lee’s American Mech Inf Force


(1) 1 x FIST Observer

(14) 4 x Cobra AH1 Attack ‘Copters

(7) 3 x  M109 Artillery tank teams

(6) 4 x VADS AA tank teams


(1) HQ – Mech Combat Team

(7) M113 Mech Platoon with +1 Dragon team

(7) M113 Mech Platoon with +1 Dragon team

(7) M113 Mech Platoon with +1 Dragon team

(32) 4 x Abram Tank teams

(6) 6 x M106 Mortar Teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

Total 100pts


Paul’s T72 Tank Battalion


(10) 4 x MI-24 HIND Assault Helicopter teams

(2) 2 x ZSU-23-4 Shilka AA Tank Teams


(5) 1 x T72 Tank Battalion HQ Tank Team

(32) 7 x T72 Tank Teams

(27) 6 x T72 Tank Teams

(20) BMP2 Motor Rifle Company consisting of : 10 x BMP-2 tank teams, 7 x AK47 team with RPG-18 Anti-Tank inf teams, 6 x RPG-7 Anti-Tank inf teams, 2 x PKM LMG inf teams, 1 x SA14 Gremlin AA Missile inf team

Total 96pts



I went defensive and Paul went for Hasty Attack, with the roll producing the mission Counter Attack.

I chose my corner, set up and we placed objectives.  I place an infantry platoon, 2 ITV platoons, my Artillery and VADs, and placed my Abrams in Ambush.

Paul set up his 3 companies and support, keeping his HINDs loitering.


Russian Turn 1

The Russians started their dash across the board, with his Infantry company splitting up and his 2 T7s companies heading for the unprotected objective.  His HINDs came on board but sat just beyond the range of my VADS.  With everything dashing, there was no shooting to speak of from the comrades.


American Turn 1

No reinforcements were procured, and the Yanks’ shooting phase was very light.  The VADS and M113s moved up to counter the Motor Rile company and everyone else stood firm.  Starting out with an artillery strike on one of the Russian Tank platoons.  Ranging in on the first try, using the Inf Platoon leader as a spotter, some amazingly accurate fire hit 6 tanks.

Then the saves were rolled…

Suffice the say, the T72s were having ‘none of it’ today…

With 2 BMPs bailed by the VADS and M113s, it was back over to the Russians…

Russian Turn 2

The T72 companies once again dashed towards their targets, leaving the Motor Rifle company to start the violence in full for the Russians.

The VADs were reduced to a single team, but he stayed in the fight.  The nearest ITV unit was bailed, and the unit fled the battle.

American Turn 2

I rolled for reinforcements and took my Cobras.  They set up behind the Bocage hedge ready to attack the Motor Rifle Company.

My Abrams decided to spring their ambush.  Revealing in the corn field immediately in front of my ITVs, they powered around the T72 company.  Between the Abrams, the ITVs and the Dragon teams nearby, the T72s lost 4 tanks and 2 were bailed.  It was too much for them, and they fled the field.


The Cobras opened up on the Motor Company with their Rocket Salvo, dodging AA fire from a Shilka and the BMP2s.  They inflicted many hits but killed only a single infantry base.  However, the Infantry were pinned.  As 4 BMPs had moved onto the M109’s ranged in marker (a little faux pas on Paul’s part) I shot at them hitting 3.  He saved them all…

My 2 Abrams next to his Infantry assaulted them, with one of the 2 making their cross test, eliminating a team and forcing the other back.


Things were certainly heating up going into the 3rd turn.

Russian Turn 3

The Motor Rifle were unable to unpin themselves; The BMPs sat pretty cooling their guns from AA fire.  The remaining T72 company pushed up the threaten my Abrams platoon.


The T72s opened fire, destroying a single Abrams.  The Motor Rifle company infantry were unable to kill the last VADS but killed an M113 transport for their efforts.


The HINDs then elected to open fire.  The single VADS, and every single AA machine gun in range opened up to prevent them, seeing the threat to the Abrams and Artillery.  When the reaction fire completed, 2 HINDs were left intact to open fire, bailing a 2nd Abrams and destroying a single M109.  Due to their dispersed formation the final 2 were forced to test morale, but passed.


American Turn 3

The bailed Abrams was able to remount and the unit retreated out of direct line of fire of the 2nd T72 company.

I received another single unit from reserves, and moved them on from the opposite table edge to push into the 2nd objective, now occupied by Russian infantry.  The M113s shot and destroyed a bogged BMP and bailed one of the Shilkas.  The Cobras fired on the T72s, bailing 2 of them.

Russian Turn 4

Ivan decided to turn crazy, placing his HINDs right behind my Cobras.  Off camera, the T72s redeployed to meet the M113s.

The Motor Rifle infantry struck first, destroying an M113 Transport.  The BMPs bailed an Abrams and destroyed / bailed the remaining M113s and VADS.

Off camera, the T72s were only able to hit and kill a single M113, with the transported units emerging unscathed but pinned.

The HINDs decided to take their shots, and were pounced on by the Cobras at point blank range.  When the guns went silent the HINDs were gone.


The Russians also pushed onto the Abrams and bailed M113s in assault, but did not count on the vicious defensive fire from the Abrams and Infantry Platoon nearby.  The company were forced back, losing 3 teams for their indiscretions.  Once again their push was stalled.

American Turn 4

I received another unit in reinforcements and deployed my 3rd Infantry Platoon to protect the 2nd objective.  My Abrams remounted and the unit went back on the offensive, going after the 2nd T72 company.  Amazingly, not only had my VADS and M113s passed their morale checks but they also remounted.


The Abrams were only able to bail 2 T72s, whilst my M113s from reserve destroyed a Shilka.


My Cobras elected to fire, and the remaining Shilka finally found it’s mark,  Downing 1 Cobra.


