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	<title>2d4chan - User contributions [en]</title>
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	<updated>2026-04-30T23:52:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=VCR/TH&amp;diff=519608</id>
		<title>VCR/TH</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=VCR/TH&amp;diff=519608"/>
		<updated>2022-04-29T18:22:28Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IRAQIMISSILE.jpg|300px|right|thumb|]]&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:VCR-TH HOT.png|300px|left|thumb|Iraq]]&lt;br /&gt;
The VCR/TH is a French wheeled vehicle with a TOW missile launcher that fills the anti NATO armour role in the Iraqi list much like the Soviet Storm. &lt;br /&gt;
&lt;br /&gt;
The VCR/TH’s main weapon is an AT23 FP3+ missile that can only be fired while stationary, and can remain gone to ground even after firing. This means a default 4+ to hit, given the Iraqi 3+ to hit profile. &lt;br /&gt;
&lt;br /&gt;
Now the big question: is this unit worth bringing? Probably. Unlike the NATO factions and their generation-three tanks, your best tank the [[T-72M]] will not have a good time against the [[M1 Abrams]] or the [[Leopard 2]]. The VCR/TH is the only budget version for players who need a tool in their list that can guarantee kills against the best armour in the game. The Hind and the Warthog might be decent for the role at higher pointages, but a small unit of VCRs firing from ambush could cripple a platoon of NATO tanks. Against PACT forces however, the [[T-72M]] and the [[Spandrel]] will fill your anti-armour need very respectably.&lt;br /&gt;
&lt;br /&gt;
A tech unit that serves as the Iraqis&#039; low-cost solution against the latest armoured platforms around today.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Panhard-VCR.jpg|300px|right|thumb|Its like an armoured car which decided to evolve cat ears...]]&lt;br /&gt;
The Panhard VCR is a French light APC designed for the export market. The VCR in particular was made per an Iraqi request for a light ATGM carrier, though a basic variant armed with a machinegun is also available. An amphibious variant for Argentina called the &amp;quot;hydrojet&amp;quot; used actual jet propulsion for faster speed in water, whereas most other amphibious vehicles of its class rely on wheels. Most of the original Iraqi VCRs were destroyed in the Gulf War, though some still exist in Mexico, Argentina, and the UAE.&lt;br /&gt;
&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=AMX_Roland&amp;diff=8103</id>
		<title>AMX Roland</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=AMX_Roland&amp;diff=8103"/>
		<updated>2022-04-29T18:18:45Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thumbnail (2).jpg|right|300px|thumb|One wonders why this thing has more armour than the AMX-10RC.]]&lt;br /&gt;
The AMX Roland is a mobile short-range surface-to-air missile (SAM) system. It was designed to defend friendly ground forces and swat filthy Communist aircraft out of the skies of Europe with extreme prejudice.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
===France===&lt;br /&gt;
[[File:TFBX06-14.jpg|left|300px|thumb|La Stats, Monsieur]]&lt;br /&gt;
The Roland is an expensive anti-air missile platform that has enough armour to tank autocannon fire from the front or a peppering of artillery fire. Mounted on an AMX-30 chassis and modified to carry Roland missiles, a radar, and additional radios, it plays more like a tank that kills aircraft rather than a tractor with AA missiles.&lt;br /&gt;
&lt;br /&gt;
Crucial to the Roland&#039;s playstyle is its long-range missiles; on a 6x4 table you could plant this unit in a corner and it would still be able to reach out and touch most points of the board. Against lists with less aircraft, like 2-4 Hinds, you might be able to plant them in a forest and cause enough hits to really do some damage. With ROF 3 and FP 4+, you will be hurting squadrons but not nuking entire squadrons from the skies. &lt;br /&gt;
&lt;br /&gt;
Unlike the German Roland, the French version is, rather unfortunately, their best anti-air unit. The mediocrity of the AMX-DCA ensures that you will probably buy this unit. It may not have the deadliest missiles in the game or be the most cost-efficient unit, but you cannot win the war without air defense units.&lt;br /&gt;
&lt;br /&gt;
It is unique among AA vehicles for having 3+ cross and a 28&amp;quot; dash across open terrain, allowing you to run away from a flanking platoon of BMPs or an artillery zero (probably even more important in TY2).&lt;br /&gt;
&lt;br /&gt;
4 points gets you 2 vehicles while 8 points gets you 4 vehicles.&lt;br /&gt;
&lt;br /&gt;
===Iraq===&lt;br /&gt;
[[File:AMX Roland Iraq.png|300px|left|thumb|Iraq]]&lt;br /&gt;
Another option for Iraqi Air Defense.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
The Roland (no AMX) was a joint SAM project between France and West Germany designed to protect mobile field formations and fixed, high-value targets such as airfields. It ended up being somewhat dicked over due to long delays in development and rising R&amp;amp;D costs, and was never produced in the numbers originally anticipated by its manufacturer, Euromissile. It is notable for being one of the very few foreign SAM systems that was actually purchased by the United States military, albeit only used in one Army National Guard battalion and mounted on trucks instead of tracked hulls. It was purchased by a dozen countries around the world, and was used operationally in the Falklands War by Argentina and the Iraq War by Iraq, where it managed to shoot down a British Sea Harrier and an American A-10 Thunderbolt II, respectively; ironically, its only successes in combat were against NATO aircraft rather than its intended Warsaw Pact targets.&lt;br /&gt;
Among a boatload of different static and mobile variants, the AMX-30R mounted the Roland system on the chassis of a French AMX-30 main battle tank, as depicted in Team Yankee.&lt;br /&gt;
[[File:AMXROLAND.jpg|300px|right|thumb|Did I hear a cheese joke, Mr. Hind?]]&lt;br /&gt;
&lt;br /&gt;
{{French Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=AMX_Auf1&amp;diff=8092</id>
		<title>AMX Auf1</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=AMX_Auf1&amp;diff=8092"/>
		<updated>2022-04-29T18:14:29Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* In Team Yankee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TFRAB1-14.jpg|right|300px|thumb|Metal bawks. With big gun.]]&lt;br /&gt;
{{topquote| Ultima Ratio Regum - The last argument of kings|motto engraved on the cannons of King Louis XIV}}&lt;br /&gt;
The &#039;&#039;Canon de 155 Automoteur Modèle F1&#039;&#039; to give its it full name, is as its name implies a self-propelled artillery gun, based on the AMX-30 chassis. Around the time where the Cold War gets hot in Team Yankee, the French were in the process of updating their park of SPG&#039;s to &#039;NBC&#039; standard, and starting from an already proven design was cheaper and efficienter than strarting over from scratch. &lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
===France===&lt;br /&gt;
[[File:TFRAB1-33.jpg|left|300px|thumb|Les Stats Monsieur]]&lt;br /&gt;
&lt;br /&gt;
The AUF1 is the divisional artillery unit for the French Army and totes the 155mm gun, in line with the &#039;totally coincidental&#039; NATO standardizations in caliber going on at the time. You can buy a battery of 3 or 4 AUF1s for 3 points per vehicle or 5 for 16 points which gives you a unit of killing artillery; terrible for smoke and overcosted for pinning infantry but excellent at mashing BMP/BTR companies. 2+ firepower ensures that most things that are hit, die. Infantry can take a few salvos but should expect light casualties from a single salvo. &lt;br /&gt;
&lt;br /&gt;
Interestingly, AUF1s come with autoloaders which reduces the score to hit by one. This means that there is literally no reason to take 4 AUF1s when 3 will perform the same job equally well, hitting enemies with a -1 modifier to hit (3+ to hit becomes 2+ to hit!). At 9 points for 3 guns hitting with a -1 modifier, it is the most cost-effective 2+ FP artillery piece if you only wish to shell the enemy without bothering about fancy warheads that those silly Americans have. It is a very dangerous gun to ignore, and is guaranteed to vaporize chunks of your enemy&#039;s BMP/BTR blobs. Infantry? Not so much.&lt;br /&gt;
&lt;br /&gt;
Statlines are similar to most other French units, meaning the AUF1 is capable of assaulting enemy units with assault 4+ and counterattack 4+ if you decided your artillery should fix bayonets and charge. They also come with skill 3+, comboing nicely with &#039;shoot and scoot&#039; orders if you would like to break line of sight without losing your firepower. &lt;br /&gt;
&lt;br /&gt;
The AUF1 competes with the AMX-30 and AMX-10s for the light anti-armour role. Even worse, it is the only artillery unit for the French at the moment. It is suitable for defensive and infantry lists, with infantry holding the line while AUF1s gradually pound out sections of the enemy. Armoured lists should take other units, however: you are better off spending your points on utility like air defence and recon.&lt;br /&gt;
&lt;br /&gt;
===Iraq===&lt;br /&gt;
[[File:AMX AUF1 Iraq.png|300px|left|thumb|Iraq]]&lt;br /&gt;
The Iraqi Variant.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:AuF1 of Saudi Arabia.JPEG|300px|right|thumb|A Saudi metal bawks, inspiring Games Workshop designers worldwide.]]&lt;br /&gt;
It looks like a box on top of a tank chassis and...thats literally what it is. The designers took a page from German and Soviet WWII design and glued a 155mm cannon to the turret ring of an AMX-30 MBT, and gave it some bullet-resistant armor to protect the crew and ammo from shrapnel and small arms fire; birthing a design that belongs in a Big Mek&#039;s werkshop and not an actual military.&lt;br /&gt;
&lt;br /&gt;
Derpy looks aside, the AUF1 was actually a reliable artillery piece for the Cold War. While it lacked the more advanced warheads of other well-funded militaries, with about 25km of maximum range and the ability to lower its gun and fire at things directly if needed its 155mm shell were guaranteed to ruin almost anybody&#039;s day when used correctly.&lt;br /&gt;
&lt;br /&gt;
{{French Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=VCR/TH&amp;diff=519618</id>
		<title>VCR/TH</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=VCR/TH&amp;diff=519618"/>
		<updated>2022-04-29T18:08:42Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* In Team Yankee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:IRAQIMISSILE.jpg|300px|right|thumb|]]&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:VCR-TH HOT.png|300px|left|thumb|Iraq]]&lt;br /&gt;
The VCR/TH is a French wheeled vehicle with a TOW missile launcher that fills the anti NATO armour role in the Iraqi list much like the Soviet Storm. &lt;br /&gt;
&lt;br /&gt;
The VCR/TH’s main weapon is an AT23 FP3+ missile that can only be fired while stationary, and can remain gone to ground even after firing. This means a default 4+ to hit, given the Iraqi 3+ to hit profile. &lt;br /&gt;
&lt;br /&gt;
Now the big question: is this unit worth bringing? Probably. Unlike the NATO factions and their generation-three tanks, your best tank the [[T-72M]] will not have a good time against the [[M1 Abrams]] or the [[Leopard 2]]. The VCR/TH is the only budget version for players who need a tool in their list that can guarantee kills against the best armour in the game. The Hind and the Warthog might be decent for the role at higher pointages, but a small unit of VCRs firing from ambush could cripple a platoon of NATO tanks. Against PACT forces however, the [[T-72M]] and the [[Spandrel]] will fill your anti-armour need very respectably.&lt;br /&gt;
&lt;br /&gt;
A tech unit that serves as the Iraqis&#039; low-cost solution against the latest armoured platforms around today.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Panhard-VCR.jpg|300px|right|thumb|Its like an armoured car which decided to evolve cat ears...]]&lt;br /&gt;
The Panhard VCR is a French light APC designed for the export market. The VCR in particular was made per an Iraqi request for a light ATGM carrier, though a basic variant armed with a machinegun is also available. An amphibious variant for Argentina called the &amp;quot;hydrojet&amp;quot; used actual jet propulsion for faster speed in water, whereas most other amphibious vehicles of its class rely on wheels. Most of the original Iraqi VCRs were destroyed in the Gulf War, though some still exist in Mexico, Argentina, and the UAE.&lt;br /&gt;
&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Motor_Rifle_Company&amp;diff=346726</id>
		<title>Motor Rifle Company</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Motor_Rifle_Company&amp;diff=346726"/>
		<updated>2022-04-29T18:03:29Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* In Team Yankee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|The Hammer, the Sickle, the AK-47|Ahoy}}&lt;br /&gt;
&lt;br /&gt;
While tanks were the icon of the Warsaw Pact&#039;s militaries, it was the infantry that allowed these tanks to lead feared charges into Western Europe. With hordes upon hordes deployed, the Eastern Bloc often combined Soviet doctrine with training and doctrine from World War 2 or even earlier. For example, Poland&#039;s militaristic culture combined nicely with Communism while the NVA combined Soviet technology to Wehrmacht doctrine and the German reputation for precision. Regardless of their origins and uniforms, the infantry of the Eastern Bloc lacked the advanced technology that defined NATO forces but made up for it with reliable tools in sheer numbers.&lt;br /&gt;
&lt;br /&gt;
Despite having nearly identical equipment, each faction employs its infantry in different roles thanks to the varying lists and stats. &lt;br /&gt;
&lt;br /&gt;
==Motor Rifle Company==&lt;br /&gt;
[[File:Motorrifle Company.jpg|300px|right|thumb|Ivan! Keep up you &#039;&#039;debil&#039;&#039;!]]&lt;br /&gt;
{{topquote|Soldier, remember! In critical situation, you won&#039;t rise to the level of your expectations but fall to the level of your training.|Red Army poster}}&lt;br /&gt;
The base of all Soviet Infantry armed with AK74s for the most part. Additional weapons include PKM light machineguns, RPG-7s and a SA-14 Gremlin AA missile team. The differences in game vary mostly in specializing transport like the VDV with their Hinds and the Hardened veterans of the Afghan wars.&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Soviet_MRC.jpg|300px|left|thumb|The Stats. Cyka Blyat?]]&lt;br /&gt;
The motorstrelki have the most options for a singular unit. In addition to additional weapons, you have a choice of three transports: BMP-2s, BMP-1s and BTR-60s. A good PACT player can be told from a great one from how they build their motorized infantry lists. There is no correct answer; each of these units are competitive and have their own niche. While your infantry company WILL overwhelm a NATO platoon in a head-on fight, they require support to get there. All the infantry bases in the world are next to useless when hit by machine gun fire and artillery without cover: smoke, artillery and pinning the enemy are essential to making your motor-rifles work, and also a key reason why PACT forces are far less beginner friendly than NATO units which can mostly function on their own (but not ideally).&lt;br /&gt;
&lt;br /&gt;
While their PACT brethren may have 4+ skill, orders are not totally essential when commanding a solid wall of men. The key stats that make Soviet infantry so deadly in the game is 3+ morale and 3+ rally which allow them to recover from pinning most of the time. This means less time spent hugging the ground and more time to carry out your plan, whether its repelling attacks from a building or slowly advancing with smoke to cover. 3+ counterattack is nice to have, but not required in most game plans.&lt;br /&gt;
&lt;br /&gt;
They might be expensive, but are more versatile and have easy access to BMP-2s across most formations, unlike their PACT comrades.&lt;br /&gt;
&lt;br /&gt;
Update: the Motor Rifles are set to receive a boost to their firepower. The upcoming Soviet book will enable all companies to upgrade to the RPG 7 VR for 2 points for the unit, sacrificing 4” range for AT 19 and firepower 2+, as well as the very situational Tandem Warhead. This is a very solid upgrade, finally allowing infantry to be a legitimate threat to tanks with Chobham. Like the TOW tax, all units that can take this upgrade must do so if anyone is so equipped. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BMP Shock Motor Rifle Company&#039;&#039;&#039;&lt;br /&gt;
[[File:Shock Motor Rifle Stats.jpg|300px|left|thumb|Moar Stats]]&lt;br /&gt;
A new variant of Soviet infantry, only available as in-formation support for the T-80 shock company. These are highly capable fighters, whose stats put the Afghantsy veterans to shame. Still having the same rock solid Soviet morale/rally, Shock rifles have a Skill rating of 3+, Assault 4+, and are hit on a NATO-esque 4+. This makes them slightly superior to West German panzergrenadiers, and flat out better than most other infantry. Coming in BMP 3s and rocking the RPG 7 VR stock, as well as having the same heavy weapon options as the standard Motor Rifles, this unit is equipped to handle most battlefield situations. To save a few points, they can be downgraded to BMP 2s. Their transports likewise share their awesome stat line. &lt;br /&gt;
&lt;br /&gt;
Naturally, all of this does not come without cost. Available in small (4 AK, 3 RPG, 4 BMP) and medium (6 AK, 5 RPG, 1 PKM, 6 BMP) size only, the Shock company is smaller than their standard brethren, though still larger than most NATO infantry units in the case of the medium company. They are also quite expensive, with the medium company weighing in at 24 points with BMP 3s, or 21 points with BMP 2s. For comparison, a medium BMP 2 motor rifle company with upgraded RPGs costs 1 point less, and has an additional AK, RPG, and PKM base, as well as three extra BMPs. Having said that, the additional cost may not be entirely unjustified. Being hit on 4+, reliably using orders, and hitting harder in assaults makes the Shock rifles far more self-sufficient. Likewise, their transports can use movement orders and line of sight blocking terrain to play peekaboo with enemy units and stay alive rather than relying on target overload. The unit will certainly require a different approach that Soviet players are used to.&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:Soveit BMP &amp;amp; Infantry.jpg|right|300px|thumb|Ignore the dust comrade! It will only make you stronker!]]&lt;br /&gt;
Soviet Motor Rifle infantry, known as Motostrelki, were the bread and butter of the Soviet Armed Forces since the reformation of the Red Army into the Soviet Armed Forces in 1946. As the name implies Motorstrelki, or MR as they&#039;re abbreviated to, were all motorized infantry who were to act as the main Soviet force in any conventional or unconventional conflict. Their job would to act tactically as motorized infantry, and on what the Soviets dubbed the &#039;operational&#039; level, a level of warfare between the strategic and tactical levels, help in the exploitation, reinforcement, and line holding duties, alongside supplementing tank units, their all motorized nature allowing them to keep up with the extremely high tempo warfare they had planned on.&lt;br /&gt;
&lt;br /&gt;
Their use in battle was to dismount from their BMP, BTR, and MT-LB vehicles at a few hundred meters from their targets, and advance with their attached tanks at roughly equal pace which should, at least in theory, allow for infantry to keep pace with the tanks, allowing the tanks to cover the infantry, and vice versa with targets being pointed out to the tanks through the use of tracers the Motostrelki are given.&lt;br /&gt;
&lt;br /&gt;
By the time of Team Yankee the Russians have replaced their 7.62x39 AKMs with 5.45x39 AK-74s. This tweaked copy of 5.56 NATO gives lighter, longer range ammo with less recoil in exchange for less barrier penetration. The AKM remains in use for rear line units. &lt;br /&gt;
&lt;br /&gt;
Bears mentioning that Group of Soviet Forces in Germany was creme de la creme of the Red Army, supplied and trained to a highest standards. Simply being enlisted there was considered very prestigious, as every candidate had to show both physical (or professional) qualities and unshakable loyalty to the Party not to defect to the Westerners (and let&#039;s not forget that a lot of western stuff could be bought there, and salaries for conscripted soldiers and NCOs were paid in East German marks). Many officers had families there, as one could call GSFG a state within a state.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Mot-Schützen Kompanie==&lt;br /&gt;
[[File:Mot-Schützen Kompanie.jpg|300px|right|thumb|&amp;quot;Franz...are we the baddies, again?&amp;quot;]]&lt;br /&gt;
The &#039;&#039;Nationale Volksarmee&#039;&#039; was regarded as the best trained of the Warsaw Pact client states, including both their NCOs and officers who were considered to be a cut above their less motivated allies. Constructed on a base of communist die-hards and reformed ex-Wehrmacht veterans the &#039;&#039;NVA&#039;&#039; combined the traditions of a German Army with battle-tested Soviet doctrine. Armed with their older MPi KM (AKM) rifles, the Mot-Schützen lack the added firepower of the under-barrel grenade launcher of their Soviet comrades (reflected in the stats), though they were known for a greater usage of RPKs in the SAW role (not reflected in the stats).&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Mot-Schützen_Kompanie_Card.jpg|300px|left|thumb|The Stat Card...]]&lt;br /&gt;
[[File:TV113.jpg|300px|right|thumb|and the heavy weapons. Achtung!]]&lt;br /&gt;
Like any PACT army, the East Germans have a tendency towards hordes of men and machines, and the Mot-Schützen Kompanie is no different. They are functionally identical to Soviet motorized rifles with identical point costs. However, they gain 4+ skill and drop to 4+ rally: expect them to pass orders most of the time, but they are more vulnerable to being pinned. Experienced players will realize the importance of 3+ rally when their infantry choose to stay pinned instead of moving forward, which is the main issue stopping the East Germans from being strictly better Soviets. Motorschützen also lack 5+ firepower on their assault rifles. Take note of this when planning attacks on entrenched or garrisoned infantry. &lt;br /&gt;
&lt;br /&gt;
The two fundamental parts of your unit are the AKM Teams and your RPG-7 teams, but added weapon teams make this unit more interesting. For 1 point each, you can take an AGS-17 grenade launcher team, up to two Spigot ATGM teams and/or one Gremlin MANPAD team. Considering that you can take smaller infantry companies to bring more heavy weapons to the field, certain units may become redundant. For example, 3-4 companies of Mot-Schützen with Gremlin MANPADs could fill your anti-air role in games with point values below 30. Spigots are not purchasable for BMP mounted troops, as your transports are already capable of firing missiles.&lt;br /&gt;
&lt;br /&gt;
Points cost for the motorschutzen are identical to Soviet motor rifles, including the cost of transports.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:Mot-Schützen_Kompanie_BTR.jpg|300px|right|thumb|East German tourists, posing for a picture near the border.]]&lt;br /&gt;
One of the smaller armies of the Warsaw Pact the NVA maintained a high level of readiness like their Soviet comrades in the GSFG garrison, ready to mobilize for war within hours, and remember Berlin was split right in half with western armed forces behind the border in east German territory. If war started the first order of business was wiping those troops off the map as-fast-as-possible so they don&#039;t cause trouble. In the event of war, the NVA was to be placed directly into the 5 Soviet Armies of the GSFG, as opposed to their larger allies Poland and Czechoslovakia who would have their own Army-sized units.&lt;br /&gt;
&lt;br /&gt;
You might be wondering why the East Germans have their own infantry models while the other PACT nations have to make do with painting soviet infantry in different colors. Besides staggering laziness and favouritism on Battlefront&#039;s part, the Volksarmee wore a distinct helmet which makes using the standard Soviet infantry as NVA infantry impossible. &lt;br /&gt;
&lt;br /&gt;
When the National Volksarmee was formed in the late 1950s, they desperately wanted to prevent their soldiers from looking like Red Army clones, as the atrocities committed against the German people in the closing days of the war by the Soviets were still very much in the public consciousness. In an effort to minimize obvious red army influences, many Wehrmacht traditions were transplanted directly into the Volksarmee, such as goose stepping on parade, and peacetime uniforms were almost a direct copy of the ones worn by their fathers, just with communist iconography rather than fascist ones. Their signature helmet was actually a wartime design, trailed in 1943 but never put into service due to the fact that helmet factories would have to have been retooled (it was thought that the West Germans would keep using the stalhelm, so to prevent friendly fire they needed something different). The Stalhelm was also rejected out of worry the offensive it would cause to Soviet and WARPAC citizenry and veterans, since the WARPAC had notionally been formed to prevent renewed German aggression (a genuine worry given West Germany&#039;s revanchist stances towards the 1945 Polish border, a matter not fully settled until the &#039;&#039;1990s&#039;&#039;). &lt;br /&gt;
&lt;br /&gt;
The Volksarmee was so proud of its direct lineage from the Wehrmacht, that they often accused their Western counterparts of &amp;quot;selling out&amp;quot; to the West in general and the Americans in particular, as the Bundeswehr had gone to great lengths to distance itself from the past by adopting American gear like the M1 helmet and by removing almost all of the past Nazi traditions. A number of East German Officers and Generals had even been in the Wehrmacht and League of Free German Officers, a wartime Soviet backed collaborationist organisation that included Wehrmacht and KPD (Communist Party of Germany) members. &lt;br /&gt;
