Loving the Team Yankee

After starting on my initial Russian Team Yankee force awhile ago, which actually started due to the ‘fire’ sale at The Source of all their Battlefront minis and rules, I finally was able to get some games in. So in this tale of woe and adventure, I played Patrick’s Brits and then Jason’s ‘mericans.

So firstly if you’re nearby the Twin Cities, you really should do two things. First, join the Flames of War / Team Yankee Facebook group and second pop by Dreamers Vault on Hiawatha. They are a really great store, player friendly and most important very supporting of gamers with a nice large area to play.

Coming into these games, like many my forces are in various states of assembly, paint and flocking. So across us all, the bar is pretty low for lead on table in whatever state not to mention even throwing in substitutions. We’re all making forward progress tho.

In my case, I’ve managed to get my initial set of Russian infantry all painted but not flocked, so this was their initial debut. My Hinds are my current focus so for these games, they are all in that early rough stage of being painted. Some of my vehicles (T-72s, BMPs etc) have their camo tho I haven’t painted a single track.

We’re still learning the rules and trying to separate out Flames of War style vs Team Yankee-isms.

Coming into the games I wasn’t expecting to win at all, but more get exposed to tactics and get a better idea of what are core critical units. Air and helicopters are different enough that it’s good to understand just how effective they are or aren’t.

Game 1

For the first game I decided to try out an Russian Afghanistan unit, so I took two sets of straight legs, one small (4 AK etc), one medium (7 AK), then with 2 Hinds and 4 Hinds. Next I fielded 9 T-72, a unit of Shilkas (2), and then 6 Frogfoots.

Patrick rolled up a No Retreat which immediately got us into special rules on top of special rules. First it’s a night fight. Gulp. Second I didn’t get to start with much on table so all that infantry I thought might be on helicopters, nope they were forced on.

On the bright side, I picked up 4 mine fields and dropped them both on the road and on my right flank since that had the objective closer to his side.

Immediately Patrick pulls in an airstrike. We did sort of wonder what was and wasn’t possible in the dark as far as airstrikes go. We applied the visibility modifiers and night fight modifiers but otherwise yeah, think it’s an interesting question.

Anyway after his air strike come down which thankfully was fairly ineffective, he started to move on both flanks in strength.

With my first reinforcement roll I decided to pull in one of my groups of Hinds. I kept them back from the Brit Rapier AA. We were a little unsure at night just what the ranges are for AA. Is it on the die roll? Do you need Radar? It’s a little unclear. So initially we were going on a die role.

I dropped my Hinds in to go after the Brit APCs and then in theory slow down this side of the fight. It worked fairly well and the infantry dropped out after the APCs took some damage and decided they had enough.

This put the Brit infantry out in the open in front of my LMGs and also facing the prospect of crossing a minefield.

Meanwhile on the opposite side the Harriers started to prep the other objective in anticipation of the Brits attacker here soon. My Gremlin team was happy with this and started to fire back, bringing one Harrier down.

Putting up the good fight on the opposite flank the Brits pressed and in my turn I set the Hinds on the tanks and they successfully brewed 2 and the 3rd made a run for it.

For my next reinforcements with the Brits starting to get close to my left objective, I pulled in my other Hinds as well as my Tanks.

Given the APCs had shot, one of the Hind groups made quick work… the chieftains OTOH were a different nut to crack. Jason had arrived and said that for the AA at night, guided was good enough to shoot at full range. So that meant that the Hinds got to feel lots of love prior to their attack.

The last turn before dawn lifted the Chieftains were just brewing T72s left and right. You’d think at 9-3 could have worked out a little better but nope, the dice just weren’t there and besides the Chieftains do have really good armor so sitting back and trying to plink away was not the right tactic.

Likewise I couldn’t get my Frogfoots to come in for the life of me. The entire game they didn’t come in for an attack.

Last picture of the game, Victory to Patrick as his Harriers take out the rest of the T72. The Shilkas having arrived didn’t even get a shot, they were gunned down by the Chieftains … again bad tactics on my part.

Game 2

This time I decided to field a Russian Red Banner Tank formation. I did two companies of 5 and 4 T-72, gated by the fact that I just have 10 T-72s assembled. That box of 5 more suddenly got a higher spot in the assembly queue.

