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		<title>Team Yankee</title>
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		<updated>2023-02-03T09:37:11Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:4500:A540:2992:1C47:E8CE:335B: /* Middle Eastern Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Team-Yankee-cover.jpg|250px|right|thumb|FREEDOM, BITCHES!!!]]&lt;br /&gt;
&#039;&#039;&amp;quot;Sunday, August 4, 1985 the Warsaw Pact thundered across the Iron Curtain. 6 Soviet Armies, backed up by the forces of Poland, Czechoslovakia, and East Germany, hammered into the NATO forces guarding the border. The Americans, supported by the armies of West Germany, Britain, and France, are strained to the breaking point at the Soviet Advance. It is 1985, and the Cold War has just gone hot.&amp;quot;&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
Welcome soldier to Team Yankee, Battlefront Miniatures&#039; alternate history game where World War 3 breaks out on the fields of central Germany. Maybe you&#039;re here for the cool tanks, maybe you&#039;re here to fight to spread your preferred form of economic system, or maybe you&#039;re here to titillate your acronym fetish. Team Yankee is based on the book of the same name by Harold Coyle, the story of Team Yankee follows a unit of the US Army named Team Yankee (of course) as they struggle to hold off those damn commies, with viewpoints from the other armies added in their respective Army rule book.&lt;br /&gt;
&lt;br /&gt;
==The Story==&lt;br /&gt;
So, obviously the story of Team Yankee is a bit unrealistic but bear with us, alright? In 1985 the Soviet Union is dealing with mounting internal issues, and with the death of Leonid Brezhnev, the USSR was faced with a choice between Mikhail Gorbachev or another hard line communist. In our world Gorbachev was elected as the Premier of the Soviet Union, which would eventually lead to its collapse, but in the Team Yankee universe an old Stalinist took his place instead.&lt;br /&gt;
&lt;br /&gt;
Believing that after the disastrous war in Afghanistan, the best way to reassure the people of the Union&#039;s strength would be a victorious war with the West, and any seized resources could be used to immediately shore up the slumping economy (incidentally, this is probably why there was not a nuclear exchange and the subsequent destruction of the world). &lt;br /&gt;
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It was in the Persian Gulf that the USSR found its excuse to begin preparing for war. The Iran-Iraq war had been blazing for 4 years and though it was an active warzone, the trade of oil continued mostly unabated. That was until a pair of Iranian jets attacked and sank a Saudi tanker with huge loss of life. The United States began increasing its Naval presence in the Gulf to prevent additional attacks on commercial vessels in international waters. As part of this action, on the 27th of July, the destroyer &#039;&#039;USS Charles Logan&#039;&#039; was patrolling off the Strait of Hormuz when it was rammed by a Soviet cruiser, which was ostensibly there to do the same thing. In the confusion, both ships fired on each other before retiring to their respective ports.&lt;br /&gt;
&lt;br /&gt;
Claiming that this was a blatant attack on a Soviet warship, the Warsaw Pact issued a statement of solidarity and then began to increase troop movements toward the Iron Curtain. In response, the United States began to react in kind, and over 100,000 national guardsmen were federalized as front line combat units started moving to their wartime posts. The Warsaw Pact subsequently invaded West Germany, driving through to part of the Netherlands, but their efforts have met with stiff resistance, and the fortunes of war could soon turn the other way.&lt;br /&gt;
&lt;br /&gt;
==The Game==&lt;br /&gt;
Team Yankee is a 15mm (about 1:100 scale) Table Top Wargame, usually played on a standard 6x4 game table. To play Team Yankee, you will need a tape measure (both Inches and Centimeters work), a whole bunch of D6 dice, an army of models, and some friends to play with (that one will probably be the toughest, to be honest). &lt;br /&gt;
&lt;br /&gt;
===Playing the game===&lt;br /&gt;
&lt;br /&gt;
;Example Turn&lt;br /&gt;
What follows is a basic layout of a standard turn&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Starting Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is where most of the administrative stuff happens. Check the Morale of your formations and units, roll for reserves, rally pinned units, free bogged down tanks, remount bailed out tanks, remove smoke from the previous turn, etc. etc. etc.&lt;br /&gt;
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&#039;&#039;&#039;2. Movement Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Move your units (duh).  The amount a unit can move is dictated by the terrain they have to deal with. The majority of orders are given in this phase as well.&lt;br /&gt;
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&#039;&#039;&#039;3. Shooting Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
No problem cannot be solved through the application of superior fire power.  Team Yankee uses abstraction rather than true line of sight, meaning that tanks clearly visible behind slopes may not actually be seen due to terrain height rulings. All shooting and artillery occurs in this phase, with smoke being fired before any other shooting.&lt;br /&gt;
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&#039;&#039;&#039;4. Assault Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Time to get up close and personal. Units charge into close quarters to beat the enemy to death with their rifle butts or crush them underneath their treads. Infantry teams don’t get saves in close combat so be wary.&lt;br /&gt;
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===List Building===&lt;br /&gt;
Note that all lists are based on historically based equipment at a specific point in time, even if that equipment was unique or incredibly rare. &lt;br /&gt;
&lt;br /&gt;
Army lists in Team Yankee are usually built from a single book or &#039;codex&#039; which tells you what your country has access to. Each nation has different &#039;sub lists&#039; but most follow three types: armoured and mechanized infantry. Armoured companies let you bring several platoons of tanks, while mechanized infantry does the same with infantry that can come in your bog-standard metal boxes or a metal box with an autocannon. Some armies have more unique options, but those will be discussed on their respective pages.&lt;br /&gt;
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NATO armies tend to be cheaper thanks to their smaller sizes, while Pact forces have much more units that are identical across the 4 nations. If you buy an M1 it can only be used for a USA army; paint a T-72 in Soviet green (without national emblems) and it can be used in four armies.&lt;br /&gt;
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Want a cheaper single army? Buy American (or any other NATO power). Want a cheaper collection and several army lists? Buy Soviet.&lt;br /&gt;
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&#039;&#039;&#039;Force Command&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your force will always have an HQ. Your Force Commander and 2nd in Command (also known as the meatshield) represents you in the game, commanding the battle on foot or some vehicle. If the Force commander dies, your army will begin to panic. Lose too many platoons and you will immediately lose the game. At higher point games, you may have two or more force commanders to mitigate this (as you will probably be forced to utilize multiple formations to fill out the points). For NATO Players, the Force Commander is generally a company commander wielding his company and any company-level support the higher-ups have deemed to send his way. For PACT players, the Force Commander is usually at the Battalion level, which is made up of several companies, to balance out the power differential between the average NATO and Pact units.&lt;br /&gt;
&lt;br /&gt;
HQS usually DO NOT count as platoons for Company, or even Battalion strength. They function as 40k independent characters do, so you would have 4 units on the field whether your company commander joined a platoon or ran around on their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Platoons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
AKA Troops choice: like with 40k, each organization chart will have a minimum requirement of a Company Commander and two platoons of troops, which could be [[Motor Rifle Company|IFV-mounted infantry]] or a unit of [[Huey Rifle Platoon|heliborne infantry]]. This is where your list building starts, with the size of your unit and taking additional weaponry like anti-tank weapons, medium machine guns, or anti-air missiles.&lt;br /&gt;
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&#039;&#039;&#039;Platoon Support&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike 40k, platoon support is unique to each company. This is the reason you selected the specific Company: access to unique toys that your other companies or nations can&#039;t take. Historically, this would be a platoon from the support company of the battalion: infantry companies might have a mortar platoon, while armoured companies might have a platoon of vehicle-mounted ATGMs. Your platoon support may also have platoons of the alternate unit type: tank companies almost always have the option to take a platoon of infantry, and vice versa.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Division Support&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These are the rarest systems in your army, and often among the most expensive options. Historically, it would be things like air support, heavy artillery or attached helicopter squadrons. This varies from nation to nation: some countries have platforms that serve [[AMX Roland|crucial support roles but won&#039;t win the war for you]] to [[ADATS|snowflake units that provide the teeth to your force]]. These options are open to all company types, and should therefore be used to round out the weaknesses of your list. Additionally, platoons for troops like tanks and infantry might be purchasable here.&lt;br /&gt;
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&#039;&#039;&#039;Allied Support&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These are your &#039;Allies of Convenience&#039;, to continue the 40k analogy. Generally, only one allied formation (company, battalion, whatever) is allowed. Generally this would mean NATO Allies for NATO countries, and vice versa for the Warsaw Pact (but not the Middle Eastern powers, who all want to kill each other and are much more uncaring in where they get their gear from). Additionally, smaller factions may have allied units that fall under the same lines as Divisional Support, just with a different flag. For example, Canadians have access to German Leopard 2s and American Abrams&#039; to round out their lack of modern battle tanks.&lt;br /&gt;
&lt;br /&gt;
These units do NOT count as platoons which add to your last stand count, so your army may rout if the last Canadian troops have been picked off even if half of your (American Allied) units are on the table. Like Division Support, this is taken to smooth out the rough edges of your list and might be very interesting if you like the idea of a British-French coalition battlegroup, or are a powergamer who just wants the best companies of each nation.&lt;br /&gt;
&lt;br /&gt;
As a disclaimer to the young teens reading this wiki and calling themselves a military expert, Team Yankee is a HISTORICAL FANTASY game. The models might represent real weapon systems, but the organization of lists ranges from relatively accurate to outright blasphemous. Pretty much all your tanks and artillery fired across kilometres in real life, but only fire up to several hundred meters on the tabletop. [[M247 Sergeant York|Prototypes that never made it past the testing phase can be found]], while organizational details have been simplified for gameplay purposes.&lt;br /&gt;
&lt;br /&gt;
For the prospective kommandant who reached this point, consider reading the rulebooks at your FLGS or read on to decide which nation might be for you.&lt;br /&gt;
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===List Archtypes===&lt;br /&gt;
&lt;br /&gt;
Like any other tabletop game, each army has its own pros and cons leading to very distinct archetypes: just like the real-life counterparts, an infantry company will have a much happier time holding a town than a bunch of tanks. Here are a few of the many variants, found in the tournament scene and casual table:&lt;br /&gt;
&lt;br /&gt;
====Mechanized Infantry====&lt;br /&gt;
Kings of the tournament scene, mechanized infantry are THE premium choice for players seeking cost efficiency, holding power or firepower in some cases. Over 90% of all infantry in the game arrives in a motorized tin can of some sort, meaning that these lists have an overabundance of machinegun fire. Some lists might use infantry fighting vehicles such as the [[BMP]] or [[Marder Zug|Marder]], but most are characterized by hordes of cheap infantry in the cheapest transports. Mechanized lists are incredibly split in specialization depending on your faction of choice as well. &lt;br /&gt;
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In tournaments, the French and British are defined by the sheer amount of Milans they can bring to the field. They may lack in firefighting capability, but their ability to destroy armoured lists are second to none. They can be used in urban operations as well, but excel in open fields where their Milans can chew through tank after tank.&lt;br /&gt;
&lt;br /&gt;
The Soviet, Iranian and Polish lists are the Communist equivalent of the Milan horde; trading the latest in wargear for the latest in childbearing technology. While these troops lack in weapon systems that can engage armour from a distance, they are characterized by sheer numbers coupled with 3+ morale stats allowing them to keep pushing forward when other armies would fall back.&lt;br /&gt;
&lt;br /&gt;
On the other end of the spectrum are the spam lists of Czechs and Iraqis. Characterized by their horrendous morale, and basic weaponry, these lists have little to no offensive capability. [[Imperial Guard|However, their low pointage allows you to bring waves of men to the field that will HOLD the line like no other.]] In an urban setting, these troops can turn all buildings on your side of the field into deathtraps for enemy armour.&lt;br /&gt;
&lt;br /&gt;
Somewhere in the middle are Soviet [[BTR-60|BTR]]/ [[BMP]] and Dutch [[YPR-765]] lists. Typically, these lists would feature armoured elements and focus more on punching through the weak points of the enemy&#039;s line with the superior firepower of infantry fighting vehicles complementing a couple of tanks. A jack of all trades list, these forces are capable of defending and can counterattack on a dime when required. &lt;br /&gt;
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Universally feared by all players and the cheapest unit in any force, the mechanized infantry are the benchmark of every other unit: a platoon only needs to kill 1-3 tanks to make its points back. For tournament players, prepare to build lists that counter infantry. For casual players, expect to see some form of them in every single game.&lt;br /&gt;
&lt;br /&gt;
====Armoured====&lt;br /&gt;
The poster boys of the game, Armoured forces rely on the overwhelming superiority of tanks to crush virtually any opposition in its path. These units represent the fastest, heaviest units in the army that are not only capable of taking ground, but holding it. Strong in standard games and deadly in larger tables, Armoured forces would be unmatched if not for their Achilles heel: overpriced units.&lt;br /&gt;
&lt;br /&gt;
Tank units often cost dozens of points for a single platoon, leaving them as niche choices for the average player. In a tournament setting where every point counts and every wasted unit may cost you the game, tanks are treated as specialized units in different lists. Some may use armour as [[Chieftain|firebases]]; [[M1 Abrams|maneuver elements in a hammer and anvil force]], or solely as snipers [[Leopard 2|to destroy armour]]. Regardless of their tournament viability, here are the traditional makeups of armoured lists.&lt;br /&gt;
&lt;br /&gt;
With unparalleled mobility and firepower, armoured lists excel on the attack. This greatly favors offensive nations such as the West Germans or the Soviet Union who can conduct ‘blitzkrieg’ tactics on the tabletop scale: rather than exploiting strategic weaknesses, these lists employ a mix of tank killers like the [[T-64]] and the [[Leopard 2]] to compliment the firepower of support tanks: outdated models that may not beat the latest metal boxes, but could chew through any other vehicle like a masochist on a sanding belt.&lt;br /&gt;
&lt;br /&gt;
Protection against missiles comes in the form of artillery. Other lists may occasionally get away without running artillery, but is not optional in the current meta. Used to protect your tanks from Milan spam or the tank killers of the enemy force, smoke is probably the most important task of the artillery in an armoured list, neutralizing Milans for you to get within their firing range, forcing Chieftains to move or even dividing the force to reduce the amount of return fire.&lt;br /&gt;
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The strongest armoured lists are anachronisms; with no nation having a single tank that does the job of both a tank killer and support. Hence, they are generally defined as lists that run a substantial amount of armour (two platoons or so) with singular platoons of infantry, artillery, reconnaisance, etc. For a competitive player choosing the path of an iron grave, consider using allies for access to ROF 2 brutal tanks to compliment your AT22 tank killers. If you are a Soviet player, rejoice! Your tanks all-in-one and are countered by any form of missile, tank cannon or bomber. Have fun!&lt;br /&gt;
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====Cavalry====&lt;br /&gt;
Distinct from the armoured and mechanized archetypes, cavalry forces employ fast, mobile vehicles to outmaneuver the enemy while avoiding head-on engagements with the heaviest elements of the enemy list like tanks or infantry. While WILL be employing their own infantry and tank forces, cavalry forces are defined by their reliance on autocannon-armed vehicles to destroy soft-skinned vehicles like APCs, anti-air and artillery.&lt;br /&gt;
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Generally used for reconnaissance in a combined arms list rather than serving as the frontline troops who fight and die on your behalf, the British are known for having some of the best cavalry units with the Scorpion and Scimitar coming in low, cheap and with both variants having the firepower to take on anything but battle tanks. Hampered by their mediocre moving ROF, their main purpose is to deny spearhead movement to your opponent while threatening their soft skinned vehicles, providing an extremely dangerous (but easily answered) threat that hamper much more expensive units such as infantry and tanks from doing their job on the frontline.&lt;br /&gt;
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The only true Cavalry lists seen in tournaments are US Marine LAV lists, employing hordes of moving ROF 3 LAVs to outmaneuver, threaten, and destroy soft-skinned vehicles. However, it must be noted that cavalry forces still rely on infantry and armour to actually win the game: your cavalry are force multipliers to neutralize the support elements of your opponent, not the ones who will carry the day on their own.&lt;br /&gt;
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====Air Assault====&lt;br /&gt;
Rarely seen in the tournament scene aside from Soviet VDV lists, Airborne lists employ helicopter infantry and their superior mobility to win battles. Almost universally worthless in a 6x4 game where the marginal infantry buff and loss of fighting transports can be crippling, air assault forces have a niche of larger team games spanning several maps. Whether used to grab vulnerable objectives or serve as firemen where the line is weakest, air assault troops have greatly different roles among the nations that can field them: the USA, Soviet Union and British.&lt;br /&gt;
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The American air assault list is the archetypical airborne force: lightly equipped, highly trained and absolutely deadly in firefights, these units are barely worth their weight against armour but are almost unparalleled in a firefight. Combining Soviet morale with American firepower, heliborne infantry may not be able to kill a tank to save their life but are best suited to urban warfare or any other setting where dug-in infantry must die.&lt;br /&gt;
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While the US Huey technically has its M60s, consider them one time use guns that cannot be considered fire support unlike an M113.&lt;br /&gt;
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Soviet VDV lists are THE most accurate depiction of a proper air assault operation: deploying highly trained, versatile troops in highly dangerous environments while supported with helicopter gunships. The most ‘competitive’ of the three nations, VDV troops are equipped not only to win infantry fights, but also carry the heavy weapons that make infantry what they are: unmovable rocks that take a disproportionate amount of firepower to move, while having the tools to destroy armour that strays too close. While your infantry are few, your transports are terror on rotors: enter the Hind.&lt;br /&gt;
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A flying tank unmatched by the West until the development of the Apache, the Hind is one of the only gunships with transport capacity. While nerfed by its lack of stationary ROF and 3+ to hit, Hinds have a weapon for any target. See a Merkava? The Hind can kill it. Unprotected artillery? The hind can kill it. Infantry hordes in the open? The hind can fuck them all at the same time. &lt;br /&gt;
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By playing the VDV, you are committing to a list that combines air assault and air cavalry through the investment of points into gunships. Add on some Frogfoots and the VDV becomes a tournament worthy list that preys on any meta without sufficient anti-air. Not to mention, your blue berets are more than a match for the average foot soldier from the capitalist west...&lt;br /&gt;
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The British air assault list are a competitive unit that sees fringe play, albeit as a fever dream that would make the Sergeant York wet. Worthless on their own and pathetic in a firefight, the Gordon highlanders see their niche as a Milan horde that happen to ride in helicopters.&lt;br /&gt;
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====Air Cavalry/Leafblower====&lt;br /&gt;
Air Cavalry lists, unlike their real-life equivilants, are forces that spam airpower to win battles. Combining strike aircraft with helicopter gunships, these lists aim to destroy air-defence units before destroying the enemy force piece by piece. While most nations have access to bombers and ATGM helicopters, only the USA, Soviets and French have access to true leafblower lists; given their access to gunships like the [[MI-24 Hind]], [[Cobra|Cobra]], and [[Gazelle Helicopter|Gazelle]].&lt;br /&gt;
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Prospective commanders should note that these are all-in lists with over 40 points being funnelled into airborne units and are easily countered by tournament metas. Essentially, you are praying that your opponent does not aim to counter your lists; given that Air Cavalry aims to outrace a platoon of dedicated air killers like [[SA-8 Gecko|SA-8 Geckos]] or [[Tracked Rapier|Rapier]]. Uncounterable for the casual player who does not plan ahead, and easily beaten by tournament players who do their homework. They may fufil your ride of the valkyrie fantasies, but will lead to games which end faster than your opponent&#039;s patience.&lt;br /&gt;
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Not recommended if you wish to stay friends with your opponents. Acceptable (but weak)  if you want to win games.&lt;br /&gt;
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====Combined Arms====&lt;br /&gt;
Like most tabletop games, Team Yankee favours players who can mix and match each of the previous components; diluting the strength of each troop type and compensating with the power of diversity (yay!). As implied by the previous articles, building a spam list of infantry or tanks might be acceptable in a multiplayer game but will lead to your quick and laughable defeat in a competitive 1v1 game. Without artillery, your infantry and tanks can’t attack without taking a million casualties. Without cavalry, your tanks risk being flanked and blown up. Without infantry, your tanks and cavalry will not take objectives.&lt;br /&gt;