&lt;br /&gt;
The Volksarmee was one of the few outside of Russia to adopt the AK-74 and its more modern 5.45x39 cartridge before the end of the Cold War, and the bayonet remains standard even today because they had so many of them. Many of the obsolete East German AKs in 7.62x39 were given to Soviet allies and remain one of the more common variants to see use by irregulars, though they are still far behind the Chinese Type 56 in quantity (though ahead in quality). Remaining surplus has been purchased by Finland (where every man must learn how to use an AK or go to jail) as reserve arms.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Kompania Zmotoryzowana==&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Slide1.JPG|300px|thumb|left|Polish Stats, towarzyszu!]]&lt;br /&gt;
&lt;br /&gt;
The motorized rifle company (zmotoryzowana kompania piechoty) have a very weird place in the Pact forces as having the best statline for frontline troops: resistant to morale shock and pinning but paying for it in points and weak equipment. Notably, your rifle teams don&#039;t have RPG-18s. All anti-tank duties are delegated to your RPG-7 teams, which may or may not be very significant depending on whether you expect your infantry to serve as all-rounders or to fight other infantry for the most part. They do have 4+ skill, which means you should be using orders whenever possible.&lt;br /&gt;
&lt;br /&gt;
As with other PACT forces, try not to have these teams in close combat. You may have plenty of bases, but 5+ assault means you will only land one hit per three teams. &lt;br /&gt;
&lt;br /&gt;
Polish motorized rifles (BTR/OT-64s) may purchase the following heavy weapon teams: 2 Spigot ATGM teams for 2 points each, and an SA-7 Strela team for one point. &lt;br /&gt;
&lt;br /&gt;
Mechanized rifles (BMP-1s/BMP-2s) may purchase only a single SA-7 team, with the BMP-1 mounted team costing 1 point and the BMP-2 mounted team costing 2 points. Companies above the smallest size get 2 PKM LMG teams though, which offer a very solid base of fire that can pin a NATO platoon or shred through [https://www.callofduty.com/ca/en/| doughboys in the open].&lt;br /&gt;
&lt;br /&gt;
Without mass BMP-2s, Polish players are forced to rely on the BMP-1: a decent vehicle, but lacking the AT21 ATGMs that make the BMP-2 so strong. The cost discounts of NVA and Czech riflemen balance this out, something your Poles do NOT get.&lt;br /&gt;
&lt;br /&gt;
However, they do have the best statline second to the VDV if you want your infantry to push forward or just to bog the enemy down without becoming pinned. With 4+ skill and orders, you will have an easier time giving orders to blitz or dig-in and have the required stats to minimize the chances that they will panic and go to ground when hammered by artillery or machinegun fire. 5+ FP means that they excel in close-range firefights against enemy infantry...once you get close enough of course. Use smoke, artillery and cunning plans to ensure that these men can get close and do their job.&lt;br /&gt;
&lt;br /&gt;
A key point with Polish units is that with BMP-1 and BMP-2 mounted infantry, you are paying premium points for the combination of elite infantry and 4+ BMPs with ATGMs. In fact, the maxed out BMP platoons cost 5 points more than their Soviet counterparts. For once you will probably outnumber the enemy by 3 to 2 [https://www.youtube.com/watch?v=epeQwq-aYV0  instead of the usual 40-1 that your Poles are used to]. For those who don&#039;t get the joke, this will be one of the few times the Poles aren&#039;t horribly outnumbered and destroyed.&lt;br /&gt;
&lt;br /&gt;
Mediocre with BMPs, excellent with BTRs/OTs.&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:PolishFlavour1TeamYankee.jpeg|300px|right|thumb|Onwards, when no-one else will!]]&lt;br /&gt;
&lt;br /&gt;
Polish forces were a mixed bag. The officer corps was without a doubt very Polish and the lower levels sometimes even openly anti-Soviet (there were some parties in 1967, to celebrate “their” Jews defeating the soviet backed Arabs). The Soviets considered them politically unreliable in the long term, and put the Polish troops in the tip of the spear plans so that if there was a betrayal by the Polish military, the best equipped forces the traitors might have would be still engaged with the west. Polish marines were earmarked for some of the most dangerous missions and plans of the war, as expendable troops with acceptable equipment and good training was just what the Soviets wanted for high risk medium reward operations. Polish marine and airborne forces were supposed to try and take over the Danish Belt, supported by some East German units and some of the Baltic Fleet. This was without a doubt a suicide assignment, as they’d be operating with minimal supplies and the landing forces would have to run a gauntlet and a half just to put troops on the ground. Still, they provided the most men out of all the Non-Soviet Warsaw Pact nations.&lt;br /&gt;
&lt;br /&gt;
==Motorizovaná Pěchota==&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:Slide7.JPG|300px|thumb|left|Onwards, when no one is left!]]&lt;br /&gt;
&lt;br /&gt;
[[File:Slide4.JPG|300px|thumb|right|We are &#039;eavy weapons guys]]&lt;br /&gt;
&lt;br /&gt;
The Rota motorizované pěchoty (motorized infantry company) of the Czechs represent the cheapest infantry one can buy in Team Yankee and interestingly, are the only ones presented as a true conscript force with unmotivated, underequipped soldiers who would rather be getting pissed in babushka&#039;s basement than being shot at by strange men shooting at them with big black cannons. &lt;br /&gt;
&lt;br /&gt;
Unlike their Pact brethren, Czech infantry are atrocious on the offensive. Like the East Germans they have 4+ skill to make use of cover, but their 5+ rally stat mean that once pinned by artillery or machine gun fire, they are going to stay there for 3 turns statistically speaking. &lt;br /&gt;
&lt;br /&gt;
In a firefight, the Czechs are rather mediocre. With their Vz.58 rifles having an 8&amp;quot; range, FP6, and pinned ROF 1, they are incredibly unlikely to actually do any damage once suppressed by artillery or gunfire. They may have the numbers, but they don&#039;t have the guts to actually fire back at the enemy or close in where their ROF3 Vz.58s can do their work. If you don&#039;t run minimum sized companies the Vz.59 LMG team(s) can try to get a few shots off, but you only get one or two depending on your transport choice. &lt;br /&gt;
&lt;br /&gt;
On the attack, a pinned company is a dead company that will fall to machine gun fire, rockets and almost anything that the enemy has to offer. On the defensive? This is where things start to change....&lt;br /&gt;
&lt;br /&gt;
It may seem the Czechs have THE most worthless infantry in the game, which is false thanks to one redeeming factor: cost. While your infantry won&#039;t make their points back against all but the worst opponents, infantry in Team Yankee are still the toughest units to dislodge when &amp;lt;s&amp;gt;hiding in&amp;lt;/s&amp;gt; taking bulletproof cover. And with skill 4+ you stand a decent chance of digging in. Taken as a single allied company, your conscript horde will HOLD the objective. Any player who has tried to repel dug-in British infantry will give horror stories of these troops gunning down all who tried to get close, before tearing through their men with 3+ assault. NATO players can look forward to sharing their own story, where an objective was protected by 7-21 bases of dug-in infantry. Your dug in infantry company can literally outlast your opponents, having enough bodies that it becomes a mathematical impossibility to capture objectives unless all firepower is focused on killing the defending company. The body-blocking tactics are a possibility with Czech players thanks to their discounts.&lt;br /&gt;
&lt;br /&gt;
You can pay 1 or 2 points for a single stand of AGS-17 grenade launchers and/or SA-7 AA missiles per company with a transport for each team, with the BMP-2 mounted teams costing more. OT-64 mounted infantry also have the option of taking up to 2 stands of AT-4 ATGM for 2 points per team and transport. If you are attacking then these are just extra points for a single stand that will probably spend most of the game moving or pinned down. On the defense the AT-4 ATGM teams, while pretty mediocre, at least mean the enemy can&#039;t ignore the company until it is convenient for him to close in, but taking them nullifies any points you saved by not bringing BMPs. Take any points you were considering investing in the AGS-17 and/or SA-7 teams and just bring [[ZSU 23-4 Shilka|Shilkas]]&lt;br /&gt;
&lt;br /&gt;
With BTR-60 and OT-64 mounted infantry you can purchase a 4 point company with 4 rifle teams and 3 RPG teams mounted in 4 vehicles, an 8 point company with 7 rifle teams, 6 RPG teams and 1 LMG team with 8 vehicles, or 13 points gets you 10 rifle teams, 9 RPG teams and 1 LMG team with 11 vehicles. The BTR-60 is slightly less likely to get stuck in terrain, where the OT-64 is can dash a few inches more.&lt;br /&gt;
&lt;br /&gt;
BMP-1 mounted infantry can get a 5 point company with 4 rifle teams and 3 RPG teams mounted in 4 BMP-1s, a 10 point company with 7 rifle teams 6 RPG teams and 2 LMG teams mounted in 9 BMP-1s, or a 14 point company with 10 rifle teams 9 RPG teams and 2 LMG teams mounted in 12 BMP-1s.&lt;br /&gt;
&lt;br /&gt;
BMP-2 mounted infantry can get a 7 point company with 4 rifle teams and 3 RPG teams mounted in 4 BMP-2s, a 13 point company with 7 rifle teams 6 RPG teams and 2 LMG teams teams mounted in 9 BMP-2s, or an 18 point company with 10 rifle teams 9 RPG teams and 2 LMG teams mounted in 12 BMP-2s.&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
[[File:CzechFlavour1TeamYankee.jpeg|300px|right|thumb|KSC men looking badass, proper firing posture not included. That&#039;s not an AK.]]&lt;br /&gt;
Probably the most rebellious nation in the Eastern Bloc, Czechoslovak forces were generally quite displeased at being on the Soviet Union&#039;s side, especially after the Soviet invasion during the Prague Spring. There was a good degree of mutual animosity between the Soviet Union and Czechoslovakia, so Czechoslovak forces had limited access to or desire to use Soviet gear, often preferring local designs. Humorously enough prior to the 1960s Czech motor rifles would actually be found riding in the German designed SdKfZ 251 half track of World War 2 fame, as these were already in production in Czechoslovakia and they didn&#039;t want to switch to making Soviet gear.&lt;br /&gt;
&lt;br /&gt;
Like most Pact forces outside of Russia proper, at the time Team Yankee is set the Czechs still use the older 7.62x39 cartridge instead of the more modern 5.45x39. Contrary to appearances, the Czech forces do &#039;&#039;not&#039;&#039; use a variant of the AK rifle and instead use a native design in the vz. 58, which operates differently and has no interchangeable parts (not even the magazine). Compared to an AK it is more accurate, features a last round bolt hold open and uses lighter aluminum mags than the overbuilt steel mags used by the AK, but on the downside gets unmanageably hot, even with gloves, much quicker. Today the vz. 58 is being phased out in favor of the CZ 805 BREN 5.56x45 NATO. Due to heavy legal restrictions on rifles based on the AK and AR15 platforms, the vz. 58 remains popular among Canadian civilians since the vz. 58 is not an AK. In addition to not being a restricted firearm, it is able to hit the broad side of a barn, uses readily available detachable magazines, is able to use modern accessories with minimal work (while never issued with the Soviet side rail, it&#039;s easily added by a gunsmith and often imported with one already on) and can use the cheap Chinese 7.62x39 all while not being prohibitively expensive.&lt;br /&gt;
&lt;br /&gt;
==Mechanized Infantry Company==&lt;br /&gt;
&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
[[File:N56.jpg|300px|thumb|right|I surrender! Here, take me!!]]&lt;br /&gt;
[[File:Iraqi Mechanized Company BMP-1.png|300px|left|thumb|Run Away!]]&lt;br /&gt;
[[File:Iraqi Mechanized Heavy Weapons BTR-60.png|300px|left|thumb|Hadji Weapons]]&lt;br /&gt;
The mechanized company is the main objective holder of the Iraqi Army, and also one of the only units that can fight tanks.&lt;br /&gt;
&lt;br /&gt;
Like other WARPAC infantry companies, the Iraqis have cheap, spammable infantry with the numbers to beat down Western forces with sheer weight of fire: both from the riflemen and the vehicles they ride. &lt;br /&gt;
&lt;br /&gt;
The Iraqis do not have access to BMP-2, but make up for it with a somewhat respectable profile. While your conscripts have the training of Soviet peasants, they have 4+ courage, morale and rally and should be played like a mix of East Germans and Soviets. Thanks to their Western equipment, some units have access to Milan missiles, giving you the option to turn your Iraqis into quasi-British units with spammed Milans. &lt;br /&gt;
&lt;br /&gt;
Like the Frenchies, these Milans are one of the only weapons capable of beating 3rd generation tanks and should be positioned to deny areas to enemy tanks, if not outright engaging them. These troops should be aggressively pushed to deny pieces of terrain to your enemy. They might not have the numbers of Czechs, but are extremely close and come with better morale.&lt;br /&gt;
&lt;br /&gt;
In the Iraqi arsenal, the AMX-10P could be seen as a BTR with more armour, a (barely) heavier weapon and better off-road performance. Your BTRs have traditionally been the suicidal first wave in an assault, and your AMX-10Ps should take the same role: except they have a chance to brush off autocannon fire from enemy IFVs and won&#039;t vapourize under artillery.&lt;br /&gt;
&lt;br /&gt;
A BTR-60/OT-64 motorized company comes in at 4 points for 7 AK teams, 1 RPG team and 4 vehicles; 13 AKs, 2 RPGs, 2 PKMs and 9 vehicles for 7 points or 19 AKs, 3 RPGs, 2 PKMs and 12 vehicles for 10 points. Each company may take a team of SA-7s for 1 point, AT-3 Saggers for 1 point, or 1 Milan team for 2 points. All of these units come with a vehicle of their parent company.&lt;br /&gt;
&lt;br /&gt;
The BTR-60/OT-64 company can upgrade its vehicles to AMX-10Ps for only 3 points, and can mount Milans if desired: but not Sagger missiles.&lt;br /&gt;
&lt;br /&gt;
A BMP-1 mechanized company comes in at 5 points for 4 AKs, 3 RPGs and 4 BMPs, 7 AKs, 6 RPGs, 2 PKMs and 9 BMPs for 10 points, or 10 AKs, 9 RPGs, 2 PKMs and 12 BMPs for 14 points. Each company can add on a team of SA-7s with a BMP for 1 point.&lt;br /&gt;
&lt;br /&gt;
===IRL===&lt;br /&gt;
&lt;br /&gt;
[[File:150303-calbraith-iraq-army-tease fescam.jpg|300px|thumb|left|Modern hajis, because equipping folks with questionable loyalty is a great idea.]]&lt;br /&gt;
&lt;br /&gt;
By 1985, the Iraq Mechanized Infantry Company, with it&#039;s soviet level of training, either represents an Iraqi force at the start of the conflict, or more likely the Republican Guard units being trained in Western Iraq for the eventual counterattack in 1987. The only truly mechanized units left in the Iraqi army were the Republican Guard forces, mostly because as losses mounted and replacements were not easily available, things broke down and were never recovered. Purchases were starting as funding from the Gulf States allowed the Iraqis to make foreign arms purchases once again, but in general the Iraqi army of this period was by no means a mechanized force in reality. &lt;br /&gt;
&lt;br /&gt;
The conscript based Iraqi army was struggling to do anything at all really, and the stalemate was being held to by both sides at this point in the war. The Iraqis had spent their best troops in a meat grinder in 1980 and 1981 trying to seize and siege several Iranian cities, and lost way more than they gained. The Iraqi forces were only really effective fighting in the defense, from static positions - maneuver was practically unknown. Executions for minor infractions were common, and about 80% of the army was Shia, and not enthusiastic about being there, but had to fight or be killed either by their officers or the Iranians. Really, Battlefront, a better model for the base line Iraqi&#039;s would be to have morale issues even worse than the Czechs.&lt;br /&gt;
&lt;br /&gt;
Historically speaking, the major issues with the Iraqi army wouldn&#039;t be solved without major outside assistance and the Iranians pissing everyone off enough that they couldn&#039;t buy new equipment. Iraq would be rocked hard in &#039;86, and end up having to resort to absolutely insane amounts of chemical weapon use in &#039;87 and &#039;88 to force the Iranians back and out of Iraqi territory - which for most of the war had been under Iranian control. By this point the Iraqi conscript army was a more professional force probably better deserving the statline assigned to them here, as training and equipment improved over time. This army though had also ballooned in size and expense to the fourth largest in the world, something that would be partially responsible for the 1991 invasion of Kuwait by Iraq. &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ZSU_23-4_Shilka&amp;diff=572864</id>
		<title>ZSU 23-4 Shilka</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ZSU_23-4_Shilka&amp;diff=572864"/>
		<updated>2022-04-29T17:56:34Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* Iran */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Shilka .jpg|300px|right|thumb|DAKADAKADAKADAKA]]&lt;br /&gt;
{{topquote|We don&#039;t fly and we&#039;re not letting anyone else, either!|Unofficial motto of Russian anti-air corps}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ZSU 23-4&#039;&#039;&#039; is a SPAAG made by the Soviet Union. Its basically a light tank with 4 autocannons to shoot down aircraft and any infantry unlucky enough to be in it&#039;s sights. &lt;br /&gt;
&lt;br /&gt;
Its NATO designation is &amp;quot;Shilka&amp;quot;, although the West has occasionally called it &amp;quot;Zeus&amp;quot;, inspired by its Soviet designation. That designation is not just military word salad though and has real meaning: &#039;&#039;ZSU&#039;&#039; is an acronym for &#039;&#039;Zenitnaya Samokhodnaya Ustanovka&#039;&#039; and means (in russian) &#039;&#039;anti-aircraft self-propelled (weapon)system&#039;&#039;, 23 is the caliber of it&#039;s barrels and 4 is how many it has.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Shilka Stat Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
The Shilka is one of two Soviet SPAAGs in Team Yankee at the moment (we have 3 SAM (Surface to Air Missile) vehicles), and is quite a decent little machine.  Like all SPAAGs, the Shilka gets the Dedicated AA and Radar Rules, which means that it can engage aerial threats with its full ROF out to a range of 16&amp;quot;/40cm without adding +1 to hit.The increase of the range from 50cm to 80cm during AA shooting of the 23mm 2A7 AA gun comes from the radar taking over aiming when the target is in the sky rather the gunner using the Mk. 1 eyeball on the ground.&lt;br /&gt;
&lt;br /&gt;
The Shilka is &amp;lt;s&amp;gt;okay at dealing with ground targets&amp;lt;/s&amp;gt; comparable to an autocannon on steroids. Despite AT6 making M113s and IFVs a tough nut to crack, 6 shots with a 5+ FP are enough to comfortably defeat most APCs, vehicles, and infantry in the open. For a comparable amount of firepower, most countries would be paying double the points! Though with an all-around armour rating of 1, don&#039;t expect them to do well against things like the .50 cal that almost every American tank has bolted to the top, or anything bigger than that. You should be using this thing to defend your tanks against attack helicopters though, not putting large numbers of small holes in APCs and other light vehicles.&lt;br /&gt;
&lt;br /&gt;
This thing is arguably the best anti-air unit in the game due to its brutal cost-efficiency thanks to the sheer volume of firepower it can bring to bear. The fact that this unit can engage ground targets with vicious results makes it an auto-include; nothing is safe from its 4 barrels of hell (apart from tanks). It may not beat the Gepard in a ring fight, but it will make it points back far more easily than the Gepard.&lt;br /&gt;
&lt;br /&gt;
Shilkas can be taken by East German, Polish and Soviet Armies at 1 point per vehicle in a platoon of 2-4 as company level support independent of the missile air defence slot which the Gaskin and Gopher compete for. The Czech version costs 2 points for a pair, or 3 points for 4 Shilkas.&lt;br /&gt;
&lt;br /&gt;
===Israel===&lt;br /&gt;
[[File:IZZSU.jpg|300px|left|thumb|]]&lt;br /&gt;
For the Israeli commander, this unit is in direct competition with the American VADS. Its main gun has near identical stats; except that the Shilka has 1 less shot while stationary (ROF 6 vs 7). It also features weaker armor from the front and sides which is only relevant for autocannon fire: anything heavier like a LAW will be going through your soft-skinned chassis. Additionally, the Shilka features much worse dash speeds. &lt;br /&gt;
&lt;br /&gt;
As a SPAAG unit, these forces might be used as heavy autocannons to engage enemy soft-skins. However, you do gain top armor 1 which can make a HUGE difference. The smart player will try to pick off your support units from the safety of a mortar pit, and 1 point of armor can make a huge difference when most players are packing AT1 and AT3 artillery such as  60mm and 120mm mortars.&lt;br /&gt;
&lt;br /&gt;
Like many other borrowed Israeli units, it mostly features a better trained crew, without improvements to the physical vehicle. It does get amphibious, but with water terrain being about as common as a tank victory against Milan spam... Yeah.&lt;br /&gt;
&lt;br /&gt;
TL;DR:&lt;br /&gt;
+1 to courage, assault, counterattack. +2 to skill.&lt;br /&gt;
Slower ROF than the VADS and slower movement, gains top armor 1.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Iran===&lt;br /&gt;
[[File:ZSU-23 Iran.png|300px|left|thumb|Iran]]&lt;br /&gt;
Iran also gets these.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Iraq===&lt;br /&gt;
[[File:ZSU-23 Iraq.png|300px|left|thumb|Iraq]]&lt;br /&gt;
The Iraqi variant.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Zsu 23 4 shilka.jpg|300px|right|thumb|DAKADAKADAKADAKA ]]&lt;br /&gt;
The ZSU is one of the more popular armoured fighting vehicles made by the Soviet Union, traditionally armed with a quad-linked 4x23mm autocannon array, a search light, and radar equipment. Its primarily designed to shoot down low-flying aircraft like helicopters and occasional fighter craft, but its guns were also powerful enough to tear through lightly-armored vehicles and infantry aswell. Infact it was a common practice for Soviet soldiers to bring ZSUs whenever possible in anti-infantry operations due to their sheer lethality. In this regard, the ZSU found major use in the Invasion of Afghanistan, where often it would protect conveys within the hilly, mountainous terrain of the country. The Insurgents soon found out that quad 23mm cannons had much higher elevation than the weapons on the BMPs, BTRs and T-52s, allowing it to engage them from their ambush points on high ridges and hilltops. A special variant was deployed for that use in this conflict, lacking the AA radar in favour of increased ammunition capacity, turning the AA tank into a meat chopper. That said, the ZSU was never meant to be a front-line vehicle, so it&#039;s armor is woefully light, even concentrated heavy machine gun fire to it&#039;s flimsier side and rear armor could potentially wreck it&#039;s day, which is understandable as it was designed doctrinally to avoid direct ground combat. They were also employed in the conflict in Chechnya to combat insurgents firing from upper floors of tall apartment block. These floors were too high and the street too narrow to be engaged by BMP-2 autocannons so ZSU&#039;s would be employed instead. Obviously they were horribly vulnerable to rocket fire from above, but 4 23.s firing at you tends to dampen your enthusiasm for hanging out a window with an RPG..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That said: the reason for the high rate of fire is that by the 1960&#039;s aircraft move ridiculously fast, going from world war 2&#039;s &amp;quot;&#039;&#039;ludicrously fast&#039;&#039;&amp;quot; to &amp;quot;there is a mosquito-shaped hole in my teeth&amp;quot;. You have seconds to shoot at a target, so you need as high a rate as fire as possible to try and ensure you get at least one hit and at those speeds one hole in the air frame will do the trick to down a target by itself. This means that the whole concept of cannons or machine guns against aircraft from the ground is a bit of a flawed concept (except they work so obviously it isn&#039;t flawed, and loading shells with shrapnel helps when that&#039;s done on various weapons). Missiles do better due to their ability to track a target. However the ZSU has served with all Soviet states and their allies as the go-to SPAAG from its inception until today. It is mainly used today only by armies unable to field better equipment, though it can definitively ruin the day of any helicopter due to their lower speeds and operational altitudes. They’re also what you want to use guns instead of missiles on, since any low-flying vehicle is difficult to get a proper target lock on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though well-aged by this point, the Shilka has gotten a new lease of life in recent years amongst armies that have to deal with Drones. The high volume and density of fire offered by its guns turns out to be a much more dependable counter than modern SAM systems to the small and low-flying attack drones increasingly used by countries like Turkey and Azerbaijan as well as a variety of Syrian rebel groups. Additionally it&#039;s more diffcult for a drone Pilot? (operator?) to take evasive action against fire even if the drone can see the source of the gunfire and if the initial burst misses.  The recent performance of the Shilka, as well as its modern truck-mounted descendant, the Pantsir, has led some Western military analysts to question the wisdom of retiring systems like the Gepard. That being said, the Pantsir has been roundly humiliated by high flying mid size and above attack drones, specifically the Turkish TB2, essentially making it suicidal to face a drone equipped army without serious AA defenses.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=AMX-10P&amp;diff=7985</id>
