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Showing posts with label 6mm. Show all posts
Showing posts with label 6mm. Show all posts

Saturday, April 1, 2017

The Best Game You Will Ever Play!

Still unsure about Flames of War Version 4? Shot you bolt in Bolt Action? Not warming up to Star Wars based games? Then I have just the game for you! In a few months we will all playing a great new game and I want to tell you about it before it hits Kickstarter. The folks who developed it provided me with an advanced copy and I have been playing non-stop ever since. The other day they asked me to send it back so another reviewer can play it and I said “no way, it’s mine”. The beauty of this game is how you can use components from other games to augment the core set. So I now have a use for those command and staff teams that will no longer be used in FoW. I may even throw in some unpainted Napoleonic figures I have lying about!

The beauty of the game is how the two players create a lot of the game in real time. The mechanics are very simple; during your turn you can move, take an action, or do nothing at all. The core box that will be offered on Kickstarter features old Dir Cast Metal tanks from Corgi. These were the bomb of toys back in the 1970’s and are now reproduced for this great game. The other playing pieces that come with this set are Yoga-Joe’s, and will offer the most seasoned Grognard a tough time when using or facing these guys. Also included in this box are the rules, which are about 500 pages long (without punctuation) however they explain every situation you can get yourself into when you play. Also included and which is key are the related books Zen and the Art of Motorcycle Maintenance by Robert Persig and The Art of the Deal by Donald Trump, two life changing literary classics.



The Unboxing
The great thing about the game is that it is ready to play right from the box! Well ready to play after you read the rule book. The beauty of the rules is that you retain none of them and if you do not like a rule you can change or ignore it at any time. So after spending a month going over the readings, I was ready for my first game. The models look great and they add so much flavor to the game.


The Key Mechanic
The most important aspect of the game is how the player deals with both the rules and their opponent. It is important to have an opinion on everything, no matter your expertise or sense of importance, and communicate that opinion in the most passive aggressive way possible. This style of play came about during the first turn as my opponent started to move. They went for the tactic to ignore all movement rules and kept looking for me to object. I said “Stop your tank” a few times and they kept going, and crushed my Zen-Lotus Warrior. What I should have said is “don’t you think you have moved far enough?” which would have stopped the tank in its tracks. Same thing happened in the shooting step, but I remembered my lesson from before and said “haven’t you shot up enough stuff?”


For combat, players have the choice of using a dice of any type, a coin flip, pulling cards from a deck, or even rock paper scissors (lizard, Spock for advanced players) with the winner being the player who scores the highest or lowest (as agreed upon) winning. Want a challenge, play this game with D20’s!


Like all other games, it comes down to the tanks. Tanks can shoot any of the opponents pieces, except for a Yoga-Joe, but it can run over the Yoga-Joe by accident thus killing it.  Unused playing pieces brought in from other games cannot attack, but can be attacked at any time. The defender can suggest that a player shoots at a piece like the Mid-Late War German Artillery Staff team by stating “OK fine, how about shooting at this guy?”.
 

What I love about the game is how during the course of play create an experience which is unique and rewarding. Unlike all other games, the rules state upfront that this game was written for you and you only and it will be perfect, just like yourself.
Another great aspect of the game is that during play your opponent takes notes in a note pad and you do the same when they play. These notes have no bearing on the game, however they are slipped into your game box for you to read later. It is best to wait until 3-4 players have dropped notes in your box so you do not know who wrote it.


Special Characters
The game revolves around using your tanks and special characters. The box comes with its own unique set of special characters; the Yoga-Joe’s. Each Yoga-Joe model has a unique pose witch correlates to a special power. Players can use the special powers as stated in the rule book or make them up as they go. Normally a Yoga-Joe can use their power only once, however they can try to use it again and if your opponent does not say “didn’t you use that model already?” then you are free to use it again.
Other special characters can be brought in as long as they are anthropomorphic and retain the qualities they historically had.
So on turn two I played the Giant Gunny which stopped a tank!



Later on I used the Churchill creamer to persuade a Yoga-Joe to surrender. Being from India and staunchly anti-empire it didn’t work at first; until I found out the Yoga-Joe was lactose intolerant.


The game was tight until we had a huge standoff between two major religions, and following the “agree to disagree” rule the game ended. I learned my lesson and for my next game I used the "Peace is our Profession" rule and called in an Arc-Light strike!


I loved this game and so will you. If you win it’s because you are the best and if you lose it’s because of the fact the opponent cheated or that the game was flawed. I also noticed that when I didn’t play the game for a long time, I became a bigger expert at it.



I recommend this game to everyone and I know it will be a huge hit!


Twitter @MitchWWPD
WWPDMitch@gmail.com


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Wednesday, August 24, 2016

Team Yankee Dust-up Soviet Motor Rifle vs US Mech Infantry Company

by Eric "Tarzan" Lauterbach

I had another chance to play on Sean Mackintosh's geo-hex 6mm board.
We decided on a dust up between a Soviet MRR and US Mech Company. The Soviets had two Motor Rifle Companies, BMP Scouts, Full T-72 company, Hinds, and some Gohpers. The US OB was Three platoons of Infantry, mortar platoon, Vulcan platoon, 2 ITV platoons, Arty, Abrams, Attack Helos, and A10s for good measure. It was shapping up to be a good fight we rolled random for who was Soviet and let the action begin.