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The overwhelming majority of competitive lists feature an infantry or armoured company with support elements to cover all angles. While an infantry list might see itself playing the defensive under ideal circumstances, the counterblow from a tank platoon coming from reserves can decisively swing games in your favour. Similarly, armoured lists require smoke to cover the advance of your tanks or mounted infantry. Experienced players may dabble in ‘all-in’ lists, but you, prospective general, will find the best results when your lists have no clear weakness.&lt;br /&gt;
&lt;br /&gt;
Want to muddy the mixture? Consider taking combat troops as allies with your ‘chosen’ nation providing nothing more than combat (and moral) support.&lt;br /&gt;
&lt;br /&gt;
Mandatory:&lt;br /&gt;
2-6 Combat Troops (2 platoons of tanks or infantry, 1 platoon of infantry/tanks)&lt;br /&gt;
1-2 Artillery (for smoke and pinning)&lt;br /&gt;
1-4 Recon (for spearheading and/or denying spearheads)&lt;br /&gt;
1-2 Air Defence (Multirole air defence acceptable below 26 points, dedicated air defence required above 30 points)&lt;br /&gt;
&lt;br /&gt;
Optional:&lt;br /&gt;
1-2 Air support (used as suicide units)&lt;br /&gt;
1-1 Armoured ATGM carriers (overlaps with combat troops)&lt;br /&gt;
&lt;br /&gt;
==The Forces of WW3==&lt;br /&gt;
With the new Ally rules, take the following with a pinch of salt. Using the combat units of an ally faction as the bulk of your force while keeping your &#039;actual&#039; faction for its support choices is a totally legal (if cheesy) option. The scores are strictly in relation to one another; and does not account for terrain, list building and other stuff.&lt;br /&gt;
 &lt;br /&gt;
 The Breakdown Scores:&lt;br /&gt;
 5: Auto-include for competitive lists.&lt;br /&gt;
 4: Good for the purpose, if overshadowed by other factions.&lt;br /&gt;
 3: Not terrible, but needs a good reason to be included.&lt;br /&gt;
 2: Not recommended due to inefficiency.&lt;br /&gt;
 1: Overshadowed by other options in the same force organisation. &lt;br /&gt;
 -: Role filled by Allied units within the force organisation. Minor nations only.&lt;br /&gt;
&lt;br /&gt;
===NATO===&lt;br /&gt;
{{topquote|The Parties to this Treaty reaffirm [...] [t]hey are determined to safeguard the freedom, common heritage and civilisation of their peoples, founded on the principles of democracy, individual liberty and the rule of law. They seek to promote stability and well-being in the North Atlantic area. They are resolved to unite their efforts for collective defence and for the preservation of peace and security. They therefore agree to this North Atlantic Treaty|The North Atlantic Treaty}}&lt;br /&gt;
&lt;br /&gt;
The free world takes their freedom seriously, and armies operate very differently from one another. Entries for similar units (M113 mortars) will have different roles when used in another nation, while most countries have their own unique units which may similar versions but nothing completely identical. NATO is generally more beginner friendly, but varies between nations when it comes to cost and budgeting. &lt;br /&gt;
&lt;br /&gt;
====United States of America====&lt;br /&gt;
{{topquote|I can no longer sit back and allow Communist infiltration, Communist indoctrination, Communist subversion and the international Communist conspiracy to sap and impurify all of our precious bodily fluids.|General Jack D. Ripper}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 1/5 (excellent for beginners!)&lt;br /&gt;
&lt;br /&gt;
They may not have shown up on time for the last two world wars, but they sure have brought some firepower into this one. The principal founder of NATO and its strongest military power, the United States moved immediately to bring its full strategic might to bear against the seemingly-endless masses charging west from behind the Iron Curtain.&lt;br /&gt;
&lt;br /&gt;
Three of the U.S.A.&#039;s armed forces feature in this game, primarily their Army; the United States Army is one of the most technologically advanced forces on the Battlefield.  An all-volunteer force, the average US Soldier is backed up by some of the most advanced weapon systems  rumbling into war with them (including the first ever METUL BOX). Particularly the principal tank of the US forces in Europe, the M1 Abrams is arguably the most influential main battle tank of the 80s, influencing almost every other tank design in the Western world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stripes&#039;&#039; covers most frontline combat units in the US Armed Forces, from an Amphibious Assault Unit to an Airborne Infantry Company. Their units may not be the best in the world, but you have so many options in your list that you should have a counter for anything your opponent brings up. This versatility makes them the only faction to rival the Soviets, matching their cost efficiency with incredibly flexible listbuilding.&lt;br /&gt;
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For players concerned with historical accuracy, remember to toss out the Yorks, RDF/LTs and the Hueys (except for Marine Airborne)!&lt;br /&gt;
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Defining Units: [[M1 Abrams]], [[M163 VADS]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Most versatile faction in the game, with options to fill almost all roles.&lt;br /&gt;
*Ideal for Armored and combined arms playstyles, with the flexibility to attack or defend.&lt;br /&gt;
*Decently easy to learn, and is rather straightforward.&lt;br /&gt;
*Ability to upgrade entire force to carry AT23 TOW2s&lt;br /&gt;
*Capitalism&lt;br /&gt;
&lt;br /&gt;
;Weaknesses &lt;br /&gt;
*Second most expensive faction in-game. &lt;br /&gt;
*Poor cost efficiency compared to other NATO equivalents. &lt;br /&gt;
*The TOW tax quickly adds up.&lt;br /&gt;
*Capitalism.&lt;br /&gt;
*Can&#039;t point out the enemy on a map.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Solid and cost-efficient. 4/5&lt;br /&gt;
 Transports: The best &#039;free&#039; transports in the game. 3/5&lt;br /&gt;
 Tanks: All the flavors of M1s. 4/5&lt;br /&gt;
 Anti-Tank: No longer cost efficient, but packing serious heat. 4/5&lt;br /&gt;
 Recon: Decent Army options, Good Marine options. 3/5&lt;br /&gt;
 Artillery: Decent, if expensive mortars. 3/5&lt;br /&gt;
 Aircraft: Best helicopters, mediocre aircraft. 4/5&lt;br /&gt;
 Anti-Air: Overpriced. Where&#039;s the air force?? 2/5&lt;br /&gt;
&lt;br /&gt;
{{US Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Great Britain====&lt;br /&gt;
{{topquote|Why do you suppose we went into it?&amp;quot;&amp;lt;br&amp;gt;&amp;quot;To strengthen the brotherhood of free western nations.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Oh really, we went in to screw the French by splitting them off from the Germans.|Yes, Minister}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 2/5 (Good for beginners and vets!)&lt;br /&gt;
&lt;br /&gt;
Steadfast, courageous, and absolutely devoted to their time-honoured traditions of tea, crumpets, and silly hats, the British Armed Forces became a founding member of NATO after World War II, in which they earned great fame for their many triumphs over impossible odds. Two major commands, British Army of the Rhine and Royal Air Force Germany, were dedicated to stand guard against the threat of Soviet invasion and have dutifully done so for 40 years. The British military is well-known for its discipline, professionalism, and for actually showing up on time for world wars (not like those louts across the pond).&lt;br /&gt;
&lt;br /&gt;
Thanks to a little disagreement on the far side of the Atlantic in 1982 (not to mention the decades long troubles in Northern Ireland), the British military is one of only a few in NATO with combat veterans in its ranks going into the fight. They may not have the numbers or superpower status that they did in the glory days of the Empire, but as Argentina could tell you, they can still fight with the best of them. When the Warsaw Pact barged westward and brought war to Europe for the third time in a century, the British forces in West Germany stubbornly refused to give ground, forcing their enemy to bypass them rather than sacrifice the entire invasion&#039;s timetable. The rules for these tea-chugging bastards are found in “Iron Maiden” and updated rules can be found in &amp;quot;WW3: British&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Brits lack the cutting-edge advanced technology of the other NATO forces (Advanced Stabilisers, Thermal Imaging except on the Challenger) but compensate with sheer firepower and ridiculously well-armoured tanks. Thanks to their Assault 3+ Infantry and abundance of units which benefit from staying still and taking potshots like the Chieftain and Milan, the British excel on the defence; sipping tea and destroying anything which strolls into their fields of fire. Should the enemy fix bayonets, you have assault 3+ on most infantry and vehicles, a lynchpin that makes the entrenched British rifleman one of the most resilient units in the game. &lt;br /&gt;
&lt;br /&gt;
Also there is one other slight thing to mention with regard to the British during this time period: they are Troubled, the good Friday agreement which ended (or at least paused) The Troubles would not be signed for another 13 years (1998). What does that mean for team Yankee? well likely nothing but in real life you could bet your ass the Soviets would love to pour gasoline on that little fire to try and distract the Brits, so if we ever get a partisan list or something, maybe keep an eye open for that. &lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Chieftain]], [[Milan Section (Mechanized)|Milan Section]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*One of the strongest factions on the defensive.&lt;br /&gt;
*Best infantry in the game with plentiful ATGMs on human (and armored) platforms.&lt;br /&gt;
*Ideal for defensive or infantry players.&lt;br /&gt;
*Has the almost invincible, if overcosted, Challenger.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Lacks units that can effectively fight while on the move.&lt;br /&gt;
*Seriously struggles to damage heavy MBTs.&lt;br /&gt;
*Vulnerable to smoke and rushes; units rely on staying still to deliver the most firepower.&lt;br /&gt;
*Commonly seen as the seal clubber&#039;s favorite due to superior infantry stats and milan spam, which makes new players ragequit.&lt;br /&gt;
*Everything, absolutely &#039;&#039;everything&#039;&#039; stops for tea at four o&#039;clock.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown: &lt;br /&gt;
 Infantry: Excellent defence and long ranged AT, poor offensive abilities. 4/5&lt;br /&gt;
 Transports: Average APCs and IFVs alike. 3/5&lt;br /&gt;
 Tanks: Expensive, armoured monsters with deadly firepower but incapable of mobile warfare. 4/5&lt;br /&gt;
 Anti-Tank: Excellent options for dealing with previous generation tanks, struggles against 20+ armour. 3/5&lt;br /&gt;
 Recon: Dangerous but squishy. 3/5&lt;br /&gt;
 Artillery: Good mid-low caliber pieces. 4/5&lt;br /&gt;
 Aircraft: Best bomber, overcosted helicopters. 3/5&lt;br /&gt;
 Anti-Air: Excellent Rapier, ludicrously good Marksman, mediocre Spartan Blowpipe. 4/5&lt;br /&gt;
&lt;br /&gt;
{{British Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====West Germany====&lt;br /&gt;
{{topquote|Well that certainly doesn&#039;t apply to the Germans...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;No no, they went in to cleanse themselves of genocide and apply for readmission to the human race.|Yes, Minister}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (Challenging listbuilding.)&lt;br /&gt;
&lt;br /&gt;
Following the complete destruction of Nazi Germany in 1945, about half of the country was occupied by the British, French and Americans, who merged their three occupation zones to form the Federal Republic of Germany. From its capital in Bonn, West Germany&#039;s leaders have focused their efforts on redeeming (West) German standing in the world through a restored representative democracy, a careful and conservative foreign and defense policy, and some truly outstanding cars, wurst and beer. And thanks to their longstanding membership in the NATO alliance, (half of) Germany gets to be the &#039;&#039;good guys&#039;&#039; this time!&lt;br /&gt;
&lt;br /&gt;
West Germany was the first featured expansion in &amp;quot;Team Yankee,&amp;quot; centering around the Bundeswehr&#039;s Heer, one of two current successors to the legendary German Army of the past. With their homeland invaded for a second time by their enemy from two previous world wars, the West Germans are intensely motivated and have all the tenacity, discipline and professionalism of their fathers and grandfathers. Their former countrymen, the East Germans, are among the leading forces of the Warsaw Pact, making the war especially personal as both German armies do their utmost to see that their cause triumphs. The West Germans are literally battling in their own streets, homes and fields, while the East Germans are leaping at their chance to forge a unified, socialist Germany. The Rules for the West Germans can be found in &amp;quot;West German&amp;quot;, which replaced Leopard and Panzertruppen.&lt;br /&gt;
&lt;br /&gt;
The West Germans have continued the famous German tradition of quality over quantity and then some: their units rank among the very best (and most expensive) in the entire game. The perfect example is the Leopard 2, a monument to armoured superiority that costs eleven points per tank, as opposed to a mere four per tank for the East Germans&#039; T-72M. One exception is the Leopard 1; your budget tank at 3 points. In addition to Thermal Imaging, they field devastating units like the Gepard Flakpanzer and the Panavia Tornado fighter-bomber, which can make their points back over several times in the hands of an effective commander. A well-balanced army capable of different playstyles, but ultimately held back by its inability to sustain losses. Expect to be outnumbered 2-1 against NATO, or 3-1 or even 4-1 against PACT forces.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Leopard 2]], [[Marder II Zug]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Strongest armoured units in the game.&lt;br /&gt;
*Soviet-equivalent morale.&lt;br /&gt;
*Ideal for aggressive or challenge-seeking players.&lt;br /&gt;
*Hard-hitting units that can punish your opponent&#039;s mistakes very harshly.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Small units with some of the game&#039;s most expensive models.&lt;br /&gt;
*Poorly suited to attrition tactics. &lt;br /&gt;
*Ex-Nazis.&lt;br /&gt;
*Forgot their cold-weather gear AGAIN.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Effective, but few and expensive. 2/5&lt;br /&gt;
 Transports: Strongest transport in the game, but no built-in missile. 4/5&lt;br /&gt;
 Tanks: Overcosted Leopard 2s, decent Leopard 1s. 2/5&lt;br /&gt;
 Anti-Tank: ATGMs expensive and few. Role filled by Leopard 2s. 1/5&lt;br /&gt;
 Recon: Cheap and dangerous. 3/5&lt;br /&gt;
 Artillery: Solid NATO artillery. 4/5&lt;br /&gt;
 Aircraft: Good bomber, overcosted helicopters. 2/5&lt;br /&gt;
 Anti-Air: Versatile, competitive options. 4/5&lt;br /&gt;
&lt;br /&gt;
{{West German Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====France====&lt;br /&gt;
{{Topquote|Going to war without France is like going hunting without an accordion.|Jed Babben}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3/5 (Beginner unfriendly, many glass cannons.)&lt;br /&gt;
&lt;br /&gt;
The gall of those cultureless, crass Americans! We hate all of them! Our king bankrupted us to save them in their &amp;quot;Revolutionary War,&amp;quot; and now they make memes of us on the internet! &lt;br /&gt;
&lt;br /&gt;
Despite the many dank memes and jokes about French military incompetence on the internet today, France has a long, long history of kicking ass with one of the largest and most powerful armed forces in human history. It may seem funny to mock them now, but nobody was laughing as Napoleon stomped one opponent after another into the dust, and millions of French soldiers held the line against the Kaiser&#039;s armies in the Great War, whereas the Americans couldn&#039;t be bothered to show up until 1917. France also &amp;lt;s&amp;gt;let the Germans take everything&amp;lt;/s&amp;gt; was one of the major Allied powers in World War II, and French soldiers repeatedly making last stands against the Germans bought badly-needed time for the British evacuations at Dunkirk, saving not only &amp;lt;s&amp;gt;those stupid English&amp;lt;/s&amp;gt; their British allies from getting overrun by the Nazis, but maybe also the world.&lt;br /&gt;
&lt;br /&gt;
As explained in &amp;quot;Free Nations,&amp;quot; France sort-of left NATO under Charles de Gaulle, a... very complicated man whose egomania could well have one-upped Douglas MacArthur if they hadn&#039;t been kept on totally separate sides of the planet. To summarize, de Gaulle fought nails and teeth (and all the rest too) to keep &#039;&#039;his&#039;&#039; France independent: politically, economically and militarily. This lead to France having its own military industry and designs and also lead to it leaving-but-not-really-leaving NATO and expelling all non-French military forces stationed on French soil. Secret agreements were made, however, and France retained the right to declare its re-integration into the NATO military alliance if it saw fit to do so; i.e. in case of WW3/something grave enough that would threaten France directly. The reasons for de Gaulle&#039;s stubbornness are multiple but the two main ones were that he wanted no part in what he fully expected to be &amp;quot;League of Nations II: Incompetence Boogaloo&amp;quot; or being pressured into sending his soldiers into conflicts where France had neither cause to nor interest in participating. Early in the events of &amp;quot;Team Yankee&amp;quot;, seeing that a major war in Europe was on the horizon for the third time in a single century, France officially rejoined NATO in full. The Communist hordes will not find us such easy prey &amp;lt;s&amp;gt;as the Germans did&amp;lt;/s&amp;gt; as they may expect, &#039;&#039;mon ami&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As of 1985, France is one of the few NATO nations with genuine combat experience after World War II, alongside the United Kingdom and the United States, and it has the third-largest number of atomic weapons in the world - a distant third behind USA and the USSR, mind you, but third-largest nonetheless. The French ORBAT is unlike any of the major military powers, with their early Cold War history covering the first and second Indochinese (Vietnam) wars and their different mission needs. The post-WWII/Indochine French army has a doctrine that can be summarized in one sentence: &amp;quot;Engage the enemy on your own terms; never his!&amp;quot;. Lacking a tank capable of trading blows with any modern platform and near-universal &amp;lt;s&amp;gt;cowardice in the ranks&amp;lt;/s&amp;gt; 5+ morale among French personnel, a French commander must rely on maneuver and a terrifying abundance of gun platforms with Brutal to cripple an enemy&#039;s force before taking significant damage. In fact, among the NATO nations, the French were the only ones to eventually adopt autoloaders for their main battle tanks (starting only with the Leclerc, though), but they also tend to come from the &#039;speed is armour&#039; school of tank design, which made them a bit glassy both in and out of the game. While similar to the Canadians in their lists naturally countering BMP and infantry spam, they lack the moosemen&#039;s balls and require a different playstyle to excel. They do have Milan spam if that&#039;s your thing though (you powergaming &#039;&#039;bâtard&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[AMX-10 RC]], [[Gazelle Helicopter|Gazelle 20mm]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Strong firepower on even the lightest units&lt;br /&gt;
*Milan AT spam on par with the Brits.&lt;br /&gt;
*Ideal for aggressive or experienced players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Weaknesses &lt;br /&gt;
*Tissue-thin armour made from stale baguettes.&lt;br /&gt;
*&amp;lt;s&amp;gt;Cowards&amp;lt;/s&amp;gt; Unreliable (seriously, do NOT expect Morale 5+ troops to stay in the fight.)&lt;br /&gt;
*Smell like bad cheese.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Good firepower but unreliable morale. 3/5&lt;br /&gt;
 Transports: You get what you pay for: very solid. 4/5&lt;br /&gt;
 Tanks: Incapable of tanking damage for the army. 3/5&lt;br /&gt;
 Anti-Tank: Milan spam just got stronger. 5/5&lt;br /&gt;
 Recon: Deadliest &#039;recon&#039; units in the game. 5/5&lt;br /&gt;
 Artillery: Lacking in utility arty. 2/5&lt;br /&gt;
 Aircraft: Fragile but VERY deadly when played well. 4/5&lt;br /&gt;
 Anti-Air: Respectable, but expensive. 3/5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &lt;br /&gt;
A Quick Note About the Morale Thing &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Almost universally in Team Yankee, the French have &#039;&#039;shit&#039;&#039; morale, and this is a little weird at first glance. After all, the &amp;quot;ha ha, France = surrender monkeys&amp;quot; meme is about as nuanced and accurate as a company of Soviet motor rifles - especially by 1985. The French army has more actual recent combat experience than nearly any other playable nation, and previous morale crises have only improved the &#039;&#039;Armée de Terre&#039;&#039;&#039;s ability to deal with such issues. So, what gives?&lt;br /&gt;
&lt;br /&gt;
Turns out, much like a few other terms for various Battlefront franchises, &amp;quot;Morale&amp;quot; is a slight misnomer. To be precise, the poor roll value that the French have isn&#039;t to represent that they are somehow more cowardly (the parallel 3+ Courage roll indicates as much), but rather to integrate French doctrine into the game, since most nation-specific special rules have been removed in order to streamline the rules. You see, in older FoW versions there used to be a dozen different special rules indicating unique attributes that would modify the two base values for specific traits. Courage, Rally, Assault and Counterattack are all new, and were created so as to whittle down the truly obscene rules clutter that was starting to really drag down games of FoW.&lt;br /&gt;
&lt;br /&gt;
But that still doesn&#039;t answer the question &#039;&#039;&amp;quot;Why are my goddamn frogs running away so much?&amp;quot;&#039;&#039;. The answer is simple: &amp;lt;s&amp;gt;the chemicals in the water turned them gay&amp;lt;/s&amp;gt; they&#039;re being ordered to retreat: the French just don&#039;t stick around for a slugging match they fully know they simply can&#039;t win! If the French learned anything from the various wars of the 20th century, it&#039;s that they have to be able to give ground for time and that they absolutely do not have the ability to engage in attritional slogs and trade casualties for the same. As they quickly realized going solo meant they would never be able to field armor in the same volumes the Soviets could, the French army doctrine evolved into a very mobile and elastic thing that put their entire emphasis on high mobility with lighter motorized units, creating a 1985 doctrine of maneuver warfare with lightly armoured units. [[skub|The more callous say they just mixed Guderian&#039;s &#039;&#039;blitzkrieg&#039;&#039; with Model&#039;s &#039;&#039;schild und schwert&#039;&#039;]], however nobody can deny they are very efficient at what they do best: hit hard, fast and overwhelmingly where the enemy doesn&#039;t expect it then redeploy before they can strike back. &lt;br /&gt;
&lt;br /&gt;
This is well-represented in-game by the French having good skill but poor morale scores. This is also why the Czechoslovaks, despite being far less motivated than the French in every respect, have a better Morale rating despite literally having worse morale. Such a broad and encompassing term as Morale isn&#039;t restricted to the one stat that shares its name, and is technically the collective sum of all the stats on the left half of the base section since it was broken into those three in the first place. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{French Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Canada====&lt;br /&gt;
{{topquote|I know a lot of you are going through separation anxiety... but there&#039;s nothing I can do about getting a Tim Hortons in Kabul.|Col. Al Howard (FYI, they did eventually get a Tim Hortons in a trailer)}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3/5 (Limited unit variety, technical playstyle.)&lt;br /&gt;
&lt;br /&gt;