		<title>AMX-10P</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=AMX-10P&amp;diff=7985"/>
		<updated>2022-04-29T17:54:44Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* Iraqi variant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thumbnail.jpg|right|300px|thumb|]]&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
===French variant===&lt;br /&gt;
[[File:TFBX02-14.jpg|left|300px|thumb|La Stats Monsieur]]&lt;br /&gt;
&lt;br /&gt;
In-game, the AMX-10P parallels units like the Marder and the BMP-2. It totes an inferior autocannon with a piddly AT6 FP5+, so do not expect it to comfortably defeat vehicles above AV1. It remains an effective infantry fighter or a flanker, with stats capable of bailing support units like artillery or suppressing (NOT KILLING) infantry. Much like other French armor, its 20mm (baguette ERA) steel gives it a mediocre frontal 2, vulnerable even to BTRs. As with other vehicle ATGM mounts, it is an incredibly situational ability for games where you wish to have less firepower for a marginal (4 inch) increase in movement. &lt;br /&gt;
&lt;br /&gt;
While lackluster as an IFV, one redeeming factor is its cost. Instead of paying more than an equivilant VABs infantry unit, you only lose 2 FAMAS teams instead without a points hike. AMX-10P also have the option to purchase an additional Milan team, giving your infantry even more teeth. While undoubtedly weaker than BMP-2s, skill 3+ allows for an aggressive commander to abuse blitzing in order to get an alpha strike. It’s inability to tank shots encourages such a play style, using these vehicles to sneak about and pounce on unsupported units rather than trying to slug it out with a Soviet horde. &lt;br /&gt;
&lt;br /&gt;
As with other French units, 5+ morale makes it a terrible choice for defensive play. Move forward and hit them before they hit you!&lt;br /&gt;
&lt;br /&gt;
===Iraqi variant===&lt;br /&gt;
[[File:AMX-10P Iraq.png|300px|left|thumb|Iraq]]&lt;br /&gt;
Nearly identical to the French version on the stat card, the AMX-10P is a significantly cheaper option for the Iraqis. While French platoons operate in small units where 3+ skill infantry are preferred for their durability, the Iraqis fight in Soviet sized companies. For the price of 3 points to upgrade all BTRs to AMX-10Ps, you gain enough armor to take hits from 14.5mm and 12.7mm caliber weapons with a mild improvement in AT: not enough to shred tanks, but more than enough to destroy enemy IFVs considering the horde you can bring. &lt;br /&gt;
&lt;br /&gt;
With two companies of infantry,a single battalion can field over 20 motivated, highly trained IFVs that you can throw down a highway in a blitzkrieg of Babylonian steel. An auto-include for any Iraqi list and the transport of choice for all Iraqi infantry units, unless you are playing on a board size where roads and the speed of the wheeled OT-64s/BTRs can be truly abused.&lt;br /&gt;
&lt;br /&gt;
==AMX-10P VOA==&lt;br /&gt;
[[File:TFBX02-15.jpg|left|300px|thumb|recon stats]]&lt;br /&gt;
&lt;br /&gt;
Your artillery spotter totes a 7.62mm machine gun as a paperweight for your maps and comes with the scout and observer rulings which gives you +2 to hit buff instead of +1 when taking cover, and reduces the score needed to call for artillery by one. It only applies between a battery and its attached observer: the bonus does not apply to observer A calling for battery B&#039;s fire. It combos nicely with AUF1 batteries of three or four, but not a battery of five which has a -2 to hit (-1 from autoloaders, -1 from 5-6 guns firing).&lt;br /&gt;
These rules change somewhat in TY2.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:AMX-10P-001.jpg.3e14b7ea58850a7f79cc3e3f2e89da4e.jpg|300px|right|thumb|]]&lt;br /&gt;
&lt;br /&gt;
Conceived during the 60s  when the French Army began shifting its order of battle from an expeditionary focus to defending the nation from the threat of Soviet armour pouring across the Iron Curtain, the AMX-10P is an infantry fighting vehicle based on the ubiquitous AMX platform, the French equivalent of the M113. Designed to carry an infantry squad as part of the armoured and cavalry regiments, it carries an autocannon in addition to a 7.62mm machine gun which was typically used for ranging the main gun rather than fighting infantry. If expected to engage enemy tanks, it was technically possible to bolt on a Milan missile, but these systems were typically given to the infantry as AMX-10P crews were only given basic training on the use of what was effectively a situational weapon in their case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{French Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M113_106mm_Recoilless&amp;diff=317167</id>
		<title>M113 106mm Recoilless</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M113_106mm_Recoilless&amp;diff=317167"/>
		<updated>2022-04-28T22:24:23Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==In Team Yankee==&lt;br /&gt;
&lt;br /&gt;
====Iran====&lt;br /&gt;
[[File:M113 AT Iran.png|300px|left|thumb|Iran]]&lt;br /&gt;
Iran gets these units in competition with the Jeep 106mm for the ranged fire-support role. They can only be taken as part of a Mechanized Company as company support, an unimpressive unit compared to the line infantry units of the East and West. &lt;br /&gt;
&lt;br /&gt;
Players are advised to  look at the [[Jeep 106mm Recoilless]] from  the [[Basij Infantry Company]] formation, which lack the heavy weapons of their mechanized comrades but have the numbers and firepower to outdo them (if you can afford them).&lt;br /&gt;
&lt;br /&gt;
Apart from protection against small arms and artillery, there isn&#039;t much difference between this and the AT Jeeps. Factions with ‘expensive’ tanks like the IDF  might prefer the M113 106, but this falls to the lack of a cheap fire support unit. Iranian players will have no shortage of budget tanks &amp;lt;s&amp;gt; for the enemy to shoot &amp;lt;/s&amp;gt;  to engage softskins considering Iran’s access to T-55s and Pattons. They might lack brutal, but a Patton platoon will stay on the board for much longer and has the range advantage to destroy many more IFVs, APCs and light tanks than a 106mm platoon.&lt;br /&gt;
&lt;br /&gt;
TLDR: a situational pick for mechanized company lists which need brutal fire support for a low cost. Tank platoons preferable for the anti-armour role. Basiji preferred for an offensive infantry role.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
The M40 Recoilless rifles had largely become obsolete by 1985, with guided missiles being far more effective and accurate for the role of light anti-tank weapon. However, by comparison, recoilless rifles were still very cheap, easy to operate, and could be mounted on a large enough vehicle with little trouble. In fact, they could even be locally produced, as the technology didn&#039;t require any expensive electronics or programming; they&#039;re little more than modified cannons. For this reason, many countries continued using recoilless rifles like Iran.&lt;br /&gt;
&lt;br /&gt;
While the US never mounted the M40 on an M113, they did produce a dedicated six-rifled tank destroyer called the [[wikipedia:M50 Ontos|M50 Ontos]]. This vehicle however was short-lived, so most countries used what they had, like the M113.&lt;br /&gt;
&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ZSU_23-4_Shilka&amp;diff=572863</id>
		<title>ZSU 23-4 Shilka</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ZSU_23-4_Shilka&amp;diff=572863"/>
		<updated>2022-04-28T22:23:29Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Shilka .jpg|300px|right|thumb|DAKADAKADAKADAKA]]&lt;br /&gt;
{{topquote|We don&#039;t fly and we&#039;re not letting anyone else, either!|Unofficial motto of Russian anti-air corps}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ZSU 23-4&#039;&#039;&#039; is a SPAAG made by the Soviet Union. Its basically a light tank with 4 autocannons to shoot down aircraft and any infantry unlucky enough to be in it&#039;s sights. &lt;br /&gt;
&lt;br /&gt;
Its NATO designation is &amp;quot;Shilka&amp;quot;, although the West has occasionally called it &amp;quot;Zeus&amp;quot;, inspired by its Soviet designation. That designation is not just military word salad though and has real meaning: &#039;&#039;ZSU&#039;&#039; is an acronym for &#039;&#039;Zenitnaya Samokhodnaya Ustanovka&#039;&#039; and means (in russian) &#039;&#039;anti-aircraft self-propelled (weapon)system&#039;&#039;, 23 is the caliber of it&#039;s barrels and 4 is how many it has.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Shilka Stat Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
The Shilka is one of two Soviet SPAAGs in Team Yankee at the moment (we have 3 SAM (Surface to Air Missile) vehicles), and is quite a decent little machine.  Like all SPAAGs, the Shilka gets the Dedicated AA and Radar Rules, which means that it can engage aerial threats with its full ROF out to a range of 16&amp;quot;/40cm without adding +1 to hit.The increase of the range from 50cm to 80cm during AA shooting of the 23mm 2A7 AA gun comes from the radar taking over aiming when the target is in the sky rather the gunner using the Mk. 1 eyeball on the ground.&lt;br /&gt;
&lt;br /&gt;
The Shilka is &amp;lt;s&amp;gt;okay at dealing with ground targets&amp;lt;/s&amp;gt; comparable to an autocannon on steroids. Despite AT6 making M113s and IFVs a tough nut to crack, 6 shots with a 5+ FP are enough to comfortably defeat most APCs, vehicles, and infantry in the open. For a comparable amount of firepower, most countries would be paying double the points! Though with an all-around armour rating of 1, don&#039;t expect them to do well against things like the .50 cal that almost every American tank has bolted to the top, or anything bigger than that. You should be using this thing to defend your tanks against attack helicopters though, not putting large numbers of small holes in APCs and other light vehicles.&lt;br /&gt;
&lt;br /&gt;
This thing is arguably the best anti-air unit in the game due to its brutal cost-efficiency thanks to the sheer volume of firepower it can bring to bear. The fact that this unit can engage ground targets with vicious results makes it an auto-include; nothing is safe from its 4 barrels of hell (apart from tanks). It may not beat the Gepard in a ring fight, but it will make it points back far more easily than the Gepard.&lt;br /&gt;
&lt;br /&gt;
Shilkas can be taken by East German, Polish and Soviet Armies at 1 point per vehicle in a platoon of 2-4 as company level support independent of the missile air defence slot which the Gaskin and Gopher compete for. The Czech version costs 2 points for a pair, or 3 points for 4 Shilkas.&lt;br /&gt;
&lt;br /&gt;
===Israel===&lt;br /&gt;
[[File:IZZSU.jpg|300px|left|thumb|]]&lt;br /&gt;
For the Israeli commander, this unit is in direct competition with the American VADS. Its main gun has near identical stats; except that the Shilka has 1 less shot while stationary (ROF 6 vs 7). It also features weaker armor from the front and sides which is only relevant for autocannon fire: anything heavier like a LAW will be going through your soft-skinned chassis. Additionally, the Shilka features much worse dash speeds. &lt;br /&gt;
&lt;br /&gt;
As a SPAAG unit, these forces might be used as heavy autocannons to engage enemy soft-skins. However, you do gain top armor 1 which can make a HUGE difference. The smart player will try to pick off your support units from the safety of a mortar pit, and 1 point of armor can make a huge difference when most players are packing AT1 and AT3 artillery such as  60mm and 120mm mortars.&lt;br /&gt;
&lt;br /&gt;
Like many other borrowed Israeli units, it mostly features a better trained crew, without improvements to the physical vehicle. It does get amphibious, but with water terrain being about as common as a tank victory against Milan spam... Yeah.&lt;br /&gt;
&lt;br /&gt;
TL;DR:&lt;br /&gt;
+1 to courage, assault, counterattack. +2 to skill.&lt;br /&gt;
Slower ROF than the VADS and slower movement, gains top armor 1.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Iran===&lt;br /&gt;
[[File:ZSU-23 Iran.png|300px|left|thumb|Iran]]&lt;br /&gt;
Iran also gets these.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Zsu 23 4 shilka.jpg|300px|right|thumb|DAKADAKADAKADAKA ]]&lt;br /&gt;
The ZSU is one of the more popular armoured fighting vehicles made by the Soviet Union, traditionally armed with a quad-linked 4x23mm autocannon array, a search light, and radar equipment. Its primarily designed to shoot down low-flying aircraft like helicopters and occasional fighter craft, but its guns were also powerful enough to tear through lightly-armored vehicles and infantry aswell. Infact it was a common practice for Soviet soldiers to bring ZSUs whenever possible in anti-infantry operations due to their sheer lethality. In this regard, the ZSU found major use in the Invasion of Afghanistan, where often it would protect conveys within the hilly, mountainous terrain of the country. The Insurgents soon found out that quad 23mm cannons had much higher elevation than the weapons on the BMPs, BTRs and T-52s, allowing it to engage them from their ambush points on high ridges and hilltops. A special variant was deployed for that use in this conflict, lacking the AA radar in favour of increased ammunition capacity, turning the AA tank into a meat chopper. That said, the ZSU was never meant to be a front-line vehicle, so it&#039;s armor is woefully light, even concentrated heavy machine gun fire to it&#039;s flimsier side and rear armor could potentially wreck it&#039;s day, which is understandable as it was designed doctrinally to avoid direct ground combat. They were also employed in the conflict in Chechnya to combat insurgents firing from upper floors of tall apartment block. These floors were too high and the street too narrow to be engaged by BMP-2 autocannons so ZSU&#039;s would be employed instead. Obviously they were horribly vulnerable to rocket fire from above, but 4 23.s firing at you tends to dampen your enthusiasm for hanging out a window with an RPG..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That said: the reason for the high rate of fire is that by the 1960&#039;s aircraft move ridiculously fast, going from world war 2&#039;s &amp;quot;&#039;&#039;ludicrously fast&#039;&#039;&amp;quot; to &amp;quot;there is a mosquito-shaped hole in my teeth&amp;quot;. You have seconds to shoot at a target, so you need as high a rate as fire as possible to try and ensure you get at least one hit and at those speeds one hole in the air frame will do the trick to down a target by itself. This means that the whole concept of cannons or machine guns against aircraft from the ground is a bit of a flawed concept (except they work so obviously it isn&#039;t flawed, and loading shells with shrapnel helps when that&#039;s done on various weapons). Missiles do better due to their ability to track a target. However the ZSU has served with all Soviet states and their allies as the go-to SPAAG from its inception until today. It is mainly used today only by armies unable to field better equipment, though it can definitively ruin the day of any helicopter due to their lower speeds and operational altitudes. They’re also what you want to use guns instead of missiles on, since any low-flying vehicle is difficult to get a proper target lock on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though well-aged by this point, the Shilka has gotten a new lease of life in recent years amongst armies that have to deal with Drones. The high volume and density of fire offered by its guns turns out to be a much more dependable counter than modern SAM systems to the small and low-flying attack drones increasingly used by countries like Turkey and Azerbaijan as well as a variety of Syrian rebel groups. Additionally it&#039;s more diffcult for a drone Pilot? (operator?) to take evasive action against fire even if the drone can see the source of the gunfire and if the initial burst misses.  The recent performance of the Shilka, as well as its modern truck-mounted descendant, the Pantsir, has led some Western military analysts to question the wisdom of retiring systems like the Gepard. That being said, the Pantsir has been roundly humiliated by high flying mid size and above attack drones, specifically the Turkish TB2, essentially making it suicidal to face a drone equipped army without serious AA defenses.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M150_TOW&amp;diff=317423</id>
		<title>M150 TOW</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M150_TOW&amp;diff=317423"/>
		<updated>2022-04-28T22:22:53Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The M150 is a modified [[M113 Armored Personnel Carrier|M113]] set up to fire the the American TOW or I-TOW missile systems.&lt;br /&gt;
&lt;br /&gt;
==Canadian Variant==&lt;br /&gt;
[[File:M150 Canuck.jpg|300px|left|thumb|The Stats]]&lt;br /&gt;
This is the only Canadian TOW platform, use it wisely. AP 21 is nothing to scoff at, and when backed up by an [[ADATS]] or two, big scary tanks shouldn&#039;t be much of a threat to your efforts. Be aware that it is open-topped and comes with thermal imaging but lacks a &#039;hammerhead&#039; equivalent rule: this thing will probably die after it fires.&lt;br /&gt;
&lt;br /&gt;
You get 2 TOWs for 3 points or 3 TOWs for 4 points, rather miserable. BUT, this is your cheapest option for popping heavy tanks so you may consider it if an ADATS platoon is too expensive.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Israeli Variant==&lt;br /&gt;
[[File:M113TOWIS.jpg|300px|left|thumb|]]&lt;br /&gt;
&lt;br /&gt;
For 3 points a mechanized infantry platoon can use 2 M150s. They do not have the hammerhead rule of their American counterparts. The Israeli M150 suffers from the comparison with the [[Pereh|Pereh]]. These are 2 points more expensive but their NLOS rule and their superior range make them an often preferred choice. Nevertheless, they are one of the few anti-tank equipment in the Israeli arsenal. It may be useful to include M150s if a strong armoured opposition is expected. Like their Canadian counterparts, M150 are still the most economical Israeli option for dealing with armoured vehicles.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Iranian Variant==&lt;br /&gt;
[[File:M150 Iran.png|300px|left|thumb|Iran]]&lt;br /&gt;
More armored metal boxes for your Iranians, but with TOWs.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
The M150 was the predecessor to the M901 ITV (hence why it&#039;s called the &amp;quot;Improved TOW Vehicle&amp;quot;) back before the US really bought into the concept of missile carriers. The idea was to simply provide more mobility to dismounted TOW teams rather than have a dedicated missile-armed tank destroyer, which were believed to be too noisy and conspicuous on the battlefield. After the Yom Kippur war when mounted ATGM vehicles and dismounted ATGM teams worked in coordination to devastate Israeli tank companies, the US changed its tune and quickly replaced their M150s with M901s.&lt;br /&gt;
&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M125_81mm&amp;diff=317401</id>
		<title>M125 81mm</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M125_81mm&amp;diff=317401"/>
		<updated>2022-04-28T22:21:55Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|  ... not satisfied with the proximity of my barrage and asks to bring it closer...In effect, my barrage falls so close that I hear my bombs explode when he (Léo Major) speaks to me on the radio.|Captain Charly Forbes,}}&lt;br /&gt;
&lt;br /&gt;
A specialized M113 modified to fit an 81mm mortar, and a ready source of explosive rain for PACT infantry.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
===Canada===&lt;br /&gt;
[[File:M125 Canuck.jpg|300px|left|thumb|The Stats]]&lt;br /&gt;
The Canadian option for a dedicated mortar platoon. Notable for being an M113 variant (and therefore a bit beefier than most other mortar carriers), but is still vulnerable to air power and counter-batteries thanks to being open-topped. A must take for supporting your [[Canadian Mechanized Platoon|infantry]], since they kind of need smoke cover and targeted barrages to really get to work.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Battlefront has learnt from its mistakes in the British list and your M125s are rather expensive at 1 point for 2 pieces, 3 points for 4 pieces or 8 points for 7 pieces. It may not be overpriced, but its a rather fair cost for the amount of smoke you get.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Iran===&lt;br /&gt;
[[File:M125 Iran.png|300px|left|thumb|Iran]]&lt;br /&gt;
More Fire Support.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Israel===&lt;br /&gt;
[[File:ISREAL81.jpg|300px|left|thumb|smol boi]]&lt;br /&gt;
&lt;br /&gt;
The M125 is an 81mm mortar carrier with AT 1 and FP4+, making it an obvious choice for the utility artillery role. Vulnerable from anything bigger than an assault rifle, this unit should be planted in the back while pinning enemy infantry or smoking lines of sight to cover your attacks.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
Mortar on an M113.&lt;br /&gt;
&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572789</id>
		<title>ZSU-57-2</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572789"/>
		<updated>2022-04-28T22:21:06Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ZSYOU.jpg|300px|right|thumb|]]&lt;br /&gt;
The &#039;&#039;&#039;ZSU 57-2&#039;&#039;&#039; was the first successful post-WW2 SPAAG (self-propelled anti-air gun) designed by the Soviet Union, meant to provide air cover for the Soviet tank brigades from capitalist jets of the 50s and 60s. Nicknamed the &#039;Sparka&#039; (pair) by the Soviet Union, the vehicle is essentially a T-54 chassis with a pair of 57mm autocannons designed to knock slow flying planes out of the skies, and firing at ground targets with very deadly force.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
===Iran===&lt;br /&gt;
[[File:ZSU-57 Iran Stats.jpg||300px|left|thumb|Iran]]&lt;br /&gt;
The ZSU-57-2 functions as the anti-armour older brother to the Shilka, trading Radar for additional ground range up to 24&amp;quot;, AT9, FP 4+ and a ROF of 3/2. Uniquely in Team Yankee, this is one of the only anti-air units whose threat bubble is only good enough for surrounding units and not three-quarters of the table. The special rule manual tracking gives the ZSU a penalty when trying to engage aircraft. Unable to touch most helicopters firing ATGMs, its guns struggle to hit most ATGM helicopters and virtually all aircraft. In fact, the only time this unit can fufil its AA role is against Hinds or US players hovering Cobras right over your head. &lt;br /&gt;
&lt;br /&gt;
Unlike the Shilka, the ZSU-57-2 has some very deadly weapons when targetting ground vehicles. It automatically penetrates anything with a front armour of two, and IFVs like the Marder will have to roll 5 or better to avoid bailing or burning up. FP4+ may not be the most reliable, but outperforms all autocannons from the [[M247 Sergeant York]]. In terms of raw firepower, the ZSU is deadlier than the [[SA-13 Gopher]] with an additional shot but it lacks the range of its counterpart. Fortunately, using the two of these AA units gives you a very respectable air-cover umbrella with the Gremlins shooting whatever the ZSUs cannot.&lt;br /&gt;
&lt;br /&gt;
The ZSU boasts a front armour of two, sides of one but top armour 0. However, the low range of its 57mm guns means that you should be attacking with this unit as much as possible. Employed as a light tank or an IFV, it comfortably keeps pace with a company of T-72Ms but leaves them totally vulnerable to most air threats.&lt;br /&gt;
&lt;br /&gt;
Mediocre anti-air (except against Hinds), solid ground support unit.&lt;br /&gt;
&lt;br /&gt;
A unit of ZSUs comes in at 1 point for two, and 2 points for four vehicles.&lt;br /&gt;
&lt;br /&gt;
===Iraq===&lt;br /&gt;
[[File:ZSU-57 Iraq.png|300px|left|thumb|Iraq]]&lt;br /&gt;
Also used by Iraq.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Zsu-57-2.jpg|300px|thumb|right|An Iraqi ZSU, ready to shoot down some Skyhawks like its 1973.]]&lt;br /&gt;
The ZSU-57-2 had a similar development history to the more famous [[ZSU 23-4 Shilka]], to fill a need for SPAAGs that could hit harder than older machinegun mounts, but the Soviets quickly found the weapon to be lacking due to its lack of search and fire-control radar, inadequate rate of fire, and slow traverse. They were quickly replaced by Shilkas starting in the 1960s. A handful of other countries adopted and then replaced their ZSUs as well, though Chinese-manufactured versions ended up selling relatively well in the Middle East, particularly with new proximity fuse ammunition to turn them into modernized flak cannons. They also saw more limited action in Vietnam and the Yugoslav wars.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572807</id>
		<title>ZSU-57-2</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572807"/>
		<updated>2022-04-28T22:20:50Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ZSYOU.jpg|300px|right|thumb|]]&lt;br /&gt;
The &#039;&#039;&#039;ZSU 57-2&#039;&#039;&#039; was the first successful post-WW2 SPAAG (self-propelled anti-air gun) designed by the Soviet Union, meant to provide air cover for the Soviet tank brigades from capitalist jets of the 50s and 60s. Nicknamed the &#039;Sparka&#039; (pair) by the Soviet Union, the vehicle is essentially a T-54 chassis with a pair of 57mm autocannons designed to knock slow flying planes out of the skies, and firing at ground targets with very deadly force.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
===Iran===&lt;br /&gt;
[[File:ZSU-57 Iran Stats.jpg||300px|left|thumb|Iran]]&lt;br /&gt;
The ZSU-57-2 functions as the anti-armour older brother to the Shilka, trading Radar for additional ground range up to 24&amp;quot;, AT9, FP 4+ and a ROF of 3/2. Uniquely in Team Yankee, this is one of the only anti-air units whose threat bubble is only good enough for surrounding units and not three-quarters of the table. The special rule manual tracking gives the ZSU a penalty when trying to engage aircraft. Unable to touch most helicopters firing ATGMs, its guns struggle to hit most ATGM helicopters and virtually all aircraft. In fact, the only time this unit can fufil its AA role is against Hinds or US players hovering Cobras right over your head. &lt;br /&gt;