Undeterred, the remaining 3 were able to destroy 2 T72s, and my Artillery were able to kill a unit of Infantry on the 2nd objective and pin the survivors.

Russian Turn 5

The Russian T72s elected to ignore the incoming Abrams and push against the 2 Infantry Platoons in and around the woods.  The Motor Rifle company concentrated on clearing the stubborn VADS and M113 units.

After shooting and assault phases, the Motor Rifle Company had finally cleared the M113s and VADS.  The T72s were mopping up the 2nd Infantry Platoon, but the 3rd was mostly untouched with a single M113 destroyed.

American Turn 5

Another turn, another single unit of reinforcements.  I blitzed a single unit of ITVs onto the board near the T72s.  My Abrams pushed up, just getting in range to contest the objective that would come live next turn.

When the firing stopped, 3 more T72s were dead, along with the LMPG team on the 2nd objective.


Russian Turn 6

The remaining T72s set to work on the 3rd infantry platoon M113s, and the Motor Rifle Company made a big push for the 1st objective.

The BMPs struck first, bailing both remaining M109s and forcing them to flee the board.  The T72s had less luck, only bailing 3 M113s from the 3rd Infantry Platoon and thus being unable to assault them as the infantry did not dismount.



American Turn 6

I received another single reserve and moved on my Mortars, who moved through the tree line to back up the infantry.

The Infantry Platoon on the first objective moved to counter the Motor Rifle Company.  The Abrams, spotting an opportunity to finish the T72s, moved to their side armour on the edge of the tree line.  The cobras prepared to react to casualties inflicted by their fellow units.

The Abrams concentrated on the 3 t72s, scoring 5 hits and destroying the unit utterly.

The Mech Platoon on the first objective went to work on the Motor Rifle infantry, killing 4 more teams.

The Cobras decided to split fire, shooting a TOW at the distant BMP on objective 2 and the two remaining pilot going weapons free on the Infantry beneath them with their Gatling Guns.  The law of averages finally caught up with Paul on his saving throws; the Infantry were reduced to only 2 teams.  The remainder failed their morale check and fled, taking their BMPs with them.

With only a single Shilka remaining on the board, and their Commander dead, the Russian Battalion was broken.

Victory to the Yanks!



Force Composition

First things first, force composition.  I think the Yanks are about bang on now.  There’s nothing in my list I’m regarding as superfluous.

Paul really suffered for not having 4 Shilkas rather than 2.  I think he’s picked up another 2 HINDs now as well, which is going to be fearsome.  I’ve pointed out that perhaps a HIND assault landing company might help too, as splitting up his Motor Rifle company proved to be problematic.


I was a little slow to push to protect the 2nd objective.  A 2nd infantry platoon in the corner could have swept up and round the Bocage hedge adjacent to the 2nd Objective, and I would have been pushing onto it at the same time he was.

I felt Paul split his forces up ineffectually; the first T72 company essentially ran straight into my Abrams, if he had stayed 14″ away from my table half there is no way I could have got onto his side armour.  Even better, if that company had pushed up with the BMPs towards the first objective I would have REALLY been struggling.

Final Comments

What can I say; this was nail biting all the way through, every dice roll mattered and it rocked back and forth throughout.  We’re both nervous wrecks, and our audience were on tender hooks all the way through too.

Really loving Team Yankee, definitely my fave game currently,  And it looks SO GOOD on the table.

Fire us your thoughts please!


Team Yankee – Lee vs Colin

Master Colin, owner of Janco Toys and owner of a slow grow Brit force, challenged my Yanks to a game of War.  Being the Chieftain lover that he is, he went with a Chieftain force against my Mech Company.

The Forces

Lee’s Mech Infantry force


(1) 1 x FIST Observer

(14) 4 x Cobra AH1 Attack ‘Copters

(7) 3 x  M109 Artillery tank teams

(6) 4 x VADS AA tank teams


(1) HQ – Mech Combat Team

(7) M113 Mech Platoon with +1 Dragon team

(7) M113 Mech Platoon with +1 Dragon team

(7) M113 Mech Platoon with +1 Dragon team

(32) 4 x Abram Tank teams

(6) 6 x M106 Mortar Teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

Total 100pts


Colin’s Chieftain Brits


(12) 4 x Lynx TOW Helicopters

(6) 4 x Tracked Rapier SAMs

(10) 4 x Harriers (using Tornado proxies)


(14) HQ – 2 x Cheiftain Tanks with armour upgrade

(21) 3 x Chieftain tanks with armour upgrade

(21) 3 x Chieftain tanks with armour upgrade

(6) 3 x Swingfire tanks

(9) FV-432 Infantry platoon

Total 99pts

The mission

We both chose defence; Colin rolled for mission and we ended up with Encounter.  We chose our starting forces and set up objectives and forces.

On rolling for first Turn, Colin clinched it and made a start

Turn 1 – Brits

The British infantry began to move up centre board, taking cover behind the church.  Everyone else sat tight and fired, the sole American casualty being an ITV; it’s unit partner stood firm.


Turn 1 – Americans

I blitzed my Red Platoon infantry on the right forward towards the Swingfire and began positioning my M113s near the church to counter the incoming Brit infantry.  My ITVs missed everything they shot at.  The M109s and Red dragon teams were able to destroy 2 Swingfires between them.


Turn 2 – Brits

The Milan teams in the Infantry platoon ascended the church spire in the centre board.  The solo Swingfire missed it’s target, but the Chietains on the right did not, hitting and killing an ITV and bogged VADS.

Turn 2 – Americans

Red Platoon managed to finish off the last Swingfire.  The M109s ranged in on the right flank Chieftains, using Red Platoon’s unit leader to range in, and bailed on of them.  In the centre, the M113s and VADS openup up on the infantry and their transports, killing a Milan team and bailing a transport.

Things had been very scrappy and tit-for-tat so far, but with the third turn incoming also came the chance for reinforcements.