[[Imperial Guard|Cadians!]] Wait. Not quite. Though, they too have an amazing, cost-effective and plentiful tank option. As for their place in Team Yankee, the Canadians took one look at the current infantry spam meta, and they decided that they hated it. Where the US brought their meanest guns and the West Germans brought their biggest machines, the &#039;&#039;4th CMBG&#039;&#039; showed up to the fight with a [[Leopard 1#Canada|tree grinder]], intending to reenact that scene from Fargo.  &lt;br /&gt;
&lt;br /&gt;
While you&#039;re fairly limited in what you can take, the options Canada does have can be both versatile and extraordinary. Between a nearly-universal +3 skill roll and an abundance of options for laying down smoke, you can acquire the firing positions you require while denying the enemy any of their own. Agility is essential to Canadian lists, using evasion rather than armour in a naturally offensive force. In essence, the Canucks seem at their best in vehicles and on the move, shadowing the enemy line until it has been withered beneath a barrage of precise and overwhelming fire.&lt;br /&gt;
&lt;br /&gt;
The Canadians apologize for borrowing American and German units, such as aircraft and heavy tank platoons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Defining Units&amp;lt;/s&amp;gt; &#039;&#039;Standard List in BMP/T-55 Meta&#039;&#039;: [[ADATS]] and as many [[Leopard 1#Canada|Leopard C1&#039;s]] as you can take&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Units tend to be agile, multi-purpose or hard-hitting. Sometimes, all three.&lt;br /&gt;
*Ideal for offensive and maneuver-minded players.&lt;br /&gt;
*Actually pretty good at fighting.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Glass cannons whose vehicles can cost a pretty pound of points.&lt;br /&gt;
*The Americans don&#039;t like you for some reason.&lt;br /&gt;
*Apologize every time they shoot at anybody.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Jack-of-all-trades, master of none. 3/5&lt;br /&gt;
 Transports: It&#039;s cheap, it&#039;s free! 3/5&lt;br /&gt;
 Tanks: Best generation-two tanks, and you can take a LOT of them. 4/5&lt;br /&gt;
 Anti-Tank: Enough TOW platforms to do damage, plus the spillover from AA. 3/5&lt;br /&gt;
 Recon: Sneaky, but not much else. 2/5&lt;br /&gt;
 Artillery: Some mortars, some howitzers. Nothing special. 3/5&lt;br /&gt;
 Aircraft: Grounded by lack of parts. -/5&lt;br /&gt;
 Anti-Air: Your primary AA platform also cracks open heavy tanks... for a price. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====The Netherlands====&lt;br /&gt;
&#039;&#039;&amp;quot;Lucas, get out of the lingerie!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 2/5 (Versatile units with some drawbacks. Beginner viable.)&lt;br /&gt;
&lt;br /&gt;
The Netherlands! A country so friendly and fun to visit that when World War III finally kicked off in August 1985, the Warsaw Pact drove a spear right through West Germany and brought the party to them. High on weed and hookah, the Dutch wade blindly into battle with a combination of dated equipment from the early 60s and the cutting edge of modern weaponry. &lt;br /&gt;
&lt;br /&gt;
Clearly influenced by the Wehrmacht of yesteryear, the Royal Netherlands Army boasts one of the toughest mechanized lists around. With the holy trifecta of Leopard 2s, IFVs and Carl Gustavs, Dutch lists have few weaknesses, with numbers and the ability to deal with armour from just about any range and IFV hordes.&lt;br /&gt;
&lt;br /&gt;
They are less advanced than their alcoholic West German brothers (infrared), but are considerably cheaper.&lt;br /&gt;
&lt;br /&gt;
The Dutch share many similarities with the Americans and the West Germans, playing as a middle ground between the two. Much of their equipment is West German in origin, from the terribly pricy Leopard 2 (with a 1 point discount, no less) to the terrifyingly effective Pantserluchtdoel PRTL, or &amp;quot;Dutch Gepard&amp;quot;. Your units have training similar to the Americans rather than the underequipped West Germans.&lt;br /&gt;
&lt;br /&gt;
The strength of the Dutch lies in their mechanized forces. While their tanks are mediocre compared to other NATO nations, they are unique in their ability to pump out infantry fighting vehicles while carrying full-sized platoons with some very scary firepower, unlike their French and German counterparts. The West Germans have also granted support units to your Dutch band of (definitely straight) brothers.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Leopard 2]], [[YPR-765]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Able to spam IFVs with infantry to boot.&lt;br /&gt;
*Ideal for mechanized players or jacks of all trades.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Long ranged anti-tank capability only from Leopard 2s.&lt;br /&gt;
*Jack-of-all-trades faction without any overpowered units.&lt;br /&gt;
*Drug peddlers.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: decent, but made deadly by virtue of their transports. 4/5&lt;br /&gt;
 Transports: It&#039;s cheap, and also the best NATO IFV. 4/5&lt;br /&gt;
 Tanks: Not great, but you don&#039;t have any other AT options. 3/5&lt;br /&gt;
 Anti-Tank: Expensive, fragile and mediocre. 2/5&lt;br /&gt;
 Recon: Does the job, but nothing more. 3/5&lt;br /&gt;
 Artillery: Below-average, but still passable. 3/5&lt;br /&gt;
 Aircraft: Our pilots are still in rehab. -/5&lt;br /&gt;
 Anti-Air: Weaker than the West Germans, but still very strong. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Dutch Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====ANZAC====&lt;br /&gt;
&#039;&#039;&amp;quot;Oi! Mate! Get off the fekkin&#039; gun and stab the bloody cunt!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (Beginner unfriendly. Vet recommended.)&lt;br /&gt;
&lt;br /&gt;
Legendary for their daring, elan and professionalism, the armed forces of Australia have a long record of making somebody &#039;&#039;very&#039;&#039; sorry that they picked a fight with the Empire. Or with Australia. Or that there was a fight going on, and the Australians heard about it and showed up. Where Canada runs in circles around the enemy and France runs away from the enemy, the Aussies and Kiwis run &#039;&#039;at&#039;&#039; the enemy. By all accounts they really shouldn&#039;t be present, they aren&#039;t even officially part of NATO (due to that whole &amp;quot;North Atlantic&amp;quot; thing), yet here they are in 1980&#039;s Germany. Down-under magic? Down-under magic. The Queen calling for aid? Or maybe has something to do with the complicated system of alliances in the pacific that were thrown around very early on in the cold war. The Aussies and Kiwis both had actually signed a treaty referred to as the ANZUS with the US in the 50&#039;s guaranteeing defensive cooperation if any hostilities were launched against them or a number of allied states, hence their military presence in Vietnam and now, in Germany. (Though historically ANZUS was falling apart at the time due to New Zealand&#039;s Nuclear-Free stance putting it at odds with the United States).&lt;br /&gt;
&lt;br /&gt;
Your PACT players are going to be wondering: &amp;quot;Wait, aren&#039;t &#039;&#039;we&#039;&#039; supposed to be ones who&#039;re invading?&amp;quot;. This will occur just as several packs of foul-mouthed Bogans roll around the corner, firing on the move and charging into melee from their tanks to show the Gopniks how it’s really done. Keep in mind, this is during an era whereby that shit should &#039;&#039;&#039;not&#039;&#039;&#039; fly. But looking at their stats, that&#039;s specifically what they&#039;re here to do. Skilled, courageous, all while packing lots of tools designed for staring the dirty communist in the eyes as you kill him. Your infantry may not be amazing, but your scorpions and leopards can literally roll over the communists with assault 3+. The Australians may not actually be in NATO at all, but having decided to show up anyway, they&#039;re polite, they&#039;re efficient, and they have a plan to kill everyone they meet.&lt;br /&gt;
&lt;br /&gt;
The ANZACS have British support units such as the Tracked Rapier and Harrier, thanks to their plea deal with the crown.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[CVRT#Kiwi Variant|Scorpion]], [[AT Land Rover]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*&#039;Tank&#039; units are nearly unmatched in close quarters, and set to win damn near &#039;&#039;every&#039;&#039; melee they enter.&lt;br /&gt;
*Ideal for you melee junkies out there.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Suffers from yet another serious lack of organic support.&lt;br /&gt;
*Units are few as is, but a lack of variety can seriously limit flexibility.&lt;br /&gt;
*Can&#039;t handle cold.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Average NATO infantry, but essential in any list. 3/5&lt;br /&gt;
 Transports: It&#039;s free I guess.... 3/5&lt;br /&gt;
 Tanks: Your tanks can shred light armor on the move while running infantry over.  4/5&lt;br /&gt;
 Anti-Tank: Good against light armor, terrible against high-end tanks. 3/5&lt;br /&gt;
 Recon: Kiwis go &#039;&#039;hard&#039;&#039;. 2/5&lt;br /&gt;
 Artillery: Mortars only, but the Brits can help you out! 2/5&lt;br /&gt;
 Aircraft: They haven&#039;t discovered aviation yet. -/5&lt;br /&gt;
 Anti-Air: It&#039;s bad. It&#039;s REALLY bad. 1/5&lt;br /&gt;
&lt;br /&gt;
{{ANZAC Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
===Warsaw Pact===&lt;br /&gt;
{{topquote|The Communists disdain to conceal their views and aims. They openly declare that their ends can be attained only by the forcible overthrow of all existing social conditions. Let the ruling classes tremble at a Communistic revolution. The proletarians have nothing to lose but their chains. They have a world to win.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Working Men of All Countries, Unite!&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;|Karl Marx, The Communist Manifesto}}&lt;br /&gt;
&lt;br /&gt;
Unlike NATO, standardization was enforced in the Warsaw Pact at most levels of the military. From the caliber of firearms to the strategies used by commanders, each country only made the slightest of adjustments. Expect little variation in equipment compared to NATO. Tactics do vary of course, but always rely on numerical superiority to win the day. Most Pact nations have inferior equipment to the Soviet Union which was historically accurate: Soviet Union entries can generally be used for your own faction. The playstyles vary more on your army list than individual factions: an infantry list is going to play very similarly, whether there are Russians or Poles in their ranks. For budget players without care for bling and army decals, consider leaving all units in the standard Russian green and they can be Russians, Czechs or Russians disguised as &amp;lt;s&amp;gt;Ukrainians&amp;lt;/s&amp;gt; Poles.&lt;br /&gt;
&lt;br /&gt;
====Soviet Union====&lt;br /&gt;
-&#039;&#039;What should a Soviet soldier do if he finds himself in an immediate vicinity of a nuclear explosion?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;Stretch out his arms and hold his assault rifle in such a way that no molten metal get on state-issued boots.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
- Soviet army joke&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3.5/5 (Tough to learn, easier to master.)&lt;br /&gt;
&lt;br /&gt;
Massive, heavily armed, and with a record of Nazi-stomping in World War II that makes the whole Western front pale in comparison, the Soviet Armed Forces were a force to be reckoned with through the entire Cold War. Far outnumbering their adversaries and their own voluntold allies, the Soviet military possessed enough tanks, artillery, aircraft, automatic rifles and machine guns to make all of NATO&#039;s vaunted quality-over-quantity ideas count for absolutely nothing in a real war. Rules for the Soviet Hordes can be found in the Team Yankee Rulebook, “Red Thunder”, and, most recently, the &amp;quot;Soviet&amp;quot; book.&lt;br /&gt;
&lt;br /&gt;
In addition to the mechanized forces of the Red Army, Red Thunder gives you the rules for running an Air Assault Battalion from the VDV. They have a totally different list from other PACT factions and were the best infantry that the PACT can buy.&lt;br /&gt;
&lt;br /&gt;
With the release of the new book, the Soviets gained access to the T-80 Shock Company formation. This elite formation is closer to a NATO force than other WarPac formations. Platoons of 2-3 tanks hit on 4+ with 3+ skill break the traditional horde structure and come with a hefty points cost to boot. They can also take a platoon of 2-3 recon BMP-3s with the same stats AND a company of BMP-3 mechanised infantry (with the option to downgrade to shock BMP-2s). Expensive as hell with the usual low ROF of Soviet armour, expect to be heavily outnumbered.&lt;br /&gt;
&lt;br /&gt;
As a Soviet player, you are the proud owner of the most advanced army among REDFOR, rivalled only by the US (in games without allies, that is). Point for point, few armies can equal your ability to bring reliable firepower. Near universal 3+ Remount and Morale ensures that your glorious Communists will (probably) never falter against the Capitalist pigs. While their 3+ to hit ensures that they suffer losses at a far greater rate, the USSR has viable units in almost every archetype. Whether it&#039;s a tank battalion, an air assault list, artillery spam or half of a motor rifle brigade, the USSR is cost-effective enough to make most archetypes work. An ideal army for the experienced or the powergamer, although you must be prepared to counter your low skill ratings.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Motor Rifle Company]], [[2S1 Carnation|2S1 Gvozdika]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Cheap, cost-effective units for all roles but tanks. Excellent morale.&lt;br /&gt;
*Ideal for veterans to Flames Of War, horde and powergamers.&lt;br /&gt;
*Communism.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Reliant on effective combined arms tactics. &lt;br /&gt;
*Units will lose 1-on-1 confrontations against most NATO counterparts.&lt;br /&gt;
*Communism.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Cheap and insanely cost-efficient. 5/5&lt;br /&gt;
 Transports: Meta defined by BMP parking lots. 5/5&lt;br /&gt;
 Tanks: Cheap but mediocre. 3/5&lt;br /&gt;
 Anti-Tank: Cheap, but tiny unit sizes. 2/5&lt;br /&gt;
 Recon: Acceptable, but not amazing. 3/5&lt;br /&gt;
 Artillery: Unreliable, weakest PACT artillery. 2/5&lt;br /&gt;
 Aircraft: Good; only competitor to the US. 4/5&lt;br /&gt;
 Anti-Air: Cheap but deadly. 5/5&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====East Germany====&lt;br /&gt;
&#039;&#039;&amp;quot;For the protection of the workers&#039; and the peasants&#039; power&amp;quot; &#039;&#039; &lt;br /&gt;
-Motto of the Volksarmee&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4.5/5 (Weak units and weak list. Vets only.)&lt;br /&gt;
&lt;br /&gt;
After getting stomped into oblivion by the Soviets during World War II, half of Germany has been rebuilt in the Soviet image. Founded in the mid-1950s, the armed forces of the German Democratic Republic, known as the Nationale Volksarmee (National People&#039;s Army), [[Mordian Iron Guard|combine Prussian heritage, iconic German military discipline, and Soviet mass-unit doctrine]] to forge one of the most formidable enemies NATO will ever face on the battlefield. Even though they must make do with downgraded Soviet export equipment, they fight with a tenacity that rivals that of their forefathers. NATO military officers have consistently rated the NVA as the best force in the Warsaw Pact based on its discipline, thoroughness of training, and the leadership ability of its commissioned officers. Following Soviet tradition, the Volksarmee lends the names of various Communist heroes to regimental-sized units and above, such as Panzerregiment 23 &amp;quot;Julian Marchlewski&amp;quot;, one of the three armored regiments of the 9th Panzer Division. Rules for the East Germans are found in “Volksarmee.”&lt;br /&gt;
&lt;br /&gt;
As the Volksarmee you stare enviously at USSR-Sempai and employ 30-year-old tanks with such reckless ambition that an Imperial Guardsman would question your value for human life. Your soldiers are as zealous as your Soviet counterparts and have more skill than &amp;lt;s&amp;gt;the illiterate peasants in the Red Army&amp;lt;/s&amp;gt; your honored Soviet allies. The downside you might ask? You are using whatever even the &#039;&#039;Soviet Union&#039;&#039; thinks is too unsafe for their soldiers, using all the hand me downs with gusto. The majority of the Volksarmee gets the T-55AM2, which is great at exploding, and the first-rate armored regiments get the T-72M, which is also great at exploding but shoots better. You may be (mostly) bringing tanks from the mid-50s, but you can bring 30 of them for a little less than the cost of 2 West German tanks. Hell, even if you fight against the Soviets, you will outnumber them more than 2 to 1 (Even with both of you bringing T-72s). If you want the discount of non-Soviet PACT nations without the lopsided characteristics of the Poles or the Czechs, the National People&#039;s Army stands ready to invade capitalist-occupied West Germany at your order.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Motor_Rifle_Company#Mot-Schützen Kompanie|Motorschützen]], [[T55AM2]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Second cheapest units in the game, with rather decent stat lines.&lt;br /&gt;
*Ideal for horde players with too much money, or tactical geniuses.&lt;br /&gt;
*Sweet spot between the elite Poles and the conscript Czechs.&lt;br /&gt;
*Communist Prussians&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Units outmatched by most NATO equivalents; West Germany has much, &#039;&#039;much&#039;&#039; better Panzers.&lt;br /&gt;
*Players must rely on superior planning to win games due to the VAST technological gap.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown&lt;br /&gt;
 Infantry: Soviet numbers with low-end NATO stats. 3/5&lt;br /&gt;
 Transports: Like the Soviets, but slightly worse. 3/5&lt;br /&gt;
 Tanks: Useless in head-on engagements, good as flanking units. 3/5&lt;br /&gt;
 Anti-Tank: Tanks do it better than these pieces of crap. 1/5&lt;br /&gt;
 Recon: On par with Soviet Recce (AKA pretty bad). 3/5&lt;br /&gt;
 Artillery: NATO skill and Soviet arty? Pretty good! 4/5&lt;br /&gt;
 Aircraft: Decent air force. 3/5&lt;br /&gt;
 Anti-Air: Cheap but lacks high-end anti-air missiles. 3/5&lt;br /&gt;
&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Poland====&lt;br /&gt;
&#039;&#039;&amp;quot;When the Red Army makes a mess, why do we always have to clean it up?&amp;quot;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4.25/5 (Mix of decent units but nothing to write home about, with a cost that suggests more. Vets only.)&lt;br /&gt;
&lt;br /&gt;
Coming from a background of militarism, Poland has had a fairly shitty history in the 20th century. They&#039;ve been stuck in wars since the Great War (despite not being a nation), and Poland has become a plaything for the powers of Europe. Poland was the first country the Nazis occupied (as opposed to annexing), and thanks to the Soviets &amp;quot;liberating&amp;quot; them 40 years ago, by 1985 the original Polish government has been waiting to return home for nearly half a century. Yay. There&#039;s some division on that, however, as the Polish People&#039;s Army was first organized in 1943 and fought well on the Eastern Front against the Germans before establishing themselves as Poland&#039;s official armed forces for the next 40-plus years. Florian Siwicki, the Minister of Defence under the Polish People&#039;s Republic in 1985, first joined up in 1942 and has thus shot at (West) Germans before.&lt;br /&gt;
&lt;br /&gt;
The Polish People&#039;s Republic has one of the largest and strongest armies in Eastern Europe short of the Soviets (complete with their own 6th Airborne Division and a specialized amphibious landing division), and possesses its own arms industry, manufacturing more cheap tanks and guns than anybody except the USSR. Their foreign customers include the East Germans (a lot of those commie Panzers are, ironically, from a Polish factory) and those fun guys in North Korea. They&#039;ve kept the old Polish national anthem, and, bizarrely for a Soviet bloc state, the Polish People&#039;s Army provided chaplains to its troops throughout its existence. The Polish People&#039;s Army is large, well-armed, and well-trained; going into World War III, they can dish out and take plenty as the Warsaw Pact and NATO have a frank exchange of ideas over the fate of Europe and the world.&lt;br /&gt;
&lt;br /&gt;
In Team Yankee, the Poles are troops with 4+ skill, 3+ courage and 3+ rally, giving them the determination of Soviets with the skill of the NVA. Second only to the Afgantsy VDV veterans, the Poles are some of the best-trained forces of the Warsaw Pact. Despite costing almost as much as the Soviets, they have even less equipment than the East Germans with the same downgrades by PACT forces, except for a handful of special units to even the balance. Boasting the best trained motorized infantry of the PACT armies, Polish battlegroups rely on the superiority of their infantry to win the day, while vehicles serve in support roles.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Motor_Rifle_Company|Zmotory Kompania]], [[T-72M]], [[T-72B]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Reliable units unlikely to get pinned or bailed.&lt;br /&gt;
*Best PACT infantry at firefighting and attacking.&lt;br /&gt;
*Ideal for players who want a horde of morale-resistant units.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Poor anti-tank capability.&lt;br /&gt;
*2nd tier equipment with near-Soviet costs.&lt;br /&gt;
*Will carjack your vehicle wrecks.&lt;br /&gt;
&lt;br /&gt;
 Infantry: The best PACT infantry in firefights, at a cost...  3/5 &lt;br /&gt;
 Transports: Like the Soviets, but slightly worse. Few BMP-2s. 3/5&lt;br /&gt;
 Tanks: Good at flanking, bad at tanking/killing tanks. 3/5&lt;br /&gt;
 Anti-Tank: Your tanks do the job better than these things. 1/5&lt;br /&gt;
 Recon: Cheap but bad. 3/5&lt;br /&gt;
 Artillery: It kills, it&#039;s reliable! 4/5 &lt;br /&gt;
 Aircraft: Passable. 3/5&lt;br /&gt;
 Anti-Air: Pretty solid, actually. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Czechoslovakia====&lt;br /&gt;
&#039;&#039;&amp;quot;To be honest, I&#039;d rather fight for NATO. &amp;lt;small&amp;gt;please don&#039;t kill us&amp;lt;/small&amp;gt;&amp;quot;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 5/5 (For hardened vets only.)&lt;br /&gt;
&lt;br /&gt;
Ah, yes, Czechoslovakia, the Reluctant Conscript of the Warsaw Pact. Lied to and annexed by the Nazis, then brutally occupied for years, then &amp;quot;liberated&amp;quot; and forced to join the Soviet Union in the Warsaw Pact. What fun! A year ago, someone wrote (rather accurately) that the NVA were the enthusiastic conscripts taking the equipment that the Soviets were afraid of using. Now, imagine these same conscripts, but terrified of death and shivering in their boots. As of October 20, the German goblin hordes have been dethroned by the Czechs! Second-line, underequipped, cowering Slavs being shoved into battle by the Soviets and marching in hordes that would make the Chinese blush (seriously, you&#039;ll outnumber the damn East Germans in most scenarios.)&lt;br /&gt;
&lt;br /&gt;
The Czechs take the hordes concept to the next level, with their armies outnumbering the other PACT armies. As the least willing participants of the conflict, virtually all their stats are 5+ apart from 4+ skill and 4+ morale. They might have the least trustworthy men in the game, but their discounts allow you to bring enough 125mm cannons and RPGs that a pinned/bailed unit won&#039;t save your opponent from the wall of firepower you can produce. The Czechs favour two playstyles: an aggressive list with enough T-72Ms to ignore losses or a defensive list that literally buries your side of the table with men.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[T-72M]], [[Dana SpGH]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Units are 20-33% cheaper than Soviet counterparts.&lt;br /&gt;
*4+ skill for aggressive tank pushes and artillery spammers.&lt;br /&gt;
*Ideal for horde players and rich blokes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Least reliable units in the game, vulnerable to pinning and morale shock. They &#039;&#039;really&#039;&#039; don&#039;t want to be there.&lt;br /&gt;
*Units without support are almost guaranteed to lose any engagements.&lt;br /&gt;
*Constantly hungover.&lt;br /&gt;
&lt;br /&gt;
 Infantry: You get a horde...but they won&#039;t listen to your orders. 2/5 &lt;br /&gt;
 Transports: Like the Poles, with untrained crews. 2/5&lt;br /&gt;
 Tanks: THE cheapest tank hordes in the game. Good for alpha strikes. 4/5&lt;br /&gt;
 Anti-Tank: No missiles that can reliably beat heavy tanks, but your T-72s fill the gap. 1/5&lt;br /&gt;