&lt;br /&gt;
Unlike the Shilka, the ZSU-57-2 has some very deadly weapons when targetting ground vehicles. It automatically penetrates anything with a front armour of two, and IFVs like the Marder will have to roll 5 or better to avoid bailing or burning up. FP4+ may not be the most reliable, but outperforms all autocannons from the [[M247 Sergeant York]]. In terms of raw firepower, the ZSU is deadlier than the [[SA-13 Gopher]] with an additional shot but it lacks the range of its counterpart. Fortunately, using the two of these AA units gives you a very respectable air-cover umbrella with the Gremlins shooting whatever the ZSUs cannot.&lt;br /&gt;
&lt;br /&gt;
The ZSU boasts a front armour of two, sides of one but top armour 0. However, the low range of its 57mm guns means that you should be attacking with this unit as much as possible. Employed as a light tank or an IFV, it comfortably keeps pace with a company of T-72Ms but leaves them totally vulnerable to most air threats.&lt;br /&gt;
&lt;br /&gt;
Mediocre anti-air (except against Hinds), solid ground support unit.&lt;br /&gt;
&lt;br /&gt;
A unit of ZSUs comes in at 1 point for two, and 2 points for four vehicles.&lt;br /&gt;
&lt;br /&gt;
===Iraq===&lt;br /&gt;
[[File:ZSU-57 Iraq.png|300px|left|thumb|Iraq]]&lt;br /&gt;
Also used by Iraq.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Zsu-57-2.jpg|300px|thumb|right|An Iraqi ZSU, ready to shoot down some Skyhawks like its 1973.]]&lt;br /&gt;
The ZSU-57-2 had a similar development history to the more famous [[ZSU 23-4 Shilka]], to fill a need for SPAAGs that could hit harder than older machinegun mounts, but the Soviets quickly found the weapon to be lacking due to its lack of search and fire-control radar, inadequate rate of fire, and slow traverse. They were quickly replaced by Shilkas starting in the 1960s. A handful of other countries adopted and then replaced their ZSUs as well, though Chinese-manufactured versions ended up selling relatively well in the Middle East, particularly with new proximity fuse ammunition to turn them into modernized flak cannons. They also saw more limited action in Vietnam and the Yugoslav wars.&lt;br /&gt;
&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572806</id>
		<title>ZSU-57-2</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572806"/>
		<updated>2022-04-28T22:20:16Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* Iraq */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ZSYOU.jpg|300px|right|thumb|]]&lt;br /&gt;
The &#039;&#039;&#039;ZSU 57-2&#039;&#039;&#039; was the first successful post-WW2 SPAAG (self-propelled anti-air gun) designed by the Soviet Union, meant to provide air cover for the Soviet tank brigades from capitalist jets of the 50s and 60s. Nicknamed the &#039;Sparka&#039; (pair) by the Soviet Union, the vehicle is essentially a T-54 chassis with a pair of 57mm autocannons designed to knock slow flying planes out of the skies, and firing at ground targets with very deadly force.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
===Iran===&lt;br /&gt;
[[File:ZSU-57 Iran Stats.jpg||300px|left|thumb|Iran]]&lt;br /&gt;
The ZSU-57-2 functions as the anti-armour older brother to the Shilka, trading Radar for additional ground range up to 24&amp;quot;, AT9, FP 4+ and a ROF of 3/2. Uniquely in Team Yankee, this is one of the only anti-air units whose threat bubble is only good enough for surrounding units and not three-quarters of the table. The special rule manual tracking gives the ZSU a penalty when trying to engage aircraft. Unable to touch most helicopters firing ATGMs, its guns struggle to hit most ATGM helicopters and virtually all aircraft. In fact, the only time this unit can fufil its AA role is against Hinds or US players hovering Cobras right over your head. &lt;br /&gt;
&lt;br /&gt;
Unlike the Shilka, the ZSU-57-2 has some very deadly weapons when targetting ground vehicles. It automatically penetrates anything with a front armour of two, and IFVs like the Marder will have to roll 5 or better to avoid bailing or burning up. FP4+ may not be the most reliable, but outperforms all autocannons from the [[M247 Sergeant York]]. In terms of raw firepower, the ZSU is deadlier than the [[SA-13 Gopher]] with an additional shot but it lacks the range of its counterpart. Fortunately, using the two of these AA units gives you a very respectable air-cover umbrella with the Gremlins shooting whatever the ZSUs cannot.&lt;br /&gt;
&lt;br /&gt;
The ZSU boasts a front armour of two, sides of one but top armour 0. However, the low range of its 57mm guns means that you should be attacking with this unit as much as possible. Employed as a light tank or an IFV, it comfortably keeps pace with a company of T-72Ms but leaves them totally vulnerable to most air threats.&lt;br /&gt;
&lt;br /&gt;
Mediocre anti-air (except against Hinds), solid ground support unit.&lt;br /&gt;
&lt;br /&gt;
A unit of ZSUs comes in at 1 point for two, and 2 points for four vehicles.&lt;br /&gt;
&lt;br /&gt;
===Iraq===&lt;br /&gt;
[[File:ZSU-57 Iraq.png|300px|left|thumb|Iraq]]&lt;br /&gt;
Also used by Iraq.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Zsu-57-2.jpg|300px|thumb|right|An Iraqi ZSU, ready to shoot down some Skyhawks like its 1973.]]&lt;br /&gt;
The ZSU-57-2 had a similar development history to the more famous [[ZSU 23-4 Shilka]], to fill a need for SPAAGs that could hit harder than older machinegun mounts, but the Soviets quickly found the weapon to be lacking due to its lack of search and fire-control radar, inadequate rate of fire, and slow traverse. They were quickly replaced by Shilkas starting in the 1960s. A handful of other countries adopted and then replaced their ZSUs as well, though Chinese-manufactured versions ended up selling relatively well in the Middle East, particularly with new proximity fuse ammunition to turn them into modernized flak cannons. They also saw more limited action in Vietnam and the Yugoslav wars.&lt;br /&gt;
&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
[[Category:Team Yankee]] [[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572805</id>
		<title>ZSU-57-2</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572805"/>
		<updated>2022-04-28T22:20:00Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* In Team Yankee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ZSYOU.jpg|300px|right|thumb|]]&lt;br /&gt;
The &#039;&#039;&#039;ZSU 57-2&#039;&#039;&#039; was the first successful post-WW2 SPAAG (self-propelled anti-air gun) designed by the Soviet Union, meant to provide air cover for the Soviet tank brigades from capitalist jets of the 50s and 60s. Nicknamed the &#039;Sparka&#039; (pair) by the Soviet Union, the vehicle is essentially a T-54 chassis with a pair of 57mm autocannons designed to knock slow flying planes out of the skies, and firing at ground targets with very deadly force.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
===Iran===&lt;br /&gt;
[[File:ZSU-57 Iran Stats.jpg||300px|left|thumb|Iran]]&lt;br /&gt;
The ZSU-57-2 functions as the anti-armour older brother to the Shilka, trading Radar for additional ground range up to 24&amp;quot;, AT9, FP 4+ and a ROF of 3/2. Uniquely in Team Yankee, this is one of the only anti-air units whose threat bubble is only good enough for surrounding units and not three-quarters of the table. The special rule manual tracking gives the ZSU a penalty when trying to engage aircraft. Unable to touch most helicopters firing ATGMs, its guns struggle to hit most ATGM helicopters and virtually all aircraft. In fact, the only time this unit can fufil its AA role is against Hinds or US players hovering Cobras right over your head. &lt;br /&gt;
&lt;br /&gt;
Unlike the Shilka, the ZSU-57-2 has some very deadly weapons when targetting ground vehicles. It automatically penetrates anything with a front armour of two, and IFVs like the Marder will have to roll 5 or better to avoid bailing or burning up. FP4+ may not be the most reliable, but outperforms all autocannons from the [[M247 Sergeant York]]. In terms of raw firepower, the ZSU is deadlier than the [[SA-13 Gopher]] with an additional shot but it lacks the range of its counterpart. Fortunately, using the two of these AA units gives you a very respectable air-cover umbrella with the Gremlins shooting whatever the ZSUs cannot.&lt;br /&gt;
&lt;br /&gt;
The ZSU boasts a front armour of two, sides of one but top armour 0. However, the low range of its 57mm guns means that you should be attacking with this unit as much as possible. Employed as a light tank or an IFV, it comfortably keeps pace with a company of T-72Ms but leaves them totally vulnerable to most air threats.&lt;br /&gt;
&lt;br /&gt;
Mediocre anti-air (except against Hinds), solid ground support unit.&lt;br /&gt;
&lt;br /&gt;
A unit of ZSUs comes in at 1 point for two, and 2 points for four vehicles.&lt;br /&gt;
&lt;br /&gt;
===Iraq===&lt;br /&gt;
[[File:ZSU-57 Iraq.png|300px|left|thumb|Iraq]]&lt;br /&gt;
Also used by Iraq&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Zsu-57-2.jpg|300px|thumb|right|An Iraqi ZSU, ready to shoot down some Skyhawks like its 1973.]]&lt;br /&gt;
The ZSU-57-2 had a similar development history to the more famous [[ZSU 23-4 Shilka]], to fill a need for SPAAGs that could hit harder than older machinegun mounts, but the Soviets quickly found the weapon to be lacking due to its lack of search and fire-control radar, inadequate rate of fire, and slow traverse. They were quickly replaced by Shilkas starting in the 1960s. A handful of other countries adopted and then replaced their ZSUs as well, though Chinese-manufactured versions ended up selling relatively well in the Middle East, particularly with new proximity fuse ammunition to turn them into modernized flak cannons. They also saw more limited action in Vietnam and the Yugoslav wars.&lt;br /&gt;
&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
[[Category:Team Yankee]] [[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Template:Iranian_Forces_in_Team_Yankee&amp;diff=579458</id>
		<title>Template:Iranian Forces in Team Yankee</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Template:Iranian_Forces_in_Team_Yankee&amp;diff=579458"/>
		<updated>2022-04-28T22:05:33Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; border=0 cellspacing=0 cellpadding=2 style=&amp;quot;margin: 1em; border: 2px solid black;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!align=center colspan=2 bgcolor=Red| Iranian Forces in [[Team Yankee]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right | Tanks: || [[T55AM2|T-55]] - [[T-62M|T-62]] - [[M60 Patton]] - [[Chieftain]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right | Transports: || [[M113 Armored Personnel Carrier]] - [[BTR-60]] - [[BMP|BMP-1]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right | Troops: || [[Iranian Mechanized Platoon]] - [[Basij Infantry Company]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right | Artillery: || [[M109 Howitzer]] - [[BM-21 Hail]] - [[M125 81mm]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right | Anti-Aircraft: || [[ZSU 23-4 Shilka]] - [[ZSU-57-2]] - [[SA-8 Gecko]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right | Tank Hunters: || [[Jeep|Jeep TOW]] - [[Jeep 106mm Recoilless]] - [[M113 106mm Recoilless]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right | Recon: || [[CVRT#Scorpion|Scorpion]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right | Aircraft:|| [[AH-1 Cobra Attack Helicopter]] &lt;br /&gt;
|-&lt;br /&gt;
| align=right | Soviet Support:|| [[SU-25 Frogfoot]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Team Yankee Templates]]&amp;lt;/noinclude&amp;gt;[[Category:Team Yankee]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M125_81mm&amp;diff=317415</id>
		<title>M125 81mm</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M125_81mm&amp;diff=317415"/>
		<updated>2022-04-28T22:04:54Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|  ... not satisfied with the proximity of my barrage and asks to bring it closer...In effect, my barrage falls so close that I hear my bombs explode when he (Léo Major) speaks to me on the radio.|Captain Charly Forbes,}}&lt;br /&gt;
&lt;br /&gt;
A specialized M113 modified to fit an 81mm mortar, and a ready source of explosive rain for PACT infantry.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
===Canada===&lt;br /&gt;
[[File:M125 Canuck.jpg|300px|left|thumb|The Stats]]&lt;br /&gt;
The Canadian option for a dedicated mortar platoon. Notable for being an M113 variant (and therefore a bit beefier than most other mortar carriers), but is still vulnerable to air power and counter-batteries thanks to being open-topped. A must take for supporting your [[Canadian Mechanized Platoon|infantry]], since they kind of need smoke cover and targeted barrages to really get to work.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Battlefront has learnt from its mistakes in the British list and your M125s are rather expensive at 1 point for 2 pieces, 3 points for 4 pieces or 8 points for 7 pieces. It may not be overpriced, but its a rather fair cost for the amount of smoke you get.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Iran===&lt;br /&gt;
[[File:M125 Iran.png|300px|left|thumb|Iran]]&lt;br /&gt;
More Fire Support.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Israel===&lt;br /&gt;
[[File:ISREAL81.jpg|300px|left|thumb|smol boi]]&lt;br /&gt;
&lt;br /&gt;
The M125 is an 81mm mortar carrier with AT 1 and FP4+, making it an obvious choice for the utility artillery role. Vulnerable from anything bigger than an assault rifle, this unit should be planted in the back while pinning enemy infantry or smoking lines of sight to cover your attacks.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
Mortar on an M113.&lt;br /&gt;
&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M106_Heavy_Mortar_Carrier&amp;diff=317088</id>
		<title>M106 Heavy Mortar Carrier</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M106_Heavy_Mortar_Carrier&amp;diff=317088"/>
		<updated>2022-04-28T22:04:22Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:M106 Heavy Mortar.jpg|300px|right|thumb|Droppin&#039; bombs man!]]&lt;br /&gt;
{{topquote|Hang ... FIRE!|Mortar training 101}}&lt;br /&gt;
&lt;br /&gt;
Yet another variation on the venerable M113, the M106 Heavy Mortar Carrier was designed to provide fire support to mechanized infantry companies while keeping up with the rest of the formation. The US M106 carries the M168 107mm Mortar which is capable of dropping rounds on target at ranges in excess of 5000m away. In addition, it also is equipped with a close defense .50cal machine gun. Other countries have nearly identical variants, only switching out the mortar caliber and machine guns.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
===USA===&lt;br /&gt;
[[File:M106 Stat Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
This is a nice little SPG. The M30 mortar can reach out and touch enemy infantry up to 4 feet away, and it stands a fair chance of killing it even if in cover with its decent 4+ Firepower rating. The AT value is only 2 though, so you are not going to be knocking out tanks with this thing unless it is open topped and your opponent rolls really poorly. They also have the ability to do a smoke bombardment, which combined with excellent allied optics, can give your forces a big advantage. Use smoke to force the Soviet Tanks to engage on your terms, not theirs.&lt;br /&gt;
&lt;br /&gt;
The M106 has the same front and side armor as every other M113 based vehicle, but it has a top armor of 0 because of the massive hole cut in the top for the M30 Mortar to fire out of.&lt;br /&gt;
&lt;br /&gt;
A section of 3 will cost you 3 points, and 6 for 6. &lt;br /&gt;
&lt;br /&gt;
An excellent utility (smoke and pinning) artillery. Consider the M109 for killing artillery instead.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===West Germany===&lt;br /&gt;
[[File:TG106.jpg|300px|left|thumb|Das Stats|]]&lt;br /&gt;
&lt;br /&gt;
The Panzermörser (pronounced Pahnzermerser if you’re American) takes the affordability and utility of the M106 and bumps up the firepower a little.&lt;br /&gt;
&lt;br /&gt;
With AT 3 and FP 3+, you won&#039;t be knocking out hordes of BMPs and tanks. However, 3+ firepower makes a huge difference when you are using these to kill soft skins instead of popping smoke. Used against infantry, expect to pin them down and cause a respectable amount of casualties in the process. It may not match the M109 in the anti-armour role, but is more than capable of hurting units with top armour 0 like the [[BTR-60]] and enemy artillery or anti-air missiles.&lt;br /&gt;
&lt;br /&gt;
A section of 3 will cost you 3 points, and 6 for 6.&lt;br /&gt;
&lt;br /&gt;
An excellent utility (smoke and pinning) artillery. Unlike the US version, bringing a 120mm mortar is perfectly functional as killing artillery.&lt;br /&gt;
&lt;br /&gt;
3+ skill is less important for support units, but you may expect to use shoot-and-scoot orders to keep firing while moving.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Netherlands===&lt;br /&gt;
[[File:M106 120mm dutch.jpg|300px|left|thumb|Metal Hotboxing]]&lt;br /&gt;
&lt;br /&gt;
[[File:TDBX03-17.jpg|300px|right|thumb|It moves faster than a windmill on speed, jah!]]&lt;br /&gt;
&lt;br /&gt;
The Dutch have two variants of the M113 mortar carrier, one with a 107mm mortar and another with 120mm mortars. &lt;br /&gt;
&lt;br /&gt;
Serving as utility artillery in a Dutch army, the main purpose of the mortar is to suppress infantry and pop smoke. They might be able to splash infantry in the open very well, but they excel when used to fill whatever the situation needs at the moment. Enemy infantry rushing your objective? Pin them down. Friendly infantry advancing in the open? Cover their advance with smoke bombardments. Enemy BM-21s in sight? Your mortars can tear them a new one. &lt;br /&gt;
&lt;br /&gt;
Like the German counterpart, the 120mm is fully capable of acting as killing artillery if needed: AT3 may be poor, but it is enough when fired at BTRs. On the other hand, 3+ Firepower means that when fired against entrenched infantry, they can actually do pretty well.&lt;br /&gt;
&lt;br /&gt;
The 107mm suffers in this regard, and is very incapable of punching through vehicles. Use it strictly as utility artillery.&lt;br /&gt;
&lt;br /&gt;
The 120mm may only be purchased in a Pantserinfanterie Compagnie in a platoon of 2 or 3 for 1 point per vehicle. However, as nearly every Dutch player takes this infantry formation due to its excellent transports, 120mm mortar carriers are plentiful on the table. &lt;br /&gt;
&lt;br /&gt;
107mms can only be purchased in the Verkennings (recon) squadron at 2 points for 3. This alone makes them rare, as the recon squadron is much less popular than the Pantserinfanterie Compagnie. &lt;br /&gt;
&lt;br /&gt;
If you think that artillery&#039;s job is to kill things instead of shit like smoke and tactics, consider the M109 instead.&lt;br /&gt;
&lt;br /&gt;
===Israel===&lt;br /&gt;
[[File:ISREAL120.jpg|left|300px|thumb|big boi]]&lt;br /&gt;
&lt;br /&gt;
The M106 is the fatter, deadlier son of the [[M125 81mm]] that bumps up the caliber to a 120mm shell (the IDF upgraded the standard 107mm US mortar to a more destructive, and more readily available, 120mm version). While AT3 and FP3+ might not be strong enough to really threaten BMPs and tanks, it has a good chance of punching through soft-skinned vehicles like BTR-60s, Danas and BM-21s. Whether you take this unit depends on your list: the M106 might just be a more expensive utility mortar or a weaker M109 that can&#039;t kill things.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:DA-ST-86-00233.jpeg|300px|right|thumb|Gas masks make everything more sinister]]&lt;br /&gt;
The M106 was first fielded by the US Army in Vietnam, where it supported US efforts to dislodge the VC and NVA forces. In US Service it has since been supplanted by the M1064A3 which is almost identical to the M106 except it mounts a 120mm Mortar instead of the 107mm.  Earlier 4.2&amp;quot;/107mm rifled mortars in US service go back to the 1920s.  The M106 version of the &amp;quot;Four Deuce,&amp;quot; or &amp;quot;Goon Gun,&amp;quot; the M30 4.2&amp;quot; Rifled Mortar, differed from the M2 version it replaced in having superior range.&lt;br /&gt;
&lt;br /&gt;
The purpose of the mortar is to provide fire support at the smallest tactical level possible, which in most cases was the company (coincidentally the level that Team Yankee operates at for NATO forces), to minimize the amount of time between the call for fire and shells on the way. This rapid reaction capability gives company commanders the ability to suppress enemy forces with highly accurate indirect fire, both of the high explosive and smoke shell variety as quickly as possible, as when Ivan comes thundering towards you, you definitely don&#039;t want your desperate call for indirect support to end up stuck in the information-log jam that is brigade comms.&lt;br /&gt;
&lt;br /&gt;
Historically speaking the first 4.2&amp;quot; mortars purchased by the US military were the M2, which entered service in 1928.  Yes, 1928.  They were a modified copy of a British design from WWI and were at the time considered &amp;quot;chemical mortars.&amp;quot;  That is to say, every infantry regiment was supposed to have a battery of four or six available, and the large caliber--at the time, for a mortar--suited it to delivering poison gas shells, though conventional explosive and incendiary rounds and chemical smokescreen shells were also created for it.  The M2 was used very widely in WWII and Korea, then mainly given away around the world as military aid to replace them with the M30, which eventually got mounted on an armored vehicle, the M106.  The M30 was very well liked in service, especially by US Marines in Korea, and regarded as equal to European 120mm mortars in terms of lethality and bursting radius and superior in terms of range, accuracy, and sustained rate of fire.  In Team Yankee they&#039;re kind of nerfed.  In Team Yankee mortars are for smokescreens and suppressing dismounted infantry, while artillery actually kills people and breaks their stuff.  In Korea the &amp;quot;Four Deuce&amp;quot; killed Chinese just fine.&lt;br /&gt;
&lt;br /&gt;
A Battalion was often equipped with single mortar platoon. This mortar platoon was often broken down into its component sections (roughly a squad of mortars) to then be distributed equally to the companies of the battalion (but not in a communist way). Since mechanized units were going to be expected to deal with the brunt of the PACT offensive, they were issued the largest mortars in the inventory (or more accurately they already had the logistical support and vehicles to haul such unwieldy weapons around) while the light rifle battalions and special units like the airborne were issued the more man-portable 60mm mortars.&lt;br /&gt;
&lt;br /&gt;
{{US Forces in Team Yankee}}&lt;br /&gt;
{{West German Forces in Team Yankee}}&lt;br /&gt;
{{Dutch Forces in Team Yankee}}&lt;br /&gt;
{{ANZAC Forces in Team Yankee}}&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M106_Heavy_Mortar_Carrier&amp;diff=317087</id>
		<title>M106 Heavy Mortar Carrier</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M106_Heavy_Mortar_Carrier&amp;diff=317087"/>
		<updated>2022-04-28T22:04:07Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* In Team Yankee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:M106 Heavy Mortar.jpg|300px|right|thumb|Droppin&#039; bombs man!]]&lt;br /&gt;
{{topquote|Hang ... FIRE!|Mortar training 101}}&lt;br /&gt;
&lt;br /&gt;
Yet another variation on the venerable M113, the M106 Heavy Mortar Carrier was designed to provide fire support to mechanized infantry companies while keeping up with the rest of the formation. The US M106 carries the M168 107mm Mortar which is capable of dropping rounds on target at ranges in excess of 5000m away. In addition, it also is equipped with a close defense .50cal machine gun. Other countries have nearly identical variants, only switching out the mortar caliber and machine guns.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
===USA===&lt;br /&gt;
[[File:M106 Stat Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
This is a nice little SPG. The M30 mortar can reach out and touch enemy infantry up to 4 feet away, and it stands a fair chance of killing it even if in cover with its decent 4+ Firepower rating. The AT value is only 2 though, so you are not going to be knocking out tanks with this thing unless it is open topped and your opponent rolls really poorly. They also have the ability to do a smoke bombardment, which combined with excellent allied optics, can give your forces a big advantage. Use smoke to force the Soviet Tanks to engage on your terms, not theirs.&lt;br /&gt;
&lt;br /&gt;
The M106 has the same front and side armor as every other M113 based vehicle, but it has a top armor of 0 because of the massive hole cut in the top for the M30 Mortar to fire out of.&lt;br /&gt;
&lt;br /&gt;
A section of 3 will cost you 3 points, and 6 for 6. &lt;br /&gt;
&lt;br /&gt;
An excellent utility (smoke and pinning) artillery. Consider the M109 for killing artillery instead.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===West Germany===&lt;br /&gt;
[[File:TG106.jpg|300px|left|thumb|Das Stats|]]&lt;br /&gt;
&lt;br /&gt;
The Panzermörser (pronounced Pahnzermerser if you’re American) takes the affordability and utility of the M106 and bumps up the firepower a little.&lt;br /&gt;
&lt;br /&gt;
With AT 3 and FP 3+, you won&#039;t be knocking out hordes of BMPs and tanks. However, 3+ firepower makes a huge difference when you are using these to kill soft skins instead of popping smoke. Used against infantry, expect to pin them down and cause a respectable amount of casualties in the process. It may not match the M109 in the anti-armour role, but is more than capable of hurting units with top armour 0 like the [[BTR-60]] and enemy artillery or anti-air missiles.&lt;br /&gt;
&lt;br /&gt;
A section of 3 will cost you 3 points, and 6 for 6.&lt;br /&gt;
&lt;br /&gt;
An excellent utility (smoke and pinning) artillery. Unlike the US version, bringing a 120mm mortar is perfectly functional as killing artillery.&lt;br /&gt;
&lt;br /&gt;
3+ skill is less important for support units, but you may expect to use shoot-and-scoot orders to keep firing while moving.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Netherlands===&lt;br /&gt;