Turn 3 – Brits

With no reinforcements incoming, Col’s infantry dismounted in the middle and pushed to hit the M113s with no success.  The Chieftains on the right flank were able to destroy an ITV and bail the other with 2 lucky hits, succeeding to hit where the church tower Milan team failed.

On the left flank, the Chieftains fired their big guns on my Infantry, killing 2 dug in bases with their brutal firepower.

Turn 3 – Americans

No reinforcements.  I pushed up in the middle with my VADs and M113s to press Colin’s infantry at the church.  They were able to kill 2 rifle teams.  My M109s dropped shells on the right flank Chieftains again, this time managing to destroy one of them.  Finally, a Chieftain down!

Turn 4 – Brits

Col rolled a reinforcement and went for his Harriers.  He then failed their roll for deployment.

In the centre, the last of the infantry deployed and hit at the M113s and VADS., destroying 2 M113s.  The Chieftains on both flanks were unable to inflict any damage to the infantry in front of them.

Turn 4 – Americans

I rolled 1 reinforcement and went for my Abrams, reinforcing the left flank and aiming to take down his HQ Chieftains.  My left flank Inf Platoon loaded up and set off for the objective.


The Abrams opened fire, but only succeeded in scratching some Chieftain paintwork.  By the church a little more success, with the M113s and VADS killing more infantry.

Turn 5 – Brits

Colin rolled 2 reinforcements and also had his Harriers come available… this could hurt.  He deployed his last Chieftain platoon on the left opposite my Abrams, moved the Harriers onto my advancing M113s and blitzed the TOW Lynxs onto the board on the right.

Somehow, after the smoke had cleared I had only lost a single Abrams and an M113 (and it’s passengers).  Lucky for me!


 Turn 5 – Americans

I received 2 units of reinforcements, successfully blitzing on both my Cobras and a unit of VADS.  I moved up into cover with my Abrams and prepared to drop some pain on the Chieftains.

Alas, with some epically bad dice rolling (and saves from Col) I was unable to damage anything.  I was duly informed by the spectators that I was now going to get Rapiered….

Turn 6 – Americans

Col auto-reinforced with his last unit, the Rapiers, and successfully blitzed them onto the board.  Although they ended up at the far end of the board from the Choppers, they were still just in range….


The Harriers flew in behind my Abrams and the Chieftains ranged in on my new ITVs.  It was bloody…


2 Cobras were shot down by the Rapiers…


The Harriers cluster bombed a Chieftain into oblivion and bailed a second (I forgot to AA fire!).  Luckily they didn’t run.

The 2 ITVs in the open were easily torn apart by the Chieftains.

Turn 6 – Americans

Reinforcing with my last Infantry Platoon, it came on the wrong board corner (left) and made a terrain dash in it’s M113s to the right.  My Dragons and M109s were able to kill 2 Rapiers.  My fire on the left was ineffectual again.

Turn 7 – Brits

The Chieftains on the left started to push forward.  The Harriers once again showed up, this time targeting my right flank Infantry platoon.

The Chieftains fired on the move, destroying the bailed Abrams and bailing the last one.


In the middle, the infantry and Helicopters fired on my VADs and new Infantry M113s, destroying a third VAD and bailing the 4th, and killing an M113 and a Rifle base at the cost of 1 Lynx.

The harriers lost 2 of their number to AA fire from M113s, and only succeeded in pinning my Red Inf Platoon.

My final Abrams crew decided enough was enough and fled the field.

Turn 7 – Americans

With my left objective under threat, my Third platoon dismounted and moved to protect it after passing their pin check.  On the right, my infantry passed their rally check and started to advance on the enemy objective, supported by a reinforcement Mortar team.  My last ITV platoon failed to Blitz on so moved up behind the wrecks of their predecessors.

In the middle, my M113s were finally able to break the Infantry platoon.  Some success at least…


Turn 8 – Brits

Colin advanced the Chieftains on the left, bailing an M109 and missing my ITVs.  On the right his Harriers attempted a strafing run on my Mortars but were shot down by AA machine gun fire.  His Chieftains and Lynxes succeeded in finishing off my VADS and destroying 3 mortar teams.

Turn 8 – Americans

On the left flank I was unable to inflict and damage with my ITVs or M109s; on the right I advanced with my Infantry, and completely forgot to move my Mortars (the stress was getting to me!).


Turn 9 – Brits

On my left, the Chieftains pushed towards the objective and attempted to flank my ITVs and catch them out of cover.  In a rare stroke of luck for me, they all missed.  On the right,  the Chieftains killed more Mortars.  The lynxes attempted to open fire and took AA fire from the Infantry and M113s, losing 2 of their number.  Only succeeding in bailing an M113, the last Lynx then fled the field.


Turn 9 – Americans

The ITVs blitzed around the wrecks to regain their cover on the left, whilst on the right my Infantry and M113s advanced for the objective and finished off the Rapiers.  I was once again unable to damage the Chieftains with my ITVs…


Turn 10 – Brits

The Brits fired with their Chieftains, once again missing my ITVs.  The Command Chieftains destroyed 2 of my M109s, causing the third to flee.

Turn 10 – Americans

My Infantry on the right moved into position, ready for the assault.  On the left, my ITVs finally managed to bail a Chieftain.

My 2 Rifle teams fired their LAWs into the side armour of the Chieftains, looking for a single bail to tip the forthcoming assault in their favour.  Needing 5s, they both missed.

Undeterred, they pushed the assault.   Meeting a wave of machine gun fire and 5 successful hits, they were forced back, becoming pinned and losing two of their number and narrowly passing a Break test as their 2 Dragon teams were out of command.


Turn 11 – Brits

The Chieftains on the left were finally able to find their mark, destroying my last 2 ITVs.  On the right, the Chieftains fired on my Infantry but all were saved.