 Recon: Cheap but bad. 3/5&lt;br /&gt;
 Artillery: Cheaper, but just as deadly! 4/5 &lt;br /&gt;
 Aircraft: Passable. 3/5&lt;br /&gt;
 Anti-Air: Cheaper and scarier. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Cuba====&lt;br /&gt;
-&#039;&#039; Hasta la victoria Siempre; always until victory !&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Ernesto &amp;quot;CHE&amp;quot; Guevara&lt;br /&gt;
&lt;br /&gt;
Cuba is a rather interesting subject when it comes to the Cold War. In 1959, Castro and his forces overthrew the Batista government and established a Communist government right in America&#039;s backyard. 2 years later, the US tried and failed to topple the government through the Bay of Pigs Invasion. Then we get the missile crisis where Russia began stationing Nukes on Cuban Soil. And lets not forget the countless assassination attempts on Castro&#039;s life. In most cases, this is where the story ends, a foot note in history. Not Cuba. Throughout the Cold War (and even today) Cuba was something of an abnormality. For starters Cuba had a tendency to get involved in foreign conflicts, offering medical and military aid.  In 1973 they joined the Yom Kippur War against Israel, and so far as they&#039;re concerned (both in 1985 and 2022) that war never actually ended.  Cuban forces were very prominent in Africa, and even fought directly against the South African Defense Forces in Angola. This is turn meant that compared to their Communist Allies, Cuba had a substantial amount of military experience. Despite this and their close ties to the Soviet Bloc, Cuba never officially joined the Warsaw Pact, probably because they didn&#039;t want to so visibly poke the superpower next door. Despite this, Cuba was something of a well-regarded ally for the Soviets.  &lt;br /&gt;
&lt;br /&gt;
Do you remember when East Germany was the goblin hoards of the communist forces? I miss those days. The Cubans are what you want to play if the Czechs aren&#039;t cheap enough and the Iraqis aren&#039;t skilled enough. Armed with weaponry straight from the Arab-Israeli wars of the 1960s and 70s, they fight bravely (if suicidally) for the liberation of American working peoples. To help them in their quest, they have the skill and motivation of the East Germans, making pulling off movement orders and using artillery less incredibly frustrating thanks to their combat experience in Angola. Their best tank is the base model T-62, roughly equivalent to East German T-55AM2s, and their worst is the SU-100, a vintage WW2 tank destroyer with absolutely no redeeming qualities in this era, other than that it costs less than a point per tank. If you like large amounts of subpar equipment, lots of painting, and killing communists, Cubans are just the army for you!&lt;br /&gt;
&lt;br /&gt;
Cuba is present in the new Red Dawn book as a Warsaw Pact force. The justification for Cuba&#039;s presence is twofold. The first is that as a Communist nation right next to the US, Cuba would have been seen as an asset during any invasion of the Americas. The second is due to their presence in the movie as something of a Rear-Guard force and leader of the Spanish speaking allies.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[SU-100]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
 Infantry:&lt;br /&gt;
 Transports:&lt;br /&gt;
 Tanks:&lt;br /&gt;
 Anti-Tank:&lt;br /&gt;
 Recon:&lt;br /&gt;
 Artillery:&lt;br /&gt;
 Aircraft:&lt;br /&gt;
 Anti-Air:&lt;br /&gt;
&lt;br /&gt;
{{Cuban Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
===Middle Eastern Powers===&lt;br /&gt;
{{topquote|The whole melodrama of the Middle East would be improved if amnesia were as common here as it is in melodramatic plots.|P. J. O&#039;Rourke}}&lt;br /&gt;
What&#039;s that, the folks in Europe are shooting each other again? The War To End All Wars ended up getting another sequel?! Time for a renewed surge of violence in the Middle East! &lt;br /&gt;
&lt;br /&gt;
Apart from Turkey, which did join NATO, nobody anywhere near the Middle East (except maybe the various Soviet &amp;quot;Stans&amp;quot; depending on where exactly your draw the middle east&#039;s borders) ever actually joined NATO or the Warsaw Pact. Both of those coalitions made overtures to the various nations in that region, partly because they knew the other was going to, and partly because some of those Middle Eastern countries are absolutely loaded with oil. Iran, Iraq, and Israel are the three major players as World War III in Europe inevitably spreads into the Middle East, and the one thing they agree on is they all hate each other with pretty much equal intensity. &lt;br /&gt;
&lt;br /&gt;
In 1985, Iran is a theocratic Islamic republic that was westernizing until a few years ago when they decided to tell America to get rekd.  Their neighbor is Iraq, a one party authoritarian dictatorship enjoying the benefits of America&#039;s new &amp;quot;Fuck Iran&amp;quot; policy.  The two have been at war since 1980, and to pour gas on the fire they follow different branches of Islam.  &lt;br /&gt;
&lt;br /&gt;
Meanwhile on the coast, Israel is at war with... well pretty much everyone.  The Yom Kippur War broke out in 1973, pitting Israel against Egypt, Syria, Saudi Arabia, Algeria, Jordan, Iraq, Libya, Kuwait, Tunisia, Morocco, Sudan, Pakistan, Lebanon, and [[What|Cuba because why the fuck not]].  Officially most of these countries are still technically at war with Israel in 1985, although the fighting is mostly confined to Lebanon.  &lt;br /&gt;
&lt;br /&gt;
When WWIII winds its way into the desert, it finds two wars in full swing and a mess of complex backroom deals for arms and oil.  The easiest case to understand is Israel.  Israel in the 80&#039;s is the west&#039;s BFF, but they&#039;re regarded as a loose cannon for their tendency to [[That Guy|start shit and assassinator people]] seemingly just to remind the world that they exist.  They&#039;re also known for not throwing ANYTHING away; in a serious fight their reservists would be using WW2 vintage hardware if they had to.&lt;br /&gt;
&lt;br /&gt;
The Soviets best friend in the region is Iran, although this loyalty is only skin deep.  The Ayatollah is no communist, he simply hates the decadent, heretical westerners.  Right up until 1978 the Iranians had been getting the best hardware the west was willing to sell them.  America wanted to make Iran a big fortress of freedom keeping the Soviets away from all the oil, but the revolution threw those plans out the window.  &lt;br /&gt;
&lt;br /&gt;
Iraq for their part had never really been anyone&#039;s friend.  The Ba&#039;athist party came to power in 1967 basically because the army was really mad at Israel.  The Soviets were willing to sell them weapons but not the best stuff.  But after Iran flipped off America, the CIA and the Saudis got really interested in propping up Iraq as an angry puppet against Iran.  &lt;br /&gt;
&lt;br /&gt;
Which brings us to the most notable non-participants in WWIII, Saudi Arabia, Egypt and Turkey.  The Saudis in 1985 are disgustingly rich, chummy with NATO but not vocal about it, and very vocal about hating Israel but talk is cheap.  Meanwhile, Egypt in the 80&#039;s is under the leadership of a reformer who is less interested in war and more interested in using the Suez as an economic engine to rebuild Egypt (of course, even if Egypt were to not take sides in WW3, the Suez is just too strategically important to ignore...). Then there&#039;s Turkey. Turkey joined NATO in 1952, so it would very much be in this fight, and with it&#039;s location keeping the Black Sea fleet in the Black Sea and not causing trouble in the mediterranean, they very quickly be a front the Soviet would open to uncork that fleet and let it cause some real chaos, yet the Turk&#039;s lack an army list. . .yet.&lt;br /&gt;
&lt;br /&gt;
In summary, the Middle East of the 80&#039;s is a mess of ambiguous allegiances colored by both extremely old and very new animosities.  But in practical gameplay terms what it means is the opportunity to wield PACT hordes with the support of the latest western airbrrrrrrt (Iraq), or field older NATO tanks at Soviet discount prices (Iran), or shred &amp;lt;strike&amp;gt;goyim&amp;lt;/strike&amp;gt; BMP and Milan spam with equal efficiently (Israel).  &lt;br /&gt;
&lt;br /&gt;
====Israel====&lt;br /&gt;
{{topquote|Let me tell you something that we Israelis have against Moses: He took us 40 years through the desert in order to bring us to the one spot in the Middle East that has no oil.|Golda Meir}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3/5 (Effective against other Oil War armies, struggles against v2 armies)&lt;br /&gt;
&lt;br /&gt;
Forged by near-constant war since State of Israel declared its independence in 1948 (instantly starting a war as its enraged Muslim neighbors all attacked), the Israel Defence Forces stand as one of most effective armies in 20th-century history. They are an army of Jews, sworn to act as the sword and shield of the long-dreamt-of Jewish homeland, and they are both well-trained, battle-hardened, and fiercely motivated. The IDF have lived with a &amp;quot;backs to the wall&amp;quot; mentality since the beginning; they know that losing once in the wrong time and wrong place could well mean losing Israel.  But they also know that they&#039;re safer being feared; eighteen years before Team Yankee, Israel fought the Six Day War against all its neighbors and won, virtually obliterating the Egyptian and Jordanian air forces while taking the Sinai, and six years later held their gains in the Yom Kippur War.&lt;br /&gt;
&lt;br /&gt;
Driven by constant pressure and the endless threat of danger and defeat, the IDF has been extremely innovative and adaptable with their equipment right from the start. They deliberately use literally &#039;&#039;anything&#039;&#039; they can get their hands on, with an array of weaponry ranging from World War II-vintage Sten SMG&#039;s, Soviet-made Shilkas captured from their not-so-friendly Muslim neighbors, purchased American tanks and a handful of home-grown items. While the WW2 tech has been passed to the reservists by now, Team Yankee&#039;s IDF options largely ignore this ramshackle history beyond a few looted wagons, which is a shame because M50 &amp;quot;Super Shermans&amp;quot; would be fun to use. You could, if you really wanted, use &amp;quot;Flames of War&amp;quot; and &amp;quot;Fate of a Nation&amp;quot; units to put together an IDF reservist force, but that would require extra work. The IDF in any format are well-trained and well-motivated. No matter what they&#039;re driving, flying or shooting, they are skilled and brave, making them a formidable enemy to anyone who goes up against them.&lt;br /&gt;
&lt;br /&gt;
Israeli battlegroups have one of the deadliest anti-infantry arsenals with napalm bombers, tanks with Brutal and ROF 2 on the move, and infantry that could outfight the Americans&#039; legendary 82nd Airborne. Anti-armour is a clear weakness, you only have a handful of units able to punch through previous generation tanks and nothing capable of hurting the latest tanks from the front. IDF units have nearly identical stats to the West Germans: 3+ stats across the board, except for 4+ assault and courage.&lt;br /&gt;
&lt;br /&gt;
The Israelis may take allied NATO formations in their battlegroups.&lt;br /&gt;
&lt;br /&gt;
Defining Units:&lt;br /&gt;
[[Merkava]], [[Pereh]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Deadliest anti-infantry weapons currently in the game.&lt;br /&gt;
*Infantry platoons which can beat tanks, and excel at firefights.&lt;br /&gt;
*Ideal for combined arms players with some experience.&lt;br /&gt;
*The closest thing IRL has to Cadians.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Extremely few units which can penetrate 3rd generation tanks.&lt;br /&gt;
*Mediocre anti-air arsenal.&lt;br /&gt;
*Literally everyone else expects you to stab them in the back at some point.&lt;br /&gt;
*Terrified of shellfish.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Good at firefighting with strong stats but not much else. 3/5&lt;br /&gt;
 Transports: The metal box of the free world...again. 3/5&lt;br /&gt;
 Tanks: Great fire support, terrible tank killer. 3/5&lt;br /&gt;
 Anti-Tank: Seriously lacks tools to deal with heavy tanks. 2/5&lt;br /&gt;
 Recon: Mediocre, but cheap. 3/5&lt;br /&gt;
 Artillery: 3+ skill, and you have an artillery piece for every mission. 4/5&lt;br /&gt;
 Aircraft: Slightly weaker anti-armour, excellent anti-infantry. 4/5&lt;br /&gt;
 Anti-Air: Solid SPAAGs, but suffers against NATO aircraft. 3/5 &lt;br /&gt;
&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Iraq/Syria====&lt;br /&gt;
&#039;&#039;Why are we on the same side as Israel?...and why are those Abrams giving me Déjà vu?&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (The challenge of a WARPAC list, made easier with NATO allies)&lt;br /&gt;
&lt;br /&gt;
Universally feared in the Middle East as the strongest conventional military force in numbers and technology, the Iraqi Armed Forces boast a mix of Western and Soviet equipment and the largest military in the region. Despite being bested by the Israelis during the Six-Days War, the 80s Iraqis were a very respectable force in the context of a head-on conventional war. By 1990, they were the 4th largest army in the world with over 900,000 troops in the military with one of the largest tank fleets in the Middle East, though take that statement with a grain of salt about their effectiveness since by [https://en.wikipedia.org/wiki/Gulf_War 1991 they had the second largest army in Iraq]. That being said, this all took place well after 1985, when back in 1979, despite Iraq being in the Soviet sphere of influence, the US gave some material support to Iraq during the Iraq-Iran war. You can make an argument for Iraq being on either NATO&#039;s or PACT&#039;s side in this conflict.&lt;br /&gt;
&lt;br /&gt;
Iraqi lists are &#039;constructed&#039; at the Division level, meaning that you have access to support units that would usually be found at the company level in other armies. While you do have a few French units, your combat troops have Soviet equipment and can be expected to perform like poorly trained PACT troops. Iraqis have 4+ stats across the board, except for 5+ assault and 5+ skill. They also operate at the company level like other PACT armies.&lt;br /&gt;
&lt;br /&gt;
Uniquely for a faction with as much soviet gear as they do, Iraqis may take NATO allied formations in their battlegroups, if you&#039;ve ever fantasized about a functional Iraqi-US coalition force. In game terms, this lets you have cheap conscript horde working alongside the best of the West. If you want a tarpit of conscripts protecting objectives while your Leopard 2s or Merkavas tear things up, this is the faction for you. You also have the USAF providing air cover with Warthogs and Harriers.&lt;br /&gt;
&lt;br /&gt;
The Syrians are an official modification to the Iraqi list, losing the AMX AuF1, VCR/TH, AMX Roland, AMX-10P, US air support and all NATO allies. In exchange, they get access to the SU-25 and PACT allied formations.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[T-62M|T-62]], [[Motor Rifle Company]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Large unit sizes with a point cost between East Germans and Czechs.&lt;br /&gt;
*Access to NATO tools like the AMX-AuF1 and the Gazelle HOT.&lt;br /&gt;
*Ideal for WARPAC commanders dabbling in NATO equipment and allies.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Almost all support units at the divisional level.&lt;br /&gt;
*[[Planetary Defense Force|Units have the morale of WARPAC troops and the training of Russian conscripts.]]&lt;br /&gt;
*Addicted to nerve agents.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Tanned Pact troops with Ruskie training videos. 3/5&lt;br /&gt;
 Transports: Many mediocre options for versatility. 3/5 &lt;br /&gt;
 Tanks: Inferior to Pact tanks, in training and tech. 2/5&lt;br /&gt;
 Anti-Tank: Very fragile, but you can beat 3rd-gen tanks. 3/5&lt;br /&gt;
 Recon: Cheap scout that can&#039;t kill anything. 2/5&lt;br /&gt;
 Artillery: High-tech, average cost, low skill. 2/5&lt;br /&gt;
 Aircraft: Nothing overpowered, but you have a solution for every problem. 4/5&lt;br /&gt;
 Anti-Air: Plenty of options for the perfect AA net! 5/5&lt;br /&gt;
&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Iran====&lt;br /&gt;
{{topquote|Throw away your prayer chain and buy yourself a gun. For prayer chains keep you in stillness while guns silence the enemies of Islam.|Ayatollah Khamenei}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (Excels in the hands of veterans, unfriendly to beginners.) &lt;br /&gt;
&lt;br /&gt;
Formerly an American ally of convenience, and already at war with Iraq before World War III started in August 1985, the Islamic Republic of Iran has wound up as a de-facto ally of the atheistic Warsaw Pact. The underdogs of the Middle East, the Iranian military lack the generations of combat experience of the Israelis or the raw numbers of the Iraqis but compensate through sheer fanaticism. By the Iran-Iraq War, the Iranian military was only able to repel invading Iraqi forces thanks to foreign equipment and local militias slowing the initial Iraq advance.&lt;br /&gt;
&lt;br /&gt;
Iranian armies featured iconic Soviet platforms but typically used Western vehicles - without the latest upgrades, of course. It’s strange to see Iran side with the Soviet Union in this scenario, if only because they were one of the major backers of the Mujahideen in the Soviet-Afghan War. But politics can make for strange bedfellows indeed, and this fiercely religious state&#039;s alliance with the explicitly atheist USSR and its client states in Eastern Europe is far from the only unusual partnership of the 20th century.&lt;br /&gt;
&lt;br /&gt;
The Iranians play with NATO vehicles using PACT doctrine (holdovers from the last regime, when the Americans propped up Iran as a buffer state against the Soviet Union), operating M113s and Chieftains as the backbone of their force. The Americans and British are obviously no longer supplying spare parts, but the Iranians manage somehow, running their bizarre mishmash of NATO and WarPac machines and weapons, some of which are still in service today. Statwise, the Iranians are more fanatical than Soviets with 3+ across the board, but with 5+ assault and skill. Your illiterate hajis won&#039;t understand orders but are guaranteed to outlast nearly any foe on the battlefield in a contest of attrition. &lt;br /&gt;
&lt;br /&gt;
Iranian armies operate at the platoon level much like NATO&#039;s forces except for the Basij, and may take allied formations from the Warsaw Pact despite the communist hatred of all things religious. If you like NATO tanks, painting desert camo and &amp;lt;s&amp;gt;unironically saying Allahu Akbar &amp;lt;/s&amp;gt; getting placed on FBI watchlists, boy do I have the army for you.&lt;br /&gt;
&lt;br /&gt;
Defining Units:&lt;br /&gt;
[[Chieftain]], [[Basij Infantry Company]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Insanely cheap platoons that let you bring several companies easily.&lt;br /&gt;
*High morale means units can practically disregard pinning/bails/losses.&lt;br /&gt;
*Beige.&lt;br /&gt;
*Literal jihadists.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Extremely squishy armour formations capped at 3 tank platoons.&lt;br /&gt;
*Atrocious anti-armour capability.&lt;br /&gt;
*I hope you like painting beige.&lt;br /&gt;
*Literal jihadists.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Good balance between infantry spam and mediocre infantry. 4/5&lt;br /&gt;
 Transports: Average transports with quite a bit of choice. 3/5&lt;br /&gt;
 Tanks: Soviet tanks and outdated Chieftains. 2/5&lt;br /&gt;
 Anti-Tank: Your strongest AT platoons can&#039;t penetrate an M1IP. 1/5&lt;br /&gt;
 Recon: Passable: not bad, but not great. 3/5&lt;br /&gt;
 Artillery: A calibre for every target and every list. 4/5&lt;br /&gt;
 Aircraft: Passable anti-tank, lacks a bomber. 3/5&lt;br /&gt;
 Anti-Air: Nearly identical to PACT anti-air. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
===Unofficial Rules - Alternative Nations and Special Forces===&lt;br /&gt;
&lt;br /&gt;
Unlike the Swedish, who will undoubtedly get their own rules in years to come, you can follow the link below to play as one of the following nations: Spain (which actually joined NATO in 1982), Greece (joined NATO in 1952), Ireland, Yugoslavia, Albania, Denmark, Belgium, Romania, Switzerland, Finland, Italy, Austria, Norway, Sweden, Turkey, Hungary, Bulgaria, Portugal, Mexico, Kuwait, Luxembourg, Malta, and Cuba.&lt;br /&gt;
&lt;br /&gt;
You can also find unofficial rules for US Army Rangers, British Royal Marines, ANZAC SAS, Polish Spec Forces, Canadian Airborne, Iranian Spec Forces, East German Paratroops, Czech Airborne, French Foreign Legion, Soviet Naval Infantry, Iraqi and Syrian Republic Guard, Israeli Commandos and West German and Dutch Marines. You can even play now as Terrorists/ Guerrillas!&lt;br /&gt;
&lt;br /&gt;
https://www.researchgate.net/publication/344587741_TEAM_YANKEE_UNOFFICIAL_RULES_COMPENDIUM_-_NATIONAL_AND_SPECIAL_FORCES_RULES&lt;br /&gt;
&lt;br /&gt;
Also it&#039;s not been done &#039;&#039;yet&#039;&#039; (and probabby in bad taste to do so just yet) but you could easily cobble together a pair of army  lists to represent the Ukraine and Russian in there ongoing War given that most of the vehicles involved are already stated. The only thing you&#039;d have to figure out would be how the hell to represent drones and it be a relatively easy project.&lt;br /&gt;
&lt;br /&gt;
===The Neutral Powers===&lt;br /&gt;
&lt;br /&gt;
(Only mentioned at the BF open so far, but don’t let that get your hopes down)&lt;br /&gt;
&lt;br /&gt;
====Sweden====&lt;br /&gt;
Maintaining a policy of armed neutrality (leave us alone, we have guns) since 1814, Sweden never joined NATO despite its neighbors Denmark and Norway being among the first to sign up. The idea being that if ww3 ended up in an atomic fireball, Sweden be at the bottom of the target list and have a better then average chance of making it through, Finland had the same tactic BTW and went so far as to make literally every building a bunker to live through it.. However, it is extremely likely that in the event of a war, the Swedes would have broken their long-standing neutrality to support their Scandinavian comrades against the Communist threat to their way of coffee breaks every 2 hours.&lt;br /&gt;
&lt;br /&gt;
This actually happens in Sir John Hackett&#039;s novel &#039;&#039;The Third World War: The Untold Story&#039;&#039;, which Harold Coyle&#039;s &#039;&#039;Team Yankee&#039;&#039; is set within- the Swedes don&#039;t take kindly to the Soviet Air Force repeatedly invading their airspace to bomb Norway, and Sweden becomes a de facto NATO ally when they attack the Soviet bombers and the Soviets retaliate. So far that hasn&#039;t been made canon in Team Yankee: The Tabletop Game, but Battlefront Miniatures could change that at any time.&lt;br /&gt;
&lt;br /&gt;
The Swedish military of 1985 was armed with some of the most distinctive weapons of the Cold War thanks to their homegrown defence industry. Designs, like the Stridsvagn 103 (or &#039;S&#039; tank) and the Saab 35 &#039;Draken&#039; and 37 &#039;Viggen&#039; were strange even for the time. The Draken was of the first aircraft to successfully implement a delta-wing configuration and Viggen the canard delta layout; the design used in modern interceptor aircraft like the Rafale and the Typhoon fighter jets.  &lt;br /&gt;
&lt;br /&gt;
Sweden&#039;s infantrymen of the 80&#039;s had access to an excellent selection small arms, pragmatically picked from the best designs Europe had to offer.  Their basic kit includes Glock pistols and a domestic clones of the H&amp;amp;K G3 and the FN FNC rifles, supported with 84mm Carl-Gustafs and a bewilderingly diverse inventory of machine guns.  Their latest homegrown gadgetry at the time of Team Yankee is the then-prototype m/94 Strix, a 120mm mortar round with anti-tank heat-seeking terminal guidance; essentially a poor man&#039;s copperhead but in some sense a better overall system.&lt;br /&gt;
&lt;br /&gt;
As with other Scandinavian armies, their forces were rather small. This meant that their funding per soldier was almost equal to other Western European nations, giving them a small force of well-trained and equipped troops that constantly stink of pickled herring. &lt;br /&gt;
&lt;br /&gt;
Defining Units:&lt;br /&gt;
[[Strv 103]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Free shipping for orders above $50.&lt;br /&gt;
*Excellent cars and fishes.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Has [[Munchkin|min-maxed tanks]]&lt;br /&gt;
*Screwdriver sold separately.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Swedish Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
==FAQ/General Bulletin==&lt;br /&gt;
*There are three kinds of teams: Tank Teams, Infantry Teams, and Aircraft Teams&lt;br /&gt;
