World War III: Team Yankee Rulebook
(WW3-01)
Changes to World War III: Team Yankee
Let us first look at the differences and changes from Team Yankee to World War III: Team Yankee.
One of the most important changes your will find in World War III: Team Yankee is to the Artillery rule mechanics. Those of you who also play Flames Of War will recognise the new rules as essentially the same to those rules. Essentially artillery has become more effective. This comes about by streamlining the mechanics with a simplified To Hit procedure, with less modifiers. Terrain and night are covered as modifiers to the Ranging In roll, which is still based on the Spotting Team’s Skill rating. To Hit still based on the Target Team’s Hit On number and modified only by the number of attempts to Range In, with re-rolls on successful Hit for 1 or 2 weapons and failed hits for 5 or more weapons.
Artillery effectiveness it increased by the introduction of the re-roll of successful Infantry Saves for Repeat Bombardments, so don’t sit your infantry under a bombardment for a long time, as they will soon disappear.
The Morale rules have been updated to be essentially the same to Flames Of War. Morale is simpler and easier, you get a chance to unpin and remount vehicles before you test your Units Morale at the start of the turn. You only test at the start of the turn, no more testing at the end of the Shooting and Assault Steps. However, once your Unit is not in Good Spirits you will have to make a Morale Test at the start of each turn whether they have taken further casualties or not.
Another change is that vehicles no longer become Bogged Down if they fail a Cross Check, they now simply stop moving until their next turn. They can still shoot in the Shooting Step.
The mission section has been updated, adding extra missions and the Battle Plans Mission Selector that were not in the original rulebook, as well as updating mission Victory Conditions so you can take an Objective your start the turn on if you can clear the enemy off by the end of the turn.
The mission section has been updated, adding extra missions and the Battle Plans Mission Selector that were not in the original rulebook, as well as updating mission Victory Conditions so you can take an Objective your start the turn on if you can clear the enemy off by the end of the turn.
The Battle Plans Mission Selector a great way of deciding a mission type based on how you plan to use your force. Each player picks a posture, either Attack, Manoeuvre, or Defend, and depending on what each player selects this gives you a list of six Missions to roll on.
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