Team Yankee V2: Winners and Losers
Well, the time has finally come, and the second version of the Team Yankee rulebook is finally here. There has been lots of speculation, hackles getting raised and keyboards smashed in anticipation. Having reviewed the pertinent parts of the new rulebook, I will endeavour to make an objective assessment of who wins and who loses in the new rules.
Note: I am not gonna put it in general terms, for example, NATO wins and WarPact loses, but try to asses specific units or unit types that benefit most from the rule changes. So without ado…..
Winner: Artillery
(and especially AMX and DANA)

Man, I am soooooo glad artillery is back and effective now. I found it odd that artillery was so awful in V1, and no one used it when it is such an integral and important part of conventional warfare.
Doing away with the convoluted ranging in modifiers and adding repeat bombardment, ranging in additional batteries (something I recently started using in Flames of War to great effect), and retaining the -1 to range in from a specialist observer makes artillery absolutely lethal now and a must-have against any force that has any sizable amount of infantry.
Those complaining about Milan Spam, you have your answer. Of note, this adjustment makes DANAs and the AMX F1 must runs in forces that can take them. Milan Spam? Ok, I’ll just drop repeats on them hitting on 3s for the autoloader. They won’t last long…..
Winner: Large Units
(yes, WARPACT armour gets the nod here, but also Basij)
Yes, with the new morale modification, large units are now going to be a thing. Judging by the discussion on the Interwebs, it seemed MSU was the way to go with WARPACT armour. With “Last Stand” being the rule now, and applicable every turn, MSU becomes a liability.
A smart player can wax 1-3 tanks and let the morale checks take care of the rest, and over time the MSU player will bleed VPs. So I think now you will see a return to larger War-Pact units. Of special note here is the Basij. Yes, they are hit on 3s and save on 4. But with a special spearhead move, a 6″ assault range, and a high-end unit size of nearly 40 stands I see them being a thing in V2. I mean, you run them across the table, good luck trying to get them to Last Stand before they get you.

Winner: Tier 1 NATO MBTs
(M1, Chally, etc… I’m looking at you)
Ok, I’ve heard many a player say NATO MBTs are unplayable. UNPLAYABLE.
I thought it was false then, and doubly false now. Considering they are a pain to kill already, you now are going to have a heck of a time breaking them as well with the morale adjustment. Being able to remount (on 2s for the Abrams for example), which happens BEFORE last stand checks, is a big boon for them. Combined with arty being able to deal with ATGM spam and the 40% reserves rule, I can see MBTs benefiting in V2.

Loser: Any Unit of Two Teams
(Poor ITV, Luchs, Armored Cav…)

I know a lot of guys got all hot and bothered about this, and it is true that two-team units are now going to be a liability that can bleed VPs in a game. Kill one, and its Last Stand time.
Now, I know many don’t like this but consider this real-world assessment. Most two-team units in the game are recon or harassing elements. They’re not meant to engage in pitched combat. Even armoured cavalry is a screening force and not the main manoeuvre element.
So, while I know some grumble about the hit two-team units took, I agree with it.
Loser: NATO Infantry
(Especially Milan Spam!!!)
While NATO tanks get a boost, NATO infantry in my view took a hit. Not having the numbers to absorb hits before Last Stand, and with artillery becoming much more lethal (and even more so if DANAs are lurking….), NATO is going to be a bit more challenging to play.
And to be truthful, I think Milan Spam is history with the changes.
Drop enough arty on their heads, they have a choice: die or move. They move, they cant shoot. They can’t shoot, they’re not nearly as effective. Overall, NATO infantry players are going to have to adapt quickly to the rules changes.

Conclusion
Overall, I am very pleased with the V2 rules and not having to think too much or get confused between Flames Of War and Team Yankee.
This is a good improvement, and while some units took a hit while some benefitted, that is the nature of wargaming. Rules come out, players and armies evolve. So, get on out there, play, and see what works and what doesn’t in your forces under the new rules.
Until then, may your dice roll hot! VAB HOT!
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