**Tank Teams include every type of ground based vehicle, not just literal tanks. It is further broken down into Armoured, Unarmoured, and Transport types&lt;br /&gt;
**Infantry Teams include all units made up of men fighting on foot&lt;br /&gt;
**Aircraft Teams are comprised of Strike Aircraft and Helicopters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For most units moving will lead to worse shooting (or not being able to shoot at all)&lt;br /&gt;
*Tactical Speed allows you to shoot after moving&lt;br /&gt;
*Dash speed prohibits shooting and the maximum distance depends on the unit and the terrain&lt;br /&gt;
*Tank Teams must roll higher than their Cross value when moving into or through terrain or immediately end their movement&lt;br /&gt;
*Movement can be enhanced using various orders based on Skill or Motivation&lt;br /&gt;
*Friendly Tank and Infantry Teams can move through each other&lt;br /&gt;
*Tank Teams can never move through other Tank Teams (except wrecks)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Units are hit based on their own Is Hit On value and not the shooting team&#039;s skill&lt;br /&gt;
**A unit&#039;s Is Hit On value is modified by Concealment, Smoke, and other factors&lt;br /&gt;
**Remaining in place and not shooting will make your units Gone To Ground&lt;br /&gt;
**Units that are Gone to Ground and also Concealed are even harder to hit&lt;br /&gt;
*Infantry, aircraft, and soft skinned vehicles that are hit must make a saving throw or be destroyed&lt;br /&gt;
**If the infantry unit is in Bullet Proof Cover the shooting team must also pass a Fire Power test     &lt;br /&gt;
**Armored vehicles take the armor value (AV) on the card, add a d6, and compare it to the shooting weapon&#039;s anti-tank (AT) value&lt;br /&gt;
***If the total is less than the shooting weapon&#039;s AT then the target fails their Armour Save (if the weapon&#039;s AT exceeding your AV by 6 or more you will automatically fail)&lt;br /&gt;
***If the total is the same as the shooting weapon&#039;s AT then the target also fails but the shot does limited damage&lt;br /&gt;
***Failing an Armour Save does not mean automatic destruction. If the shooting unit then fails a Firepower roll the target stays alive (but is possibly Bailed Out)&lt;br /&gt;
***The hull and turret are considered separately. Roll a d6 if both are exposed. On a 4+ the turret (if there is one) is hit instead of the hull&lt;br /&gt;
****This only matters if the shooting unit is flanking the target (behind a line drawn across the front of the hull or turret)                              &lt;br /&gt;
*Long Range shooting carries a penalty to hit and AT (but this is often negated by rules for Laser Range Finders or Guided Missile technology)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You will find the rules on the back of cards, but just in case you&#039;re simply browsing, here are what they all mean&lt;br /&gt;
**Brutal: Forces infantry units to reroll saves against this weapon&lt;br /&gt;
**Laser Rangefinder: Negates penalty of shooting at longer range&lt;br /&gt;
**Advanced Stabilizer: Increases the units maximum Tactical Speed&lt;br /&gt;
**Stabilizer: Increases the units maximum Tactical Speed, but adds a penalty to shooting when moving beyond the standard Tactical Speed&lt;br /&gt;
**Dedicated AA: Allows you to use full ROF against air units instead of just one die&lt;br /&gt;
**HEAT: Negates Firepower penalty for Long Range&lt;br /&gt;
**Guided: Negates hit penalty for Long Range&lt;br /&gt;
**Thermal Imaging: Allows unit to ignore smoke, friendly or foe&lt;br /&gt;
&lt;br /&gt;
==Books==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Team-Yankee-cover.jpg|Da Big Rulebook&lt;br /&gt;
File:Iron Maiden Cover.jpg|Iron Maiden&lt;br /&gt;
File:Leopard Cover.jpg|Leopard&lt;br /&gt;
File:Panzertruppen Cover.jpg|Panzertruppen: sort of an addendum to Leopard&lt;br /&gt;
File:Volksarmee Cover.jpg|Volksarmee&lt;br /&gt;
File:FW909.jpg|Red Thunder&lt;br /&gt;
File:Stripes cover.jpg|Stripes &lt;br /&gt;
File:Freenationscover.jpg|Free Nations&lt;br /&gt;
File:Czech book.jpg|Czechoslovak Peoples Army&lt;br /&gt;
File:Polish book.jpg|Polish Peoples Army &lt;br /&gt;
File:Oilwar.jpg|Oil War &lt;br /&gt;
File:WWIII-BRITISH-cover.jpg|British Book II&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:McPizza_King.jpg|Ramirez! Defend the &amp;lt;s&amp;gt;Burgertown&amp;lt;/s&amp;gt; McPizza King!&lt;br /&gt;
File:Lynx &amp;amp; Btr-60s.jpg|&#039;&#039;Gott im Himmel&#039;&#039; there&#039;s hundreds of them!&lt;br /&gt;
File:Marinecorps AAVP7.jpg|ONE TWO THREE FOUR, I LOVE THE MARINE CORPS!&lt;br /&gt;
File:CheiftainvsT64.jpg|Take that you dastardly Russians!&lt;br /&gt;
File:Afgantsy Choppers.jpg|Like a swarm of angry hornets.&lt;br /&gt;
File:Cheiftain on the road.jpg|Yes, the might of Great Britain has arrived.&lt;br /&gt;
File:New Bradley Mini.jpg|&lt;br /&gt;
File:Desert Bradley.jpg|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.team-yankee.com/ The Official Team Yankee website]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/playlist?list=PLrwatpGKP655UI1CjcmKQrcY5uiO_HHB7/ A somewhat outdated starter guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wargames]]&lt;br /&gt;
[[Category:Battlefont Miniatures]]&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Flames Of War]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:4500:A540:2992:1C47:E8CE:335B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Team_Yankee&amp;diff=471735</id>
		<title>Team Yankee</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Team_Yankee&amp;diff=471735"/>
		<updated>2023-02-03T09:36:01Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:4500:A540:2992:1C47:E8CE:335B: /* Middle Eastern Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Team-Yankee-cover.jpg|250px|right|thumb|FREEDOM, BITCHES!!!]]&lt;br /&gt;
&#039;&#039;&amp;quot;Sunday, August 4, 1985 the Warsaw Pact thundered across the Iron Curtain. 6 Soviet Armies, backed up by the forces of Poland, Czechoslovakia, and East Germany, hammered into the NATO forces guarding the border. The Americans, supported by the armies of West Germany, Britain, and France, are strained to the breaking point at the Soviet Advance. It is 1985, and the Cold War has just gone hot.&amp;quot;&#039;&#039;&lt;br /&gt;
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Welcome soldier to Team Yankee, Battlefront Miniatures&#039; alternate history game where World War 3 breaks out on the fields of central Germany. Maybe you&#039;re here for the cool tanks, maybe you&#039;re here to fight to spread your preferred form of economic system, or maybe you&#039;re here to titillate your acronym fetish. Team Yankee is based on the book of the same name by Harold Coyle, the story of Team Yankee follows a unit of the US Army named Team Yankee (of course) as they struggle to hold off those damn commies, with viewpoints from the other armies added in their respective Army rule book.&lt;br /&gt;
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==The Story==&lt;br /&gt;
So, obviously the story of Team Yankee is a bit unrealistic but bear with us, alright? In 1985 the Soviet Union is dealing with mounting internal issues, and with the death of Leonid Brezhnev, the USSR was faced with a choice between Mikhail Gorbachev or another hard line communist. In our world Gorbachev was elected as the Premier of the Soviet Union, which would eventually lead to its collapse, but in the Team Yankee universe an old Stalinist took his place instead.&lt;br /&gt;
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Believing that after the disastrous war in Afghanistan, the best way to reassure the people of the Union&#039;s strength would be a victorious war with the West, and any seized resources could be used to immediately shore up the slumping economy (incidentally, this is probably why there was not a nuclear exchange and the subsequent destruction of the world). &lt;br /&gt;
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It was in the Persian Gulf that the USSR found its excuse to begin preparing for war. The Iran-Iraq war had been blazing for 4 years and though it was an active warzone, the trade of oil continued mostly unabated. That was until a pair of Iranian jets attacked and sank a Saudi tanker with huge loss of life. The United States began increasing its Naval presence in the Gulf to prevent additional attacks on commercial vessels in international waters. As part of this action, on the 27th of July, the destroyer &#039;&#039;USS Charles Logan&#039;&#039; was patrolling off the Strait of Hormuz when it was rammed by a Soviet cruiser, which was ostensibly there to do the same thing. In the confusion, both ships fired on each other before retiring to their respective ports.&lt;br /&gt;
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Claiming that this was a blatant attack on a Soviet warship, the Warsaw Pact issued a statement of solidarity and then began to increase troop movements toward the Iron Curtain. In response, the United States began to react in kind, and over 100,000 national guardsmen were federalized as front line combat units started moving to their wartime posts. The Warsaw Pact subsequently invaded West Germany, driving through to part of the Netherlands, but their efforts have met with stiff resistance, and the fortunes of war could soon turn the other way.&lt;br /&gt;
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==The Game==&lt;br /&gt;
Team Yankee is a 15mm (about 1:100 scale) Table Top Wargame, usually played on a standard 6x4 game table. To play Team Yankee, you will need a tape measure (both Inches and Centimeters work), a whole bunch of D6 dice, an army of models, and some friends to play with (that one will probably be the toughest, to be honest). &lt;br /&gt;
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===Playing the game===&lt;br /&gt;
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;Example Turn&lt;br /&gt;
What follows is a basic layout of a standard turn&lt;br /&gt;
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&#039;&#039;&#039;1. Starting Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is where most of the administrative stuff happens. Check the Morale of your formations and units, roll for reserves, rally pinned units, free bogged down tanks, remount bailed out tanks, remove smoke from the previous turn, etc. etc. etc.&lt;br /&gt;
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&#039;&#039;&#039;2. Movement Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Move your units (duh).  The amount a unit can move is dictated by the terrain they have to deal with. The majority of orders are given in this phase as well.&lt;br /&gt;
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&#039;&#039;&#039;3. Shooting Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
No problem cannot be solved through the application of superior fire power.  Team Yankee uses abstraction rather than true line of sight, meaning that tanks clearly visible behind slopes may not actually be seen due to terrain height rulings. All shooting and artillery occurs in this phase, with smoke being fired before any other shooting.&lt;br /&gt;
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&#039;&#039;&#039;4. Assault Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Time to get up close and personal. Units charge into close quarters to beat the enemy to death with their rifle butts or crush them underneath their treads. Infantry teams don’t get saves in close combat so be wary.&lt;br /&gt;
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===List Building===&lt;br /&gt;
Note that all lists are based on historically based equipment at a specific point in time, even if that equipment was unique or incredibly rare. &lt;br /&gt;
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Army lists in Team Yankee are usually built from a single book or &#039;codex&#039; which tells you what your country has access to. Each nation has different &#039;sub lists&#039; but most follow three types: armoured and mechanized infantry. Armoured companies let you bring several platoons of tanks, while mechanized infantry does the same with infantry that can come in your bog-standard metal boxes or a metal box with an autocannon. Some armies have more unique options, but those will be discussed on their respective pages.&lt;br /&gt;
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NATO armies tend to be cheaper thanks to their smaller sizes, while Pact forces have much more units that are identical across the 4 nations. If you buy an M1 it can only be used for a USA army; paint a T-72 in Soviet green (without national emblems) and it can be used in four armies.&lt;br /&gt;
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Want a cheaper single army? Buy American (or any other NATO power). Want a cheaper collection and several army lists? Buy Soviet.&lt;br /&gt;
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&#039;&#039;&#039;Force Command&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your force will always have an HQ. Your Force Commander and 2nd in Command (also known as the meatshield) represents you in the game, commanding the battle on foot or some vehicle. If the Force commander dies, your army will begin to panic. Lose too many platoons and you will immediately lose the game. At higher point games, you may have two or more force commanders to mitigate this (as you will probably be forced to utilize multiple formations to fill out the points). For NATO Players, the Force Commander is generally a company commander wielding his company and any company-level support the higher-ups have deemed to send his way. For PACT players, the Force Commander is usually at the Battalion level, which is made up of several companies, to balance out the power differential between the average NATO and Pact units.&lt;br /&gt;
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HQS usually DO NOT count as platoons for Company, or even Battalion strength. They function as 40k independent characters do, so you would have 4 units on the field whether your company commander joined a platoon or ran around on their own.&lt;br /&gt;
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&#039;&#039;&#039;Combat Platoons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
AKA Troops choice: like with 40k, each organization chart will have a minimum requirement of a Company Commander and two platoons of troops, which could be [[Motor Rifle Company|IFV-mounted infantry]] or a unit of [[Huey Rifle Platoon|heliborne infantry]]. This is where your list building starts, with the size of your unit and taking additional weaponry like anti-tank weapons, medium machine guns, or anti-air missiles.&lt;br /&gt;
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&#039;&#039;&#039;Platoon Support&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike 40k, platoon support is unique to each company. This is the reason you selected the specific Company: access to unique toys that your other companies or nations can&#039;t take. Historically, this would be a platoon from the support company of the battalion: infantry companies might have a mortar platoon, while armoured companies might have a platoon of vehicle-mounted ATGMs. Your platoon support may also have platoons of the alternate unit type: tank companies almost always have the option to take a platoon of infantry, and vice versa.&lt;br /&gt;
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&#039;&#039;&#039;Division Support&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These are the rarest systems in your army, and often among the most expensive options. Historically, it would be things like air support, heavy artillery or attached helicopter squadrons. This varies from nation to nation: some countries have platforms that serve [[AMX Roland|crucial support roles but won&#039;t win the war for you]] to [[ADATS|snowflake units that provide the teeth to your force]]. These options are open to all company types, and should therefore be used to round out the weaknesses of your list. Additionally, platoons for troops like tanks and infantry might be purchasable here.&lt;br /&gt;
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&#039;&#039;&#039;Allied Support&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These are your &#039;Allies of Convenience&#039;, to continue the 40k analogy. Generally, only one allied formation (company, battalion, whatever) is allowed. Generally this would mean NATO Allies for NATO countries, and vice versa for the Warsaw Pact (but not the Middle Eastern powers, who all want to kill each other and are much more uncaring in where they get their gear from). Additionally, smaller factions may have allied units that fall under the same lines as Divisional Support, just with a different flag. For example, Canadians have access to German Leopard 2s and American Abrams&#039; to round out their lack of modern battle tanks.&lt;br /&gt;
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These units do NOT count as platoons which add to your last stand count, so your army may rout if the last Canadian troops have been picked off even if half of your (American Allied) units are on the table. Like Division Support, this is taken to smooth out the rough edges of your list and might be very interesting if you like the idea of a British-French coalition battlegroup, or are a powergamer who just wants the best companies of each nation.&lt;br /&gt;
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As a disclaimer to the young teens reading this wiki and calling themselves a military expert, Team Yankee is a HISTORICAL FANTASY game. The models might represent real weapon systems, but the organization of lists ranges from relatively accurate to outright blasphemous. Pretty much all your tanks and artillery fired across kilometres in real life, but only fire up to several hundred meters on the tabletop. [[M247 Sergeant York|Prototypes that never made it past the testing phase can be found]], while organizational details have been simplified for gameplay purposes.&lt;br /&gt;
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For the prospective kommandant who reached this point, consider reading the rulebooks at your FLGS or read on to decide which nation might be for you.&lt;br /&gt;
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===List Archtypes===&lt;br /&gt;
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Like any other tabletop game, each army has its own pros and cons leading to very distinct archetypes: just like the real-life counterparts, an infantry company will have a much happier time holding a town than a bunch of tanks. Here are a few of the many variants, found in the tournament scene and casual table:&lt;br /&gt;
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====Mechanized Infantry====&lt;br /&gt;
Kings of the tournament scene, mechanized infantry are THE premium choice for players seeking cost efficiency, holding power or firepower in some cases. Over 90% of all infantry in the game arrives in a motorized tin can of some sort, meaning that these lists have an overabundance of machinegun fire. Some lists might use infantry fighting vehicles such as the [[BMP]] or [[Marder Zug|Marder]], but most are characterized by hordes of cheap infantry in the cheapest transports. Mechanized lists are incredibly split in specialization depending on your faction of choice as well. &lt;br /&gt;
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In tournaments, the French and British are defined by the sheer amount of Milans they can bring to the field. They may lack in firefighting capability, but their ability to destroy armoured lists are second to none. They can be used in urban operations as well, but excel in open fields where their Milans can chew through tank after tank.&lt;br /&gt;
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The Soviet, Iranian and Polish lists are the Communist equivalent of the Milan horde; trading the latest in wargear for the latest in childbearing technology. While these troops lack in weapon systems that can engage armour from a distance, they are characterized by sheer numbers coupled with 3+ morale stats allowing them to keep pushing forward when other armies would fall back.&lt;br /&gt;
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On the other end of the spectrum are the spam lists of Czechs and Iraqis. Characterized by their horrendous morale, and basic weaponry, these lists have little to no offensive capability. [[Imperial Guard|However, their low pointage allows you to bring waves of men to the field that will HOLD the line like no other.]] In an urban setting, these troops can turn all buildings on your side of the field into deathtraps for enemy armour.&lt;br /&gt;
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Somewhere in the middle are Soviet [[BTR-60|BTR]]/ [[BMP]] and Dutch [[YPR-765]] lists. Typically, these lists would feature armoured elements and focus more on punching through the weak points of the enemy&#039;s line with the superior firepower of infantry fighting vehicles complementing a couple of tanks. A jack of all trades list, these forces are capable of defending and can counterattack on a dime when required. &lt;br /&gt;
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Universally feared by all players and the cheapest unit in any force, the mechanized infantry are the benchmark of every other unit: a platoon only needs to kill 1-3 tanks to make its points back. For tournament players, prepare to build lists that counter infantry. For casual players, expect to see some form of them in every single game.&lt;br /&gt;
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====Armoured====&lt;br /&gt;
The poster boys of the game, Armoured forces rely on the overwhelming superiority of tanks to crush virtually any opposition in its path. These units represent the fastest, heaviest units in the army that are not only capable of taking ground, but holding it. Strong in standard games and deadly in larger tables, Armoured forces would be unmatched if not for their Achilles heel: overpriced units.&lt;br /&gt;
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Tank units often cost dozens of points for a single platoon, leaving them as niche choices for the average player. In a tournament setting where every point counts and every wasted unit may cost you the game, tanks are treated as specialized units in different lists. Some may use armour as [[Chieftain|firebases]]; [[M1 Abrams|maneuver elements in a hammer and anvil force]], or solely as snipers [[Leopard 2|to destroy armour]]. Regardless of their tournament viability, here are the traditional makeups of armoured lists.&lt;br /&gt;
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With unparalleled mobility and firepower, armoured lists excel on the attack. This greatly favors offensive nations such as the West Germans or the Soviet Union who can conduct ‘blitzkrieg’ tactics on the tabletop scale: rather than exploiting strategic weaknesses, these lists employ a mix of tank killers like the [[T-64]] and the [[Leopard 2]] to compliment the firepower of support tanks: outdated models that may not beat the latest metal boxes, but could chew through any other vehicle like a masochist on a sanding belt.&lt;br /&gt;
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Protection against missiles comes in the form of artillery. Other lists may occasionally get away without running artillery, but is not optional in the current meta. Used to protect your tanks from Milan spam or the tank killers of the enemy force, smoke is probably the most important task of the artillery in an armoured list, neutralizing Milans for you to get within their firing range, forcing Chieftains to move or even dividing the force to reduce the amount of return fire.&lt;br /&gt;
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The strongest armoured lists are anachronisms; with no nation having a single tank that does the job of both a tank killer and support. Hence, they are generally defined as lists that run a substantial amount of armour (two platoons or so) with singular platoons of infantry, artillery, reconnaisance, etc. For a competitive player choosing the path of an iron grave, consider using allies for access to ROF 2 brutal tanks to compliment your AT22 tank killers. If you are a Soviet player, rejoice! Your tanks all-in-one and are countered by any form of missile, tank cannon or bomber. Have fun!&lt;br /&gt;
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====Cavalry====&lt;br /&gt;
Distinct from the armoured and mechanized archetypes, cavalry forces employ fast, mobile vehicles to outmaneuver the enemy while avoiding head-on engagements with the heaviest elements of the enemy list like tanks or infantry. While WILL be employing their own infantry and tank forces, cavalry forces are defined by their reliance on autocannon-armed vehicles to destroy soft-skinned vehicles like APCs, anti-air and artillery.&lt;br /&gt;