Turn 11 – Americans

On the left, the Mech Infantry Platoon decided to take the fight to the Chieftains.  Abandoning their Foxholes, they flanked the tanks and fired their LAWs, but were unable to hit on the move.  On the right, my M113s gunned their engines and headed for Colin’s other objective.

My Infantry on the left then charged, braving fire from 3 Chieftains.


Unbelievably, the Chieftains only scored 4 hits.  Whilst I lost a team, the remaining 3 made it in.  The teams were unable to cause any damage and the Chieftains counter attacked, killing a team.  Undeterred my remaining 2 teams fought on, bailing a Chieftain.  The final Chieftain stuck it out and fought on, killing another team.  My last team valiantly fought on but missed it’s attack.  Miraculously, the Chieftain failed it’s counter roll and broke off, leaving it’s 2 bailed unit members to be destroyed.  The final Chieftain then fled the board!!!


Turn 12 – Brits

We decided that due to the time, this would be the final turn.

Colin’s Chieftains on the left ignored my Infantry to shoot my M113s heading for the objective, killing one and causing another to run.  His command Cheiftains missed my other two M113s from the other team.

Turn 12 – Americans

To win I had to kill / break his last unit (the 2 Chieftains on the right) and force a Formation morale check for him to fail.

I rallied the right flank infantry, but they were unable to inflict any damage with their LAWs.  Attempting to assault, they were forced back and lost another team.


End Game – Result and Conclusion

As we effectively ran out of time we both lost.  Checking the victory points, we scored 3 each for casualties caused.  A draw!  A true slog of a game with us picking bits off each other every turn!

My Mistakes

I should have pushed the right flank sooner, and pushed my M113s from the centre for the left objective as soon as I cleared the infantry from the Churchyard.

My Abrams should have deployed out of sight in centre board and forced him to commit his final 3 Chieftains without knowing what I was going to do with them, then used their superior speed to push the weak spot.

Col’s Forces

Harriers are far too easy to shoot down, and Col is short on Infantry.  He plans to ditch the Harriers and take an Airmobile platoon, which will make it much harder for his opponents to protect their objectives.  His Chieftains did extremely well until then got close to me, so he needs something else doing his offensive work.

The final Battlefield…


It took 5 hours to play and 4 hours to write up, hope you enjoy!

Team Yankee Battle Report – Lee vs Jimmy

Following on from my musings about my Mech Platoon list, I fielded it against Jimmy’s Afgantsy force.

Forces were as follows:

Lee’s American Mech Inf Force


(1) 1 x FIST Observer

(14) 4 x Cobra AH1 Attack ‘Copters

(15) 6 x M109 Artillery tank teams with Bomblets upgrade

(6) 4 x VADS AA tank teams


(1) HQ – Mech Combat Team

(7) M113 Mech Platoon with +1 Dragon team

(7) M113 Mech Platoon with +1 Dragon team

(7) M113 Mech Platoon with +1 Dragon team

(24) 3 x Abram Tank teams

(6) 6 x M106 Mortar Teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

Total 100pts


Jimmy’s Russian Afgantsy Force


(32) 7 x T72 Main Battle Tanks

(6) 4 x BMP2 Recon Tanks

(7) 2 x SU27 Frogfoot Strike Planes

(4) 4 x Shilka AA tanks


(1) MI-25 HIND Air Assault Battalion HQ

(12) 4 x HIND Assault Helicopters

(6) 2 x HIND Assault Helicopters

(19) Air Assault company comprising of: 10 x AK47 / RPG-18 teams, 9 x RPG7 teams, 2 x PKM LMG teams, 1 x AGS17 team, 1 x AT4 Spigot team, 1 x SA-14 Gremlin AA team

(13) Air Assault company comprising of: 7 x AK47 / RPG-18 teams, 6 x RPG7 teams, 2 x PKM LMG teams, 1 x SA-14 Gremlin AA team, 1 x AT4 Spigot team

100 pts

The Mission

I chose to defend and Jimmy chose prepared attack.  A roll on the chart gave us Fighting Withdrawal.


I dropped my objective in the centre of my half and Jimmy dropped his on each flank.


I set up predictably with an Infantry platoon sat on each objective.  ITVs supported each flank.  My VADs were set as mid-table as possible whilst still getting concealment, but I could see that me left flank was a little exposed to Air attack.  My Cobras claimed a building line for cover on the left flank.

I dropped mines in between buildings on the centre table, hoping to push Jimmy’s forces to the flanks and to the objectives that could be removed in the late game.

Jimmy placed his Tank platoon in mid field, using his Recon spearhead to push them further up the table.  He placed his largest Infantry company on my left flank, supported by 4 HINDs, and the other on my right supported by 2 HINDs.  His Shilkas deployed opposite my Cobras.


 Turn 1 – Russians

Jimmy’s infantry set off moving up the board on each flank, and his 4 strong HIND unit pushed down my left flank out of range of my VADS.  In the middle, his T72s and BMPs positioned themselves for opportune shots at my VADS unit.


Firing commenced; firstly the Shilkas opened fire, killing a single Cobra.  Their comrade Gremlin teams were unable to land any hits.  In the middle, the T72s and BMPs opened up on the VADS and FIST; again needing 6s, they only succeeded in killing the FIST Observer.

The HINDs opened fire, the left flank HINDs taking AA MG fire from infantry and M113s and losing 1 of their number (note the pic shows 2 lost, this was until we realised Guided cannot fire at Helicopters in the enemy turn so we put it back on!).  The remaining HINDs were unable to inflict any casualties on either flank, but pinned the right flank Mech Platoon.

Turn 1 – Americans

My right flank Mech Platoon unpinned.  Deciding to ‘go for it’ I deployed my Abrams from Ambush and moved up to counter the T72s mid-table.  My VADS shuffled up to the right corner of the corn field to get some teams in range of the HINDs on the right.  In the mid table, my M113s moved down the road to take some pot shots at Jimmy’s Shilkas in the distance.