I fielded 9 BMP-1s with 7AKs, etc, 2 Shilkas, 2 Gophers having suddenly gained AA religion due to the prior game, 4 Frogfoots, 4 Hinds and a 3 battery group of Carnations with an OP in a BMP-1. Just 93 points but Jason could only field 92 pts of ‘mericans so that kept me from throwing in more stuff.

This time it was an encounter mission, and we played on the same table as before.

For units this time I choose my Shilkas, Gophers, the BMP mounted infantry and a company of tanks.

Jason had his artillery, M1s, Vulkans and Infantry to start with. Both of us put our objectives out to generally the flanks to spread each other out.

I decided to press my left flank and trust that I could either flow over my infantry in support of my other objective or presume that reinforcements would save the day.

As I was the attacker for the setup, the second roll for who goes first… sigh I didn’t get. I had assumed that by attacker for setup I was attacker for the initial turn but I wasn’t. I figured this was going to cost me dearly with my initial armor placement.

The M1s opened up and blazed away at my T72s but only bailed out a couple. Both remounted on my turn and I pressed forward getting behind the trees so the M1s couldn’t shoot at me. Next the M1s moved out of the forest (1 bogged) to cover the objective and the tank battle ensued.

Luck was with me and I brewed up an M1, and bailing enough to cause a morale which with Jason rolling a 2, they boogied off. This was crazy huge but the game was far from over.

With Jason having to worry about his right flank and throw all he could there I decided to pull my BMPs and infantry in. First I flowed between the buildings, getting just enough BMPs to shoot at the American OP and took it out. It was a trade for 3 (and infantry inside) but in the end it was worth it.

Meanwhile Jason pulled in his 4 Cobras on his reinforcement roll. Being the hunters they are they immediately started to brew up my tanks. My Gopher SAMs tho were able to take one out. 6s to hit is pretty tough, clear a 2 Gopher battery of SAMs isn’t quite enough.

Price check on Gophers over there on the shelf?!?!?

Next I pulled on my Hinds and Frogfoots for my reinforcements. Only one thing to do… get those Cobras. Commence crazy amounts of AA fire from the Vulkans….

So I lose a couple of Frogfoots but they take out a Corbra ….  2 more to go…

Hinds, get to work, and they did, talking out the remaining two, again with a loss of 2 due to the Vulkan AA. That’s a heck of a lot of shooting at air targets and I think kind of a quibble for me with the rules, sure AA should be able to defend against air attack but once you expend your AA, having an infinite ability to shoot at attackers as each comes in just seems wrong.

Still the question wasn’t quite settled as Jason was rolling over his APCs to go after the other objective. Likewise I was calling back my BMPs to cover the objective.

My last unit of reinforcements another company of tanks would be coming on … but where?

On the wrong side of the table, that’s where… but the objective was pretty much secured until Jason again with his last bit of reinforcements was able to bring Vads in to contest.

With the remaining Hinds and Frogfoots they went after Jason’s APCs and between them and the BMPs were able to shut down that rush for my right flank. Likewise on the left, my remaining tanks were able to take out the Vads and it was game.

Final thoughts

Mighty fun time, two games in and still lots of rules to look over and a re-read of the rule book being a good thing.

The game and time period is quite deadly. With 2+ FP rolls for armor vs armor, burning vehicles will pile up all over quickly.

Air and Anti-air is crazy essential. The cobras are really impressive. Likewise Harriers, Frogfoots and even Hinds can do some damage.

The stream lined rules are generally good and play pretty well, tho some of the particulars around night fighting need to be FAQed I think.

All throughout the time we were playing, we have quite a number people come up and ask, what’s that? Definitely encouraging and added to the fact that in the area, many are rapidly building forces, means there will be lots of fun ahead.

I’m definitely looking forward to some Team Yankee tournament play but I do seriously think that the old Flames of War scoring system needs a change. I’d really really strongly point towards Star Wars Armada for a better model or even Chain of Command/Sharp Practice.

Last I think the missions need a revamp. They barrow heavily from Flames of War and that’s ok, but fleshing out is definitely needed with some additional flavor added that could really make the game shine. I’ll blog on this in the not too distant future as I have some specific thoughts and want to try some things out.