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Generally used for reconnaissance in a combined arms list rather than serving as the frontline troops who fight and die on your behalf, the British are known for having some of the best cavalry units with the Scorpion and Scimitar coming in low, cheap and with both variants having the firepower to take on anything but battle tanks. Hampered by their mediocre moving ROF, their main purpose is to deny spearhead movement to your opponent while threatening their soft skinned vehicles, providing an extremely dangerous (but easily answered) threat that hamper much more expensive units such as infantry and tanks from doing their job on the frontline.&lt;br /&gt;
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The only true Cavalry lists seen in tournaments are US Marine LAV lists, employing hordes of moving ROF 3 LAVs to outmaneuver, threaten, and destroy soft-skinned vehicles. However, it must be noted that cavalry forces still rely on infantry and armour to actually win the game: your cavalry are force multipliers to neutralize the support elements of your opponent, not the ones who will carry the day on their own.&lt;br /&gt;
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====Air Assault====&lt;br /&gt;
Rarely seen in the tournament scene aside from Soviet VDV lists, Airborne lists employ helicopter infantry and their superior mobility to win battles. Almost universally worthless in a 6x4 game where the marginal infantry buff and loss of fighting transports can be crippling, air assault forces have a niche of larger team games spanning several maps. Whether used to grab vulnerable objectives or serve as firemen where the line is weakest, air assault troops have greatly different roles among the nations that can field them: the USA, Soviet Union and British.&lt;br /&gt;
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The American air assault list is the archetypical airborne force: lightly equipped, highly trained and absolutely deadly in firefights, these units are barely worth their weight against armour but are almost unparalleled in a firefight. Combining Soviet morale with American firepower, heliborne infantry may not be able to kill a tank to save their life but are best suited to urban warfare or any other setting where dug-in infantry must die.&lt;br /&gt;
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While the US Huey technically has its M60s, consider them one time use guns that cannot be considered fire support unlike an M113.&lt;br /&gt;
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Soviet VDV lists are THE most accurate depiction of a proper air assault operation: deploying highly trained, versatile troops in highly dangerous environments while supported with helicopter gunships. The most ‘competitive’ of the three nations, VDV troops are equipped not only to win infantry fights, but also carry the heavy weapons that make infantry what they are: unmovable rocks that take a disproportionate amount of firepower to move, while having the tools to destroy armour that strays too close. While your infantry are few, your transports are terror on rotors: enter the Hind.&lt;br /&gt;
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A flying tank unmatched by the West until the development of the Apache, the Hind is one of the only gunships with transport capacity. While nerfed by its lack of stationary ROF and 3+ to hit, Hinds have a weapon for any target. See a Merkava? The Hind can kill it. Unprotected artillery? The hind can kill it. Infantry hordes in the open? The hind can fuck them all at the same time. &lt;br /&gt;
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By playing the VDV, you are committing to a list that combines air assault and air cavalry through the investment of points into gunships. Add on some Frogfoots and the VDV becomes a tournament worthy list that preys on any meta without sufficient anti-air. Not to mention, your blue berets are more than a match for the average foot soldier from the capitalist west...&lt;br /&gt;
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The British air assault list are a competitive unit that sees fringe play, albeit as a fever dream that would make the Sergeant York wet. Worthless on their own and pathetic in a firefight, the Gordon highlanders see their niche as a Milan horde that happen to ride in helicopters.&lt;br /&gt;
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====Air Cavalry/Leafblower====&lt;br /&gt;
Air Cavalry lists, unlike their real-life equivilants, are forces that spam airpower to win battles. Combining strike aircraft with helicopter gunships, these lists aim to destroy air-defence units before destroying the enemy force piece by piece. While most nations have access to bombers and ATGM helicopters, only the USA, Soviets and French have access to true leafblower lists; given their access to gunships like the [[MI-24 Hind]], [[Cobra|Cobra]], and [[Gazelle Helicopter|Gazelle]].&lt;br /&gt;
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Prospective commanders should note that these are all-in lists with over 40 points being funnelled into airborne units and are easily countered by tournament metas. Essentially, you are praying that your opponent does not aim to counter your lists; given that Air Cavalry aims to outrace a platoon of dedicated air killers like [[SA-8 Gecko|SA-8 Geckos]] or [[Tracked Rapier|Rapier]]. Uncounterable for the casual player who does not plan ahead, and easily beaten by tournament players who do their homework. They may fufil your ride of the valkyrie fantasies, but will lead to games which end faster than your opponent&#039;s patience.&lt;br /&gt;
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Not recommended if you wish to stay friends with your opponents. Acceptable (but weak)  if you want to win games.&lt;br /&gt;
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====Combined Arms====&lt;br /&gt;
Like most tabletop games, Team Yankee favours players who can mix and match each of the previous components; diluting the strength of each troop type and compensating with the power of diversity (yay!). As implied by the previous articles, building a spam list of infantry or tanks might be acceptable in a multiplayer game but will lead to your quick and laughable defeat in a competitive 1v1 game. Without artillery, your infantry and tanks can’t attack without taking a million casualties. Without cavalry, your tanks risk being flanked and blown up. Without infantry, your tanks and cavalry will not take objectives.&lt;br /&gt;
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The overwhelming majority of competitive lists feature an infantry or armoured company with support elements to cover all angles. While an infantry list might see itself playing the defensive under ideal circumstances, the counterblow from a tank platoon coming from reserves can decisively swing games in your favour. Similarly, armoured lists require smoke to cover the advance of your tanks or mounted infantry. Experienced players may dabble in ‘all-in’ lists, but you, prospective general, will find the best results when your lists have no clear weakness.&lt;br /&gt;
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Want to muddy the mixture? Consider taking combat troops as allies with your ‘chosen’ nation providing nothing more than combat (and moral) support.&lt;br /&gt;
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Mandatory:&lt;br /&gt;
2-6 Combat Troops (2 platoons of tanks or infantry, 1 platoon of infantry/tanks)&lt;br /&gt;
1-2 Artillery (for smoke and pinning)&lt;br /&gt;
1-4 Recon (for spearheading and/or denying spearheads)&lt;br /&gt;
1-2 Air Defence (Multirole air defence acceptable below 26 points, dedicated air defence required above 30 points)&lt;br /&gt;
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Optional:&lt;br /&gt;
1-2 Air support (used as suicide units)&lt;br /&gt;
1-1 Armoured ATGM carriers (overlaps with combat troops)&lt;br /&gt;
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==The Forces of WW3==&lt;br /&gt;
With the new Ally rules, take the following with a pinch of salt. Using the combat units of an ally faction as the bulk of your force while keeping your &#039;actual&#039; faction for its support choices is a totally legal (if cheesy) option. The scores are strictly in relation to one another; and does not account for terrain, list building and other stuff.&lt;br /&gt;
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 The Breakdown Scores:&lt;br /&gt;
 5: Auto-include for competitive lists.&lt;br /&gt;
 4: Good for the purpose, if overshadowed by other factions.&lt;br /&gt;
 3: Not terrible, but needs a good reason to be included.&lt;br /&gt;
 2: Not recommended due to inefficiency.&lt;br /&gt;
 1: Overshadowed by other options in the same force organisation. &lt;br /&gt;
 -: Role filled by Allied units within the force organisation. Minor nations only.&lt;br /&gt;
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===NATO===&lt;br /&gt;
{{topquote|The Parties to this Treaty reaffirm [...] [t]hey are determined to safeguard the freedom, common heritage and civilisation of their peoples, founded on the principles of democracy, individual liberty and the rule of law. They seek to promote stability and well-being in the North Atlantic area. They are resolved to unite their efforts for collective defence and for the preservation of peace and security. They therefore agree to this North Atlantic Treaty|The North Atlantic Treaty}}&lt;br /&gt;
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The free world takes their freedom seriously, and armies operate very differently from one another. Entries for similar units (M113 mortars) will have different roles when used in another nation, while most countries have their own unique units which may similar versions but nothing completely identical. NATO is generally more beginner friendly, but varies between nations when it comes to cost and budgeting. &lt;br /&gt;
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====United States of America====&lt;br /&gt;
{{topquote|I can no longer sit back and allow Communist infiltration, Communist indoctrination, Communist subversion and the international Communist conspiracy to sap and impurify all of our precious bodily fluids.|General Jack D. Ripper}}&lt;br /&gt;
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&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 1/5 (excellent for beginners!)&lt;br /&gt;
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They may not have shown up on time for the last two world wars, but they sure have brought some firepower into this one. The principal founder of NATO and its strongest military power, the United States moved immediately to bring its full strategic might to bear against the seemingly-endless masses charging west from behind the Iron Curtain.&lt;br /&gt;
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Three of the U.S.A.&#039;s armed forces feature in this game, primarily their Army; the United States Army is one of the most technologically advanced forces on the Battlefield.  An all-volunteer force, the average US Soldier is backed up by some of the most advanced weapon systems  rumbling into war with them (including the first ever METUL BOX). Particularly the principal tank of the US forces in Europe, the M1 Abrams is arguably the most influential main battle tank of the 80s, influencing almost every other tank design in the Western world.&lt;br /&gt;
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&#039;&#039;Stripes&#039;&#039; covers most frontline combat units in the US Armed Forces, from an Amphibious Assault Unit to an Airborne Infantry Company. Their units may not be the best in the world, but you have so many options in your list that you should have a counter for anything your opponent brings up. This versatility makes them the only faction to rival the Soviets, matching their cost efficiency with incredibly flexible listbuilding.&lt;br /&gt;
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For players concerned with historical accuracy, remember to toss out the Yorks, RDF/LTs and the Hueys (except for Marine Airborne)!&lt;br /&gt;
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Defining Units: [[M1 Abrams]], [[M163 VADS]]&lt;br /&gt;
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;Strengths  &lt;br /&gt;
*Most versatile faction in the game, with options to fill almost all roles.&lt;br /&gt;
*Ideal for Armored and combined arms playstyles, with the flexibility to attack or defend.&lt;br /&gt;
*Decently easy to learn, and is rather straightforward.&lt;br /&gt;
*Ability to upgrade entire force to carry AT23 TOW2s&lt;br /&gt;
*Capitalism&lt;br /&gt;
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;Weaknesses &lt;br /&gt;
*Second most expensive faction in-game. &lt;br /&gt;
*Poor cost efficiency compared to other NATO equivalents. &lt;br /&gt;
*The TOW tax quickly adds up.&lt;br /&gt;
*Capitalism.&lt;br /&gt;
*Can&#039;t point out the enemy on a map.&lt;br /&gt;
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 The Breakdown:&lt;br /&gt;
 Infantry: Solid and cost-efficient. 4/5&lt;br /&gt;
 Transports: The best &#039;free&#039; transports in the game. 3/5&lt;br /&gt;
 Tanks: All the flavors of M1s. 4/5&lt;br /&gt;
 Anti-Tank: No longer cost efficient, but packing serious heat. 4/5&lt;br /&gt;
 Recon: Decent Army options, Good Marine options. 3/5&lt;br /&gt;
 Artillery: Decent, if expensive mortars. 3/5&lt;br /&gt;
 Aircraft: Best helicopters, mediocre aircraft. 4/5&lt;br /&gt;
 Anti-Air: Overpriced. Where&#039;s the air force?? 2/5&lt;br /&gt;
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{{US Forces in Team Yankee}}&lt;br /&gt;
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====Great Britain====&lt;br /&gt;
{{topquote|Why do you suppose we went into it?&amp;quot;&amp;lt;br&amp;gt;&amp;quot;To strengthen the brotherhood of free western nations.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Oh really, we went in to screw the French by splitting them off from the Germans.|Yes, Minister}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 2/5 (Good for beginners and vets!)&lt;br /&gt;
&lt;br /&gt;
Steadfast, courageous, and absolutely devoted to their time-honoured traditions of tea, crumpets, and silly hats, the British Armed Forces became a founding member of NATO after World War II, in which they earned great fame for their many triumphs over impossible odds. Two major commands, British Army of the Rhine and Royal Air Force Germany, were dedicated to stand guard against the threat of Soviet invasion and have dutifully done so for 40 years. The British military is well-known for its discipline, professionalism, and for actually showing up on time for world wars (not like those louts across the pond).&lt;br /&gt;
&lt;br /&gt;
Thanks to a little disagreement on the far side of the Atlantic in 1982 (not to mention the decades long troubles in Northern Ireland), the British military is one of only a few in NATO with combat veterans in its ranks going into the fight. They may not have the numbers or superpower status that they did in the glory days of the Empire, but as Argentina could tell you, they can still fight with the best of them. When the Warsaw Pact barged westward and brought war to Europe for the third time in a century, the British forces in West Germany stubbornly refused to give ground, forcing their enemy to bypass them rather than sacrifice the entire invasion&#039;s timetable. The rules for these tea-chugging bastards are found in “Iron Maiden” and updated rules can be found in &amp;quot;WW3: British&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Brits lack the cutting-edge advanced technology of the other NATO forces (Advanced Stabilisers, Thermal Imaging except on the Challenger) but compensate with sheer firepower and ridiculously well-armoured tanks. Thanks to their Assault 3+ Infantry and abundance of units which benefit from staying still and taking potshots like the Chieftain and Milan, the British excel on the defence; sipping tea and destroying anything which strolls into their fields of fire. Should the enemy fix bayonets, you have assault 3+ on most infantry and vehicles, a lynchpin that makes the entrenched British rifleman one of the most resilient units in the game. &lt;br /&gt;
&lt;br /&gt;
Also there is one other slight thing to mention with regard to the British during this time period: they are Troubled, the good Friday agreement which ended (or at least paused) The Troubles would not be signed for another 13 years (1998). What does that mean for team Yankee? well likely nothing but in real life you could bet your ass the Soviets would love to pour gasoline on that little fire to try and distract the Brits, so if we ever get a partisan list or something, maybe keep an eye open for that. &lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Chieftain]], [[Milan Section (Mechanized)|Milan Section]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*One of the strongest factions on the defensive.&lt;br /&gt;
*Best infantry in the game with plentiful ATGMs on human (and armored) platforms.&lt;br /&gt;
*Ideal for defensive or infantry players.&lt;br /&gt;
*Has the almost invincible, if overcosted, Challenger.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Lacks units that can effectively fight while on the move.&lt;br /&gt;
*Seriously struggles to damage heavy MBTs.&lt;br /&gt;
*Vulnerable to smoke and rushes; units rely on staying still to deliver the most firepower.&lt;br /&gt;
*Commonly seen as the seal clubber&#039;s favorite due to superior infantry stats and milan spam, which makes new players ragequit.&lt;br /&gt;
*Everything, absolutely &#039;&#039;everything&#039;&#039; stops for tea at four o&#039;clock.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown: &lt;br /&gt;
 Infantry: Excellent defence and long ranged AT, poor offensive abilities. 4/5&lt;br /&gt;
 Transports: Average APCs and IFVs alike. 3/5&lt;br /&gt;
 Tanks: Expensive, armoured monsters with deadly firepower but incapable of mobile warfare. 4/5&lt;br /&gt;
 Anti-Tank: Excellent options for dealing with previous generation tanks, struggles against 20+ armour. 3/5&lt;br /&gt;
 Recon: Dangerous but squishy. 3/5&lt;br /&gt;
 Artillery: Good mid-low caliber pieces. 4/5&lt;br /&gt;
 Aircraft: Best bomber, overcosted helicopters. 3/5&lt;br /&gt;
 Anti-Air: Excellent Rapier, ludicrously good Marksman, mediocre Spartan Blowpipe. 4/5&lt;br /&gt;
&lt;br /&gt;
{{British Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====West Germany====&lt;br /&gt;
{{topquote|Well that certainly doesn&#039;t apply to the Germans...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;No no, they went in to cleanse themselves of genocide and apply for readmission to the human race.|Yes, Minister}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (Challenging listbuilding.)&lt;br /&gt;
&lt;br /&gt;
Following the complete destruction of Nazi Germany in 1945, about half of the country was occupied by the British, French and Americans, who merged their three occupation zones to form the Federal Republic of Germany. From its capital in Bonn, West Germany&#039;s leaders have focused their efforts on redeeming (West) German standing in the world through a restored representative democracy, a careful and conservative foreign and defense policy, and some truly outstanding cars, wurst and beer. And thanks to their longstanding membership in the NATO alliance, (half of) Germany gets to be the &#039;&#039;good guys&#039;&#039; this time!&lt;br /&gt;
&lt;br /&gt;
West Germany was the first featured expansion in &amp;quot;Team Yankee,&amp;quot; centering around the Bundeswehr&#039;s Heer, one of two current successors to the legendary German Army of the past. With their homeland invaded for a second time by their enemy from two previous world wars, the West Germans are intensely motivated and have all the tenacity, discipline and professionalism of their fathers and grandfathers. Their former countrymen, the East Germans, are among the leading forces of the Warsaw Pact, making the war especially personal as both German armies do their utmost to see that their cause triumphs. The West Germans are literally battling in their own streets, homes and fields, while the East Germans are leaping at their chance to forge a unified, socialist Germany. The Rules for the West Germans can be found in &amp;quot;West German&amp;quot;, which replaced Leopard and Panzertruppen.&lt;br /&gt;
&lt;br /&gt;
The West Germans have continued the famous German tradition of quality over quantity and then some: their units rank among the very best (and most expensive) in the entire game. The perfect example is the Leopard 2, a monument to armoured superiority that costs eleven points per tank, as opposed to a mere four per tank for the East Germans&#039; T-72M. One exception is the Leopard 1; your budget tank at 3 points. In addition to Thermal Imaging, they field devastating units like the Gepard Flakpanzer and the Panavia Tornado fighter-bomber, which can make their points back over several times in the hands of an effective commander. A well-balanced army capable of different playstyles, but ultimately held back by its inability to sustain losses. Expect to be outnumbered 2-1 against NATO, or 3-1 or even 4-1 against PACT forces.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Leopard 2]], [[Marder II Zug]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Strongest armoured units in the game.&lt;br /&gt;
*Soviet-equivalent morale.&lt;br /&gt;
*Ideal for aggressive or challenge-seeking players.&lt;br /&gt;
*Hard-hitting units that can punish your opponent&#039;s mistakes very harshly.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Small units with some of the game&#039;s most expensive models.&lt;br /&gt;
*Poorly suited to attrition tactics. &lt;br /&gt;
*Ex-Nazis.&lt;br /&gt;
*Forgot their cold-weather gear AGAIN.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Effective, but few and expensive. 2/5&lt;br /&gt;
 Transports: Strongest transport in the game, but no built-in missile. 4/5&lt;br /&gt;
 Tanks: Overcosted Leopard 2s, decent Leopard 1s. 2/5&lt;br /&gt;
 Anti-Tank: ATGMs expensive and few. Role filled by Leopard 2s. 1/5&lt;br /&gt;
 Recon: Cheap and dangerous. 3/5&lt;br /&gt;
 Artillery: Solid NATO artillery. 4/5&lt;br /&gt;
 Aircraft: Good bomber, overcosted helicopters. 2/5&lt;br /&gt;
 Anti-Air: Versatile, competitive options. 4/5&lt;br /&gt;
&lt;br /&gt;
{{West German Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====France====&lt;br /&gt;
{{Topquote|Going to war without France is like going hunting without an accordion.|Jed Babben}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3/5 (Beginner unfriendly, many glass cannons.)&lt;br /&gt;
&lt;br /&gt;
The gall of those cultureless, crass Americans! We hate all of them! Our king bankrupted us to save them in their &amp;quot;Revolutionary War,&amp;quot; and now they make memes of us on the internet! &lt;br /&gt;
&lt;br /&gt;
Despite the many dank memes and jokes about French military incompetence on the internet today, France has a long, long history of kicking ass with one of the largest and most powerful armed forces in human history. It may seem funny to mock them now, but nobody was laughing as Napoleon stomped one opponent after another into the dust, and millions of French soldiers held the line against the Kaiser&#039;s armies in the Great War, whereas the Americans couldn&#039;t be bothered to show up until 1917. France also &amp;lt;s&amp;gt;let the Germans take everything&amp;lt;/s&amp;gt; was one of the major Allied powers in World War II, and French soldiers repeatedly making last stands against the Germans bought badly-needed time for the British evacuations at Dunkirk, saving not only &amp;lt;s&amp;gt;those stupid English&amp;lt;/s&amp;gt; their British allies from getting overrun by the Nazis, but maybe also the world.&lt;br /&gt;
&lt;br /&gt;
