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Made in re
Focused Dark Angels Land Raider Pilot






Having noticed some increased interest in Team Yankee from the Red Dawn release, I think it might be good to mention some core tactics.
This was written with Flames of War in mind, Team Yankee is the same game, except everything is faster and deadlier.

If you've played 40K, you're already well familiar with the movement/shooting/assault routine, where it starts to feel different will be the victory conditions, with FoW/TY being an objective-based gameplay.
Most scenarios in FoW/TY are based on objectives capture, and capturing an objective will end the game. Yes, that's "objective", singular. If there are two objectives to take, you win if you take one.
As the attacker, it is therefore crucial you focus on taking objectives, it's how you win.
On the other side of things, as the defender, you must protect all the objectives. It's how you win.
From your army composition, to your deployment, and any subsequent tactical choices, everything will be about capturing or protecting the objectives.

Another significant difference from 40K will be reserves and ambush.
The bulk of scenarios will start with at least one, sometimes both armies starting at half-strength (60% actually), with the remaining units arriving semi-randomly later during the game.
If you have elements in reserve, you will be at a disadvantage until they arrive, so make sure the units you've picked will be able to hold until that happens.
If you're facing someone with reserves, you have the early advantage, but keep in mind you are racing against time, and expect enemy reserves to arrive at the worst time, in the worst place for you.

Last, but not least, are ambushes.
In defense scenarios, the defender will often be able to keep a single unit in ambush. This unit is considered already on the table, and can be revealed at the start of any defender turns. In practice, this means the defender can make the unit appear where he wants in his deployment zone. Needless to say, this is a very powerful ability for the defender !
As the attacker, whenever the scenario allows for an ambush, you should always take it in consideration when moving on the objectives. Identify likely ambush spots, secure them with cheap units (recon and infantry are great at this), and force the defender's hand by putting pressure on a vulnerable spot.

Virtus in extremis 
   
Made in us
Longtime Dakkanaut





Central Valley, California

Thanks for this HudsonD, it is helpful.

~ Shrap

Rolling 1's for five decades.
AoS * Konflikt '47 * Conquest Last Argument of Kings * A War Transformed  
   
Made in no
Longtime Dakkanaut






Correct me if i am wrong, but it is only infantry that can capture or hold objectives?

if so, in the default point limit of 100p, what would be a good ratio of infantry to vehicles?

darkswordminiatures.com
gamersgrass.com
Collects: Wild West Exodus, SW Armada/Legion. Adeptus Titanicus, Dust1947. 
   
Made in re
Focused Dark Angels Land Raider Pilot






Any unit, unless specified otherwise, can capture an objective.

Virtus in extremis 
   
Made in us
Executing Exarch




 HudsonD wrote:
Any unit, unless specified otherwise, can capture an objective.


Yup. Your tank company does not need to bring infantry along if you don't want to. And it makes sense. If you can put a platoon of three or four tanks in between the objective and the enemy army, then it's hard to argue that it isn't under your control.

The need for infantry is in getting the enemy away from that objective in the first place. If the objective is out in the open, then why wouldn't you be able to use tanks to hold it? But if it's the village crossroads, then infantry close assaults supporting your tank attack will make it easier to dislodge the defenders out of the buildings that they'll likely be sheltering inside of.
   
Made in gb
Longtime Dakkanaut




from both Flames and TY the key is, and always has been (and I've done well in a few Flames events doing) is to remember complete your mission, view the enemy as simply something that is in your way - if you can "win" without firing a shot thats still a win.

that said there are times when you can win now or delay a few turns and win later but with a higher score in an event - in an event keep in mind the overarching mission to score TP in whatever way is required.

I've also found that the two games can play very differently, largely due to TY having longer ranged and more deadly weapons, that said if you have ever played mid-war Flames panzers you will like Soviet armour in FoW as they are basically similar glass hammers that die if the enemy can see them.

then remember get on with it, this doesn't mean throwing everything forwards and screaming waaarghhh but it does mean don't dither, plan your moves in advance during your opponents turn then get on with it during yours - if you wish an artillery bombardment, decide in advance how many turns you want it to last so when it ends your force is in place to take advantage - basically keep the pressure on your opponent - even as the defender you want your opponent reacting to what you do, not doing what they want

as to the question of vehicles to infantry.. answer is sadly "it depends", not all infantry is created equally. I have found if you want an armoured force at least one cheapish infantry platoon with some anti armour missile ability to park on an objective works - if your enemy has artillery parking behind cover, out of sight, but near the objective is better. an armoured list tends not to have the points for much more if you want other supporting units.

an actual infantry list may get away without having heavy battle tanks, but even then you want some vehicles for rapid re-deployment

finally, there is also a skill in objective placement, specifically the delicate art of making sure one you have to defend is somewhere you wish to be anyway and one you wish to capture is placed such that the enemy has to waste resources defending something thats easier for your own army to take.

e.g. little bits like ensuring that no single enemy unit can have a clear line of fire to both the objectives they are defending in such scenarios, whilst also positioning them such that you can threaten both with your attack.




Automatically Appended Next Post:
Further point...

Look at the scenarios, a lot use the reserve rules, design your list with this in mind - I've seen a lot of players whose approach is "sit still and wait for my reserves to arrive" - if your force can be effective without them you have the jump.

also design with a few options, e.g. an anti armour and anti air 'package' you can swap in/out of reserve depending on opponent.

at the very least you need to be able to hold ground with the required reserves off board, ideally advance as well - even if its just sending a small group forward to grab a strategic building or hill

comes back to play your mission, but if you have 'delayed & scattered' reserves you need to have a list designed to cope with it

This message was edited 1 time. Last update was at 2022/12/22 13:04:45


 
   
 
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