Team yankee board game
With morale checks no longer at the end of the shooting step, units will have a chance to get back into good spirits prior to checking if a roll is needed for unit morale. It also enables units that are in poor spirits to stick around for one more assault step which could make all the more difference for holding on to that objective just a bit longer. Only one unit needed to be in good spirits, now in v2, formation morale is adjusted to require two units including HQ, excluding transports, excluding support to be in good spirits.
Another welcome change, the formation commander no longer needs to join a unit to grant a benefit for the unit morale test. Additionally, should the re-roll fail, the formation commander does not get removed from the game. In v1, when a team destroyed another team, you could immediately occupy the space that the destroy team had been in, wrecks excluded of course.
Thanks to Christian for suggesting I go back and relook at that! With v2, artillery sees a number of changes that will amp up their usefulness on the battlefield. When rolling to hit artillery goes to the v4 FOW style where if the battery has guns, you must confirm hits and if you have more than 5 guns firing, you are able to re-roll misses.
Repeat bombardments infantry teams must re-roll saves. And there was much much much rejoicing. This is probably the biggest change in v2. Rooting out dug in infantry has been a long standing challenge in the game. Having something that can address Milan spam without resorting to taking risks with brutal guns is deeply appreciated. Infantry is still super valuable, but now artillery is all the more worth the points you spend. One substantial change tucked away on page 69 involves AA MG fire at helicopters and strike aircraft.
When shooting at them and the helicopter or strike aircraft fail their save, you must confirm firepower rolls! This is a very important boost to both helicopters and strike aircraft. This will no longer be the case and certainly will affect list building. Being in the rear with the gear to help keep essential artillery and AA assets on table can be very important!
Artillery is amped up to counter infantry heavy lists more effectively. The effectiveness of AAMG fire is reduced. You have the ability to include black box units from your nationality as a support option. Formation commanders provide re-rolls. Time to go back and reexamine how you construct your lists as these are a set of changes that will refresh the meta.
For the new player, Team Yankee continues to be a fun modern warfare miniatures game with a great community, lots of options for nations to play, great models to build and play with, easy to learn rules with a solid company behind it all.
You are totally right. Thanks for making the article better. Well done thank you for the update. The changes seem reasonable and address some key issues. As a veteran gamer I still have two issues not resolved. Infantry saves whilst mounted in vehicles still really bugs me. No grunt ever wanted to be hit whilst rolling in a s afv, they were death traps. Makes arty more useful as well. The simplest method to reduce car parks would be to go back towards FOWv3 insofar as giving artillery better anti-tank ratings.
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