As explained in &amp;quot;Free Nations,&amp;quot; France sort-of left NATO under Charles de Gaulle, a... very complicated man whose egomania could well have one-upped Douglas MacArthur if they hadn&#039;t been kept on totally separate sides of the planet. To summarize, de Gaulle fought nails and teeth (and all the rest too) to keep &#039;&#039;his&#039;&#039; France independent: politically, economically and militarily. This lead to France having its own military industry and designs and also lead to it leaving-but-not-really-leaving NATO and expelling all non-French military forces stationed on French soil. Secret agreements were made, however, and France retained the right to declare its re-integration into the NATO military alliance if it saw fit to do so; i.e. in case of WW3/something grave enough that would threaten France directly. The reasons for de Gaulle&#039;s stubbornness are multiple but the two main ones were that he wanted no part in what he fully expected to be &amp;quot;League of Nations II: Incompetence Boogaloo&amp;quot; or being pressured into sending his soldiers into conflicts where France had neither cause to nor interest in participating. Early in the events of &amp;quot;Team Yankee&amp;quot;, seeing that a major war in Europe was on the horizon for the third time in a single century, France officially rejoined NATO in full. The Communist hordes will not find us such easy prey &amp;lt;s&amp;gt;as the Germans did&amp;lt;/s&amp;gt; as they may expect, &#039;&#039;mon ami&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As of 1985, France is one of the few NATO nations with genuine combat experience after World War II, alongside the United Kingdom and the United States, and it has the third-largest number of atomic weapons in the world - a distant third behind USA and the USSR, mind you, but third-largest nonetheless. The French ORBAT is unlike any of the major military powers, with their early Cold War history covering the first and second Indochinese (Vietnam) wars and their different mission needs. The post-WWII/Indochine French army has a doctrine that can be summarized in one sentence: &amp;quot;Engage the enemy on your own terms; never his!&amp;quot;. Lacking a tank capable of trading blows with any modern platform and near-universal &amp;lt;s&amp;gt;cowardice in the ranks&amp;lt;/s&amp;gt; 5+ morale among French personnel, a French commander must rely on maneuver and a terrifying abundance of gun platforms with Brutal to cripple an enemy&#039;s force before taking significant damage. In fact, among the NATO nations, the French were the only ones to eventually adopt autoloaders for their main battle tanks (starting only with the Leclerc, though), but they also tend to come from the &#039;speed is armour&#039; school of tank design, which made them a bit glassy both in and out of the game. While similar to the Canadians in their lists naturally countering BMP and infantry spam, they lack the moosemen&#039;s balls and require a different playstyle to excel. They do have Milan spam if that&#039;s your thing though (you powergaming &#039;&#039;bâtard&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[AMX-10 RC]], [[Gazelle Helicopter|Gazelle 20mm]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Strong firepower on even the lightest units&lt;br /&gt;
*Milan AT spam on par with the Brits.&lt;br /&gt;
*Ideal for aggressive or experienced players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Weaknesses &lt;br /&gt;
*Tissue-thin armour made from stale baguettes.&lt;br /&gt;
*&amp;lt;s&amp;gt;Cowards&amp;lt;/s&amp;gt; Unreliable (seriously, do NOT expect Morale 5+ troops to stay in the fight.)&lt;br /&gt;
*Smell like bad cheese.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Good firepower but unreliable morale. 3/5&lt;br /&gt;
 Transports: You get what you pay for: very solid. 4/5&lt;br /&gt;
 Tanks: Incapable of tanking damage for the army. 3/5&lt;br /&gt;
 Anti-Tank: Milan spam just got stronger. 5/5&lt;br /&gt;
 Recon: Deadliest &#039;recon&#039; units in the game. 5/5&lt;br /&gt;
 Artillery: Lacking in utility arty. 2/5&lt;br /&gt;
 Aircraft: Fragile but VERY deadly when played well. 4/5&lt;br /&gt;
 Anti-Air: Respectable, but expensive. 3/5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &lt;br /&gt;
A Quick Note About the Morale Thing &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Almost universally in Team Yankee, the French have &#039;&#039;shit&#039;&#039; morale, and this is a little weird at first glance. After all, the &amp;quot;ha ha, France = surrender monkeys&amp;quot; meme is about as nuanced and accurate as a company of Soviet motor rifles - especially by 1985. The French army has more actual recent combat experience than nearly any other playable nation, and previous morale crises have only improved the &#039;&#039;Armée de Terre&#039;&#039;&#039;s ability to deal with such issues. So, what gives?&lt;br /&gt;
&lt;br /&gt;
Turns out, much like a few other terms for various Battlefront franchises, &amp;quot;Morale&amp;quot; is a slight misnomer. To be precise, the poor roll value that the French have isn&#039;t to represent that they are somehow more cowardly (the parallel 3+ Courage roll indicates as much), but rather to integrate French doctrine into the game, since most nation-specific special rules have been removed in order to streamline the rules. You see, in older FoW versions there used to be a dozen different special rules indicating unique attributes that would modify the two base values for specific traits. Courage, Rally, Assault and Counterattack are all new, and were created so as to whittle down the truly obscene rules clutter that was starting to really drag down games of FoW.&lt;br /&gt;
&lt;br /&gt;
But that still doesn&#039;t answer the question &#039;&#039;&amp;quot;Why are my goddamn frogs running away so much?&amp;quot;&#039;&#039;. The answer is simple: &amp;lt;s&amp;gt;the chemicals in the water turned them gay&amp;lt;/s&amp;gt; they&#039;re being ordered to retreat: the French just don&#039;t stick around for a slugging match they fully know they simply can&#039;t win! If the French learned anything from the various wars of the 20th century, it&#039;s that they have to be able to give ground for time and that they absolutely do not have the ability to engage in attritional slogs and trade casualties for the same. As they quickly realized going solo meant they would never be able to field armor in the same volumes the Soviets could, the French army doctrine evolved into a very mobile and elastic thing that put their entire emphasis on high mobility with lighter motorized units, creating a 1985 doctrine of maneuver warfare with lightly armoured units. [[skub|The more callous say they just mixed Guderian&#039;s &#039;&#039;blitzkrieg&#039;&#039; with Model&#039;s &#039;&#039;schild und schwert&#039;&#039;]], however nobody can deny they are very efficient at what they do best: hit hard, fast and overwhelmingly where the enemy doesn&#039;t expect it then redeploy before they can strike back. &lt;br /&gt;
&lt;br /&gt;
This is well-represented in-game by the French having good skill but poor morale scores. This is also why the Czechoslovaks, despite being far less motivated than the French in every respect, have a better Morale rating despite literally having worse morale. Such a broad and encompassing term as Morale isn&#039;t restricted to the one stat that shares its name, and is technically the collective sum of all the stats on the left half of the base section since it was broken into those three in the first place. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{French Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Canada====&lt;br /&gt;
{{topquote|I know a lot of you are going through separation anxiety... but there&#039;s nothing I can do about getting a Tim Hortons in Kabul.|Col. Al Howard (FYI, they did eventually get a Tim Hortons in a trailer)}}&lt;br /&gt;
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&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3/5 (Limited unit variety, technical playstyle.)&lt;br /&gt;
&lt;br /&gt;
[[Imperial Guard|Cadians!]] Wait. Not quite. Though, they too have an amazing, cost-effective and plentiful tank option. As for their place in Team Yankee, the Canadians took one look at the current infantry spam meta, and they decided that they hated it. Where the US brought their meanest guns and the West Germans brought their biggest machines, the &#039;&#039;4th CMBG&#039;&#039; showed up to the fight with a [[Leopard 1#Canada|tree grinder]], intending to reenact that scene from Fargo.  &lt;br /&gt;
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While you&#039;re fairly limited in what you can take, the options Canada does have can be both versatile and extraordinary. Between a nearly-universal +3 skill roll and an abundance of options for laying down smoke, you can acquire the firing positions you require while denying the enemy any of their own. Agility is essential to Canadian lists, using evasion rather than armour in a naturally offensive force. In essence, the Canucks seem at their best in vehicles and on the move, shadowing the enemy line until it has been withered beneath a barrage of precise and overwhelming fire.&lt;br /&gt;
&lt;br /&gt;
The Canadians apologize for borrowing American and German units, such as aircraft and heavy tank platoons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Defining Units&amp;lt;/s&amp;gt; &#039;&#039;Standard List in BMP/T-55 Meta&#039;&#039;: [[ADATS]] and as many [[Leopard 1#Canada|Leopard C1&#039;s]] as you can take&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Units tend to be agile, multi-purpose or hard-hitting. Sometimes, all three.&lt;br /&gt;
*Ideal for offensive and maneuver-minded players.&lt;br /&gt;
*Actually pretty good at fighting.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Glass cannons whose vehicles can cost a pretty pound of points.&lt;br /&gt;
*The Americans don&#039;t like you for some reason.&lt;br /&gt;
*Apologize every time they shoot at anybody.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Jack-of-all-trades, master of none. 3/5&lt;br /&gt;
 Transports: It&#039;s cheap, it&#039;s free! 3/5&lt;br /&gt;
 Tanks: Best generation-two tanks, and you can take a LOT of them. 4/5&lt;br /&gt;
 Anti-Tank: Enough TOW platforms to do damage, plus the spillover from AA. 3/5&lt;br /&gt;
 Recon: Sneaky, but not much else. 2/5&lt;br /&gt;
 Artillery: Some mortars, some howitzers. Nothing special. 3/5&lt;br /&gt;
 Aircraft: Grounded by lack of parts. -/5&lt;br /&gt;
 Anti-Air: Your primary AA platform also cracks open heavy tanks... for a price. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====The Netherlands====&lt;br /&gt;
&#039;&#039;&amp;quot;Lucas, get out of the lingerie!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 2/5 (Versatile units with some drawbacks. Beginner viable.)&lt;br /&gt;
&lt;br /&gt;
The Netherlands! A country so friendly and fun to visit that when World War III finally kicked off in August 1985, the Warsaw Pact drove a spear right through West Germany and brought the party to them. High on weed and hookah, the Dutch wade blindly into battle with a combination of dated equipment from the early 60s and the cutting edge of modern weaponry. &lt;br /&gt;
&lt;br /&gt;
Clearly influenced by the Wehrmacht of yesteryear, the Royal Netherlands Army boasts one of the toughest mechanized lists around. With the holy trifecta of Leopard 2s, IFVs and Carl Gustavs, Dutch lists have few weaknesses, with numbers and the ability to deal with armour from just about any range and IFV hordes.&lt;br /&gt;
&lt;br /&gt;
They are less advanced than their alcoholic West German brothers (infrared), but are considerably cheaper.&lt;br /&gt;
&lt;br /&gt;
The Dutch share many similarities with the Americans and the West Germans, playing as a middle ground between the two. Much of their equipment is West German in origin, from the terribly pricy Leopard 2 (with a 1 point discount, no less) to the terrifyingly effective Pantserluchtdoel PRTL, or &amp;quot;Dutch Gepard&amp;quot;. Your units have training similar to the Americans rather than the underequipped West Germans.&lt;br /&gt;
&lt;br /&gt;
The strength of the Dutch lies in their mechanized forces. While their tanks are mediocre compared to other NATO nations, they are unique in their ability to pump out infantry fighting vehicles while carrying full-sized platoons with some very scary firepower, unlike their French and German counterparts. The West Germans have also granted support units to your Dutch band of (definitely straight) brothers.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Leopard 2]], [[YPR-765]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Able to spam IFVs with infantry to boot.&lt;br /&gt;
*Ideal for mechanized players or jacks of all trades.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Long ranged anti-tank capability only from Leopard 2s.&lt;br /&gt;
*Jack-of-all-trades faction without any overpowered units.&lt;br /&gt;
*Drug peddlers.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: decent, but made deadly by virtue of their transports. 4/5&lt;br /&gt;
 Transports: It&#039;s cheap, and also the best NATO IFV. 4/5&lt;br /&gt;
 Tanks: Not great, but you don&#039;t have any other AT options. 3/5&lt;br /&gt;
 Anti-Tank: Expensive, fragile and mediocre. 2/5&lt;br /&gt;
 Recon: Does the job, but nothing more. 3/5&lt;br /&gt;
 Artillery: Below-average, but still passable. 3/5&lt;br /&gt;
 Aircraft: Our pilots are still in rehab. -/5&lt;br /&gt;
 Anti-Air: Weaker than the West Germans, but still very strong. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Dutch Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====ANZAC====&lt;br /&gt;
&#039;&#039;&amp;quot;Oi! Mate! Get off the fekkin&#039; gun and stab the bloody cunt!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (Beginner unfriendly. Vet recommended.)&lt;br /&gt;
&lt;br /&gt;
Legendary for their daring, elan and professionalism, the armed forces of Australia have a long record of making somebody &#039;&#039;very&#039;&#039; sorry that they picked a fight with the Empire. Or with Australia. Or that there was a fight going on, and the Australians heard about it and showed up. Where Canada runs in circles around the enemy and France runs away from the enemy, the Aussies and Kiwis run &#039;&#039;at&#039;&#039; the enemy. By all accounts they really shouldn&#039;t be present, they aren&#039;t even officially part of NATO (due to that whole &amp;quot;North Atlantic&amp;quot; thing), yet here they are in 1980&#039;s Germany. Down-under magic? Down-under magic. The Queen calling for aid? Or maybe has something to do with the complicated system of alliances in the pacific that were thrown around very early on in the cold war. The Aussies and Kiwis both had actually signed a treaty referred to as the ANZUS with the US in the 50&#039;s guaranteeing defensive cooperation if any hostilities were launched against them or a number of allied states, hence their military presence in Vietnam and now, in Germany. (Though historically ANZUS was falling apart at the time due to New Zealand&#039;s Nuclear-Free stance putting it at odds with the United States).&lt;br /&gt;
&lt;br /&gt;
Your PACT players are going to be wondering: &amp;quot;Wait, aren&#039;t &#039;&#039;we&#039;&#039; supposed to be ones who&#039;re invading?&amp;quot;. This will occur just as several packs of foul-mouthed Bogans roll around the corner, firing on the move and charging into melee from their tanks to show the Gopniks how it’s really done. Keep in mind, this is during an era whereby that shit should &#039;&#039;&#039;not&#039;&#039;&#039; fly. But looking at their stats, that&#039;s specifically what they&#039;re here to do. Skilled, courageous, all while packing lots of tools designed for staring the dirty communist in the eyes as you kill him. Your infantry may not be amazing, but your scorpions and leopards can literally roll over the communists with assault 3+. The Australians may not actually be in NATO at all, but having decided to show up anyway, they&#039;re polite, they&#039;re efficient, and they have a plan to kill everyone they meet.&lt;br /&gt;
&lt;br /&gt;
The ANZACS have British support units such as the Tracked Rapier and Harrier, thanks to their plea deal with the crown.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[CVRT#Kiwi Variant|Scorpion]], [[AT Land Rover]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*&#039;Tank&#039; units are nearly unmatched in close quarters, and set to win damn near &#039;&#039;every&#039;&#039; melee they enter.&lt;br /&gt;
*Ideal for you melee junkies out there.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Suffers from yet another serious lack of organic support.&lt;br /&gt;
*Units are few as is, but a lack of variety can seriously limit flexibility.&lt;br /&gt;
*Can&#039;t handle cold.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Average NATO infantry, but essential in any list. 3/5&lt;br /&gt;
 Transports: It&#039;s free I guess.... 3/5&lt;br /&gt;
 Tanks: Your tanks can shred light armor on the move while running infantry over.  4/5&lt;br /&gt;
 Anti-Tank: Good against light armor, terrible against high-end tanks. 3/5&lt;br /&gt;
 Recon: Kiwis go &#039;&#039;hard&#039;&#039;. 2/5&lt;br /&gt;
 Artillery: Mortars only, but the Brits can help you out! 2/5&lt;br /&gt;
 Aircraft: They haven&#039;t discovered aviation yet. -/5&lt;br /&gt;
 Anti-Air: It&#039;s bad. It&#039;s REALLY bad. 1/5&lt;br /&gt;
&lt;br /&gt;
{{ANZAC Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
===Warsaw Pact===&lt;br /&gt;
{{topquote|The Communists disdain to conceal their views and aims. They openly declare that their ends can be attained only by the forcible overthrow of all existing social conditions. Let the ruling classes tremble at a Communistic revolution. The proletarians have nothing to lose but their chains. They have a world to win.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Working Men of All Countries, Unite!&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;|Karl Marx, The Communist Manifesto}}&lt;br /&gt;
&lt;br /&gt;
Unlike NATO, standardization was enforced in the Warsaw Pact at most levels of the military. From the caliber of firearms to the strategies used by commanders, each country only made the slightest of adjustments. Expect little variation in equipment compared to NATO. Tactics do vary of course, but always rely on numerical superiority to win the day. Most Pact nations have inferior equipment to the Soviet Union which was historically accurate: Soviet Union entries can generally be used for your own faction. The playstyles vary more on your army list than individual factions: an infantry list is going to play very similarly, whether there are Russians or Poles in their ranks. For budget players without care for bling and army decals, consider leaving all units in the standard Russian green and they can be Russians, Czechs or Russians disguised as &amp;lt;s&amp;gt;Ukrainians&amp;lt;/s&amp;gt; Poles.&lt;br /&gt;
&lt;br /&gt;
====Soviet Union====&lt;br /&gt;
-&#039;&#039;What should a Soviet soldier do if he finds himself in an immediate vicinity of a nuclear explosion?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;Stretch out his arms and hold his assault rifle in such a way that no molten metal get on state-issued boots.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
- Soviet army joke&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3.5/5 (Tough to learn, easier to master.)&lt;br /&gt;
&lt;br /&gt;
Massive, heavily armed, and with a record of Nazi-stomping in World War II that makes the whole Western front pale in comparison, the Soviet Armed Forces were a force to be reckoned with through the entire Cold War. Far outnumbering their adversaries and their own voluntold allies, the Soviet military possessed enough tanks, artillery, aircraft, automatic rifles and machine guns to make all of NATO&#039;s vaunted quality-over-quantity ideas count for absolutely nothing in a real war. Rules for the Soviet Hordes can be found in the Team Yankee Rulebook, “Red Thunder”, and, most recently, the &amp;quot;Soviet&amp;quot; book.&lt;br /&gt;
&lt;br /&gt;
In addition to the mechanized forces of the Red Army, Red Thunder gives you the rules for running an Air Assault Battalion from the VDV. They have a totally different list from other PACT factions and were the best infantry that the PACT can buy.&lt;br /&gt;
&lt;br /&gt;
With the release of the new book, the Soviets gained access to the T-80 Shock Company formation. This elite formation is closer to a NATO force than other WarPac formations. Platoons of 2-3 tanks hit on 4+ with 3+ skill break the traditional horde structure and come with a hefty points cost to boot. They can also take a platoon of 2-3 recon BMP-3s with the same stats AND a company of BMP-3 mechanised infantry (with the option to downgrade to shock BMP-2s). Expensive as hell with the usual low ROF of Soviet armour, expect to be heavily outnumbered.&lt;br /&gt;
&lt;br /&gt;
As a Soviet player, you are the proud owner of the most advanced army among REDFOR, rivalled only by the US (in games without allies, that is). Point for point, few armies can equal your ability to bring reliable firepower. Near universal 3+ Remount and Morale ensures that your glorious Communists will (probably) never falter against the Capitalist pigs. While their 3+ to hit ensures that they suffer losses at a far greater rate, the USSR has viable units in almost every archetype. Whether it&#039;s a tank battalion, an air assault list, artillery spam or half of a motor rifle brigade, the USSR is cost-effective enough to make most archetypes work. An ideal army for the experienced or the powergamer, although you must be prepared to counter your low skill ratings.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Motor Rifle Company]], [[2S1 Carnation|2S1 Gvozdika]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Cheap, cost-effective units for all roles but tanks. Excellent morale.&lt;br /&gt;
*Ideal for veterans to Flames Of War, horde and powergamers.&lt;br /&gt;
*Communism.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Reliant on effective combined arms tactics. &lt;br /&gt;
*Units will lose 1-on-1 confrontations against most NATO counterparts.&lt;br /&gt;
*Communism.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Cheap and insanely cost-efficient. 5/5&lt;br /&gt;
 Transports: Meta defined by BMP parking lots. 5/5&lt;br /&gt;
 Tanks: Cheap but mediocre. 3/5&lt;br /&gt;
 Anti-Tank: Cheap, but tiny unit sizes. 2/5&lt;br /&gt;
 Recon: Acceptable, but not amazing. 3/5&lt;br /&gt;
 Artillery: Unreliable, weakest PACT artillery. 2/5&lt;br /&gt;
 Aircraft: Good; only competitor to the US. 4/5&lt;br /&gt;
 Anti-Air: Cheap but deadly. 5/5&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====East Germany====&lt;br /&gt;
&#039;&#039;&amp;quot;For the protection of the workers&#039; and the peasants&#039; power&amp;quot; &#039;&#039; &lt;br /&gt;
-Motto of the Volksarmee&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4.5/5 (Weak units and weak list. Vets only.)&lt;br /&gt;
&lt;br /&gt;
After getting stomped into oblivion by the Soviets during World War II, half of Germany has been rebuilt in the Soviet image. Founded in the mid-1950s, the armed forces of the German Democratic Republic, known as the Nationale Volksarmee (National People&#039;s Army), [[Mordian Iron Guard|combine Prussian heritage, iconic German military discipline, and Soviet mass-unit doctrine]] to forge one of the most formidable enemies NATO will ever face on the battlefield. Even though they must make do with downgraded Soviet export equipment, they fight with a tenacity that rivals that of their forefathers. NATO military officers have consistently rated the NVA as the best force in the Warsaw Pact based on its discipline, thoroughness of training, and the leadership ability of its commissioned officers. Following Soviet tradition, the Volksarmee lends the names of various Communist heroes to regimental-sized units and above, such as Panzerregiment 23 &amp;quot;Julian Marchlewski&amp;quot;, one of the three armored regiments of the 9th Panzer Division. Rules for the East Germans are found in “Volksarmee.”&lt;br /&gt;
&lt;br /&gt;
As the Volksarmee you stare enviously at USSR-Sempai and employ 30-year-old tanks with such reckless ambition that an Imperial Guardsman would question your value for human life. Your soldiers are as zealous as your Soviet counterparts and have more skill than &amp;lt;s&amp;gt;the illiterate peasants in the Red Army&amp;lt;/s&amp;gt; your honored Soviet allies. The downside you might ask? You are using whatever even the &#039;&#039;Soviet Union&#039;&#039; thinks is too unsafe for their soldiers, using all the hand me downs with gusto. The majority of the Volksarmee gets the T-55AM2, which is great at exploding, and the first-rate armored regiments get the T-72M, which is also great at exploding but shoots better. You may be (mostly) bringing tanks from the mid-50s, but you can bring 30 of them for a little less than the cost of 2 West German tanks. Hell, even if you fight against the Soviets, you will outnumber them more than 2 to 1 (Even with both of you bringing T-72s). If you want the discount of non-Soviet PACT nations without the lopsided characteristics of the Poles or the Czechs, the National People&#039;s Army stands ready to invade capitalist-occupied West Germany at your order.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Motor_Rifle_Company#Mot-Schützen Kompanie|Motorschützen]], [[T55AM2]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Second cheapest units in the game, with rather decent stat lines.&lt;br /&gt;
*Ideal for horde players with too much money, or tactical geniuses.&lt;br /&gt;
*Sweet spot between the elite Poles and the conscript Czechs.&lt;br /&gt;
*Communist Prussians&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Units outmatched by most NATO equivalents; West Germany has much, &#039;&#039;much&#039;&#039; better Panzers.&lt;br /&gt;