Posted in Team Yankee | 3 Comments

Battle of the Bulge – 2017.1 Battle on the Mississippi

On behalf of the Screaming Eagles, we would like to invite Flames of War Players in the Wisconsin, Minnesota, Iowa or further(!) area for the  next edition of Battle on the Mississippi. This Flames of War Tournament will be held February 18th, 2017 at Deaf Ear Record Exchange in LaCrosse WI. (112 4th St S)

Door should be open (back door) at 9am and first round starts at 10am.

It is a 1700 point late-war tournament featuring 3 rounds. Players may use late-war lists from the two Battle of the Bulge books. This will be a special tournament with a west front winter theme. Special tables being worked on of course! No late-war monsters!

If you have questions, by all means ask. Only able to assemble a partial list or don’t have the lead?  Please talk to us ahead of time tho so we can plan for you to be there! We do encourage new players!

There is a $20 entry fee and a limit to a total of 22 players. There will be a special Battle of the Bulge gift for those attending, thus the higher fee this time around.

There will be prizes. Please fill in the following form. If you have questions, feel free to email tom_gall@mac.com directly or give him a ring at 507-396-3641.

Players will need to send a copy of their army list no later than February 11th. We do prefer that players participate with painted lead but it’s not essential. Results will be reported to the national board of ranked players at wwpd.net.

Hope to see you there!

Next up after this is AdeptiCon where we are teaming up with Battlefront to host the Team Doubles Nationals, as well as helping out with the Team Yankee tournament.

Posted in Con, FlamesOfWar | Comments Off on Battle of the Bulge – 2017.1 Battle on the Mississippi

AAR – Dreamers Vault – Twin Cities December EW tournament

I played in the Dreams Vault Flames of War December tournament this past Saturday. As has been the case the size of these tournaments continue to grow as the Flames of War community in the Twin Cities rebuilds itself. We do have a facebook group

Thankfully between the Battlefront support and Dreamers Vault giving us a new home to play and be able to buy actual stuff, it makes for a great venue and most importantly, there is still room in the store for the event to grow. Keith Gilmour was the TO and had organized for 7 tables to be set.

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For the event I swizzled my French list I had taken to the EW Nationals at AdeptiCon this year. I had lots of list regret mostly centered on the fact I didn’t have tons of time to paint the new French that are in my paint queue but bumped due to my Team Yankee painting, but I did at least do the minimum so I had proper 76s this time around.

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Panhards and Laffys for my core tank killers, with 20mm AA, 150s, 76s, 3 platoons of infantry, a platoon of mortars, and a platoon of HMGs with 25mm ATGs and 3 carriers for that extra desperation shot for emergency situations. Confident trained, but I figured respectable.

Compared to my AdeptiCon list, I had Somuas (no Panards), and less infantry. With 10 platoons this time around it helps in those situations where you’re starting with only half of your forces.

Still in the list regret category, while the Laffy is good with it’s 9 AT against armor, it’s not the punch of a German 88. Likewise more armor for more battlefield maneuverability helps a lot, yet with most French tanks being single man turrets that extra +1 is hard to swallow. The Char is a great choice, but mighty expensive. Such are the trials and tribulations with picking a list.

Game 1

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In the first round I played Keith Gilmour. Our two forces have squared off against each other now 3 times. Here, AdeptiCon and prior so yet another rematch. With Pincer as the mission I was the defender against his German armor horde. With one Objective in the town and the other on my far left flank next to the woods I figured this was going to be a race between needed reinforcements and Keiths ability to strike hard.

I put my Laffies in ambush and away we went. Keith brought his 8rads down the middle, and Pz IIIs with two platoons to the left and one to the right.

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I sprung my Laffies who were able to take out one platoon in short order. That shut down anything on the right side but now I had to really worry about my left flank.

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Keith came in hard and fast going for the assault. While I was able to brew up a tank here and there, it just wasn’t enough. In addition given the AT 2 of French infantry, not so great in assault against tanks.

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So down at the end I was able to get infantry and my Panhards on table coming from the left. Keith was contesting so I had to act very very fast. It pretty much came down to a die roll as I assaulted into tank platoon that was on the objective. Literally all I had to do was kill one tank … one tank, but I failed my counter, my men deciding they’d had enough assaulting German armor and that was the game, a 3-4 loss.

Game 2

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Next I played Jason’s Brits, a fortress company, the Tobruk strongpoint with the Cauldron mission.