I began my shooting by deploying a smoke bombardment from my Mortars across the centre board, protecting my Abrams and centre VADS from any return fire in Jimmy’s next turn (the mines would prevent him from pushing up to or through the smoke without significant risk).

My Abrams opened up on the T72s, killing 2 and bailing 1.  My Cobras killed another T72 and bailed a 2nd, and a single Dragon team from the left flank was able to draw line of sight and kill another.  With 4 destroyed and 2 bailed, the last T72 was testing for breaking, which it failed.  The surviving tanks fled the field.

My M113s let rip at the Shilkas but were unable to bail or destroy any teams.

The VADS unit opened up, destroying a HIND on the right.  The 2 ITV platoons on the left fired on the HINDs, killing all 3.  The final HIND on the left failed it’s morale check, leaving the Russians HINDless.

The M109 Artillery ranged in on the right flank infantry company using the right flank Inf Platoon’s leader as Spotter.  Firing bomblets, they hit around 9 bases of infantry.  Only 1 failed their save, but the unit was pinned.

Turn 2 – Russians

With the right flank Infantry company failing their pin check, the left flank advanced.  The Frogfoots became available and came on board right behind my left flank ITV teams.   The BMP Recon team redeployed from centre board to right flank, taking cover behind the corn field.

Shooting commenced, with the Shilkas downing another Cobra and the Spigot team punishing the advancing M113s, killing 3 of their number.

The Frogfoots opened up with their 30mm guns on the 2 ITV platoons, destroying 1 and bailing the other 3.  The weaker unit fled the field, leaving the other platoon with 2 bailed teams.

Turn 2 – Americans

The ITV platoon failed to remount any teams.  The Abrams platoon moved up to gain line of sight on the Shilkas and Spigot team.  The VADS and centre Mech Inf Platoon began moving to the left to support that flank.  Everyone else sat tight and opened fire on any targets they could see.


The Abrams faired worse shooting than the previous turn, killing a Shilka for their trouble.  On the right flank the ITV, M113 and infantry teams were able to kill 2 BMPs and bail one, with the unit then failing it’s morale check and fleeing.  The M106 Mortars failed to range in on their target Infantry.  On the left flank, the Russian infantry company was hit by the M109s and Mech Inf, losing 2 bases of Infantry and becoming pinned.




Turn 3

Jimmy had a good look at the board.  On the right, his infantry wouldn’t be able to reach the objective intact before it would be removed.  On the left, the Company might get close but the Americans were reinforcing and still had the Abrams and all their artillery.  Whilst I would be removing a unit at the end of my turn, I could simply remove an ITV unit from the right with no appreciable effect on my ability to defend.

At this point the game was conceded by the Russians.


Running through this report, we realised we missed a key rule, in that low cover doesn’t count as concealment from aircraft shots.  This could have helped the HINDs on the right flank to do damage to the ITVs, and changed how the HINDs on the left flank were used.

The realisation that Guided weapons can shoot aircraft was a big eye opener for us both, as my ITVs were able to function as secondary AA units against the HINDs with great effect.

Discussing the HINDs, we both agreed that fielding 4 and 2 isn’t enough, and that 4 and 4 needs to be the way.  I also think 4 frogfoots as opposed to 2 would really help.

Regarding the mission, this was a really poor mission for Jimmy.  Between the terrain set-up, the minefields and my choice of forces, he was always going to be struggling with his slow moving infantry.  In future games the use of spearhead to push his infantry further up the board may be a big help.

In terms of my own forces, I was very happy with how they worked together.  The mission allowing me to deploy everything / ambush was a massive boon, and taking out the T72 company and HINDs in the first turn essentially won it.  I did resist dropping 3 M109s and bomblets for a 4th Abrams, and in this instance I think it paid off, but I think I may make the change anyways to give the stronger Ambush unit.




My M113 Mech Combat Team – Yankee Force


I’ve been working on the ins and outs of this force for a few games / months now, and feel it’s finally a force I’m comfortable with, so thought I’d share the force and my thoughts.

First of all, a few disclaimers:

  1. Not a single drop of paint hit these models from my brushes.  They were fully entrusted to a fellow HoG, Big Paul, who made an amazing job of them.
  2. I’ve never played Flames of War (and never will!) and my current experience of Team Yankee is about 7 or 8 games in total.
  3. I still feel there’s so much to learn about this game and the tactics of the individual missions, so bear that in mind when I’m theorising and everything here is my current opinion and subject to change!

Overall Force Composition and Strategy

Easy things first.  This is based on a 100pt game, as that seems to be the normal level of play.  If I needed to go higher, I would add an Abrams formation and redistribute the forces to ensure a good split between the two formations.  (My first few games I took both an Abrams formation and a Mech formation, and it never seemed to do too well – more on this later).  I have the option of a couple of A10s as well, but really don’t like the randomness for their use (4+ seems overly harsh for the points invested – if I were Brits on the other hand, Harriers would be an auto-add).


(1) 1 x FIST Observer

(14) 4 x Cobra AH1 Attack ‘Copters

(15) 6 x M109 Artillery tank teams with Bomblets upgrade

(6) 4 x VADS AA tank teams


(1) HQ – Mech Combat Team

(7) M113 Mech Platoon with +1 Dragon team

(7) M113 Mech Platoon with +1 Dragon team

(7) M113 Mech Platoon with +1 Dragon team

(24) 3 x Abram Tank teams

(6) 6 x M106 Mortar Teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

(3) 2 x ITV Anti-Tank teams

Total 100pts

What you may notice straight away is that I have basically ‘maxed out’ the formation in terms of unit count.  This has 2 advantages:

  1. (Minor) very difficult to break the formation
  2. (Major) much more options for deployment of units

Number 2 is the critical one here. The Fist will always deploy, and the Commander gets the choice.  So that leaves me with 12 Combat teams to choose between when deploying.