[[File:M106 120mm dutch.jpg|300px|left|thumb|Metal Hotboxing]]&lt;br /&gt;
&lt;br /&gt;
[[File:TDBX03-17.jpg|300px|right|thumb|It moves faster than a windmill on speed, jah!]]&lt;br /&gt;
&lt;br /&gt;
The Dutch have two variants of the M113 mortar carrier, one with a 107mm mortar and another with 120mm mortars. &lt;br /&gt;
&lt;br /&gt;
Serving as utility artillery in a Dutch army, the main purpose of the mortar is to suppress infantry and pop smoke. They might be able to splash infantry in the open very well, but they excel when used to fill whatever the situation needs at the moment. Enemy infantry rushing your objective? Pin them down. Friendly infantry advancing in the open? Cover their advance with smoke bombardments. Enemy BM-21s in sight? Your mortars can tear them a new one. &lt;br /&gt;
&lt;br /&gt;
Like the German counterpart, the 120mm is fully capable of acting as killing artillery if needed: AT3 may be poor, but it is enough when fired at BTRs. On the other hand, 3+ Firepower means that when fired against entrenched infantry, they can actually do pretty well.&lt;br /&gt;
&lt;br /&gt;
The 107mm suffers in this regard, and is very incapable of punching through vehicles. Use it strictly as utility artillery.&lt;br /&gt;
&lt;br /&gt;
The 120mm may only be purchased in a Pantserinfanterie Compagnie in a platoon of 2 or 3 for 1 point per vehicle. However, as nearly every Dutch player takes this infantry formation due to its excellent transports, 120mm mortar carriers are plentiful on the table. &lt;br /&gt;
&lt;br /&gt;
107mms can only be purchased in the Verkennings (recon) squadron at 2 points for 3. This alone makes them rare, as the recon squadron is much less popular than the Pantserinfanterie Compagnie. &lt;br /&gt;
&lt;br /&gt;
If you think that artillery&#039;s job is to kill things instead of shit like smoke and tactics, consider the M109 instead.&lt;br /&gt;
&lt;br /&gt;
===Israel===&lt;br /&gt;
[[File:ISREAL120.jpg|left|300px|thumb|big boi]]&lt;br /&gt;
&lt;br /&gt;
The M106 is the fatter, deadlier son of the [[M125 81mm]] that bumps up the caliber to a 120mm shell (the IDF upgraded the standard 107mm US mortar to a more destructive, and more readily available, 120mm version). While AT3 and FP3+ might not be strong enough to really threaten BMPs and tanks, it has a good chance of punching through soft-skinned vehicles like BTR-60s, Danas and BM-21s. Whether you take this unit depends on your list: the M106 might just be a more expensive utility mortar or a weaker M109 that can&#039;t kill things.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:DA-ST-86-00233.jpeg|300px|right|thumb|Gas masks make everything more sinister]]&lt;br /&gt;
The M106 was first fielded by the US Army in Vietnam, where it supported US efforts to dislodge the VC and NVA forces. In US Service it has since been supplanted by the M1064A3 which is almost identical to the M106 except it mounts a 120mm Mortar instead of the 107mm.  Earlier 4.2&amp;quot;/107mm rifled mortars in US service go back to the 1920s.  The M106 version of the &amp;quot;Four Deuce,&amp;quot; or &amp;quot;Goon Gun,&amp;quot; the M30 4.2&amp;quot; Rifled Mortar, differed from the M2 version it replaced in having superior range.&lt;br /&gt;
&lt;br /&gt;
The purpose of the mortar is to provide fire support at the smallest tactical level possible, which in most cases was the company (coincidentally the level that Team Yankee operates at for NATO forces), to minimize the amount of time between the call for fire and shells on the way. This rapid reaction capability gives company commanders the ability to suppress enemy forces with highly accurate indirect fire, both of the high explosive and smoke shell variety as quickly as possible, as when Ivan comes thundering towards you, you definitely don&#039;t want your desperate call for indirect support to end up stuck in the information-log jam that is brigade comms.&lt;br /&gt;
&lt;br /&gt;
Historically speaking the first 4.2&amp;quot; mortars purchased by the US military were the M2, which entered service in 1928.  Yes, 1928.  They were a modified copy of a British design from WWI and were at the time considered &amp;quot;chemical mortars.&amp;quot;  That is to say, every infantry regiment was supposed to have a battery of four or six available, and the large caliber--at the time, for a mortar--suited it to delivering poison gas shells, though conventional explosive and incendiary rounds and chemical smokescreen shells were also created for it.  The M2 was used very widely in WWII and Korea, then mainly given away around the world as military aid to replace them with the M30, which eventually got mounted on an armored vehicle, the M106.  The M30 was very well liked in service, especially by US Marines in Korea, and regarded as equal to European 120mm mortars in terms of lethality and bursting radius and superior in terms of range, accuracy, and sustained rate of fire.  In Team Yankee they&#039;re kind of nerfed.  In Team Yankee mortars are for smokescreens and suppressing dismounted infantry, while artillery actually kills people and breaks their stuff.  In Korea the &amp;quot;Four Deuce&amp;quot; killed Chinese just fine.&lt;br /&gt;
&lt;br /&gt;
A Battalion was often equipped with single mortar platoon. This mortar platoon was often broken down into its component sections (roughly a squad of mortars) to then be distributed equally to the companies of the battalion (but not in a communist way). Since mechanized units were going to be expected to deal with the brunt of the PACT offensive, they were issued the largest mortars in the inventory (or more accurately they already had the logistical support and vehicles to haul such unwieldy weapons around) while the light rifle battalions and special units like the airborne were issued the more man-portable 60mm mortars.&lt;br /&gt;
&lt;br /&gt;
{{US Forces in Team Yankee}}&lt;br /&gt;
{{West German Forces in Team Yankee}}&lt;br /&gt;
{{Dutch Forces in Team Yankee}}&lt;br /&gt;
{{ANZAC Forces in Team Yankee}}&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M125_81mm&amp;diff=317414</id>
		<title>M125 81mm</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M125_81mm&amp;diff=317414"/>
		<updated>2022-04-28T22:03:43Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|  ... not satisfied with the proximity of my barrage and asks to bring it closer...In effect, my barrage falls so close that I hear my bombs explode when he (Léo Major) speaks to me on the radio.|Captain Charly Forbes,}}&lt;br /&gt;
&lt;br /&gt;
A specialized M113 modified to fit an 81mm mortar, and a ready source of explosive rain for PACT infantry.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
===Canada===&lt;br /&gt;
[[File:M125 Canuck.jpg|300px|left|thumb|The Stats]]&lt;br /&gt;
The Canadian option for a dedicated mortar platoon. Notable for being an M113 variant (and therefore a bit beefier than most other mortar carriers), but is still vulnerable to air power and counter-batteries thanks to being open-topped. A must take for supporting your [[Canadian Mechanized Platoon|infantry]], since they kind of need smoke cover and targeted barrages to really get to work.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Battlefront has learnt from its mistakes in the British list and your M125s are rather expensive at 1 point for 2 pieces, 3 points for 4 pieces or 8 points for 7 pieces. It may not be overpriced, but its a rather fair cost for the amount of smoke you get.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Iran===&lt;br /&gt;
[[File:M125 Iran.png|300px|left|thumb|Iran]]&lt;br /&gt;
More Fire Support.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Israel===&lt;br /&gt;
[[File:ISREAL81.jpg|300px|left|thumb|smol boi]]&lt;br /&gt;
&lt;br /&gt;
The M125 is an 81mm mortar carrier with AT 1 and FP4+, making it an obvious choice for the utility artillery role. Vulnerable from anything bigger than an assault rifle, this unit should be planted in the back while pinning enemy infantry or smoking lines of sight to cover your attacks.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
Mortar on an M113.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M125_81mm&amp;diff=317413</id>
		<title>M125 81mm</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M125_81mm&amp;diff=317413"/>
		<updated>2022-04-28T22:03:12Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* In Team Yankee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{topquote|  ... not satisfied with the proximity of my barrage and asks to bring it closer...In effect, my barrage falls so close that I hear my bombs explode when he (Léo Major) speaks to me on the radio.|Captain Charly Forbes,}}&lt;br /&gt;
&lt;br /&gt;
A specialized M113 modified to fit an 81mm mortar, and a ready source of explosive rain for PACT infantry.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
===Canada===&lt;br /&gt;
[[File:M125 Canuck.jpg|300px|left|thumb|The Stats]]&lt;br /&gt;
The Canadian option for a dedicated mortar platoon. Notable for being an M113 variant (and therefore a bit beefier than most other mortar carriers), but is still vulnerable to air power and counter-batteries thanks to being open-topped. A must take for supporting your [[Canadian Mechanized Platoon|infantry]], since they kind of need smoke cover and targeted barrages to really get to work.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Battlefront has learnt from its mistakes in the British list and your M125s are rather expensive at 1 point for 2 pieces, 3 points for 4 pieces or 8 points for 7 pieces. It may not be overpriced, but its a rather fair cost for the amount of smoke you get.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Iran===&lt;br /&gt;
[[File:M125 Iran.png|300px|left|thumb|Iran]]&lt;br /&gt;
More Fire Support.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Israel===&lt;br /&gt;
[[File:ISREAL81.jpg|300px|left|thumb|smol boi]]&lt;br /&gt;
&lt;br /&gt;
The M125 is an 81mm mortar carrier with AT 1 and FP4+, making it an obvious choice for the utility artillery role. Vulnerable from anything bigger than an assault rifle, this unit should be planted in the back while pinning enemy infantry or smoking lines of sight to cover your attacks.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
Mortar on an M113.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M150_TOW&amp;diff=317449</id>
		<title>M150 TOW</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M150_TOW&amp;diff=317449"/>
		<updated>2022-04-28T21:42:44Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The M150 is a modified [[M113 Armored Personnel Carrier|M113]] set up to fire the the American TOW or I-TOW missile systems.&lt;br /&gt;
&lt;br /&gt;
==Canadian Variant==&lt;br /&gt;
[[File:M150 Canuck.jpg|300px|left|thumb|The Stats]]&lt;br /&gt;
This is the only Canadian TOW platform, use it wisely. AP 21 is nothing to scoff at, and when backed up by an [[ADATS]] or two, big scary tanks shouldn&#039;t be much of a threat to your efforts. Be aware that it is open-topped and comes with thermal imaging but lacks a &#039;hammerhead&#039; equivalent rule: this thing will probably die after it fires.&lt;br /&gt;
&lt;br /&gt;
You get 2 TOWs for 3 points or 3 TOWs for 4 points, rather miserable. BUT, this is your cheapest option for popping heavy tanks so you may consider it if an ADATS platoon is too expensive.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Israeli Variant==&lt;br /&gt;
[[File:M113TOWIS.jpg|300px|left|thumb|]]&lt;br /&gt;
&lt;br /&gt;
For 3 points a mechanized infantry platoon can use 2 M150s. They do not have the hammerhead rule of their American counterparts. The Israeli M150 suffers from the comparison with the [[Pereh|Pereh]]. These are 2 points more expensive but their NLOS rule and their superior range make them an often preferred choice. Nevertheless, they are one of the few anti-tank equipment in the Israeli arsenal. It may be useful to include M150s if a strong armoured opposition is expected. Like their Canadian counterparts, M150 are still the most economical Israeli option for dealing with armoured vehicles.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Iranian Variant==&lt;br /&gt;
[[File:M150 Iran.png|300px|left|thumb|Iran]]&lt;br /&gt;
More armored metal boxes for your Iranians, but with TOWs.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
The M150 was the predecessor to the M901 ITV (hence why it&#039;s called the &amp;quot;Improved TOW Vehicle&amp;quot;) back before the US really bought into the concept of missile carriers. The idea was to simply provide more mobility to dismounted TOW teams rather than have a dedicated missile-armed tank destroyer, which were believed to be too noisy and conspicuous on the battlefield. After the Yom Kippur war when mounted ATGM vehicles and dismounted ATGM teams worked in coordination to devastate Israeli tank companies, the US changed its tune and quickly replaced their M150s with M901s.&lt;br /&gt;
&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M150_TOW&amp;diff=317448</id>
		<title>M150 TOW</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M150_TOW&amp;diff=317448"/>
		<updated>2022-04-28T21:42:04Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* Israeli Variant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The M150 is a modified [[M113 Armored Personnel Carrier|M113]] set up to fire the the American TOW or I-TOW missile systems.&lt;br /&gt;
&lt;br /&gt;
==Canadian Variant==&lt;br /&gt;
[[File:M150 Canuck.jpg|300px|left|thumb|The Stats]]&lt;br /&gt;
This is the only Canadian TOW platform, use it wisely. AP 21 is nothing to scoff at, and when backed up by an [[ADATS]] or two, big scary tanks shouldn&#039;t be much of a threat to your efforts. Be aware that it is open-topped and comes with thermal imaging but lacks a &#039;hammerhead&#039; equivalent rule: this thing will probably die after it fires.&lt;br /&gt;
&lt;br /&gt;
You get 2 TOWs for 3 points or 3 TOWs for 4 points, rather miserable. BUT, this is your cheapest option for popping heavy tanks so you may consider it if an ADATS platoon is too expensive.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Israeli Variant==&lt;br /&gt;
[[File:M113TOWIS.jpg|300px|left|thumb|]]&lt;br /&gt;
&lt;br /&gt;
For 3 points a mechanized infantry platoon can use 2 M150s. They do not have the hammerhead rule of their American counterparts. The Israeli M150 suffers from the comparison with the [[Pereh|Pereh]]. These are 2 points more expensive but their NLOS rule and their superior range make them an often preferred choice. Nevertheless, they are one of the few anti-tank equipment in the Israeli arsenal. It may be useful to include M150s if a strong armoured opposition is expected. Like their Canadian counterparts, M150 are still the most economical Israeli option for dealing with armoured vehicles.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Iranian Variant==&lt;br /&gt;
[[File:M150 Iran.png|300px|left|thumb|Iran]]&lt;br /&gt;
More armored metal boxes for your Iranians, but with TOWs.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
The M150 was the predecessor to the M901 ITV (hence why it&#039;s called the &amp;quot;Improved TOW Vehicle&amp;quot;) back before the US really bought into the concept of missile carriers. The idea was to simply provide more mobility to dismounted TOW teams rather than have a dedicated missile-armed tank destroyer, which were believed to be too noisy and conspicuous on the battlefield. After the Yom Kippur war when mounted ATGM vehicles and dismounted ATGM teams worked in coordination to devastate Israeli tank companies, the US changed its tune and quickly replaced their M150s with M901s.&lt;br /&gt;
&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M150_TOW&amp;diff=317447</id>
		<title>M150 TOW</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M150_TOW&amp;diff=317447"/>
		<updated>2022-04-28T21:41:42Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* Israeli Variant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The M150 is a modified [[M113 Armored Personnel Carrier|M113]] set up to fire the the American TOW or I-TOW missile systems.&lt;br /&gt;
&lt;br /&gt;
==Canadian Variant==&lt;br /&gt;
[[File:M150 Canuck.jpg|300px|left|thumb|The Stats]]&lt;br /&gt;
This is the only Canadian TOW platform, use it wisely. AP 21 is nothing to scoff at, and when backed up by an [[ADATS]] or two, big scary tanks shouldn&#039;t be much of a threat to your efforts. Be aware that it is open-topped and comes with thermal imaging but lacks a &#039;hammerhead&#039; equivalent rule: this thing will probably die after it fires.&lt;br /&gt;
&lt;br /&gt;
You get 2 TOWs for 3 points or 3 TOWs for 4 points, rather miserable. BUT, this is your cheapest option for popping heavy tanks so you may consider it if an ADATS platoon is too expensive.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Israeli Variant==&lt;br /&gt;
[[File:M113TOWIS.jpg|300px|left|thumb|]]&lt;br /&gt;
&lt;br /&gt;
For 3 points a mechanized infantry platoon can use 2 M150s. They do not have the hammerhead rule of their American counterparts. The Israeli M150 suffers from the comparison with the [[Pereh|Pereh]]. These are 2 points more expensive but their NLOS rule and their superior range make them an often preferred choice. Nevertheless, they are one of the few anti-tank equipment in the Israeli arsenal. It may be useful to include M150s if a strong armoured opposition is expected. Like their Canadian counterparts, M150 are still the most economical Israeli option for dealing with armoured vehicles.&lt;br /&gt;
&lt;br /&gt;
==Iranian Variant==&lt;br /&gt;
[[File:M150 Iran.png|300px|left|thumb|Iran]]&lt;br /&gt;
More armored metal boxes for your Iranians, but with TOWs.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
The M150 was the predecessor to the M901 ITV (hence why it&#039;s called the &amp;quot;Improved TOW Vehicle&amp;quot;) back before the US really bought into the concept of missile carriers. The idea was to simply provide more mobility to dismounted TOW teams rather than have a dedicated missile-armed tank destroyer, which were believed to be too noisy and conspicuous on the battlefield. After the Yom Kippur war when mounted ATGM vehicles and dismounted ATGM teams worked in coordination to devastate Israeli tank companies, the US changed its tune and quickly replaced their M150s with M901s.&lt;br /&gt;
&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ZSU_23-4_Shilka&amp;diff=572862</id>
		<title>ZSU 23-4 Shilka</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ZSU_23-4_Shilka&amp;diff=572862"/>
		<updated>2022-04-28T21:30:48Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* Israel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Shilka .jpg|300px|right|thumb|DAKADAKADAKADAKA]]&lt;br /&gt;
{{topquote|We don&#039;t fly and we&#039;re not letting anyone else, either!|Unofficial motto of Russian anti-air corps}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ZSU 23-4&#039;&#039;&#039; is a SPAAG made by the Soviet Union. Its basically a light tank with 4 autocannons to shoot down aircraft and any infantry unlucky enough to be in it&#039;s sights. &lt;br /&gt;
&lt;br /&gt;
Its NATO designation is &amp;quot;Shilka&amp;quot;, although the West has occasionally called it &amp;quot;Zeus&amp;quot;, inspired by its Soviet designation. That designation is not just military word salad though and has real meaning: &#039;&#039;ZSU&#039;&#039; is an acronym for &#039;&#039;Zenitnaya Samokhodnaya Ustanovka&#039;&#039; and means (in russian) &#039;&#039;anti-aircraft self-propelled (weapon)system&#039;&#039;, 23 is the caliber of it&#039;s barrels and 4 is how many it has.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Shilka Stat Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
The Shilka is one of two Soviet SPAAGs in Team Yankee at the moment (we have 3 SAM (Surface to Air Missile) vehicles), and is quite a decent little machine.  Like all SPAAGs, the Shilka gets the Dedicated AA and Radar Rules, which means that it can engage aerial threats with its full ROF out to a range of 16&amp;quot;/40cm without adding +1 to hit.The increase of the range from 50cm to 80cm during AA shooting of the 23mm 2A7 AA gun comes from the radar taking over aiming when the target is in the sky rather the gunner using the Mk. 1 eyeball on the ground.&lt;br /&gt;
&lt;br /&gt;
The Shilka is &amp;lt;s&amp;gt;okay at dealing with ground targets&amp;lt;/s&amp;gt; comparable to an autocannon on steroids. Despite AT6 making M113s and IFVs a tough nut to crack, 6 shots with a 5+ FP are enough to comfortably defeat most APCs, vehicles, and infantry in the open. For a comparable amount of firepower, most countries would be paying double the points! Though with an all-around armour rating of 1, don&#039;t expect them to do well against things like the .50 cal that almost every American tank has bolted to the top, or anything bigger than that. You should be using this thing to defend your tanks against attack helicopters though, not putting large numbers of small holes in APCs and other light vehicles.&lt;br /&gt;
&lt;br /&gt;
This thing is arguably the best anti-air unit in the game due to its brutal cost-efficiency thanks to the sheer volume of firepower it can bring to bear. The fact that this unit can engage ground targets with vicious results makes it an auto-include; nothing is safe from its 4 barrels of hell (apart from tanks). It may not beat the Gepard in a ring fight, but it will make it points back far more easily than the Gepard.&lt;br /&gt;
&lt;br /&gt;
Shilkas can be taken by East German, Polish and Soviet Armies at 1 point per vehicle in a platoon of 2-4 as company level support independent of the missile air defence slot which the Gaskin and Gopher compete for. The Czech version costs 2 points for a pair, or 3 points for 4 Shilkas.&lt;br /&gt;
&lt;br /&gt;
===Israel===&lt;br /&gt;
[[File:IZZSU.jpg|300px|left|thumb|]]&lt;br /&gt;
For the Israeli commander, this unit is in direct competition with the American VADS. Its main gun has near identical stats; except that the Shilka has 1 less shot while stationary (ROF 6 vs 7). It also features weaker armor from the front and sides which is only relevant for autocannon fire: anything heavier like a LAW will be going through your soft-skinned chassis. Additionally, the Shilka features much worse dash speeds. &lt;br /&gt;
&lt;br /&gt;
As a SPAAG unit, these forces might be used as heavy autocannons to engage enemy soft-skins. However, you do gain top armor 1 which can make a HUGE difference. The smart player will try to pick off your support units from the safety of a mortar pit, and 1 point of armor can make a huge difference when most players are packing AT1 and AT3 artillery such as  60mm and 120mm mortars.&lt;br /&gt;
&lt;br /&gt;
Like many other borrowed Israeli units, it mostly features a better trained crew, without improvements to the physical vehicle. It does get amphibious, but with water terrain being about as common as a tank victory against Milan spam... Yeah.&lt;br /&gt;
&lt;br /&gt;
TL;DR:&lt;br /&gt;
+1 to courage, assault, counterattack. +2 to skill.&lt;br /&gt;
Slower ROF than the VADS and slower movement, gains top armor 1.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Iran===&lt;br /&gt;
[[File:ZSU-23 Iran.png|300px|left|thumb|Iran]]&lt;br /&gt;
Iran also gets these.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Zsu 23 4 shilka.jpg|300px|right|thumb|DAKADAKADAKADAKA ]]&lt;br /&gt;
The ZSU is one of the more popular armoured fighting vehicles made by the Soviet Union, traditionally armed with a quad-linked 4x23mm autocannon array, a search light, and radar equipment. Its primarily designed to shoot down low-flying aircraft like helicopters and occasional fighter craft, but its guns were also powerful enough to tear through lightly-armored vehicles and infantry aswell. Infact it was a common practice for Soviet soldiers to bring ZSUs whenever possible in anti-infantry operations due to their sheer lethality. In this regard, the ZSU found major use in the Invasion of Afghanistan, where often it would protect conveys within the hilly, mountainous terrain of the country. The Insurgents soon found out that quad 23mm cannons had much higher elevation than the weapons on the BMPs, BTRs and T-52s, allowing it to engage them from their ambush points on high ridges and hilltops. A special variant was deployed for that use in this conflict, lacking the AA radar in favour of increased ammunition capacity, turning the AA tank into a meat chopper. That said, the ZSU was never meant to be a front-line vehicle, so it&#039;s armor is woefully light, even concentrated heavy machine gun fire to it&#039;s flimsier side and rear armor could potentially wreck it&#039;s day, which is understandable as it was designed doctrinally to avoid direct ground combat. They were also employed in the conflict in Chechnya to combat insurgents firing from upper floors of tall apartment block. These floors were too high and the street too narrow to be engaged by BMP-2 autocannons so ZSU&#039;s would be employed instead. Obviously they were horribly vulnerable to rocket fire from above, but 4 23.s firing at you tends to dampen your enthusiasm for hanging out a window with an RPG..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That said: the reason for the high rate of fire is that by the 1960&#039;s aircraft move ridiculously fast, going from world war 2&#039;s &amp;quot;&#039;&#039;ludicrously fast&#039;&#039;&amp;quot; to &amp;quot;there is a mosquito-shaped hole in my teeth&amp;quot;. You have seconds to shoot at a target, so you need as high a rate as fire as possible to try and ensure you get at least one hit and at those speeds one hole in the air frame will do the trick to down a target by itself. This means that the whole concept of cannons or machine guns against aircraft from the ground is a bit of a flawed concept (except they work so obviously it isn&#039;t flawed, and loading shells with shrapnel helps when that&#039;s done on various weapons). Missiles do better due to their ability to track a target. However the ZSU has served with all Soviet states and their allies as the go-to SPAAG from its inception until today. It is mainly used today only by armies unable to field better equipment, though it can definitively ruin the day of any helicopter due to their lower speeds and operational altitudes. They’re also what you want to use guns instead of missiles on, since any low-flying vehicle is difficult to get a proper target lock on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Though well-aged by this point, the Shilka has gotten a new lease of life in recent years amongst armies that have to deal with Drones. The high volume and density of fire offered by its guns turns out to be a much more dependable counter than modern SAM systems to the small and low-flying attack drones increasingly used by countries like Turkey and Azerbaijan as well as a variety of Syrian rebel groups. Additionally it&#039;s more diffcult for a drone Pilot? (operator?) to take evasive action against fire even if the drone can see the source of the gunfire and if the initial burst misses.  The recent performance of the Shilka, as well as its modern truck-mounted descendant, the Pantsir, has led some Western military analysts to question the wisdom of retiring systems like the Gepard. That being said, the Pantsir has been roundly humiliated by high flying mid size and above attack drones, specifically the Turkish TB2, essentially making it suicidal to face a drone equipped army without serious AA defenses.&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M113_106mm_Recoilless&amp;diff=317177</id>
