Team Yankee Total War
Team Yankee Total War
There comes a point in every gamer’s life when they want to WHAT IS TOTAL WAR?
do something big. Total War is designed to do just that—put
Total War is a large point level game of Team Yankee, played
big armies on big tables. Instead of a mere Formation, you
by two or more players. In normal games you tend to play at
can field your entire collection at once.
the Formation level, with games averaging about 100 points
Just think, hundreds of points of Team Yankee troops arrayed or so. However, in Total War you will fight alongside other
across a large table, multiple companies under your com- formations, forming a battalion level game with armies on
mand. The infantry holding the line on the right while the both sides worth 500 points or more!
tanks advance forward on the left. The ebb and flow of battle
Why play Total War?
begins, your tanks rolling up the enemy force as it advances
on the left, your gallant infantry first holding the line then Total War is geared towards having fun. It is more of a social
surging forward on the right. game than a competitive one. To that end, the Total War
rules and missions are designed to be fun and intriguing.
With the battlegroup rules you have the chance to put any
Though the forces are balanced against each other, Total War
size force on the table and go head to head with someone
is not entirely focused on who are the winners and losers but
else. There is no limit to the points you can field, so long as
rather on making sure all players have a fun and interest-
the table is large enough. And how much better are the brag-
ing game, while also giving players the excuse to do daring
ging rights once you have beaten your enemy on a 20 foot/
things, field odd forces, or play with a lot more points than
six metre-long table?
they’d normally get to use on the battlefield.
Total War also gives you a chance to change the flavour of
your games, get a bunch of friends together, and play a big
multi-player game. Instead of facing your friends across
the table, join forces with them to take on another team
of friends. Order some pizza and drinks and make a real
event of it!
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PICKING FORCES Even low-points units change in bigger battles. Hordes of
lighter tanks get really big and massed infantry formations
You need to make sure that your players know what type
positively enormous! Unfortunately, the enemy has even
of army they need to build and bring to your battle and
more weapons to chew them up, so you’ll need some really
to give them time to put it together. Team games should
tough support to cover their advance too. Think about how
range from 150 to 250 points for two player teams to 200 to
much time you have before you create too big a horde, it can
400 points for three or more player games. If you go beyond
take a while just to move all of your models!
400 points, you may need a bigger table and more terrain
(not to mention more time!).
There are two ways of organising this. You can either give MULTI-PLAYER GAMES
each player a points total to build their force and then com- Total War is ideal for big multi-player games at the club or
bine them on the day, or can have the players get together in your local store. Have everyone bring a force, then divide
to create a single integrated force in which each player’s players into two teams with roughly the same number of
Formation has a designated role. players and the same number of points.
Big multi-player games are great when you have lots of
CHOOSING A THEME players and not enough tables. Push a couple of tables
together and you can have a awesome game with six or eight
While you can just tell everyone to bring along a force, it
players without taking up much more space than a normal
can be much more fun to choose a theme for the game. This
two-player game.
could be a historical battle or an interesting tactical situation
that you have created a scenario for. If you can, let everyone know when the game is and pick
their teams in advance.
You can take a theme as far as you like. You could just theme
the terrain and the forces to generally match a particular
battle, or you could go the whole hog and create a couple of TEAM GAMES
centrepiece terrain features with some scenario special rules In a team game each player commands their own force. If
and do some research on what actually fought at your battle. they want to, they can loan their Support to other players,
Your theme could be as simple as ‘You take a tank and an or even mass their Support Units under a single commander.
armoured infantry Formation, and we will take some para- All players on the same team take their turns simultaneously,
troopers with some tanks and infantry coming to the rescue.’ completing their Starting, Movement, Shooting and Assault
Regardless of how far you choose to take your theme, spend Steps together at the same time.
a few minutes discussing the game and set a few guidelines. Any special rules that apply to a player’s force only apply to
That way both sides can have specific objectives to accomplish their own troops.
and can build their armies based on how they believe they can
win the battle.
MORE SUPPORT UNITS
Total War is about big forces and trying out different forces,
TRY THINGS OUT so the limitations on the number of each type of Support
Total War is also a great way to try out units you wouldn’t Unit are removed. Each player has their own Support Units
normally take. Units like a full battalion of T-64 tanks or and can take as many of each type as they like. If they are
a full Formation of Leopard tanks that cost lots of points taking multiples of the same type of Support Unit, they
can be a bit expensive for smaller forces, yet they fit nicely may want to group them into a Support Formation (see
into a large Total War game. Taking plenty of big nasties like next page).
these make your force really hard. Of course, they also chew
up points and can leave you open to being outmanoeuvred
on a larger table. This makes for an interesting challenge as
you try to balance your unstoppable punch with just enough
troops to hold their flanks!
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Have you ever wanted to field a full squadron of TOW Lynx SUPPORT FORMATION HQ UNITS
tank-hunters, or perhaps you would like to command a Aircraft Support Formations do not have HQ Units. Other
whole artillery battalion? Well here’s your chance! Support Formations have the following HQ Unit depending
In Total War games some players may want to try fielding a on nationality:
Support Formation using troops that normally can only be US: 1x M113 Transport [TU105]
fielded as Support Units. with Courage, Morale, and Skill of 3+.