The ITVs are key to this, being extremely cheap per unit card to pick up.

This force is keyed generally towards defending on missions, and it is here where the defender tends to have less units on board first turn than the attacker.  With a low unit count force, I have struggled to deploy everything you need to defend objectives and cover good defensive positions / lanes of fire.

All 3 defensive missions (Bridgehead / Fighting Withdrawal / No Retreat) give you up to half your units on table with the option to Ambush with one of them.  The general plan is to ensure that 2 Infantry Platoons are deployed to table for Objective defense, the VADS  are on board in good defensive positions to protect against early Air attacks, and the Cobras are sat in cover (protected by the VADS range-wise) to offer some early retaliation.  The last team slot will go to the 3rd Mech Platoon or the Mortar Platoon depending on board layout and mission.  The Abrams will sit in Ambush, with the goal of revealing behind an Enemy tank platoon and getting some easy kills.  The HQ would start off board (more on this later).

The Units

So that’s the overall plan, let’s cover the units in detail.

M113 FIST Observer

Quite simple, get into cover with a reasonable field of view!  If there’s somewhere elevated at the back of the field, the further from the enemy the better!  Doesn’t tend to draw fire unless the M109s have Wire Guided Missile upgrades (so they don’t!)

AH1 Cobra Attack Helicopters

These aces very rarely let me down in a game, seeming to be very survivable and pushing out a good rate of damage thoughout the game.  First thing – ALWAYS ensure they have cover, as without that additional + to hit (5+ as opposed to 4+) they die quickly!  I Start them deep in my half to avoid the majority of AA fire.  If you can remove some of the Enemy’s AA, you can send these across the board to destroy some light armoured targets with Gatling guns / rockets (Artillery / AA are prime examples) then on the following turn you are lighting up enemy tanks from their rear armour.

M109 Field Artillery Battery

I’ve been using these as a unit of 3 for some time, occasionally with the Laser Guided Projectile upgrade.  Even with 3 of them, they were able to pull off good results against Infantry and light tank platoons.  With 6, Russkies will be being hit on 2+ with a successful first range-in.  Normal ammo will work wonders on digging troops out of Buildings or working on tank teams.  The bomblet upgrade is there specifically to deal with advancing infantry companies on foot that won’t be benefitting from Bulletproof cover, as the Firepower rating of 6 is too poor to do much otherwise.  I’ve specifically not given them the Laser Projectiles upgrade for 2 linked reasons.  Firstly, it’s 6 points, and secondly, if the Fist Observer dies the projectiles can no longer be fired.  This makes the Observer a massive target.

The other option with these is for the Smoke, meaning in combination with the M106s 2 turns of cover can be granted.


As the only dedicated AA unit available to the Yanks, this unit is an auto-add.  Luckily. it’s also exceptionally good.

With a 32″ AA range, there’s no issue with this unit sitting back.  It should be in a position where it can’t be shot at by land units (deep in a wood, or behind a building, for instance) so the only opportunity to attack it is with Air assets, which it WILL kill.  Firing from stationary, these will quite easily munch through a unit of 4 Hinds.  When reacting in the enemy phase, I suggest firing one team at a time until you have achieved your desired result.

If you find yourself in the position of having removed all enemy air assets, the VADS are more than capable of going on the offensive against enemy light tanks and infantry; with anti-tank 6 and the amount of dice being thrown you will achieve good results even if the Firepower is only 5+.

M113 Mech Combat Team HQ

As your HQ can change the unit he’s with each step (in your turn and the Enemy’s) you are going to get the most out of this chap by keeping him in range of multiple units, for different reasons.

A tactic I intend to try, for instance, is using the HQ attached to the M109s to assist in them Blitz moving onto the board.  The HQ would then move up to within range of an Infantry platoon to ensure it’s survival.

Supporting ITVs in making blitz moves / scoots is also a possibility, providing that a Mech Platoon is nearby OR the HQ is out of line of sight of any possible attacks.

M113 Mech Platoons

As the ‘core’ of the Formation, the boys get the least enviable task of defending the Objectives.  Quite simply, the Infantry get set up on the Objective and get dug in (or in a building depending on how the objective is placed).  The M113s will support, with the option of going after unprotected enemy Infantry / assets if the opportunity presents itself.   The 3rd unit, most likely being in reserve, can be used to shore up an objective if required, or even push against weakened enemy lines or objective.  If deployed in a fortified position ahead of an objective, the enemy could find their MBTs taking fire from Dragon missiles from rear armour if they push too hard.

M1 Abrams Main Battle Tanks

Sadly, one of the most fun units to use in the force also ends up being one of it’s most temperamental.  A line of M1s opening up on a Russian armour column is a joy to behold, but that action is almost certainly followed by complete annihilation of the M1s in return fire.  With the points paid for them, and the ease of them dying, the numbers in my force have dwindled to bare minimum.

That said, I believe they have their place as my premier Ambush unit; 6 shots into the rear of a tank Platoon should result in 3 or 4 deaths, and then give the opponent the choice of coming back to face the Abrams or ignoring them and rushing forward.  With this in mind, they may end up holding Ambush until the 2nd or 3rd turn.  Time will tell how this works out.

M106 Heavy Mortar Platoon

These entered my force primarily for their smoke bombardment.  The ability to drop a 24″ line of smoke across your entire front line, that you can fire through at no penalty if within 6″ of you, is potentially a game winner in itself.  With the Range-in point pre-placed before deployment, no rolling is even required for this if you can envisage your full set up in your head.  I would look to drop smoke first or second turn to protect either my front line of my ambushing Abrams.  Further from that, pounding on Infantry with the mortars or going hunting with their machine guns is equally useful for the points they cost.  In a pinch, they can also provide some AA cover without sacrificing too much in your own turn.