 The board the Soviet side to the right, US top left.

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Wednesday, June 1, 2016

Team Yankee 6mm Soviets Versus Americans

Andy wins the roll and chooses the left side of the table.
I have been working on getting my 15mm Team Yankee armies together and fully painted. It has been a long time since I "started from scratch" so to say, with a miniatures game.  It has been a very long time since I had to "start from scratch" so to say with a miniatures game.  With Flames of War, I may have to buy and paint a couple of extra units here and there for my Americans or add an extra few tanks for the Russians, but starting from the ground up in order to even play?  That is tough.  So the great thing about Team Yankee is my friend Andy has micro armor that can be used with the system.  So as we learn the rules and teach ourselves to play, micro armor has been a very good experience for us.  We can field a lot of troops on table, with large point armies, to get a good feel for the play of the game.

With that being said we got together for a game this week and decided to roll a random mission from the book and we got Dust Up.  Now a lot of you may be familiar with this mission from Flames of War, but there are some subtle changes to the mission in Team Yankee.  I am going to go as far as to say that these changes are improvements on the mission.  Changing the entry point of the reserves and very unique deployment area makes the mission a bit more balanced in my opinion.
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Friday, March 18, 2016

Team Yankee Soviet Defend in a No Retreat

 By Eric Lauterbach

John Desch and I decide to try a World War III battle to get a feel for the tank on tank fight.  Our forces could not contain any air assets and the point total was 100. I played the Soviets and I had two companies T-72s with 9 each, a recon BMP of 2 vehicles, and a Motor Rifle Company of 5 BMPs with Infantry and RPGs. John's force was two platoons of 4 M1 Abrams, HQ of 2 Abrams, Mortar platoon, Mech Platoon and a section of ITV.  The mission we randomly rolled and no retreat came up. We rolled again and Soviets were the defender. At least my choice for which platoons to put on the board was easy, or so I thought. We totally screwed up the deep reserves rule and I put one T72 company on and one in ambush. This is illegal, but probably had no impact on the outcome of this fight. The objectives were a castle way out in the open placed by John and house at cross roads placed by me. This was not going to be easy.

 As you can see my T-72s are painted for the desert.
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Thursday, March 10, 2016

Team Yankee Soviets and US in Free for All

 Posted by Eric Lauterbach

We had a good learning game of Team Yankee - this was Luke and Andrew's first go at the new modern rules. Since they were unfamiliar with the rules, I looked up the questions as they came and took pics. As we were trying out the rules, I made the lists to include a little bit of everything. Andrew took the Soviets and had a Motor Rifle Based Battalion, One large MRC and one small. He also had 10 T-72s, Hinds, ZSUs, Recon, SA-13s and some Frogfoot. Luke ran the US and a Tank company base of Two platoons of 3 and a HQ M1s. He also had Mech platoon, Cobras, A-10s, M109s, ITVs and some VULCANS! (stop saying VADS nobody said VADS back in the day).  To make it quick and dirty fight they just played free for all.

Objective with US Mech.
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Friday, March 4, 2016

NATO Tri-Color Camo in 6mm


by Allen Smith - (also works in 15mm)
Vroooooooom!!
Since TY was released, there has been a lot of discussion about the color and camo pattern to be used for the game.  Basically, should the M1 be a solid forest green color?  Should it have the MERDC pattern?  Should it have Tri-Color?
The beauty of Team Yankee is that you can basically do what you want!  So with that in mind, I decided to go NATO Tri-Color.
My reasoning was… well… laziness and historical reasons.  For laziness, I did not want to do MERDC as it is a 4 color camo pattern – granted two colors are a vast percentage of the surface area and the other colors are a much smaller percentage.  But that means work.  And I don’t want to work.  Oh yeah, the M1 was not in MERDC, but that is another story.  I didn’t want to use a simple forest green color because I do want a contrast on the table with Soviets running around in their plain green vehicles.  So I went with the Tri-Color.  Of course, the pattern did start appearing in 1984, so it really isn’t too much of a stretch to say the least.
Too much work in 6mm!
Now, what is the pattern?  I am no expert on the subject at all.  I am sure we will see stuff posted from BF on the subject, but at a high level it is a common scheme that all NATO members agreed to paint their vehicles.  One purpose for the common scheme was to eliminate the possibility of the WARPAC units deciphering the nation they were facing by simply looking at the camo pattern.  Sounds reasonable.
So off I went ready to paint all my vehicles with green, brown and black splotches!
And not so fast my friend…
I had to find examples of the pattern for M1s.  After scouring the internet for pictures and other models and images, I finally stumbled on the exact specifications in the US Army Technical Bulletin: TB-43-0209.  Now this document was published in 1990 or 1991, but it is the pattern used in the 80's.  And guess what?  If you look in the document, you can paint by numbers!
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