To do so, pick one of the Support Units from your Force British: 1x FV432 Transport [TB106]
diagram. Your Formation consists of an HQ Unit and two or with Courage and Morale of 3+ and Skill of 2+.
three of that Support Unit. These Units are no longer Support
West German: 1x M113 [TG126] or Fuchs [TG114] Transport
Units. Instead, they are a Formation in their own right.
with Courage of 3+ and Morale and Skill of 2+.
Soviet: 1x BTR-60 Transport [TS126]
SUPPORT ARMIES IN NORMAL GAMES with Courage of 3+, Morale of 2+, and Skill of 4+.
Support Companies are not the most balanced forces
East German: 1x BTR-60 [TV114]
out there. However, with the permission of your oppo-
with Courage and Skill of 3+ and Morale of 2+.
nent, you can certainly play a Support Formation in
Team Yankee games using the normal missions outside All Support Formation HQ Units cost 1 point.
of Total War.
Most armies, despite the best will in the world, find it Support Units from the armies of different countries are
impossible to cooperate as closely with their allies as they Allied Units. Formation Commanders may not Join an
would like. Different languages and doctrines combine with Allied Support Unit.
incompatible equipment and procedures to render close Should you find yourself playing a game where NATO and
coordination impossible. Warsaw Pact forces are on the same side, the Warsaw Pact
Teams cannot Spot for an Allied NATO artillery bombard-
ment and vice versa.
While building your lists, discuss with your teammates if Needed on the front line: Infantry Units (but not their
you’d like to field a specific type of force. If your team meets Transport Attachments) pass Mistaken Target rolls when hit
the requirements for one of the battlegroups listed below, on a roll of 2+.
then your force will gain that battlegroup rule for the Total
War game. Each team may only choose one battlegroup
rule to use in the game, even if their force qualifies for sev-
FIRE-SUPPORT BATTLEGROUP
If your team’s Force has at least one Support Formation per
eral types.
player in the team, it is rated as a Fire Support Battlegroup
and can gain the following rule.
TANK-HEAVY BATTLEGROUP Fire Plan: Spotters may re-roll their first failed Range In
If at least half of the Formations in your team’s Force are attempt each turn.
Tank Formations, it is rated as a Tank-Heavy Battlegroup
and can gain the following rule:
Keep those tanks moving: All Tank Teams in your Force
COMBINED-ARMS BATTLEGROUP
If your team’s Force has at least two different types of
may re-roll failed attempts to remount Bailed Out vehicles.
Formation (Tank, Infantry, or Support) it is rated as
a Combined-Arms Battlegroup and may gain the fol-
INFANTRY-HEAVY BATTLEGROUP lowing rule.
If at least half of the Formations in your team’s Force are Calculated Risk: Infantry Teams may Dismount from a
Infantry Formations, it is rated as an Infantry-Heavy non-Aircraft Transport when making a Follow Me move,
Battlegroup and can gain the following rule: provided the Transports did not Dash.
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While you can play Total War with the normal missions from Up to 500 points 12’/3.6m x 5-6’/1.5-1.8m
the rulebook, the sheer size of the game demands a bigger Multi-player Total War games need a bigger table. Depending
mission. The normal missions end with the capture of the on the number of units, you may need an even bigger table.
first objective. With the bigger forces and tables of Total War, This size game will probably take a full afternoon or evening.
there needs to be more objectives and the ability to counter-
attack to recapture lost objectives. Up to 700 points 16’/4.8m x 5-6’/1.5-1.8m
A massive game this size will need a really big table. A table
this size makes long-range artillery and armoured personnel
SETTING UP THE GAME carriers to move your infantry vital, while heli-borne infan-
Pick terrain which is compatible with the type of armies you try come into their own. You’ll probably want to set aside a
are using. Armoured forces need open terrain to manoeuvre whole day for a big game like this.
while infantry can fight better in rough terrain and close
quarters. Lots of forests and towns with large armour forces Global War 24’/7.2m x 5-6’/1.5-1.8m
will slow down your date with destiny considerably. This is the upper limit of practical table size. Any bigger than
Before you consider the table-size, the type of terrain, and this and the game will break into several smaller battles.
terrain set-up you need to take into account the army size,
playing area, mission, and time allowed in playing the game.
INTERESTING TABLE LAYOUTS
Try to avoid long and skinny configurations as these limit
TABLE SIZE the frontage on which you can fight. On many table config-
Large tables offer a great place to fight a large battle. Picking urations a diagonal centre line works best and can produce
the table to match the battle will give your battle flavour, interesting tactical situations as players attempt to capture
multiple tactical options, and more realism. The suggestions objectives in two distinct parts of the battlefield.
below give a guideline for tables sizes for larger games. If you find yourself playing on a long narrow table, you
Don’t worry if you don’t have a table this big, just play on could find that you don’t have enough room to place the
what you have. objectives in the players’ deployment areas. You can solve
It’s important not to make the table too wide for players this in two ways: either run the centre line diagonally across
to reach the centre, so keep the width to a maximum of the table, or reduce the minimum distances between the
6’/1.8m. Rearrange the tables into an L, O, T, U, or Z shape objectives and the table edges and centre line to 8”/20cm
to create even more interesting games. instead of 12”/30cm.