M901 ITV Anti-Tank Platoons

With so few MBTs in my force, the ITVs are there to provide that missing punch to enemy MBTs.  The trick is getting the ITVs into good positions without getting shot up.  The suggestion is to ensure the enemy can’t get an easy line of sight to them whilst they are on the move, as being hit on a 5+ is much worse than a 6+ once they’ve settled in.  Hitting these on a 6+ is a nightmare for your opponent unless he saturates them with fire or drops very lucky.

To achieve this, having them move up to a position with the HQ within range (such as in a wood) then Blitzing to the front of the wood next turn using the Commander’s skill level offers a little more in terms of reliability.  Alternatively, get them into position out of current line of sight, but overseeing a zone where you know your enemy is going to move into in a couple of turns.  The wait should be worth it due to the threat presented; and if ignored, it’s a shooting gallery for you.  Alternatively, a smoke bombardment could easily cover them getting into position.

The unit count is too small to consider using in Ambush; the Abrams or M109s will always be the better choice.  So figuring out the best way to get these into position once claimed from reserves will be the objective.

It should be noted that Big Paul who painted all my forces is a Russian player, and hates ITVs.  He was very reluctant to paint the additional 4 🙂


So there you have it.  This force has adapted over my past few games as I’ve trialled various things, and I’m hoping it’s where I need to be now.  Time will tell, watch out for the next few Battle Reports!

As always, comments and thoughts are welcome.  In the meantime, here’s some more shots of the sexy Yanks posing for photos.






Dropfleet Commander – Lee vs Scott

So after 2 failed attempts to complete a full game, Scott finally found time in his busy Rock Star schedule to give a proper play through.  It would be my Scourge against his PHR in a 999pt game, with the forces as follows:


BG1 (SR10) – 1 x Basilisk Battlecruiser

BG 2 (SR12) – 1 x Hydra Fleet Carrier, 1 x Chimera Troopship, 2 x Gargoyle Strike Carrier

BG3 (SR12) – 1 x Hydra Fleet Carrier, 1 x Chimera Troopship, 2 x Gargoyle Strike Carrier

BG4 (SR4) – 4 x Djinn Frigate


BG1 (SR10) – 1 x Scipio Battlecruiser

BG2 (SR9) – 1 x Ikarus Vanguard Carrier, 4 x Andromeda Escort Carrier

BG3 (SR9) – 1 x Ganymede Assault Troopship, 4 x Medea Strike Carrier

BG4 (SR5) – 3 x Pandora Frigate, 2 x Echo Corvette


The mission would be take and hold with 3 clusters and a column approach.


Turn 1

I activated my BG2 first, moving my Troopship and Fleet support up the middle of the table and sending a strike carrier each to the edges (at this point I was worried about the Corvettes to which I had no counter so wanted to spread my risk).  The PHR moved on with their BG2, with the Andromedas pushing down the left flank and the Ikarus pushing right.

On the next flip the PHR went first, commiting his BG2 strike carriers and Ganymede.  I countered by full thrusting my BG4 Djinn up centre board, as I knew I would win initiative with them next turn.

Scott committed his bombers to my speeding Djinn, to which I responded with Escort fighters.


Turn 2

I won the flip with my BG4 Djinn and took a standard order to bring me into firing range of his Strike Cruisers.  Through my close Assault attacks and crippling rolls, both Carrier Frigates were destroyed.  The PHR Bombers then activated, inflicting very minor damage to the Djinn as their defensive fire and fighters nullified most shots.


Enter the Scipio… Moving up into the middle of my Djinn group, it opened fire and when the shooting stopped only 1 Djinn remained.


The rest of the turn was spent jostling for positions and moving up to clusters.  My remaining Djinn was taken down by the Pandora frigates.  My Battlecruiser took a Full Thrust up the right flank, angling directly for his Ikarus.

In the launch phase, long range Bombers were committed and troops started to hit the surface.

Turn 3

My ‘big move’ this turn was for my Basilisk to take down Scott’s Ganymede on the right flank, so that BG went to the bottom of the deck.

I got my second wave of Gargoyles into Atmosphere and moved my Hydra and Chimera up, managing to take out one of the Pandora Frigates.  The PHR Bombers then activated, destroying my Hydra and severely damaging my Chimera.


I committed my second Carrier group, moving up the centre board and taking pot shots at another Pandora, this time only inflicting 1 damage.  Scott responded with his Scipio, turning and broadsiding my Chimera taking it 1 hit from death.


On the right, Scott’s Ganymede was able to avoid the tender mercies of my Basilisk by running silent.  I instead went weapons free on the Medea in Atmosphere scoring 4 hits (needing 6s!) resulting in 8 damage to be saved.  With Scald in effect and several 4+ saves failed, the Frigate was destroyed.


In the launch phase, Scott went after my beleaguered Chimera, undamaged Chimera and Basilisk.  I placed all my defensive fighters on my undamaged Chimera.  As expected, the damaged Chimera was lost.


Turn 4

On the right, the Echos took down my last gargoyle whilst my Basilisk took a Station Keeping order to broadside the Ganymede.  The PHR bombers activated, inflicting 3 damage.

In the middle, my 2nd Chimera was destroyed by the Scipio and friends.

The Basilisk took even more fire.  In the ground combat phase, my middle cluster fired defence weapons to down the last Pandora and the left and right clusters were dominated by the PHR.

In the launch assets phase, my Basilisk was finally crippled with a decaying orbit and my last Chimera destroyed.  Rolling a 1 to repair it’s drives, the Basilisk burned up unceremoniously in the lower atmosphere.

In the scoring phase, it was 10-6 to the PHR.

Turns 5 and 6

With me only having 1 Gargoyle on the board, the next 2 turns went quick!

The game ended 22-10 to the PHR.



An enjoyable but frustrating game for me (I think Scott had a ‘whale’ of a time 😉 ).  A lot to ponder over!



