The New British Army for Team Yankee v2 – World War III
By Paolo Paglianti
The new Team Yankee V2 rules arrived with few surprises: we already knew they essentially would have been the Flames of War (FOW) V4 updated for the Cold War era. However, in the rule book we find a lot of references to the new British army book, scheduled for next February. So, lets have a look at this update order of battle.
Guess what? When the new Team Yankee V2 rules come to the picking your force scheme, the example is straight from the new British book. So, even if we dont have all the elements, we can a pretty good idea of our future British army will be, or if we play something different what we can face next year with an opposing player deploying the British Army.
The full British rooster: all the “old” flavour with some very good and tasty new entries.
We have the full Company formation, with some juicy new entries. The very good news is the Challenger Squadron, featuring the monster tanks. We also have the stats and the costs, thanks of another example in the rule book: the Challenger is probably the best tank of the whole game, with a frontal armour of 20, sides of 8, the usual 120 l11 Gun (AT 22, Firepower 2+ and Brutal – the same we find on the Chieftain). The only bad thing is a moving ROF of 1, a common trait on British tanks.
You can also upgrade the tanks to the ROMOR version, with a front armour of 21 and sides of 10. The Challenger is also equipped with Thermal vision, much better than the common IR visors usually found on British vehicles, and with Chobham Armour, taking the sides up to 16 if hit by HEAT weapons. So, a true mobile fortress, but with a cost: the Challenger is the most expensive piece of equipment, costing 11 points 13 if you take the ROMOR.
The frontal armour with 21 is the strongest in the game, right now: this value is really important, since it can’t be even touched by “normal” missiles like the Milan (AT 21), and only a few units in the whole game have AT 23 – and even, in this case, it can be easily resisted with a 3+ roll. The only way to kill a ROMOR Challenger is to hit on the flank with something really heavy, like a missile from an aircraft.
Let’s imagine a list with such an expensive tank. With the new morale rules taken from FOW V4, you wont take troops of two tanks: if one explodes or is even just bailed out, you test every turn on Morale 4+. This means that the wise British player will max out the troops (Ed note: thanks, Simon Pearson!), so were going to take 3 Challengers in each troop. If you want to deploy a single troop, its 33 points (39 if ROMOR). If you want the full Squadron, 88 points for 8 tanks (2 HQ, and two troops with 3 tanks each). Its something impossible if you play 75 points army, and almost ridiculous if you play 100. The only viable option seems to have an infantry Formation with one single Challenger Troop as support, still costing a third of your budget.
You will like to protect the Challengers, so you’ll probably buy a couple of AA units. We don’t have all the costs right now, but a list with 3 Challengers will not have too many other troops around them. The same situation we see in FOW V4 with the German Tigers.
The Challenger Formation also has the option to field a Warrior Mech Platoon, another new entry: the Warrior is the new transport for the British player. You can now choose to deploy your mech Infantry (in my opinion, the best of the game) in the usual FV432 transports, or give some good support with the Warrior. Thanks for another example in the rule book, we know that the Warrior Mech Platoon with 4 GPGM, 3 Carl Gustav and one Mortar base, with 4 Warrior transports, costs 14 points. If you upgrade it with two Milan teams and another Warrior, you need to add 4 points. This means the Warrior Mech Mech Platoon costs exactly the double of the FV432 one ouch!
The Challenger Formation – you need to add the HQ, also. You can see you have the option to field some Swingfires or choose the new Warrior Anti Tank Section with Milans.
Also, you can uparmor all Warrior vehicles for 1 point in total something we feel we will do, even if we dont know the Warrior armour values. We know, from the formation example, that the Warrior Anti Tank Section (with Milan) costs 4 points for two vehicles.
From the same example, we also know that the new artillery, the MLRS Medium Rocket Artillery, costs 6 points for two vehicles, and we will deploy 4 of them for we can imagine 12 points. We dont know the stats, but we hope they will have the Salvo area. With the new Artillery rules, we will want to have two units of artillery and they are a perfect companion for our Abbots or M109s.
Finally, from the example list, we know also the cost for the Fox Recce. We already have an excellent choice of Scouts/Spearheads troops with Scimitars and Scorpions, but for 3 points for 4 Foxes, we could expand our light cavalry. They also have their Formation and could be a cheap alternative to the Scimitars/Scouts one. We only need to know which heavy support comes within this Formation since we really like our Strikers with their heavy missiles. The Striker Troop present in the old Recce Formation is the only one in the British list to have 4 vehicles and AT 23 (the Swingifire troop, available in the Chieftain Formation and essentially identical to the Strikers, has only three; the Spartan Troops available in the Mech infantry Formation has AT 21, doesnt have Swingfire trait and doesnt have Thermal).
One last surprise revealed: the British now can field the Chieftain Marksman AA Battery. Essentially, they are a Chieftain chassis with the German Gepard turret. With ROF 5 AT 11 and Firepower 4, its really good both against infantry/light vehicles and Aircraft. With the new rules so good with Flying objects (infantry and AA MGs need to reroll successful firepowers against airplanes), we will need some help for our Rapier Sam Section: the skies will be full of planes and helicopters, with the new Team Yankee V2!
Timely article. I was just asking some of these questions yesterday. Thanx!
thanks 🙂 happy you enjoyed!
A Fox CVR(W) Sqn 1993 , just a note these were a part of the TAVR (similar to the USA’s NG) .
https://www.britishempire.co.uk/forces/armyunits/yeomanry/royalyeomanry1.htm?fbclid=IwAR0TpKBHH1erlD36Qswb_mHam5rcjQmCIzeOnAla_9tffwm8Cu9d4uso0qY
This is from 1989 ,seems to match 1993 .
The Royal Yeomanry
Type: YEOMANRY RECCE REGT (BAOR)
• RHQ & HQ (Westminster Dragoons) Sqn – 1 Elverton St, London
• A (Royal Wiltshire Yeomanry (Prince of Wales’s Own)) Sqn – TAC Bythesea Rd, Trowbridge & TAC Church Pl, Swindon
• B (Sherwood Rangers Yeomanry) Sqn – TAC Cavendish Dr, Carlton, Nottingham
• C (Kent & Sharpshooters Yeomanry) Sqn – TAC Mitcham Rd,Croydon
• D (North Irish Horse) Sqn – Dunmore Park Camp, Antrim Rd, Belfast
• LAD REME (V) – TAC Mitcham Rd ,Croydon
Note: Equipped with 80x FV721 FOX & 20x FV103 SPARTAN
thanks 🙂
I did a weekend selection test for the Westminster Dragoons in January 1985 at the Guards training centre at Pirbright.
I passed but ended up joining the Int Corps.
I still remember that weekend as the toughest of my life!
Thanks for picking this apart. So the Challenger will be used for defence cause no one is going to expose the sides . There will be more NATO cornering techniques played. It seems the Warsaw pact is going to have to knock off the enemy AA and kill the tanks with planes toward the end of the game. You guys did a great job exposing these stats for us, thanks again!
I listen to the interview regarding future releases. Of course , many have been waiting for the Bradley release and I heard that it’s armor rating is tentatively 3 front and 2 side which is the same as the M 113. Talking to some of our players with Gulf War experience they stated that the M 113 was designed to resist 50cal from the front and small arms from the side while the Bradley was to resist 30mm from the front and 50cal side so 4/3 armor rating would be more accurate. Also, the A2 Bradley added 1″ spaced steel plate armor to the front and side.
thanks. really looking into this!