		<title>M113 106mm Recoilless</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M113_106mm_Recoilless&amp;diff=317177"/>
		<updated>2022-04-28T21:22:33Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* Iran */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==In Team Yankee==&lt;br /&gt;
&lt;br /&gt;
====Iran====&lt;br /&gt;
[[File:M113 AT Iran.png|300px|left|thumb|Iran]]&lt;br /&gt;
Iran gets these units in competition with the Jeep 106mm for the ranged fire-support role. They can only be taken as part of a Mechanized Company as company support, an unimpressive unit compared to the line infantry units of the East and West. &lt;br /&gt;
&lt;br /&gt;
Players are advised to  look at the [[Jeep 106mm Recoilless]] from  the [[Basij Infantry Company]] formation, which lack the heavy weapons of their mechanized comrades but have the numbers and firepower to outdo them (if you can afford them).&lt;br /&gt;
&lt;br /&gt;
Apart from protection against small arms and artillery, there isn&#039;t much difference between this and the AT Jeeps. Factions with ‘expensive’ tanks like the IDF  might prefer the M113 106, but this falls to the lack of a cheap fire support unit. Iranian players will have no shortage of budget tanks &amp;lt;s&amp;gt; for the enemy to shoot &amp;lt;/s&amp;gt;  to engage softskins considering Iran’s access to T-55s and Pattons. They might lack brutal, but a Patton platoon will stay on the board for much longer and has the range advantage to destroy many more IFVs, APCs and light tanks than a 106mm platoon.&lt;br /&gt;
&lt;br /&gt;
TLDR: a situational pick for mechanized company lists which need brutal fire support for a low cost. Tank platoons preferable for the anti-armour role. Basiji preferred for an offensive infantry role.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
The M40 Recoilless rifles had largely become obsolete by 1985, with guided missiles being far more effective and accurate for the role of light anti-tank weapon. However, by comparison, recoilless rifles were still very cheap, easy to operate, and could be mounted on a large enough vehicle with little trouble. In fact, they could even be locally produced, as the technology didn&#039;t require any expensive electronics or programming; they&#039;re little more than modified cannons. For this reason, many countries continued using recoilless rifles like Iran.&lt;br /&gt;
&lt;br /&gt;
While the US never mounted the M40 on an M113, they did produce a dedicated six-rifled tank destroyer called the [[wikipedia:M50 Ontos|M50 Ontos]]. This vehicle however was short-lived, so most countries used what they had, like the M113. &lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M109_Howitzer&amp;diff=317163</id>
		<title>M109 Howitzer</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M109_Howitzer&amp;diff=317163"/>
		<updated>2022-04-28T21:17:08Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* Iranian Variant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:M109 Paladin.jpg|300px|right|thumb|THIS IS MY BOOM STICK!]]&lt;br /&gt;
{{topquote|Big guns never tire.|[[Lugft Huron]]}}&lt;br /&gt;
&lt;br /&gt;
The M109 is one of the most popular self-propelled guns used across various armies of the 20th century. Mounting the massive M185 155mm Howitzer, the M109 is capable of firing a huge variety of shells, from standard HE, to bomblets, to mines, to laser-guided projectiles, to freaking [[wikipedia:W48|NUKES. ]] To be fair they are... Uh, smallish? The nukes that is, not the guns.&lt;br /&gt;
&lt;br /&gt;
The turret&#039;s advanced fire control and ability to, ya know, rotate, allows the M109 to bombard multiple targets without repositioning the hull and possess excellent off-road capabilities allowing it to &amp;quot;Shoot and Scoot&amp;quot; to avoid enemy Counter-Battery Fire; essential to any force employing manuever warfare on a serious (Divisional) scale.&lt;br /&gt;
&lt;br /&gt;
Thanks to electronic fire control, M109 crews also have a party trick where, by firing multiple times at slightly different angles, they can make about a dozen shells hit a target all at the same time. [[rape|Now imagine an entire battery of M109s doing that]].&lt;br /&gt;
&lt;br /&gt;
If the M109 starts shooting at your general vicinity, bend over, grab your ankles, and kiss your sorry ass goodbye.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:M109 Stat Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
Sadly, the M109 does not get access to its nuclear round, as game breaking as that would be, what with such weapons being designed for preventing the &#039;&#039;exact&#039;&#039; situation that Team Yankee portrays.&lt;br /&gt;
&lt;br /&gt;
Despite this deficiency, the M109 is an awesome artillery piece capable of hitting targets up to 8 feet away with its M185 155mm gun (not that you&#039;ll ever truly need that range but it&#039;s nice to have). Using its standard ammunition the M109 can absolutely brutalize infantry even within bulletproof cover due to its firepower rating of 2+. It stands a decent chance of damaging tanks as the AT Value of 4 is resolved with their top armor rather than the front or sides, but can tear lightly armored vehicles like BTRs and BMPs inside out after several volleys. If you fuck up and the enemy gets to close (or those [[Afghansty Air Assault Company|Afgansty Bastards]] airdrop in on top of you) you can switch to direct fire. I direct fire mode, the M185 has an AT Value of 15 and a Firepower rating of 1+, that&#039;s right 1+. You also gain the Brutal special rule (Re-roll successful saves) as well as the Slow Firing special rule (+1 hit if you moved). To be fair, in real life, you&#039;re going to instantly cause a firepower kill by tearing the damn gun off and otherwise shoving in their shit nicely.&lt;br /&gt;
&lt;br /&gt;
Thanks to never signing the Ottawa Treaty (or anti-land mind convention), you also have access to Area Denial Artillery Munitions to deploy minefields at range. If you are using mines, once you have ranged in, you can place a minefield for every 3 guns that fired, not much else to say about that. &lt;br /&gt;
&lt;br /&gt;
If you are using bomblets, the AT value drops down 3 and the Firepower falls off to 6+, but you get to use the SALVO template. Use this against communist infantry spam: remember, the job of the artillery is to pin down infantry, any kills are a bonus. With luck, a single salvo can literally stop your opponent&#039;s army from advancing.&lt;br /&gt;
&lt;br /&gt;
You can also deploy smokescreens to shield friendly units. If you wish, you may have 1 or more M109s fire smoke while the rest fire standard bombardments.&lt;br /&gt;
&lt;br /&gt;
If you are using the Laser Guided Projectiles, you lose access to the template, but the AT Value shoots through the roof to a staggering 21 and your firepower remains at its spectacular 2+. Since its laser-guided, your Paladins don&#039;t need to have line of sight to the target, drawing line of sight to the observing team instead. However, range drops to 40 inches from the M109s. Keep this in mind if you decide to use your projectiles for counter-battery fire.  Which is weird, because IRL the Copperhead CLGP that this is intended to represent had a ten mile range.&lt;br /&gt;
&lt;br /&gt;
You get three M109s for 7 points and can double the squad size for a further 7. Mines, bomblets, and laser-guided projectiles all cost 1 point to equip.&lt;br /&gt;
&lt;br /&gt;
==British Variant==&lt;br /&gt;
[[File:TB121.jpg|300px|left|thumb|Fire Mission, HE, on the way!]]&lt;br /&gt;
Inferior to the US version, the British only deploy their 109 batteries of 2, 4 or 8, adjusting the price. For 5, 10 or 20 points, you gain access to a 4AT gun with 2+ firepower, a mediocre improvement over the Abbot considering how the price is almost double. The M109 is a divisional asset, and only one unit can be brought afield. &lt;br /&gt;
&lt;br /&gt;
Unlike the American version, Brits do not have access to fancy ammunition types or laser-guided projectiles and must instead rely on the raw firepower of such monsters. And monsters they are indeed. For 21 points, you gain access to a template which hits NATO units on a 2+ (after ranging in on a 2+) with a 33% chance to destroy tanks and 18.5% chance to bail thanks with its 2+ firepower. However, the inflexible template means that this investment is rendered mute if your opponent spaces out his units. &lt;br /&gt;
&lt;br /&gt;
Ironically, the M109 can be fielded as a frontline battle tank through the direct fire profile&#039;s respectable 36&amp;quot;. Insane troll logic aside, their low cost (2.5 per vehicle) makes them comparable to a substitute AVRE: incapable of engaging tanks but utterly pulverizing infantry while comfortably engaging armored vehicles. &lt;br /&gt;
&lt;br /&gt;
Due to this incredibly niche role which is performed better by the Harrier or by FRONTLINE COMBAT UNITS, consider the M109 suitable only for larger games and games where you&#039;d like to give your opponent a nice, big surprise! Do not consider the M109 if you are a grizzled power gamer or build sensible lists with efficient units.&lt;br /&gt;
&lt;br /&gt;
Do note that despite the above sales pitch, the British M109 is still overcosted compared to the Abbot given that the Brits have plenty of anti-armor in their arsenal, whether via tanks or Milans. Artillery traditionally fulfills the anti-infantry and utility role in a British list, making the overcosted M109 a terrible choice compared to F432 Mortar Carriers or the Abbot.&lt;br /&gt;
&lt;br /&gt;
==German Variant==&lt;br /&gt;
[[File:TG108.jpg|300px|left|thumb|Who needs Bewegungskrieg, anyway?]]&lt;br /&gt;
The M109G is the killing artillery unit of the West German army, filling a similar anti-armour role to the Leopard 1.&lt;br /&gt;
&lt;br /&gt;
Unlike most other factions where your tanks do a much better job at the light anti-armour role, the WG M109 is an essential component in the Leopard 2 list. While you have the option for smoke (M106) or suppression (LARS), West German lists do not have the slugging power to duke it out against the Slavic tank hordes or NATO&#039;s Leopards. While Leopards 2s excel at destroying enemy tanks, they suffer against lists with quantity over quality, and against infantry. This is where the M109 comes in: for the cost of less than a single Leopard 2, you gain access to a unit that can pummel anti-tank units such as Milans or BMP-2s. &lt;br /&gt;
&lt;br /&gt;
Outside of the niche however, the M109 does not compare well to other artillery offerings. If you are playing an infantry or Leopard 1 list, utility and positioning will win you the game. In a Leopard 2 list, overwhelming firepower and blitzkrieg is the way to go.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Canadian Variant==&lt;br /&gt;
[[File:TNBX02-15.jpg|300px|left|thumb|It&#039;s hailing shells, and raining Soviet body parts.]]&lt;br /&gt;
Representing the vaunted Royal Canadian Horse Artillery, this vehicle is &amp;lt;s&amp;gt;unfortunately&amp;lt;/s&amp;gt; self-propelled and not horse drawn as the Regimental name might suggest. &lt;br /&gt;
&lt;br /&gt;
This M109 is largely the same as the British version, but with a worse assault value (alhough, if your artillery is engaged in melee, something has &#039;&#039;already&#039;&#039; gone horribly wrong). Skill 3+ means that ranging in will be more reliable, something that always comes in handy. Comes in groups of either 3 or 6 for 7 or 14 points respectively, and cannot be upgraded. This makes it slightly less of a point sink than most other variants. Unlike the [[M125 81mm|81mm carriage]] or the [[Raketenwerfer Batterie|Raketenwerfer]], the M109 is used to murder your foes, not just pin them or blind them with smoke. With 4AT 2+ FP, this unit excels at fighting lightly armoured vehicles such as BTRs and BMPs. &lt;br /&gt;
&lt;br /&gt;
Some of you will note that these are the same targets that the Leopard 1 chews over for dinner: the M109 may not be a &#039;terrible&#039; choice per se, but the average player will have better use from the raw pinning power of rocket artillery or the cheap, smoke-and-pin versatility of mortars.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Dutch Variant==&lt;br /&gt;
[[File:TNBX02-16.jpg|300px|left|thumb|That&#039;s not gun smoke emanating from the crew compartment...]]&lt;br /&gt;
Exactly like the American version, stat-wise, but without the special ammo types. Hence, this thing is big bad-ass artillery, but nothing more. Since the Dutch armored infantry have access to the excellent 120mm Mortars, who are just as utilitarian at popping smoke or blowing shit up, you really have to ask yourself what the M109 brings to the table: the answer depends on the list.&lt;br /&gt;
&lt;br /&gt;
As with other countries, the Dutch M109 is a killing artillery unit that pays a premium for access to the heaviest artillery shells money can buy, ideal for destroying light armour but decent at killing entrenched infantry. However, your list may force you to pick the M109 if you want any artillery at all. Both the Leopard 2 and Leopard 1 companies do not have the option to buy mortars, meaning that you might be forced to use M109s for your smoking needs against those pesky BMP-2s and ATGMs. Players should realize that the M109 excels against the same threats that MBTs do, and are therefore almost redundant. &lt;br /&gt;
&lt;br /&gt;
A decent unit that lacks any clear spot within Dutch army lists. It is hardly an auto-include but is competitive enough to see play in the right list.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Israeli Variant==&lt;br /&gt;
[[File:TIBX04-13.jpg|300px|left|thumb|MATZAH BALLS ON THE WAY!]]&lt;br /&gt;
Same story you&#039;ve heard before, the Israelis don&#039;t have access to America&#039;s bag of dirty tricks.  Which may seem unusual today but this is the 80&#039;s and Israel was still seen as sort of a loose cannon.&lt;br /&gt;
&lt;br /&gt;
The M109 should be considered the default choice over the 120mm M106 for actually killing things, just as the 87mm M125 takes the M106&#039;s job for smoke &amp;amp; pinning infantry.  &lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Iranian Variant==&lt;br /&gt;
[[File:M109 Iran.png|300px|left|thumb|Iran]]&lt;br /&gt;
Why wouldn&#039;t you want 6 for 10 points? 5+ skill so for Allah&#039;s sake take an observer, but 2+ firepower and smoke bombardment give some great options that don&#039;t involve [[Basij Infantry Company|charging teenagers with AK-47s]] at the enemy immediately, which without support, usually involves putting most if not all of your infantry stands back in the carry case.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:M109 irl.jpg|300px|right|right|thumb|Here Comes the BOOM!]]&lt;br /&gt;
&lt;br /&gt;
The M109 is used by militaries all over the globe. The current model in use with the United States armed forces is the M109A6 (nicknamed the Paladin) which features improved targeting systems and communications equipment. The newest M109A7 is a massive upgrade that may as well be a new vehicle entirely. The A7 unit has an autoloader and can fire a steady barrage of one round a minute continuously until dry, a huge speed increase compared to the M109A6 which could initially crank out up to 6 rounds in the first minute but would quickly slow as the loader team tired. While other European countries have typically adopted the PzH 2000 as their modern replacement, the similarities belies the M109&#039;s influence. The M109 remains the US&#039;s standard self-propelled howitzer, having survived two cancelled replacements (the Crusader and the NLOS Cannon) and a proposal to import or license the PzH 2000. Its currently proposed replacement is the M1299 which might arrive in 2024. Maybe.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{{US Forces in Team Yankee}}&lt;br /&gt;
{{British Forces in Team Yankee}}&lt;br /&gt;
{{West German Forces in Team Yankee}}&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
{{Dutch Forces in Team Yankee}}&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Basij_Infantry_Company&amp;diff=80393</id>
		<title>Basij Infantry Company</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Basij_Infantry_Company&amp;diff=80393"/>
		<updated>2022-04-28T21:10:57Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* In Team Yankee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BASJI.jpg|300px|right|thumb|&amp;quot;&#039;&#039;Let&#039;s see them fight ALL OF US!&#039;&#039; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
– &amp;lt;small&amp;gt;Imperial Guardsmen, Dawn of War&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{topquote|It is said that God is always on the side of the big battalions.|Voltaire}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|It was simply a manner of out-smarting them. You see Kill-bots have a pre-set kill limit. Knowing their weakness, I sent wave after wave of my own men at them, until they reached their limit and shut down. |Captain Zap Brannigan, Futurama }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Basij (meaning literally, the Mobilization or the Movement) were an all-volunteer paramilitary militia branch, before their merger into the Islamic Revolutionary Guard Corps. Following that, they were an official militia. The Basji didn&#039;t change much during the Iran-Iraq Wars, and though untrained and without any kind of vehicles to hide behind, sheer fanaticism is their sword and armor. It&#039;s a real pity that doesn&#039;t work too well against bullets.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Basij Card.png|300px|left|thumb|Allahu Akbar]]&lt;br /&gt;
Once upon a time, a battlefront developer decided that the Iranians needed a human-wave unit that laughed at the Czechs and the Basij were born.&lt;br /&gt;
&lt;br /&gt;
The Basij are Team Yankee&#039;s first (but no longer only) footsloggers, that do not begin the game in transports, and are the only infantry with a 4+ save.&lt;br /&gt;
&lt;br /&gt;
With a maximum strength of 25 AKM teams and 12 RPG-7 teams, the Basij is the Iranian equivalent of a super-sized motor-rifle company. While their armament may not be much to boast of compared to the Iranian mechanized platoon, they have a totally different role in the Iranian list: placing a massive blob in your enemy&#039;s face with spearhead deployments with fixed bayonets.&lt;br /&gt;
&lt;br /&gt;
The Basij have two unique rules; Basij assault and martyrs. Martyrs gives you a 6&amp;quot; charge distance while Basij assault allows your troops to spearhead during the deployment phase but only if placed in the regular deployment zone, and have the usual limitations on spearheading. They also lose bulletproof cover, as a result of charging in the open with hymns to the almighty.&lt;br /&gt;
&lt;br /&gt;
Unlike the mechanized platoon which has enough anti-armor weapons to put holes in vehicles and 16” MG3s to fight infantry with, the Basij should be expected to fight enemy infantry under the cover of smoke and have enough bodies to beat nearly all infantry in close combat. Unfortunately, your army of fanatical martyrs has a 4+ Infantry Save to offset their rather excellent 3+ Morale, Courage, Rally, Assault and Counterattack. They cost less than their Soviet spam counterparts too: 7 points gets you 9 AK teams and 4 RPG teams while 22 points gets you 25 AK and 12 RPG teams.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the kicker: at such a low cost, these units can tarpit almost as well as the Czechs, with the advantage of having excellent morale. Hit by artillery? You&#039;ll get back into the fight on a 3+. Took 8 hits of MG fire? 3+ to get back in the fight. Without transports or heavy machine guns and support weapons, they&#039;ll be a poor match against enemy infantry in a fair fight. Fortunately, you&#039;re bringing enough troops to tilt the odds in your favour and [[DISTRACTION CARNIFEX| scare the crap out of an opponent who doesn&#039;t know how to deal with Napoleanic blocks of the righteous literally marching over their enemies.]] They might not be the most well-trained troops, but their armaments and numbers can seriously hurt any unit that gets too close. &lt;br /&gt;
&lt;br /&gt;
Aside from the Basij infantry battalion, the T-62 tank company is the only other list that can bring Basij to the field.&lt;br /&gt;
&lt;br /&gt;
While Basij can use their &#039;&#039;Basij Assault&#039;&#039; as a form of Spearhead move, it is almost never worth it. It has the same limits as normal spearhead (cannot go within 16&amp;quot; of enemy, enemy deployment zone or any objective etc) and the Basij lose bulletproof cover &#039;&#039;&#039;for the entire game&#039;&#039;&#039;. So only under &#039;&#039;very&#039;&#039; specific circumstances can you assault turn 1 with Basij.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Iraniraqwar-front-1980s.jpg|300px|right|thumb|It might look like a Halloween Party, and cute if you live on Cadia]]&lt;br /&gt;
The Basij started out as your standard paramilitary youth toughs for the new revolutionary government, but they were quickly mobilized by the Iranian government into an ad-hoc milita force shortly after the Iran-Iraq war started. The Basij&#039;s ranks were open and encouraged membership from the age of twelve to eighty, with very little training (if any) given.  Similar to the Volkssturm of Nazi Germany during the last days of the Third Reich and the revolutionary mobs of the first French Republic the performance of the Basij was mixed at best. At times, their fanatical nature gave them the edge in night raids into the Iraqi lines, the dark making up for a lack of armor or transport besides their own feet in closing with the enemy. At other points, Basij units were used as human mine clearers and machine gun bait, paving the way for the better trained army units or softening up resistance with human wave attacks. The casualties they suffered during offensive operations was wildly disproportionate with that of any other unit, especially at the start of the war.&lt;br /&gt;
&lt;br /&gt;
In terms of attack tactics, the Basij would develop a relatively effective method of breaking through Iraqi static defenses, although at a heavy cost. 20+ man squads would engage in probing attacks on the line, looking for gaps in defensive works. When a weakpoint was discovered, the reserve sections would be sent in to force the issue, World War 1 style. &amp;quot;Human Wave&amp;quot; attacks are often what this is characterized as, but it was more similar to the infiltration assault tactics used by the Allies for Trench raids and the Chinese in Korea. These squads would attempt to suppress, surround, and close with the enemy, overrunning the static defenses and seizing the position. By their very nature, these assaults were often bloody and resulted in high casualties when the defenders weren&#039;t overrun quickly.&lt;br /&gt;
&lt;br /&gt;
Towards the end of the war, the Basij had essentially become more of a proper militia and military unit. Organization, training, and equipment, while not amazing, were all vastly improved by 1985 to the point that they could be considered a dedicated light infantry force. And like any light infantry force, they would get absolutely slaughtered whenever heavier elements of the Iraqi forces decided to show up. &lt;br /&gt;
&lt;br /&gt;
The Basij are &#039;&#039;somewhat&#039;&#039; unfairly maligned as a force of nothing more than Shia fanatics and child soldiers. While of course this is in part an accurate description of the Basijs makeup (see the above pics), it isn&#039;t entirely true and taints the overall picture of the nature of this war from the Iranian perspective. Many Basij members came from other ethnic and religious groups across Iran (including Jews, Kurds, Arabs, and Zoroastrians), and many were not motivated so much by a Shia &#039;love of Martyrdom&#039; but rather a sense of genuine patriotism (and/or a disdain for the Iraqi army and its brutal tendencies). Many were the products of middle class families, and even women joined the Basij (in auxiliary roles, of course). For the Iranian people, this war was and still is a point of national unity, and everyone who died in the Basij, regardless of faith or ethnicity, is a martyr to the revolution.&lt;br /&gt;
&lt;br /&gt;
One must remember that during the Iran-Iraq was, a vast majority of the worlds powers supported Iraq, and as such the Iranian government was often depicted as near comically evil. There are many stories about the Basij going into battle with &#039;golden keys to paradise&#039; (though these are almost certainly false.) This is not to deny that many children were practically press ganged or encouraged to join the Basij, and many suffered terribly in the fighting with the Iraqi army. &lt;br /&gt;
&lt;br /&gt;
It is important to remember this was for the Iranian people and government, a war of national survival and identity. Extreme measures were taken by both sides. For the Iraqis, it was chemical weapons use. For the Iranians, it was a willingness to send the young and the old alike into the meat grinder. The Iran-Iraq War was unbelievably brutal, and the suffering of millions is testimony to man’s inhumanity to one another.&lt;br /&gt;
