So the boys got together for an introductory game of the new Team Yankee rules last night, so I thought I'd post some pics of our kickass (IMHO) GHQ table. Next week its our first try at Fistful of TOWs 3! Enjoy!
You did well on your figures and on the terrain!! I am not favorable to the hex lines. You made very nice looking terrain to fight on. The good guys look good, the bad guys look nice.
Thank you for sharing.
7.62, I bet you are, all you Leopard 2A6 guys must hang out at the Leopard Bar and
talk about 4.75 in(120mm) cannons. Just trying to take over the world with brute force.
Even Paulson Putinville is nice compared to all you Leopard guys! Ya'll have fraternity, an
association, or a club of Leopards?
How did you find the Team Yankee rules? A group of us here in Canberra are looking at using 6mm for those rules too. I've also been playing around with some stuff on my table.
I assume you did your own unit cards/ mods for more modern kit (Leo 2A6, Puma, BMP-3, T-80 etc.)? Are you able to share what you came up with?
It felt at its core very much like FoW except for modern, which is a positive as most all of us are very familar with that ruleset as we have played it extensively in 1/285 scale (except ORCRiST, who refuses to play WWII). So we just tried it out to see how it played with only 50 pts per side just to learn the basic rules. Just minimum core armor units, a couple AA units, and a couple helicopters per side. We played on a small 3' x 3' board so we cut all range/movement/distance references in half. We think that using the published distances on a full sized table would be ideal though, with the exception of the artillery/air-strike template which needs to be halved in area as the BF one is enormous. The game is well balanced with point costs and even with playing a 50 point game (opposed to a 100-150 points) it went right down to the wire with a Soviet victory (barely) due to a failed US moral check due to combat attrition.
Post game reflections: Mech AA was highly effective against choppers, especially for the point cost. M1s behind low terrain are very hard to hit. Large platoon size is very important for moral purposes. TY units are much more mobile and faster than in FoW. Use the new movement commands.
My M1s and T-72 arent painted yet, so we substituted in some of ORCRiST's nicely painted Late German and Russian armor as "counts as". We used the published BF card stats, but if you are interested in alternatives, the TY forum at Battlefront has a lot of crowd cooked stats for unreleased stuff. Incidently Germans and UK are being released later this year.
In a week or two it will be A FISTful of TOWS ruleset that gets demoed by our group to see which one we like the best. From what I have read so far, I like the completeness, and timeline options, but dislike unit scale. I much prefer 1 model = 1 tank. I realise we can convert it with some math, but fractional point costs for are "messy" and dont take partial and under-strength platoons and companies into account.
Cheers.
Post edit: I think ORCRiST has a Leopard 2 fan club membership card that he uses to get into that bar...
I mainly play FFT, so know those rules well. They're very good.
FFT has a chapter (only a page or two) on playing the rules at 1:1. There's minimal changes, and the rules still work well. Arguably better than as platoon bases, since the stands use very low-level tactical actions like overwatch (which seems very 1:1 level, rather than platoon element, to me...).
Anyway, let us know how you enjoy the FFT rules too.