Of any mission being matched up against that force, what a double hammer to have to face. Straight away I gambled and kept my anti tank assets off going for infantry, HMGs, my two artillery platoons and last the mortars.

Jason having a gazillion miles of trench and wire had to play in a little box but thankfully he left two doors open. First with the machine gun nests, they covered his right flank well behind the wire, but left a blind approach for my platoon especially mixed with smoke, which was why my mortars were on.

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Luck was with me and with my reinforcements early I started to bring on infantry to press Jason’s left flank. A feign I know but it lured him to spread his platoon in the front out and draw it closer to my mortars which could direct fire into the trench. Jason started to take some casualties but likewise he was able to knock out a few of my HMGs that were trying to keep him pinned. Alas hard to do against fearless…

Meanwhile Jason was able to get his Matildas on which of course rolled up on took out my 76 guns.

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My Laffies came on as did my Panhards. With shots to the rear the Matildas thankfully were dispatched quickly.

Coming down to the end and nearly out of time, I went in for the assault and once more close to victory, but Jason had 7 dice in defense as I came in, and he rolled the 5 hits he needed to push back my assault. Had I got in, there was only one team I needed to take out and I would have been on the objective and with a reasonable chance to actually hold it uncontested as well as opening the door for my attack from Jason’s left flank.

A 2-5 loss, against a really well put together force by Jason. It was a heck of a very hard game and a very hard nut to try and crack.

Game 3

Last I faced Chris Grau’s Russian force, a collection of Matildas, Valentines, BA64s (IIRC) and T26s with some Russian engineers. A city fight that was fairly out in the open but against way more armor then I wanted to see. The mission was Encounter.

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I took advantage of the terrain to put infantry in rubble to cover the objectives on my side. My problem was I didn’t have an easy way to quickly get to the opposite side and even then, I needed to focus and take out the armored platoons one by one.

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So first the Laffies made quick work of the BA armored cards.

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On the opposite side of the table I ran my infantry over to try and secure the objective facing the Russian engineers coming on table.

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On my left flank with the Matildas marching in, I decided to feign hoping I could dash and get behind them with enough Lafffies to actually take one or two out.

Unfortunately that little Russian biplane came down, hit every truck and killed every one of them…

While a loss, I figured I could get the Pans out and hold the objective anyway from the rubble. No HE Matildas aren’t that scary…

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So with that the left flank went stagnant and I didn’t get a picture of Chris’ T26 horde spoiling my fun to seize the objective. I was able to between artillery and infantry fire and Chris failing to dig in, make fairly fast work of his infantry, but those T-26s were not something I could start to deal with until either more infantry moved in and/or the Pannards got over there.

So we called it as time was down to a couple of minutes there wasn’t point going another turn as neither of us had any arrows left to root each other out, a 3-3 tie.

All in a all a fun tournament with close losses and frankly my force did better than I thought it should have especially going up against 3 different lists, all of which I wasn’t  equipped to deal with.

Here’s the overall results from Keith.

Player Nationality Army Battle
Chris Novak German Pioneers 17
Jim Bodine British Jock Column 16
Brian McLaughlin German Leichte Panzer 15
Rick Davis German Czech Panzer 13
Patrick Barkuloo British Jock Column 11
Keith Gilmour German Leichte Panzer 11
Charles Hiner Russian Inomarochnikiy Tankovy 10
Chris Grau Russian Inomarochnikiy Tankovy 8
Jason Hobbs British Tobruk Strongpoint 8
Bernt Suggerud French Fusilers 8
Tom Gall French Fusilers 8
Bill Wojahn German Czech Panzer 7
David Ekstam French Compagnie de Combat 7
Walter Hard Polish Peichoty Company 3

Next event is January 28th and will be a Team Yankee escalation ‘tournament’. Very much looking forward to what will be a fun time.

Posted in FlamesOfWar | 1 Comment

Escort that Wagon

Eric and I gathered for a game of Sharp Practice 2 the other night. While our normal group numbers were of course down because of the holidays we thought we’d get in a game. We continue getting more into the rules and was now just our 3rd game. Overall I think we’re really really enjoying these rules. Every battle has been interesting and pitched.

In this scenario, the French aided by their Indian allies needed to escort a wagon across the table. We expect an attack probably from one of the flanks but that’s about it.