100 to 300 points 8’/2.4m x 4-6’/1.2-1.8m Don’t forget to provide space off the table to move around
and a place to store your armies before they enter the battle.
One-on-one Total War games will fit nicely on a double-sized
table. Offsetting the tables in an L, S, or T shape makes for
interesting challenges and makes reaching the centre easier.
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TYPE OF TERRAIN TERRAIN SET-UP
With larger tables, it is important to consider how much Group several woods together to make a larger wooded area
terrain you use and how it is laid out. You might need to and cluster houses to form one or more villages. This allows
pool terrain together to fill out a large playing area. Bigger more scope for whole companies to get involved in a fight in
tables and bigger forces also mean bigger terrain features. the woods or in clearing a village generating more drama in
A forest may need to be big enough to engulf an entire the game. Remember though that big woods and big villages
Formation while villages should be large enough to force bring big fights. If that is what you want then go for it.
movement through them instead of around them. Roads Combining terrain is also beneficial. Placing a village next
and rivers become dominant terrain features so be careful in to woods will enhance the battlefield. It will provide a major
their placement. You can cut off an entire board section with terrain feature to confront the tactical guile of your players.
an ill-placed river giving one side a safe area behind the river Make sure your terrain facilitates the battle you want to play.
and forcing movement away from the river into a smaller If you want to use rangers have obstacles for them to con-
area of the battlefield. quer. Paratroops need a landing area they can hold.
Matching your terrain to your battle and its size is impor- Simulating real world terrain is also exciting. Aerial photo-
tant. Ensuring players are afforded the opportunity to bring graphs or military maps can help you set up historical bat-
the right forces for your terrain board will increase the fun of tlefields. Hills, roads, woods, and rivers become even more
fighting a large battle. meaningful when they are real.
Finally, never leave a big void in the centre of the table, as it
will become a deadly killing field that will stifle manoeuvre.
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Instead of winning the game by capturing an objective in They may deploy anywhere on their side of the centre line
this mission, you win by taking and holding objectives as long as they are at least 12”/30cm from the centre line.
throughout the game. Each turn you gain a victory point for All teams in a Formation must deploy within 32”/80cm
each objective that you hold, making it important to secure of their Formation Command team.
objectives early and to hold them against enemy counter-
8. The defending side now deploys under the same con-
attacks while attempting to contest the enemy’s objectives.
ditions and restrictions, but must also deploy any
You’ll also notice that the Total Victory mission allows you Spearhead Units that are not held in Reserve at this time.
to bring reconnaissance and airborne units on to the table
9. The attacking side now deploys any Spearhead Units that
from behind your opponent! This represents them sneaking
are not held in Reserve.
through or landing behind enemy lines to launch a raid.
Not only does this add a new dimension to the game, but 10. Reserves arrive from their sides’ table edge, except that
it gives these types of troops a whole new role in the game. any Spearhead Units or Helicopters carrying Infantry
They certainly make an all-round defence of objectives and Units may instead enter the table from any other table
artillery positions a good thing to consider! edge where their entry point is at least 8”/20cm from all
enemy teams.
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Attacker’s table edge
12”/30cm
12”/30cm
Both sides place one objective here
No Man’s Land
12”/30cm
12”/30cm
6”/15cm
Both sides place one objective here
6”/15cm
12”/30cm
No Man’s Land
12”/30cm
Both sides place one objective here
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Fighting across Germany, rivers play an important role. They 2. Each side, starting with the defenders, places one
were easier to defend than open ground by channelling the Objective in the defender’s table half in each 36”/90cm
enemy’s advance toward crossings and bridges. This makes section of the table. The Objectives must be at least
for a strong defence with a small amount of troops. The 8”/20cm from the table centre line and all table edges.
River Rush mission reflects a major river crossing attempt 3. Each Defender now nominates at least half of their Units
where both sides have massed a huge number of troops. This to be held off the table in Reserve. The remaining Units
will be no simple fight! are then deployed on Defenders’ side of the river.
The mission requires the attackers to take and hold their The entire Defending team rolls for Reserves together,
objective across the river, while the defenders attempt to stop then allocates the successes to players to bring Units on.
them. The river crossing is so important that the attacking Reserves arrive from the Defenders’ table edge.
side is rushing any and all troops they can to the crossing
4. The Attackers now deploy their entire force on the oppo-
point. That means that attacking units that are destroyed will
site side of the river as the Defenders so that all of their
return again as new reinforcements.
teams are deployed more than 12”/30cm from the river.
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Attackers’ Table Edge
Attackers’ Reserves Arrive Here
No-Man’s Land
Ford
Bridge
Bridge
12”/30cm
8”/20cm
Defenders’ Deployment Area
8”/20cm
8”/20cm
8”/20cm
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