Gates of Antares – Lee vs Jimmy

We decided to run a small tournament day at Janco Toys with 600pt forces over 3 games.  The missions to be fought were:

  1. Let Battle Begin
  2. An Unexpected Encounter
  3. Recover at all costs

My first mission was drawn against Jimmy and his Freeborn, with the Forces looking as follows:


Algoryn (6 units / 6 order dice)

2 x 6 man Infiltrator Squads (Leader – Repeater), spotter, Camo Drone

2 x 5 man AI Squads (2 x Micro-X Launchers)

1 x X-Launcher (Net Ammo), Spotter Drone

1 x Light Mag Repeater, Spotter Drone


Freeborn (5 units, 6 Order Dice)

3 x 6 man Feral squads with Soma Grafts

1 x 6 man Vardanari squad

1 x X-Launcher team

1 x Attack Skimmer with Batter Drone



On initial deployment I chose to seek as much cover as possible.  whilst maintaining lines of fire (the rocky slab bases were classed as dense terrain, the woods as light).  Not shown above is my Infiltrators moves… the left Squad sprinting into the building (and gaining a Pin for their exertions) and the right squad moving further up into the woods.

Turn 1

My building occupying Infiltrator squad opened the firing, shooting on the X Launcher squad bit somehow managing only to kill 1 crewmember.  The X Launcher responded by shelling the building and killing a number of my Squad.  Jimmy concentrated most of his fire on my Infiltrators, while I finished off the X Launcher team and set to work on his right most Feral squad.

Turn 2

With Jimmy concentrating on finishing my Infiltrator squad in the building and AI squad on the left, I pummeled the Centre and Right feral squads.  The turn ended with Jimmy have lost 2 units and me having lost 1.

Turn 3

Whilst my AI squad on the left was shot down and routed, my Firebase on the right pummeled Jimmy’s remaining squads, finishing off the Ferals on the right and leaving the feral team on the left with 1 man.  I had now broken his Forces, and simply needed not to become broken myself.

Turns 4-6

Over the following 3 turns we whittle each other’s units down, but no further Units were destroyed.  Victory to the AI!

Conclusion / Thoughts on Tournament Setup

Infiltrator and AI Squads support each other so well.  with good access to cover, both units can deal out a lot of punishment whilst soaking it up themselves.  Those 4 squads (2 of each) are an auto-add now in any size force for me.

We’ve played quite a few games of Antares (but had a couple months gap) and it has to be said that after getting used to it, it does play fast and clean; especially at these kinds of point levels.  The general feeling was that the points could be raised to 650-700ish and still play a nice game on a 4×4 table (the table size was chosen due to the space available).  We had set up to be able to run a 10 man tournament but unfortunately due to various issues only ended up with 5 players.  That said, it was a very fun day and we were able to square off 3 games each in under 6 hours.

It’s definitely something I’ll be looking to run again in the new year, and hopefully we can get the right numbers next time!






Team Yankee Battle – Lee vs Paul

We recently talked another member of our group into Team Yankee (incidentally the chap that paints all my Team Yankee stuff!) by letting him near a Russian Starter Box with some money in his pocket…  After a week or two of furious painting he wanted to get some tarmac on his tracks…

It’s a pretty short BatRep, the reasons for that should become evident pretty quickly…

I chose defence and he chose Hasty Attack, once again using the ‘More Missions’ supplement.  Rolling on the resultant chart gave us the Breakthrough mission.


We set out with 100pts each, with me choosing a Mech Platoon based Formation and Paul going Tank heavy.

I set up fully in the lower right portion, thinking anything placed in the upper left would be isolated and easily destroyed.  My artillery was set up well back, hidden from view, with my spotter and ITVs covering the direct approach and my Cobras taking cover in the refinery and covering the board distance-wise as best they could.  My VADS deployed just in front of the Artillery to ensure good coverage of my forces.  My 4 team Aabrams unit waited in Ambush.


Paul then set up the whole of his forces excepting his infantry company.  The tank hordes were ready to pounce, an imposing sight to be sure…


Turn 1

The Soviets advanced quickly, with the majority of units dashing across the board towards the objectives.  The little shooting that did occur accounted for a VADS and Cobra loss for the Yanks, with the VADS shooting down 3 of the HINDs with anti-aircraft fire.

The Americans responded with firepower, with Aabrams ambushing the dashing Soviet tanks and the ITVs and Cobras firing down range.  The dust settled with 4 less T72s; a poor response, caused by me not flanking with my Aabrams and some pretty good saving throws from Paul.  My first reinforcements, one of the Mech Platoons, made a road dash to protect one of the objectives.

Turn 2

The T72s decided to punish the Aabrams, pushing past them and firing into their side armour, destroying 3 of their number and swarming onto the Hill objective.  In response, the solo Aabrams remaining moved to contest the Hill objective and destroy a T72.  The Mech Platoon deployed to defend the town objective whilst their transports doubled back to protect the ITVs from the Russian Infantry moving in.

Turn 3

The Russians pushed forward and fully occupied the hill objective, having completely outmanoeuvred me and leaving me with no tank units in tactical move range to contest (and infantry unable to get close enough).  I tried in desperation to clear the hill using Salvos, Dragon fire and VADS but was only able to offer light wounds to the Russian Bear.  On the opening of Turn 4, it was game to the Russians.



I was utterly unprepared for the Russian mad dash across the board.  Whilst Paul’s HINDs were thrown to the wolves, his tank rush threw me off kilter immediately.

With hindsight I should have placed at least 1 unit in the other table quarter behind his advancing line.  This might have slowed him down, or given me easy kills.  If my Aabrams had ambushed from there it could have stalled his whole attack or cost him many more tanks.

I also need to ensure my Infantry are on the board in the first turn so they can get onto objectives and dig in early.

Other than that, any advice appreciated!  It was a great game and looking forward to the next.