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My 60 pt force includes a cannon, a doctor, 2 groups of Indians and 3 groups of French Regulars with a musician. We rolled and received all of 1 turn of movement so we were pretty bunched up on the table edge.

Meanwhile our 60 pts of British foes, included 2 groups of Scots, 2 groups of essentially rabble, (but cheap rabble!) and then 2 groups of British regulars.

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And lo the enemy did appear with  Scots in the lead. Our Indian friends went for the fence line in the field and the French regulars started their march to form line of battle on the left flank. We pulled the wagon up next to the house to away the results of combat.

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The Scot let fly their opening volley which thankfully did little to shake the resolve of the first group of French regulars. We set up on cannon and let fly to good effect.

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The French continued to march into line when a very generous series of times through the card deck to activate. We had a couple of times where it seemed like it was about a 3:1 activation advantage for the French before the tiffin card would come out and end the turn. This allowed us to plink away at the Scots taking down their numbers and also causing them to fall back.

Meanwhile on the right flank the Indians were blazing away at the British regulars. Sadly we needed to get engaged in fist to cuffs after all those tomahawks are what makes it all work!

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Battle line formed, we left fire and with that the Scots turned and ran for the safety of the church behind them joining up with some of the Brit rabble.

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Seeing the line move up, the Brit regulars on our right flank likewise gave ground. Ian got control of his Indians, stopping their shooting and jumped the fence to start to move up.

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Then with my regulars I did the slow, load, walk up, present, fire! Putting a hit here and there onto those at the wall. Meanwhile Eric’s overall leader was giving quite the pep talk to the Scots who over the course of several turns lost all their shock points.

The Indians decided one more volley before pressing the attack home… which would cause them to basically not move the rest of the game because their leader could no longer get them under control to stop firing and move up to attack in fist to cuffs.

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The Brit regulars move into the courtyard joining their friends, the French regulars move up and take the Brit deployment point at which point the force moral for the Brits was down to 5.

The game was pretty much complete with a French victory. The Scots had one flukey result where they through the ‘random events’ table decided to rush the French line and present the cold steal …  not such a good idea for them.

Anyway, a very fun evening was had on Thanksgiving eve.

 

Posted in Sharp Practice | 2 Comments

Starting WWIII

Recently I took a much greater interest in Team Yankee due to the fact that the rumors and then affirmation that Flames of War v4 was going to be strongly influenced by the Team Yankee rules.

Mix in the fire sale at The Source up in the Twin Cities which resulted in the rules being about $5, I started reading and generally liking what I was seeing. The ability to actually target teams, artillery targeting by location, start with pre-plotted artillery, more order options, air that can loiter, and a bunch more that seems to be taking the game in the right direction, one heck of a carrot to dangle in front of an avid gamer.

Alas still a d6 game, but I’ve looked at the odds in the past for flames of war and the reality is the hit/save/firepower combos work out pretty close to d10 based games that do a hit/penetrate type of approach.

Given interesting rules, of course one needs to test them out. I thought from a past 1/300 lot that I had a bunch of modern American/Russian lead, oops, guess not. 1950s Russian hardware yes, but not 1985 Abrams or T-72s. This leads of course to actually picking up some lead, err plastic, mostly plastic.

I really really really wanted to pick up West Germans but at the time I was up at Dreamers Vault in the Twin Cities they effectively only had Russian hardware, they didn’t have the German book so I dove in picking up Russians since from table talk more Russian players were needed. If it all proves to be mighty fun, a West German force definitely could be in my future.

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Which then leads to painting….

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I decided to go with a Finnish camo scheme on my vehicles. O yeah, I like the look!

Then suddenly I’m sorting through my music collection in iTunes looking for ~1985 tunes, which all tally up to about 6 hours of junior high, high school era good times.

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Then I’m picking up the Team Yankee book by Harold Coyle and it’s good … I mean a really good page turner.

So at some point will get to play a first game and I’m really looking forward to that. The Twin Cities Flames of War Facebook group has a number of new Team Yankee players so it’s all good.

All this coming from a guy who hasn’t played a ‘modern’ era military game since some time in high school back in Bismarck when I played in a what if game involving the Russian, Iranian, and American navies. I ran the Iranian gun boats and got totally smoked.

Posted in Team Yankee | 2 Comments