 &lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M113_Armored_Personnel_Carrier&amp;diff=317275</id>
		<title>M113 Armored Personnel Carrier</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M113_Armored_Personnel_Carrier&amp;diff=317275"/>
		<updated>2022-04-28T21:09:26Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* Iran */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:M113 Picture.jpg|300px|right|thumb|The Original Metal Box]]&lt;br /&gt;
{{topquote|[[METAL BOXES]]!|Firaeveus Carron}}&lt;br /&gt;
&lt;br /&gt;
The M113 is an armored personnel carrier used by the United States Military. The M113 was the first vehicle armored entirely with aluminum, enough to stop small arms fire from turning the occupants into bleeding sponges, but not enough to stop anything serious. The M113 is armed with a single .50cal AA Machine gun, but the most powerful thing it carries into battle is the 11 mean, green fighting machines tucked away in relative safety inside.&lt;br /&gt;
&lt;br /&gt;
Like a [[Rhino|certain vehicle]] in a [[Warhammer 40,000|particular miniature wargame]], the M113 has been adapted into a staggering number of variants to fill various different battlefield roles from the forests of West Germany to the deserts of &amp;lt;s&amp;gt; China &amp;lt;/s&amp;gt; the Middle East.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee== &lt;br /&gt;
===USA===&lt;br /&gt;
[[File:M113 Stat Card.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
The M113 is one of the best transports in Team Yankee with decent armor, good transport and a useful main gun. The M113 can carry 3 teams of infantry (4 fewer than the marines&#039; overgrown version the [[AAVP7]], but one more than almost every other personnel carrier and two more than the British Spartan). The front armor of 3 is the strongest of any APC on the field (though don&#039;t go taking on Main Battle Tanks in this thing). The side and top armor are rather standard though at 2 and 1 respectively.&lt;br /&gt;
&lt;br /&gt;
The M113 is armed with a .50cal AA machine gun, which can be used to deal with enemy infantry, BTRs, and helicopters. However, you can sacrifice some of your Mech Platoons M47 Dragon teams and mount the Dragon Missiles on the M113s, turning it into a stopgap tank hunter (which is somewhat situational due to the reduction in damage output). However, the main selling point of the M113 is its 5+ firepower. While inferior on the move compared to other NATO transports, the FP buff means that statistically, they perform twice as well against entrenched infantry due to the doubling in FP passes. The potential to hit targets beyond 16&amp;quot; is a welcome bonus, if a little situational. Expect to use these things as IFVs; their decent AT value can engage softer armored units like BTRs but their ideal task would be destroying infantry with the same efficiency as autocannons.&lt;br /&gt;
&lt;br /&gt;
You cannot take M113s alone, only as transports for your [[US Mech Platoon|Mech Platoons]]. For 4 Points you get 3 M113s, 2 M47 Dragon Teams and 3 M249 SAW/M72 LAW teams. For an additional 2 points, you get one more of each, for a total of 4 M113s 3 M47 Dragon Teams And 4 M249 SAW teams. In both cases, you may purchase an additional Dragon ATGM team for one point.&lt;br /&gt;
&lt;br /&gt;
The best way to utilize the M113 is to support the infantrymen it just dropped off.  Use them to draw fire away from your soldiers and cover them with machine gun fire. If you&#039;re rocking the Dragon, take out the tanks that pose the most danger to the troops, like AA autocannons or other transports. Also never EVER leave the infantry behind.&lt;br /&gt;
&lt;br /&gt;
===West Germany===&lt;br /&gt;
[[File:TG126.jpg|300px|left|thumb|Das &#039;&#039;Deutsche&#039;&#039; Stats]]&lt;br /&gt;
Since German homemade transports are a bit on the expensive side and take a while to manufacture, the West Germans purchased thousands of M113s to equip their panzergrenadiers.&lt;br /&gt;
The rules for these machines can be found in the Panzertruppen Pamphlet. &lt;br /&gt;
&lt;br /&gt;
Unlike the All American model, the German M113 mounts a 7.62mm MG3 machine gun instead of the M2 .50 cal. The MG3 has an improved moving ROF over the .50, letting the M113 roll three dice after moving compared to 2. Unfortunatly the AT rating and Firepower are not as good, at 2 (down from 4) and 6 (down from 5+) respectively. In addition, you cannot sacrifice one of your Milan Teams to mount their missile onto the M113 like you can with the other two German transport options (not that you should given the West German&#039;s tiny unit size). This means that the German box&#039;s offensive capabilities are strictly Anti-personnel as the high ROF can cut through infantry formations, but is useless against their transports or armor support.&lt;br /&gt;
&lt;br /&gt;
The German M113 also has one less capacity than the American Model, at the rather standard 2 passenger limit. While sufficient to transport the tiny West German units, if you lose a vehicle suddenly you have a lot of ride-less infantry, while if this was the American model, you could just pile them into the rest of the transports. German commanders must be a lot more conservative with their support as if you lose a M113, you&#039;ve lost almost all of the mobility of their infantry.&lt;br /&gt;
&lt;br /&gt;
4 points will get you a pair of M113s, a pair of MG3/Panzerfaust Teams, and a pair of Milan teams, and for an addtionaly 3 points you get one more of each.&lt;br /&gt;
&lt;br /&gt;
===Canada===&lt;br /&gt;
[[File:M113 Canuck.jpg|300px|left|thumb|The &#039;Nuck Box Stats]]&lt;br /&gt;
Almost identical to its American counterpart, but with a better skill value, it lacks any night-vision or the ability to take an optional ATGM. However, the lack of AT, AA and general firepower potential isn&#039;t as detrimental as one might think, as the Canadians have options for these things elsewhere in their list. This all cements the [[Canadian Mechanized Platoon|Canadian Mechanized]]&#039;s role as a highly agile stopgap for pinning other infantry and preventing the enemy from maneuvering their own tanks around the board as they please. The M113, in turn, serves in a cursory support role, being relatively cheap and fairly well-armoured. Rush them forward as fire magnets or rush them forward and use the wrecks for bulletproof cover.&lt;br /&gt;
&lt;br /&gt;
All in all, the M113 Transport is nothing special for the Canadians. Yet, it&#039;s the only transport option you&#039;re given, and you need to get your infantry as close to the enemy as possible since their range is at times cripplingly short. So use that decent front armour to keep the hosers alive, use that .50 cal to cover them as they march forward into the breach. Worst comes to worst, it&#039;s free cover for your rifles.&lt;br /&gt;
&lt;br /&gt;
The non-transport variants, on the other hand, are highly varied. These range from a multipurpose [[M113 Blowpipe|AT/AA MANPAD carrier]], a standard [[M150 TOW|TOW launcher]], an [[M113 OP|OP Carrier]] and an [[M125 81mm|81mm mortar carrier]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===ANZAC===&lt;br /&gt;
[[File:TABX02-15.jpg|300px|left|thumb|&#039;splish splash&#039;]]&lt;br /&gt;
The ANZAC M113 is a little different from the classic metal box. Instead of the observation cupola and a pintle-mount for a Machine Gun, the Aussies have instead fitted an actual turret with not one, but two MGs: a primary .50cal and a coaxial 7.62mm. This translates to an extra shot at AT 2 and a bare bones 6 FP on top of the regular .50 cal stats. You also lose the AA ability because I guess the turret just can&#039;t turn fast enough to track helicopters and strike aircraft. Also it has an Infra-Red Scope. &lt;br /&gt;
&lt;br /&gt;
Other than that, treat the &amp;quot;Bucket&amp;quot;, as the ANZACs call the M113, the same as you would any of the other transports. Support the Infantry and deal with other light vehicles and enemy soldiers. You can get M113 T50s as transports for your ANZAC Milan Sections and ANZAC Mechanized Platoons.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Netherlands===&lt;br /&gt;
[[File:Dutch M113.jpg|left|300px|thumb|]]&lt;br /&gt;
The slightly less armed option for the prospective Dutch commander. Battlefront must have been high when they built it, as the studio model for the Dutch M113 has the top hatch installed upside down on the box photography.&lt;br /&gt;
&lt;br /&gt;
The Dutch use M113s for their infantry platoons which, IRL, formed the bulk of the transport fleet for the infantry. You will probably be taking YPR-mounted infantry in a Dutch list, but might choose to bring M113-mounted troops to defend your objective.&lt;br /&gt;
&lt;br /&gt;
Like other M113s, it is a reliable transport that can weather a beating from the front and has a .50 cal that can punish entrenched infantry (when spammed) and punches through lighter armoured vehicles like BTRs. Losing the 7.62mm machine gun is less of an issue, since you lose only an additional shot.&lt;br /&gt;
&lt;br /&gt;
The M113 is an option for your mechanized infantry platoons and costs 5 or 7 points depending on the platoon size.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Israel===&lt;br /&gt;
[[File:ISREALTRANSPO.jpg|300px|left|thumb|]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Iran===&lt;br /&gt;
[[File:M113 Iran.png|300px|left|thumb|Iran]]&lt;br /&gt;
Iran gets these too. Its a [[METAL BOXES|metal box]]. What more do you want me to say?&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:M113 Irl.jpg|300px|right|thumb|An M113 in Denmark]]&lt;br /&gt;
The M113 First entered service in 1960 and has remained in use ever since. Currently, over 6000 M113s are in use in the United States, with thousands more in other nations. The M113 is finally being phased out by the Armored Multi-Purpose Vehicle, a derivative cousin of the Bradley Fighting Vehicle. However, even then it is likely that some M113s will remain in use with the USA and other countries for years to come.&lt;br /&gt;
&lt;br /&gt;
Simplicity and flexibility have always been the 113&#039;s best qualities. During the Cold War many M113s were repurposed as various support vehicles, such as [[M901 ITV|AT Missile]] [[M150 TOW|Carriers]], [[M106 Heavy Mortar Carrier|mortar]] [[M125 81mm|carriers]], [[M163 VADS|anti-air guns]], [[M48 Chaparral|Air-Defense]] [[ADATS| Missile]] [[Tracked Rapier|carriers]], and [[Lynx Reconnaissance Patrol|Recon]] [[M113 MRV|Vehicles]]. If there was a role, there was an M113 variant performing it. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, until recent years it was also cursed with mindless fanbois who called it the Gavin, a term made up by a drop-out of both the USMC and Army Reserves who screamed it so much that Wikipedia had to shut him up with an entire section debunking his nonsense. [[bullshit|He and his dumb ass followers believe that the platform is just as capable as the upgraded Bradley and superior to just about any wheeled APC.]] [[Fail|Never mind that its armor can be defeated by anti-material rifles, heavy machine guns, and possibly sustained fire from a LMG.]]  &lt;br /&gt;
&lt;br /&gt;
Given its appearance, M113 model kits are sometimes used as proxies for 40k [[Rhino Transport|Rhino]]s or for [[Ork]] [[Looted Wagon]]s.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{US Forces in Team Yankee}}&lt;br /&gt;
{{West German Forces in  Team Yankee}}&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
{{ANZAC Forces in Team Yankee}}&lt;br /&gt;
{{Dutch Forces in Team Yankee}}&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Iranian_Mechanized_Platoon&amp;diff=276906</id>
		<title>Iranian Mechanized Platoon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Iranian_Mechanized_Platoon&amp;diff=276906"/>
		<updated>2022-04-28T21:02:42Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* In Team Yankee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TIR702-06.jpg|300px|right|thumb|]]&lt;br /&gt;
{{topquote|And Our Soldiers, They Verily Would Be The Victors.| Iranian Army Motto}}&lt;br /&gt;
{{topquote|Prepare against them what force you can.| Iranian Revolutionary Guard Corps Motto}}&lt;br /&gt;
&lt;br /&gt;
The Iranian military isn&#039;t all just martyrs and volunteers with little training. Inheriting a sizable force of western vehicles and acquiring eastern bloc equipment through trade deals and battlefield capture, the Iranian army and IRGC are motivated, reliable, and drilled. With this oddball mix of equipment, the Iranians stand firm against the aggression of any who threaten the revolution.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Iranian Mechanized Group.png|300px|left|thumb|Iran]]&lt;br /&gt;
Just like the Basji, your Iranian mechanized platoon is a highly motivated force. With Courage, Morale, Rally, and Counterattack all at 3+, they&#039;ll be hard to shift. What hurts though, is their Skill of 5+. They&#039;re essentially better-motivated Czechs with worse skill and NATO weaponry (MG3 Teams with 16&amp;quot; compared to AK teams with 8&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Unlike most PACT troops, these guys are not your usual human wave of AKs. With NATO unit sizes and PACT stats, these guys are weak and small enough to melt under concentrated fire. Their firepower is comparable to a British mechanized platoon; capable of side-shotting tanks and pinning down enemy infantry from a defensive position but have little talent as offensive infantry. &lt;br /&gt;
&lt;br /&gt;
In the Iranian army list, these troops are your defensive troopers dutifully holding rough terrain and objectives while your Basji fix bayonets. You could take M113s or BTRs as transports, or upgrade your transports to BMP-1s for just a single point! Considering the low cost of a mechanized platoon, these BMPs could operate as multiple small units hunting for soft-skinned vehicles like enemy IFVs.&lt;br /&gt;
&lt;br /&gt;
Three points gets you 3 MG teams, 3 M113s and 2 RPG-7 teams while four points gets you 4 MG teams, 4 M113s and 3 RPG teams.&lt;br /&gt;
&lt;br /&gt;
For transports, these guys start with M113s but can swap to BTR-60s for free if you want glass cannons with better on-road performance. Alternatively, you could pay 1 point to outfit a platoon with BMP-1s. And why wouldn&#039;t you?&lt;br /&gt;
&lt;br /&gt;
Your AT/AA options are simple, but simple is better sometimes. You can take an M47 Dragon team and/or a SA-7 Grail missile team for one point each: note that they only fire one shot, unlike PACT weapon teams. &lt;br /&gt;
&lt;br /&gt;
If you want to represent the Iranian army, take M113&#039;s for your transports. If you want to represent IRGC professionals (not militia like the Basji), use BTR-60&#039;s and BMP-1s.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
The Iranian army was not in a good place after the revolution due to the inevitable political purges, and some early defections and defeats in the initial wave of the Iraqi offensive cemented the fate of the Army coming second to the political Revolutionary Guard Corps in terms of reliability. Expected to make do with a load of equipment they were running low on spare parts for, the Army, IRGC, and the militias like the Basji essentially fought as completely isolated forces against the Iraqis for the first year of the war. After the Iraqi invasion stalled out at the end of 1980, the Army and IRGC had time time to rebuild, dig in, and get ready to strike back. &lt;br /&gt;
&lt;br /&gt;
By 1985, both the IRGC and Iranian Army were much improved over their state at the start. With the NCO corps mostly escaping the political purges or defecting to the new IRGC, along with low level officers, they were quickly able to shape up and start fighting on the level they were before the war. Sadly enough, lack of equipment and outside support would lead to further issues later on. The Iranian supply of arms was further hampered by infrastructure damage early in the war, often blamed on either counterrevolutionaries, the CIA, the KGB, or simply lack of parts to repair existing arms manufacturing.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, your average Iranian soldier&#039;s equipment at the start of the war was not too dissimilar to that of your average German Jaeger. The Iranians used (and still use) G3&#039;s and MG3&#039;s, all built locally under license (and without license later on). &lt;br /&gt;
&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Basij_Infantry_Company&amp;diff=80392</id>
		<title>Basij Infantry Company</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Basij_Infantry_Company&amp;diff=80392"/>
		<updated>2022-04-28T20:59:35Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* In Team Yankee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BASJI.jpg|300px|right|thumb|&amp;quot;&#039;&#039;Let&#039;s see them fight ALL OF US!&#039;&#039; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
– &amp;lt;small&amp;gt;Imperial Guardsmen, Dawn of War&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{topquote|It is said that God is always on the side of the big battalions.|Voltaire}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|It was simply a manner of out-smarting them. You see Kill-bots have a pre-set kill limit. Knowing their weakness, I sent wave after wave of my own men at them, until they reached their limit and shut down. |Captain Zap Brannigan, Futurama }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Basij (meaning literally, the Mobilization or the Movement) were an all-volunteer paramilitary militia branch, before their merger into the Islamic Revolutionary Guard Corps. Following that, they were an official militia. The Basji didn&#039;t change much during the Iran-Iraq Wars, and though untrained and without any kind of vehicles to hide behind, sheer fanaticism is their sword and armor. It&#039;s a real pity that doesn&#039;t work too well against bullets.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Basij Card.png|300px|left|thumb|Iran]]&lt;br /&gt;
Once upon a time, a battlefront developer decided that the Iranians needed a human-wave unit that laughed at the Czechs and the Basij were born.&lt;br /&gt;
&lt;br /&gt;
The Basij are Team Yankee&#039;s first (but no longer only) footsloggers, that do not begin the game in transports, and are the only infantry with a 4+ save.&lt;br /&gt;
&lt;br /&gt;
With a maximum strength of 25 AKM teams and 12 RPG-7 teams, the Basij is the Iranian equivalent of a super-sized motor-rifle company. While their armament may not be much to boast of compared to the Iranian mechanized platoon, they have a totally different role in the Iranian list: placing a massive blob in your enemy&#039;s face with spearhead deployments with fixed bayonets.&lt;br /&gt;
&lt;br /&gt;
The Basij have two unique rules; Basij assault and martyrs. Martyrs gives you a 6&amp;quot; charge distance while Basij assault allows your troops to spearhead during the deployment phase but only if placed in the regular deployment zone, and have the usual limitations on spearheading. They also lose bulletproof cover, as a result of charging in the open with hymns to the almighty.&lt;br /&gt;
&lt;br /&gt;
Unlike the mechanized platoon which has enough anti-armor weapons to put holes in vehicles and 16” MG3s to fight infantry with, the Basij should be expected to fight enemy infantry under the cover of smoke and have enough bodies to beat nearly all infantry in close combat. Unfortunately, your army of fanatical martyrs has a 4+ Infantry Save to offset their rather excellent 3+ Morale, Courage, Rally, Assault and Counterattack. They cost less than their Soviet spam counterparts too: 7 points gets you 9 AK teams and 4 RPG teams while 22 points gets you 25 AK and 12 RPG teams.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the kicker: at such a low cost, these units can tarpit almost as well as the Czechs, with the advantage of having excellent morale. Hit by artillery? You&#039;ll get back into the fight on a 3+. Took 8 hits of MG fire? 3+ to get back in the fight. Without transports or heavy machine guns and support weapons, they&#039;ll be a poor match against enemy infantry in a fair fight. Fortunately, you&#039;re bringing enough troops to tilt the odds in your favour and [[DISTRACTION CARNIFEX| scare the crap out of an opponent who doesn&#039;t know how to deal with Napoleanic blocks of the righteous literally marching over their enemies.]] They might not be the most well-trained troops, but their armaments and numbers can seriously hurt any unit that gets too close. &lt;br /&gt;
&lt;br /&gt;
Aside from the Basij infantry battalion, the T-62 tank company is the only other list that can bring Basij to the field.&lt;br /&gt;
&lt;br /&gt;
While Basij can use their &#039;&#039;Basij Assault&#039;&#039; as a form of Spearhead move, it is almost never worth it. It has the same limits as normal spearhead (cannot go within 16&amp;quot; of enemy, enemy deployment zone or any objective etc) and the Basij lose bulletproof cover &#039;&#039;&#039;for the entire game&#039;&#039;&#039;. So only under &#039;&#039;very&#039;&#039; specific circumstances can you assault turn 1 with Basij.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Iraniraqwar-front-1980s.jpg|300px|right|thumb|It might look like a Halloween Party, and cute if you live on Cadia]]&lt;br /&gt;
The Basij started out as your standard paramilitary youth toughs for the new revolutionary government, but they were quickly mobilized by the Iranian government into an ad-hoc milita force shortly after the Iran-Iraq war started. The Basij&#039;s ranks were open and encouraged membership from the age of twelve to eighty, with very little training (if any) given.  Similar to the Volkssturm of Nazi Germany during the last days of the Third Reich and the revolutionary mobs of the first French Republic the performance of the Basij was mixed at best. At times, their fanatical nature gave them the edge in night raids into the Iraqi lines, the dark making up for a lack of armor or transport besides their own feet in closing with the enemy. At other points, Basij units were used as human mine clearers and machine gun bait, paving the way for the better trained army units or softening up resistance with human wave attacks. The casualties they suffered during offensive operations was wildly disproportionate with that of any other unit, especially at the start of the war.&lt;br /&gt;
&lt;br /&gt;
In terms of attack tactics, the Basij would develop a relatively effective method of breaking through Iraqi static defenses, although at a heavy cost. 20+ man squads would engage in probing attacks on the line, looking for gaps in defensive works. When a weakpoint was discovered, the reserve sections would be sent in to force the issue, World War 1 style. &amp;quot;Human Wave&amp;quot; attacks are often what this is characterized as, but it was more similar to the infiltration assault tactics used by the Allies for Trench raids and the Chinese in Korea. These squads would attempt to suppress, surround, and close with the enemy, overrunning the static defenses and seizing the position. By their very nature, these assaults were often bloody and resulted in high casualties when the defenders weren&#039;t overrun quickly.&lt;br /&gt;
&lt;br /&gt;
Towards the end of the war, the Basij had essentially become more of a proper militia and military unit. Organization, training, and equipment, while not amazing, were all vastly improved by 1985 to the point that they could be considered a dedicated light infantry force. And like any light infantry force, they would get absolutely slaughtered whenever heavier elements of the Iraqi forces decided to show up. &lt;br /&gt;
&lt;br /&gt;
The Basij are &#039;&#039;somewhat&#039;&#039; unfairly maligned as a force of nothing more than Shia fanatics and child soldiers. While of course this is in part an accurate description of the Basijs makeup (see the above pics), it isn&#039;t entirely true and taints the overall picture of the nature of this war from the Iranian perspective. Many Basij members came from other ethnic and religious groups across Iran (including Jews, Kurds, Arabs, and Zoroastrians), and many were not motivated so much by a Shia &#039;love of Martyrdom&#039; but rather a sense of genuine patriotism (and/or a disdain for the Iraqi army and its brutal tendencies). Many were the products of middle class families, and even women joined the Basij (in auxiliary roles, of course). For the Iranian people, this war was and still is a point of national unity, and everyone who died in the Basij, regardless of faith or ethnicity, is a martyr to the revolution.&lt;br /&gt;
&lt;br /&gt;
One must remember that during the Iran-Iraq was, a vast majority of the worlds powers supported Iraq, and as such the Iranian government was often depicted as near comically evil. There are many stories about the Basij going into battle with &#039;golden keys to paradise&#039; (though these are almost certainly false.) This is not to deny that many children were practically press ganged or encouraged to join the Basij, and many suffered terribly in the fighting with the Iraqi army. &lt;br /&gt;
&lt;br /&gt;
It is important to remember this was for the Iranian people and government, a war of national survival and identity. Extreme measures were taken by both sides. For the Iraqis, it was chemical weapons use. For the Iranians, it was a willingness to send the young and the old alike into the meat grinder. The Iran-Iraq War was unbelievably brutal, and the suffering of millions is testimony to man’s inhumanity to one another.&lt;br /&gt;
 &lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572804</id>
		<title>ZSU-57-2</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=ZSU-57-2&amp;diff=572804"/>
		<updated>2022-04-28T20:47:55Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* In Team Yankee */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ZSYOU.jpg|300px|right|thumb|]]&lt;br /&gt;
The &#039;&#039;&#039;ZSU 57-2&#039;&#039;&#039; was the first successful post-WW2 SPAAG (self-propelled anti-air gun) designed by the Soviet Union, meant to provide air cover for the Soviet tank brigades from capitalist jets of the 50s and 60s. Nicknamed the &#039;Sparka&#039; (pair) by the Soviet Union, the vehicle is essentially a T-54 chassis with a pair of 57mm autocannons designed to knock slow flying planes out of the skies, and firing at ground targets with very deadly force.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:ZSU-57 Iran Stats.jpg||300px|left|thumb|Iran]]&lt;br /&gt;
The ZSU-57-2 functions as the anti-armour older brother to the Shilka, trading Radar for additional ground range up to 24&amp;quot;, AT9, FP 4+ and a ROF of 3/2. Uniquely in Team Yankee, this is one of the only anti-air units whose threat bubble is only good enough for surrounding units and not three-quarters of the table. The special rule manual tracking gives the ZSU a penalty when trying to engage aircraft. Unable to touch most helicopters firing ATGMs, its guns struggle to hit most ATGM helicopters and virtually all aircraft. In fact, the only time this unit can fufil its AA role is against Hinds or US players hovering Cobras right over your head. &lt;br /&gt;
&lt;br /&gt;
Unlike the Shilka, the ZSU-57-2 has some very deadly weapons when targetting ground vehicles. It automatically penetrates anything with a front armour of two, and IFVs like the Marder will have to roll 5 or better to avoid bailing or burning up. FP4+ may not be the most reliable, but outperforms all autocannons from the [[M247 Sergeant York]]. In terms of raw firepower, the ZSU is deadlier than the [[SA-13 Gopher]] with an additional shot but it lacks the range of its counterpart. Fortunately, using the two of these AA units gives you a very respectable air-cover umbrella with the Gremlins shooting whatever the ZSUs cannot.&lt;br /&gt;
&lt;br /&gt;
The ZSU boasts a front armour of two, sides of one but top armour 0. However, the low range of its 57mm guns means that you should be attacking with this unit as much as possible. Employed as a light tank or an IFV, it comfortably keeps pace with a company of T-72Ms but leaves them totally vulnerable to most air threats.&lt;br /&gt;
&lt;br /&gt;
Mediocre anti-air (except against Hinds), solid ground support unit.&lt;br /&gt;
&lt;br /&gt;
A unit of ZSUs comes in at 1 point for two, and 2 points for four vehicles.&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:Zsu-57-2.jpg|300px|thumb|right|An Iraqi ZSU, ready to shoot down some Skyhawks like its 1973.]]&lt;br /&gt;
The ZSU-57-2 had a similar development history to the more famous [[ZSU 23-4 Shilka]], to fill a need for SPAAGs that could hit harder than older machinegun mounts, but the Soviets quickly found the weapon to be lacking due to its lack of search and fire-control radar, inadequate rate of fire, and slow traverse. They were quickly replaced by Shilkas starting in the 1960s. A handful of other countries adopted and then replaced their ZSUs as well, though Chinese-manufactured versions ended up selling relatively well in the Middle East, particularly with new proximity fuse ammunition to turn them into modernized flak cannons. They also saw more limited action in Vietnam and the Yugoslav wars.&lt;br /&gt;
&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
[[Category:Team Yankee]] [[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=CVRT&amp;diff=108110</id>
		<title>CVRT</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=CVRT&amp;diff=108110"/>
		<updated>2022-04-28T20:46:35Z</updated>

		<summary type="html">&lt;p&gt;2001:67C:2628:647:12:0:0:209: /* Iranian Variant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Spartan-new-1.jpg|300px|right|thumb| A wild Spartan, awaiting orders]]&lt;br /&gt;
{{topquote|The first quality that is needed is audacity.|Winston Churchill}}&lt;br /&gt;
&lt;br /&gt;
The Combat Vehicle, Reconnaissance (Tracked) or CVRT is the successor of the Alvis Armored Car. It serves a huge variety of roles in the British Army, with SEVEN variants playable in Team Yankee. These are the Spartan APC (serving as a command vehicle for the Queen&#039;s Dragoon Guards, and as a transport for the Recce Support Troop), Spartan Blowpipe, Striker, Spartan MCT, Scorpion and Scimitar light tanks. All are distinguished by their airmobile capability, and their shared chassis components. &lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
Due to the common chassis, the following applies to all subsequent models of the CVRT. While the CVRT has a lackluster tactical speed of 10&amp;quot; (6&amp;quot; for the Scimitar and Scorpion), it has several key advantages over most other vehicles of the British Army. With a cross-country dash of 28&amp;quot;, these vehicles are able to abuse their small profiles to great effect. Most variants feature some form of bonus to cover, namely Swingfire and Scout, allowing the vehicle to count as gone to ground even after firing or moving respectively. This translates to a 6+ to hit if used effectively.&lt;br /&gt;
&lt;br /&gt;
Its armor is effectively non-existent, being vulnerable to almost every single REDFOR unit in the game. With its front rating of 2, it is best to rely on concealment and positioning as even BTRs can reliably take them out in the open.&lt;br /&gt;
&lt;br /&gt;
==Spartan (Command)==&lt;br /&gt;
[[File:TB110.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
Serving as the HQ unit for the Queen&#039;s Dragoon Guards in Team Yankee (rather than the FV105 Sultan), it serves as a harmless, yet essential component of the Recce Squadron. While it&#039;s vulnerability makes it a questionable choice to attach to a frontline unit let alone a spearhead, the improved stats make it a possible option should you decide that a unit must achieve certain orders without fail. Conversely, a concealed Command Spartan will only be hit on sixes or higher due to its scout ruling. You get 2 Spartans for 1 point; the formation commander and his &amp;lt;s&amp;gt;meatshield&amp;lt;/s&amp;gt; 2nd in command (2 IC). &lt;br /&gt;
&lt;br /&gt;
Its 7.62mm AA machine gun can be used to engage enemy infantry or enemy helicopters in a worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
===In Real Life===&lt;br /&gt;
Unlike its in-game portrayal, the real-life command vehicle is different in almost every regard. While the option to give a vehicle troop 2+ skill is nice, no sane commander would field unarmed HQ vehicles in such a way. The main benefit of fielding such vehicles are improved C4I (Command, Control, Communications, Computers, and Intelligence) assets on the field, quickening the pace in which command is able to react to developing battlefield situations. Similarly, the vehicle used in real life was the FV105 Sultan; hugely different from the base Spartan APC. In addition to a far more spacious passenger spacing with room for tables and field maps, the Sultan features four radios, 4 times more than the average vehicle on the field.&lt;br /&gt;
&lt;br /&gt;
==Spartan (APC)==&lt;br /&gt;
[[File:TB115.jpg|300px|right|thumb|The Stat Card]]&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
Identical to the Command Spartan albeit without Scout, these APCs serve as transports for the Recce Support Troop. Employ them as suicide units to destroy enemy infantry teams, or to block narrow paths. If necessary, a group of APCs can be used as anti air, but only get one shot per MG with a firepower of 6+. You get 4 of them per Support Troop. One point to note is that unlike the FV432, they can only carry 1 passenger should you wish to remount infantry to claim or reinforce an objective.&lt;br /&gt;
&lt;br /&gt;
===Real Life===&lt;br /&gt;
The Spartan was primarily used as an APC for specialized troops such as ATGM teams carrying milans or recoilless rifles, or Blowpipe sections. Its smaller size and weight allowed for a faster road speed than the FV432, while its aluminium construction gave it marginally better durability than the 432.&lt;br /&gt;
&lt;br /&gt;
==Striker==&lt;br /&gt;
[[File:TB113.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
The most expensive ATGM carrier of the British Army weighs in at 2.5 points, taken in a platoon of 2 or 4. Most notably, it is one of the few British units equipped with &#039;&#039;Thermal Imaging&#039;&#039;. It also packs a guided 3+ Firepower AT23 missile; enough to guarantee the destruction of any vehicle it hits. As the profile reflects, these should be used in your backline to pop enemy tanks. With the Swingfire rule, these guys can remain gone to ground while firing, giving them a 6+ if concealed before any penalties for smoke or firing beyond 16 inches. It also packs a 7.62mm MG, ideal for use as a club against assaulting infantry. &lt;br /&gt;
&lt;br /&gt;
Its restriction into the Queen&#039;s Dragoon Guards severely cripples players&#039; ability to deploy it to the field, given that the Swingfire provides an identical missile, also with &#039;&#039;Thermal Imaging&#039;&#039; and the &#039;&#039;Swingfire&#039;&#039; rule. Unless you are willing to pay 4 points for a 4th missile, the Swingfire Platoon of 3 carriers comes in at 6 points, making the Striker a highly questionable choice. In the event that the player decides to play the meta cheese of British infantry, they have little reason to bring either Swingfires or Strikers, since Milans come in at 1 point apiece: you can either have 4 missiles which will kill any armor they hit or 10 Milans which will not only have far greater effect on target, but also be more effective at engaging enemy transports. An incredibly difficult unit to justify taking unless playing in a smoke heavy meta.&lt;br /&gt;
&lt;br /&gt;
===In Real Life===&lt;br /&gt;
As a CVRT chassis vehicle, the Striker typically serves in CVRT equipped units; generally cavalry regiments and certain armored divisions as a recon element. Using the long range of the Swingfire ATGM, they would set up positions overlooking potential locations for an armored push by PACT forces while Recon units skimmed the field. Carrying 5 missiles, the crew could technically reload the launchers outfield but would typically return to base in a combat situation (if not destroyed before).&lt;br /&gt;
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==Spartan (Blowpipe)==&lt;br /&gt;
[[File:TB123.jpg|300px|right|thumb|The Stat Card]]&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
A division level support unit granted to your lowly company of heroes, the Blowpipe Section (Battery in Real Life sizes, a section would mean 2 blowpipe operators with their assistants) provides a versatile choice for anti-air at 1.5 points per vehicle, taken in a unit of 2, 4 or 6. Compared to its direct opposite the Tracked Rapier, Blowpipes provide fewer shots per point with a firepower of 4+, compared to the Rapier&#039;s 3+. In addition, it also has a lower range of 48 inches compared to the Rapier&#039;s 64 inches. &lt;br /&gt;
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So why take blowpipes in the first place? Two reasons: You&#039;ve gone mad and decided to waste precious points, or you find Rapiers far too specialized for your meta. Due to the tunnel vision of Rapiers, they provide excellent anti-air but nothing else, meaning that these units are literally worse than useless when facing a force without any air assets. Blowpipes, however, retain the ability to threaten lightly armored vehicles and infantry with their Blowpipe missile and 7.62mm MG. In essence, Blowpipes are a versatile choice for those who require anti-air but are willing to sacrifice some of that specialization for versatility. A blowpipe can function as a worse, overcosted Milan section if your opponent hasn&#039;t called in their air support yet. &lt;br /&gt;
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Despite the open hatch, it retains a top armor of 1 suggesting that Blowpipe operators are either made of steel or utterly drunk from all that Irish Guinness they&#039;ve been drinking off duty.&lt;br /&gt;
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===In Real Life===&lt;br /&gt;
Unlike the ingame models, the actual Blowpipe AA Battery would almost always dismount rather than fire while standing out of an open hatch. In addition to being far harder to aim in the confines of a vehicle, Spartans are incredibly poor at hiding (most vehicles are). A dismounted battery has the ability to reach ideal anti-air positions such as hilltops or forest clearings, giving additional stealth and sometimes giving an easier time aiming at the target. After firing a volley or until an order to fall back is given, depending on the mission, the Battery would then remount and displace to the next location. In the event that troops actually needed to fire from the hatch, it would typically be a result of the aircraft being spotted far too late; air defense units would almost always get a heads-up to prepare for incoming aircraft from a certain direction.&lt;br /&gt;
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The Blowpipe model comes separately, so you may consider basing him and an assistant on a 2 man base to represent the section dismounting rather than firing from the back. Treat the base as absent for all purposes; the models commit suicide should their favorite teapot meet an untimely end.&lt;br /&gt;
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Alternatively, you might proxy these guys with Stormer HVMs. Essentially a British ADATS, the stormer uses the CVRT platform with starstreak missiles. Fully capable of destroying the heaviest of APCs and aircraft, but next to laughable in the face of a battle tank. If you hate painting infantry but want a Blowpipe platoon, the Stormer makes an excellent proxy for a 1990s army.&lt;br /&gt;
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The Blowpipe in TY is actually considerably better than the real life weapon for reasons of balance. The weapon uses a Manual Command to Line Of Sight (MCLOS) system where the missile must be manually steered onto its target with a joystick (even though the Blowpipe&#039;s guidance is initially semi-automatic, like the SACLOS system used by many ATGMs of the day, such as the TOW, with the missile gathered to the centre of the sight&#039;s crosshairs by the infrared optic atop the aiming unit. Two to three seconds after launch, missile guidance is switched to fully MCLOS mode.) This system was useful, as it allows aircraft to be engaged at any angle and is immune to most decoys, unlike heatseekers, which must approach from the rear and are confused by anything from flares to the Sun. However it was unfortunately contained in an ungainly front heavy unit due to a &#039;unique&#039; design where the steering fins were stored in front of the missile and welded themselves on in flight... this meant many operators would accidentally smash their missile into the ground upon launch due to the weight suddenly shifting and was likened to &amp;quot;trying to shoot pheasants with a drainpipe&amp;quot;.  It was used by both sides during the Falklands War with neither the British or Argentinians having much success, with only two recorded hits out of 100 launches by both sides, and placed into storage. A number were exported, notably to the Mujahedin in Afghanistan, who also gave up trying to use the weapon, leading to a number of units being found in arms caches as late as the 2010&#039;s.&lt;br /&gt;
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The MCLOS setup does allow use against ground units, reflected in Team Yankee, ironically something the missile had some success with, being able to hit large, lumbering ground targets far more easily than aircraft but lacking the warhead to do any real damage to anything larger than an APC.&lt;br /&gt;
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==Spartan MCT ==&lt;br /&gt;
[[File:TB109.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
Effectively a more mobile but squishier Milan section, the MCT (Milan Compact Turret) is an option available to players using an Irish Guards Company. Functionally, the FV432 Milan Section provides greater firepower and durability, as the APCs are able to fire their machine guns while the missile teams continue engaging enemy armor. Conversely, MCTs may fire twice as many machine guns (12 shots maximum) but would sacrifice their missile output to do so, meaning that they would most likely be used in defensive fire against assaulting Soviets or Hinds. &lt;br /&gt;
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However, its ability to relocate up to 28&amp;quot; inches makes it a legitimate option, unlike the overcosted Striker and Lynx. A potential strategy in a hasty attack British List would be to dash the Milans to an alternative firing position since units count as moving on the first turn. While ultimately bested by the FV432 Milan Section due to the amazing 3+ infantry save along with any potential foxholes and concealment, its saving grace is its ability to be purchased IN ADDITION to the Milan Section, meaning that an Infantry Company could have 12 Milans if maximized.&lt;br /&gt;
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==Scimitar ==&lt;br /&gt;
[[File:TB111.jpg|300px|right|thumb|Schwing Schwing~]]&lt;br /&gt;
===In Team Yankee===&lt;br /&gt;
The Scimitar is one of the two main options of British Recce, costing 1 point per vehicle. Sharing the same profile as the Scorpion, it has a 6&amp;quot; tactical move when firing the main gun, or 10&amp;quot; if not. The L21 Rarden gun functions similarly to German autocannons, except with an anti-tank value of 10 which auto-penetrates all vehicles in the game apart from main battle tanks. However, it suffers from a 5+ firepower making it a questionable choice to score kills against enemy units. However, it excels at forcing bails against vehicles, making it possible to support infantry by letting them automatically kill bailed vehicles with an assault. Supporting this option is the absence of HEAT, allowing it to bypass rules like Bazooka Skirts and BDD Armour: a unit of Scimitars could actually threaten battle tanks from the side, with enough shots. &lt;br /&gt;
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As with other British vehicles, it has a weaker profile on the move which is buffered by a 3+ skill rating for orders. Oddly enough, its legitimate combat strength makes it an option as a light tank to fight from a distance, rather than being shoehorned as a suicide recce unit. It is one of the only autocannon-equipped vehicles capable of automatically penetrating IFVs and tanks from the side.&lt;br /&gt;
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The Scimitar and Scorpion form the compulsory platoon options for a Recce Squadron, which could also represent almost any Cavalry Regiment of the British Army.  &lt;br /&gt;
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===In Real Life===&lt;br /&gt;
A descendant of the Cavalry tank of World War Two, the Scimitar is the father of the CVRT family. Its name comes from its role as an armed reconnaissance vehicle. Unlike traditional recce units whose mission is to observe while being unseen, armed recce units are deployed when there is a need to &#039;fight for information&#039;, according to their US cousins; the Cavalry branch of service. Simply put, such units are deployed in order to force the enemy to reveal his hand. Probing units of Scimitars can engage enemy recce units, either forcing the enemy spearhead to fall back (thus giving the BLUFOR commander more control of the battlefield), or forcing enemy units to expose their positions through movement to rescue their own recce units. &lt;br /&gt;
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Scimitars are equipped with a 30mm Rarden autocannon, identical to the autocannon of the Warrior Infantry Fighting Vehicle. Despite its use from the Cold War, modernized versions remain in use by various units like the Queen&#039;s Yeomanry and Royal Lancers. Some units have even replaced their Challenger 2 tanks with Scimitars due to budget cuts.&lt;br /&gt;
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==Scorpion ==&lt;br /&gt;
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===British Variant===&lt;br /&gt;
[[File:TB112.jpg|300px|left|thumb|The Stat Card]]&lt;br /&gt;
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The Scorpion is the second option of the two British Recce choices, costing 1 point per vehicle. While almost identical to the Scimitar, the Scorpion features a gun similar to the Chieftain. With an anti-tank of 14, it will auto-pen any vehicle apart from main battle tanks. However, it is able to defeat generation 2 battle tanks like the Chieftain and T-55AM2 due to their use of bazooka skirts (Side armor 10 against HEAT weapons) rather than more modern armor designs. The main difference that sets the Scorpion apart from the Scimitar is the presence of 2+ firepower in its main gun, making it a superior choice when the player prefers to destroy vehicles rather than simply mass-bailing vehicles. Increased firepower also makes it a smarter choice to destroy infantry in cover, with a 2+ firepower almost guaranteeing that any infantry who fail their 3+ save will meet a splattery, fiery end. &lt;br /&gt;
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The main drawback of the Scorpion is how reliant it is on being stationary to effectively employ its main gun. With a moving ROF of 1, the Scorpion is a relatively poor choice for players opting for a mobile playstyle for their recce units. In fact, players might even consider using Scorpions as budget Chieftains to destroy enemy vehicles, while missile equipped units destroy enemy tanks. Consider your options carefully.&lt;br /&gt;
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As with other British vehicles, it has a weaker profile on the move which is buffered by a 3+ skill rating for orders. Oddly enough, its legitimate combat strength makes it an option as a light tank to fight from a distance, rather than being shoehorned as a suicide recce unit.&lt;br /&gt;
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===Kiwi Variant===&lt;br /&gt;
[[File:TABX02-20.jpg|300px|left|thumb|Applicants must be familiar with the basics of arachnid and avian biology.]]&lt;br /&gt;
The ANZAC Scorpion is nearly identical to the British Scorpion with the same point cost: 2 points for 2 Scorpions or 4 points for 4. However, it trades Infrared and Scout for 3+ Courage and a 4+ Counterattack (apparently their officers do wish to hit things with their sword...). Unlike the Brits, however, your Scorpions are better suited for the armoured pushes that the ANZAC can pull off. While your Leopard 1s rush forward, your Scorpions might serve as flank defence as they need to be stationary for maximum firepower. &lt;br /&gt;
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When played correctly, you are left with a hammer and tiny hammer combo: anything that tries to escape your Leopard 1s will be hit by Scorpions.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
===Iranian Variant===&lt;br /&gt;
[[File:Scorpian Iran Stats.png|300px|left|thumb|Iran]]&lt;br /&gt;
The Iranian Scorpion faces many of the same problems that the [[M113 106mm Recoilless]] does. Tasked with the light anti-armour role, this unit is in direct competition with the [[M60 Patton]] and [[Jeep]]. However, it does come with spearhead and scout. &lt;br /&gt;
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Unlike these previous two units, the Scorpion is probably an auto-include considering Iran’s few recon options.  ROF 1 (moving) and the relatively low AT might be a huge problem in the firepower department, but the Scorpion is going to be used in the exact same roles: engaging targets with armour 5 or less. Compared to the Jeep and M113 106mm, it trades brutal for additional shots that can destroy armour. It  has a serious range disadvantage, meaning the Patton is probably going to be your weapon of choice for long-ranged engagements. So, how should this unit be deployed?&lt;br /&gt;
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As with the British Scorpion variant, this unit should be used to threaten flanks and deploy units outside of your starting area. It might not have the anti-infantry niche of brutal 106mm guns, but 8 shots downrange can be enough to seriously impede enemy armour, especially with the meta’s preference for light tanks such as the Leopard 1, AMX-30 and T-55AM2. Kill a tank or two, and the platoon has made its points back. Rout the platoon and you’ve traded 4 points of armour for a significantly bigger chunk of the enemy force. Otherwise, their ability to draw fire and impede the advance of armour can be a serious requirement considering Iran’s dependence on its infantry and vehicular ATGMs to destroy tanks. &lt;br /&gt;
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A very powerful unit that provides reconnaissance to the Iranian army while serving as an ideal middle ground between the anti-light armor niche of Iranian tanks, and the anti-infantry niche of 106mm carriers. &lt;br /&gt;
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{{clear}}&lt;br /&gt;
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===In Real Life===&lt;br /&gt;
A descendant of the Cavalry tank of World War Two, the Scorpion was a descendent of the Scimitar. Its name comes from its role as an armed reconnaissance vehicle. Unlike traditional recce units whose mission is to observe while remaining unseen, armed recce units are deployed when there is a need to &#039;fight for information&#039;, according to their US cousins; the Cavalry branch of service. Simply put, such units are deployed in order to force the enemy to reveal their hand. Probing units of Scorpions can employ their HESH warheads to destroy enemy vehicles without the need for sustained fire as with autocannons who fire repeatedly until a lucky shot strikes somewhere squishy. It’s also the fastest tank in the world, further fulfilling its role as the member of the party whose job it is to aggro the boss and get the fuck out of dodge. &lt;br /&gt;
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Scorpions are armed with a 76mm L23 gun, performing similarly to a typical main battle tank of World War Two. Unfortunately, the Scorpion has been phased out of the British Army in 1994 due to budgetary reasons; it holds a middle ground between the light and mobile Scimitar and the hulking Challenger, lacking a rate of fire to destroy light vehicles and a gun incapable of engaging heavy armor.&lt;br /&gt;
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{{British Forces in Team Yankee}}&lt;br /&gt;
{{ANZAC Forces in Team Yankee}}&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
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[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2001:67C:2628:647:12:0:0:209</name></author>
	</entry>
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