*Players must rely on superior planning to win games due to the VAST technological gap.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown&lt;br /&gt;
 Infantry: Soviet numbers with low-end NATO stats. 3/5&lt;br /&gt;
 Transports: Like the Soviets, but slightly worse. 3/5&lt;br /&gt;
 Tanks: Useless in head-on engagements, good as flanking units. 3/5&lt;br /&gt;
 Anti-Tank: Tanks do it better than these pieces of crap. 1/5&lt;br /&gt;
 Recon: On par with Soviet Recce (AKA pretty bad). 3/5&lt;br /&gt;
 Artillery: NATO skill and Soviet arty? Pretty good! 4/5&lt;br /&gt;
 Aircraft: Decent air force. 3/5&lt;br /&gt;
 Anti-Air: Cheap but lacks high-end anti-air missiles. 3/5&lt;br /&gt;
&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Poland====&lt;br /&gt;
&#039;&#039;&amp;quot;When the Red Army makes a mess, why do we always have to clean it up?&amp;quot;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4.25/5 (Mix of decent units but nothing to write home about, with a cost that suggests more. Vets only.)&lt;br /&gt;
&lt;br /&gt;
Coming from a background of militarism, Poland has had a fairly shitty history in the 20th century. They&#039;ve been stuck in wars since the Great War (despite not being a nation), and Poland has become a plaything for the powers of Europe. Poland was the first country the Nazis occupied (as opposed to annexing), and thanks to the Soviets &amp;quot;liberating&amp;quot; them 40 years ago, by 1985 the original Polish government has been waiting to return home for nearly half a century. Yay. There&#039;s some division on that, however, as the Polish People&#039;s Army was first organized in 1943 and fought well on the Eastern Front against the Germans before establishing themselves as Poland&#039;s official armed forces for the next 40-plus years. Florian Siwicki, the Minister of Defence under the Polish People&#039;s Republic in 1985, first joined up in 1942 and has thus shot at (West) Germans before.&lt;br /&gt;
&lt;br /&gt;
The Polish People&#039;s Republic has one of the largest and strongest armies in Eastern Europe short of the Soviets (complete with their own 6th Airborne Division and a specialized amphibious landing division), and possesses its own arms industry, manufacturing more cheap tanks and guns than anybody except the USSR. Their foreign customers include the East Germans (a lot of those commie Panzers are, ironically, from a Polish factory) and those fun guys in North Korea. They&#039;ve kept the old Polish national anthem, and, bizarrely for a Soviet bloc state, the Polish People&#039;s Army provided chaplains to its troops throughout its existence. The Polish People&#039;s Army is large, well-armed, and well-trained; going into World War III, they can dish out and take plenty as the Warsaw Pact and NATO have a frank exchange of ideas over the fate of Europe and the world.&lt;br /&gt;
&lt;br /&gt;
In Team Yankee, the Poles are troops with 4+ skill, 3+ courage and 3+ rally, giving them the determination of Soviets with the skill of the NVA. Second only to the Afgantsy VDV veterans, the Poles are some of the best-trained forces of the Warsaw Pact. Despite costing almost as much as the Soviets, they have even less equipment than the East Germans with the same downgrades by PACT forces, except for a handful of special units to even the balance. Boasting the best trained motorized infantry of the PACT armies, Polish battlegroups rely on the superiority of their infantry to win the day, while vehicles serve in support roles.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Motor_Rifle_Company|Zmotory Kompania]], [[T-72M]], [[T-72B]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Reliable units unlikely to get pinned or bailed.&lt;br /&gt;
*Best PACT infantry at firefighting and attacking.&lt;br /&gt;
*Ideal for players who want a horde of morale-resistant units.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Poor anti-tank capability.&lt;br /&gt;
*2nd tier equipment with near-Soviet costs.&lt;br /&gt;
*Will carjack your vehicle wrecks.&lt;br /&gt;
&lt;br /&gt;
 Infantry: The best PACT infantry in firefights, at a cost...  3/5 &lt;br /&gt;
 Transports: Like the Soviets, but slightly worse. Few BMP-2s. 3/5&lt;br /&gt;
 Tanks: Good at flanking, bad at tanking/killing tanks. 3/5&lt;br /&gt;
 Anti-Tank: Your tanks do the job better than these things. 1/5&lt;br /&gt;
 Recon: Cheap but bad. 3/5&lt;br /&gt;
 Artillery: It kills, it&#039;s reliable! 4/5 &lt;br /&gt;
 Aircraft: Passable. 3/5&lt;br /&gt;
 Anti-Air: Pretty solid, actually. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Czechoslovakia====&lt;br /&gt;
&#039;&#039;&amp;quot;To be honest, I&#039;d rather fight for NATO. &amp;lt;small&amp;gt;please don&#039;t kill us&amp;lt;/small&amp;gt;&amp;quot;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 5/5 (For hardened vets only.)&lt;br /&gt;
&lt;br /&gt;
Ah, yes, Czechoslovakia, the Reluctant Conscript of the Warsaw Pact. Lied to and annexed by the Nazis, then brutally occupied for years, then &amp;quot;liberated&amp;quot; and forced to join the Soviet Union in the Warsaw Pact. What fun! A year ago, someone wrote (rather accurately) that the NVA were the enthusiastic conscripts taking the equipment that the Soviets were afraid of using. Now, imagine these same conscripts, but terrified of death and shivering in their boots. As of October 20, the German goblin hordes have been dethroned by the Czechs! Second-line, underequipped, cowering Slavs being shoved into battle by the Soviets and marching in hordes that would make the Chinese blush (seriously, you&#039;ll outnumber the damn East Germans in most scenarios.)&lt;br /&gt;
&lt;br /&gt;
The Czechs take the hordes concept to the next level, with their armies outnumbering the other PACT armies. As the least willing participants of the conflict, virtually all their stats are 5+ apart from 4+ skill and 4+ morale. They might have the least trustworthy men in the game, but their discounts allow you to bring enough 125mm cannons and RPGs that a pinned/bailed unit won&#039;t save your opponent from the wall of firepower you can produce. The Czechs favour two playstyles: an aggressive list with enough T-72Ms to ignore losses or a defensive list that literally buries your side of the table with men.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[T-72M]], [[Dana SpGH]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Units are 20-33% cheaper than Soviet counterparts.&lt;br /&gt;
*4+ skill for aggressive tank pushes and artillery spammers.&lt;br /&gt;
*Ideal for horde players and rich blokes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Least reliable units in the game, vulnerable to pinning and morale shock. They &#039;&#039;really&#039;&#039; don&#039;t want to be there.&lt;br /&gt;
*Units without support are almost guaranteed to lose any engagements.&lt;br /&gt;
*Constantly hungover.&lt;br /&gt;
&lt;br /&gt;
 Infantry: You get a horde...but they won&#039;t listen to your orders. 2/5 &lt;br /&gt;
 Transports: Like the Poles, with untrained crews. 2/5&lt;br /&gt;
 Tanks: THE cheapest tank hordes in the game. Good for alpha strikes. 4/5&lt;br /&gt;
 Anti-Tank: No missiles that can reliably beat heavy tanks, but your T-72s fill the gap. 1/5&lt;br /&gt;
 Recon: Cheap but bad. 3/5&lt;br /&gt;
 Artillery: Cheaper, but just as deadly! 4/5 &lt;br /&gt;
 Aircraft: Passable. 3/5&lt;br /&gt;
 Anti-Air: Cheaper and scarier. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Cuba====&lt;br /&gt;
-&#039;&#039; Hasta la victoria Siempre; always until victory !&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Ernesto &amp;quot;CHE&amp;quot; Guevara&lt;br /&gt;
&lt;br /&gt;
Cuba is a rather interesting subject when it comes to the Cold War. In 1959, Castro and his forces overthrew the Batista government and established a Communist government right in America&#039;s backyard. 2 years later, the US tried and failed to topple the government through the Bay of Pigs Invasion. Then we get the missile crisis where Russia began stationing Nukes on Cuban Soil. And lets not forget the countless assassination attempts on Castro&#039;s life. In most cases, this is where the story ends, a foot note in history. Not Cuba. Throughout the Cold War (and even today) Cuba was something of an abnormality. For starters Cuba had a tendency to get involved in foreign conflicts, offering medical and military aid.  In 1973 they joined the Yom Kippur War against Israel, and so far as they&#039;re concerned (both in 1985 and 2022) that war never actually ended.  Cuban forces were very prominent in Africa, and even fought directly against the South African Defense Forces in Angola. This is turn meant that compared to their Communist Allies, Cuba had a substantial amount of military experience. Despite this and their close ties to the Soviet Bloc, Cuba never officially joined the Warsaw Pact, probably because they didn&#039;t want to so visibly poke the superpower next door. Despite this, Cuba was something of a well-regarded ally for the Soviets.  &lt;br /&gt;
&lt;br /&gt;
Do you remember when East Germany was the goblin hoards of the communist forces? I miss those days. The Cubans are what you want to play if the Czechs aren&#039;t cheap enough and the Iraqis aren&#039;t skilled enough. Armed with weaponry straight from the Arab-Israeli wars of the 1960s and 70s, they fight bravely (if suicidally) for the liberation of American working peoples. To help them in their quest, they have the skill and motivation of the East Germans, making pulling off movement orders and using artillery less incredibly frustrating thanks to their combat experience in Angola. Their best tank is the base model T-62, roughly equivalent to East German T-55AM2s, and their worst is the SU-100, a vintage WW2 tank destroyer with absolutely no redeeming qualities in this era, other than that it costs less than a point per tank. If you like large amounts of subpar equipment, lots of painting, and killing communists, Cubans are just the army for you!&lt;br /&gt;
&lt;br /&gt;
Cuba is present in the new Red Dawn book as a Warsaw Pact force. The justification for Cuba&#039;s presence is twofold. The first is that as a Communist nation right next to the US, Cuba would have been seen as an asset during any invasion of the Americas. The second is due to their presence in the movie as something of a Rear-Guard force and leader of the Spanish speaking allies.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[SU-100]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
 Infantry:&lt;br /&gt;
 Transports:&lt;br /&gt;
 Tanks:&lt;br /&gt;
 Anti-Tank:&lt;br /&gt;
 Recon:&lt;br /&gt;
 Artillery:&lt;br /&gt;
 Aircraft:&lt;br /&gt;
 Anti-Air:&lt;br /&gt;
&lt;br /&gt;
{{Cuban Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
===Middle Eastern Powers===&lt;br /&gt;
{{topquote|The whole melodrama of the Middle East would be improved if amnesia were as common here as it is in melodramatic plots.|P. J. O&#039;Rourke}}&lt;br /&gt;
What&#039;s that, the folks in Europe are shooting each other again? The War To End All Wars ended up getting another sequel?! Time for a renewed surge of violence in the Middle East! &lt;br /&gt;
&lt;br /&gt;
Apart from Turkey, which did join NATO, nobody anywhere near the Middle East (except maybe the various Soviet &amp;quot;Stans&amp;quot; depending on where exactly your draw the middle east&#039;s borders) ever actually joined NATO or the Warsaw Pact. Both of those coalitions made overtures to the various nations in that region, partly because they knew the other was going to, and partly because some of those Middle Eastern countries are absolutely loaded with oil. Iran, Iraq, and Israel are the three major players as World War III in Europe inevitably spreads into the Middle East, and the one thing they agree on is they all hate each other with pretty much equal intensity. &lt;br /&gt;
&lt;br /&gt;
In 1985, Iran is a theocratic Islamic republic that was westernizing until a few years ago when they decided to tell America to get rekd.  Their neighbor is Iraq, a one party authoritarian dictatorship enjoying the benefits of America&#039;s new &amp;quot;Fuck Iran&amp;quot; policy.  The two have been at war since 1980, and to pour gas on the fire they follow different branches of Islam.  &lt;br /&gt;
&lt;br /&gt;
Meanwhile on the coast, Israel is at war with... well pretty much everyone.  The Yom Kippur War broke out in 1973, pitting Israel against Egypt, Syria, Saudi Arabia, Algeria, Jordan, Iraq, Libya, Kuwait, Tunisia, Morocco, Sudan, Pakistan, Lebanon, and [[What|Cuba because why the fuck not]].  Officially most of these countries are still technically at war with Israel in 1985, although the fighting is mostly confined to Lebanon.  &lt;br /&gt;
&lt;br /&gt;
When WWIII winds its way into the desert, it finds two wars in full swing and a mess of complex backroom deals for arms and oil.  The easiest case to understand is Israel.  Israel in the 80&#039;s is the west&#039;s BFF, but they&#039;re regarded as a loose cannon for their tendency to [[That Guy|start shit and assassinator people]] seemingly just to remind the world that they exist.  They&#039;re also known for not throwing ANYTHING away; in a serious fight their reservists would be using WW2 vintage hardware if they had to.&lt;br /&gt;
&lt;br /&gt;
The Soviets best friend in the region is Iran, although this loyalty is only skin deep.  The Ayatollah is no communist, he simply hates the decadent, heretical westerners.  Right up until 1978 the Iranians had been getting the best hardware the west was willing to sell them.  America wanted to make Iran a big fortress of freedom keeping the Soviets away from all the oil, but the revolution threw those plans out the window.  &lt;br /&gt;
&lt;br /&gt;
Iraq for their part had never really been anyone&#039;s friend.  The Ba&#039;athist party came to power in 1967 basically because the army was really mad at Israel.  The Soviets were willing to sell them weapons but not the best stuff.  But after Iran flipped off America, the CIA and the Saudis got really interested in propping up Iraq as an angry puppet against Iran.  &lt;br /&gt;
&lt;br /&gt;
Which brings us to the most notable non-participants in WWIII, Saudi Arabia, Egypt and Turkey.  The Saudis in 1985 are disgustingly rich, chummy with NATO but not vocal about it, and very vocal about hating Israel but talk is cheap.  Meanwhile, Egypt in the 80&#039;s is under the leadership of a reformer who is less interested in war and more interested in using the Suez as an economic engine to rebuild Egypt (of course, even if Egypt were to not take sides in WW3, the Suez is just too strategically important to ignore...). Then there&#039;s Turkey. Turkey joined NATO in 1952, so it would very much be in this fight, and with it&#039;s location keeping the Black Sea fleet in the Black Sea and not causing trouble in the mediterranean, they very quickly be a front the Soviet would open to uncork that fleet and let it cause some real chaos.&lt;br /&gt;
&lt;br /&gt;
In summary, the Middle East of the 80&#039;s is a mess of ambiguous allegiances colored by both extremely old and very new animosities.  But in practical gameplay terms what it means is the opportunity to wield PACT hordes with the support of the latest western airbrrrrrrt (Iraq), or field older NATO tanks at Soviet discount prices (Iran), or shred &amp;lt;strike&amp;gt;goyim&amp;lt;/strike&amp;gt; BMP and Milan spam with equal efficiently (Israel).  &lt;br /&gt;
&lt;br /&gt;
====Israel====&lt;br /&gt;
{{topquote|Let me tell you something that we Israelis have against Moses: He took us 40 years through the desert in order to bring us to the one spot in the Middle East that has no oil.|Golda Meir}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3/5 (Effective against other Oil War armies, struggles against v2 armies)&lt;br /&gt;
&lt;br /&gt;
Forged by near-constant war since State of Israel declared its independence in 1948 (instantly starting a war as its enraged Muslim neighbors all attacked), the Israel Defence Forces stand as one of most effective armies in 20th-century history. They are an army of Jews, sworn to act as the sword and shield of the long-dreamt-of Jewish homeland, and they are both well-trained, battle-hardened, and fiercely motivated. The IDF have lived with a &amp;quot;backs to the wall&amp;quot; mentality since the beginning; they know that losing once in the wrong time and wrong place could well mean losing Israel.  But they also know that they&#039;re safer being feared; eighteen years before Team Yankee, Israel fought the Six Day War against all its neighbors and won, virtually obliterating the Egyptian and Jordanian air forces while taking the Sinai, and six years later held their gains in the Yom Kippur War.&lt;br /&gt;
&lt;br /&gt;
Driven by constant pressure and the endless threat of danger and defeat, the IDF has been extremely innovative and adaptable with their equipment right from the start. They deliberately use literally &#039;&#039;anything&#039;&#039; they can get their hands on, with an array of weaponry ranging from World War II-vintage Sten SMG&#039;s, Soviet-made Shilkas captured from their not-so-friendly Muslim neighbors, purchased American tanks and a handful of home-grown items. While the WW2 tech has been passed to the reservists by now, Team Yankee&#039;s IDF options largely ignore this ramshackle history beyond a few looted wagons, which is a shame because M50 &amp;quot;Super Shermans&amp;quot; would be fun to use. You could, if you really wanted, use &amp;quot;Flames of War&amp;quot; and &amp;quot;Fate of a Nation&amp;quot; units to put together an IDF reservist force, but that would require extra work. The IDF in any format are well-trained and well-motivated. No matter what they&#039;re driving, flying or shooting, they are skilled and brave, making them a formidable enemy to anyone who goes up against them.&lt;br /&gt;
&lt;br /&gt;
Israeli battlegroups have one of the deadliest anti-infantry arsenals with napalm bombers, tanks with Brutal and ROF 2 on the move, and infantry that could outfight the Americans&#039; legendary 82nd Airborne. Anti-armour is a clear weakness, you only have a handful of units able to punch through previous generation tanks and nothing capable of hurting the latest tanks from the front. IDF units have nearly identical stats to the West Germans: 3+ stats across the board, except for 4+ assault and courage.&lt;br /&gt;
&lt;br /&gt;
The Israelis may take allied NATO formations in their battlegroups.&lt;br /&gt;
&lt;br /&gt;
Defining Units:&lt;br /&gt;
[[Merkava]], [[Pereh]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Deadliest anti-infantry weapons currently in the game.&lt;br /&gt;
*Infantry platoons which can beat tanks, and excel at firefights.&lt;br /&gt;
*Ideal for combined arms players with some experience.&lt;br /&gt;
*The closest thing IRL has to Cadians.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Extremely few units which can penetrate 3rd generation tanks.&lt;br /&gt;
*Mediocre anti-air arsenal.&lt;br /&gt;
*Literally everyone else expects you to stab them in the back at some point.&lt;br /&gt;
*Terrified of shellfish.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Good at firefighting with strong stats but not much else. 3/5&lt;br /&gt;
 Transports: The metal box of the free world...again. 3/5&lt;br /&gt;
 Tanks: Great fire support, terrible tank killer. 3/5&lt;br /&gt;
 Anti-Tank: Seriously lacks tools to deal with heavy tanks. 2/5&lt;br /&gt;
 Recon: Mediocre, but cheap. 3/5&lt;br /&gt;
 Artillery: 3+ skill, and you have an artillery piece for every mission. 4/5&lt;br /&gt;
 Aircraft: Slightly weaker anti-armour, excellent anti-infantry. 4/5&lt;br /&gt;
 Anti-Air: Solid SPAAGs, but suffers against NATO aircraft. 3/5 &lt;br /&gt;
&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Iraq/Syria====&lt;br /&gt;
&#039;&#039;Why are we on the same side as Israel?...and why are those Abrams giving me Déjà vu?&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (The challenge of a WARPAC list, made easier with NATO allies)&lt;br /&gt;
&lt;br /&gt;
Universally feared in the Middle East as the strongest conventional military force in numbers and technology, the Iraqi Armed Forces boast a mix of Western and Soviet equipment and the largest military in the region. Despite being bested by the Israelis during the Six-Days War, the 80s Iraqis were a very respectable force in the context of a head-on conventional war. By 1990, they were the 4th largest army in the world with over 900,000 troops in the military with one of the largest tank fleets in the Middle East, though take that statement with a grain of salt about their effectiveness since by [https://en.wikipedia.org/wiki/Gulf_War 1991 they had the second largest army in Iraq]. That being said, this all took place well after 1985, when back in 1979, despite Iraq being in the Soviet sphere of influence, the US gave some material support to Iraq during the Iraq-Iran war. You can make an argument for Iraq being on either NATO&#039;s or PACT&#039;s side in this conflict.&lt;br /&gt;
&lt;br /&gt;
Iraqi lists are &#039;constructed&#039; at the Division level, meaning that you have access to support units that would usually be found at the company level in other armies. While you do have a few French units, your combat troops have Soviet equipment and can be expected to perform like poorly trained PACT troops. Iraqis have 4+ stats across the board, except for 5+ assault and 5+ skill. They also operate at the company level like other PACT armies.&lt;br /&gt;
&lt;br /&gt;
Uniquely for a faction with as much soviet gear as they do, Iraqis may take NATO allied formations in their battlegroups, if you&#039;ve ever fantasized about a functional Iraqi-US coalition force. In game terms, this lets you have cheap conscript horde working alongside the best of the West. If you want a tarpit of conscripts protecting objectives while your Leopard 2s or Merkavas tear things up, this is the faction for you. You also have the USAF providing air cover with Warthogs and Harriers.&lt;br /&gt;
&lt;br /&gt;
The Syrians are an official modification to the Iraqi list, losing the AMX AuF1, VCR/TH, AMX Roland, AMX-10P, US air support and all NATO allies. In exchange, they get access to the SU-25 and PACT allied formations.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[T-62M|T-62]], [[Motor Rifle Company]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Large unit sizes with a point cost between East Germans and Czechs.&lt;br /&gt;
*Access to NATO tools like the AMX-AuF1 and the Gazelle HOT.&lt;br /&gt;
*Ideal for WARPAC commanders dabbling in NATO equipment and allies.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Almost all support units at the divisional level.&lt;br /&gt;
*[[Planetary Defense Force|Units have the morale of WARPAC troops and the training of Russian conscripts.]]&lt;br /&gt;
*Addicted to nerve agents.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Tanned Pact troops with Ruskie training videos. 3/5&lt;br /&gt;
 Transports: Many mediocre options for versatility. 3/5 &lt;br /&gt;
 Tanks: Inferior to Pact tanks, in training and tech. 2/5&lt;br /&gt;
 Anti-Tank: Very fragile, but you can beat 3rd-gen tanks. 3/5&lt;br /&gt;
 Recon: Cheap scout that can&#039;t kill anything. 2/5&lt;br /&gt;
 Artillery: High-tech, average cost, low skill. 2/5&lt;br /&gt;
 Aircraft: Nothing overpowered, but you have a solution for every problem. 4/5&lt;br /&gt;
 Anti-Air: Plenty of options for the perfect AA net! 5/5&lt;br /&gt;
&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Iran====&lt;br /&gt;
{{topquote|Throw away your prayer chain and buy yourself a gun. For prayer chains keep you in stillness while guns silence the enemies of Islam.|Ayatollah Khamenei}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (Excels in the hands of veterans, unfriendly to beginners.) &lt;br /&gt;
&lt;br /&gt;
Formerly an American ally of convenience, and already at war with Iraq before World War III started in August 1985, the Islamic Republic of Iran has wound up as a de-facto ally of the atheistic Warsaw Pact. The underdogs of the Middle East, the Iranian military lack the generations of combat experience of the Israelis or the raw numbers of the Iraqis but compensate through sheer fanaticism. By the Iran-Iraq War, the Iranian military was only able to repel invading Iraqi forces thanks to foreign equipment and local militias slowing the initial Iraq advance.&lt;br /&gt;
&lt;br /&gt;
Iranian armies featured iconic Soviet platforms but typically used Western vehicles - without the latest upgrades, of course. It’s strange to see Iran side with the Soviet Union in this scenario, if only because they were one of the major backers of the Mujahideen in the Soviet-Afghan War. But politics can make for strange bedfellows indeed, and this fiercely religious state&#039;s alliance with the explicitly atheist USSR and its client states in Eastern Europe is far from the only unusual partnership of the 20th century.&lt;br /&gt;
&lt;br /&gt;
The Iranians play with NATO vehicles using PACT doctrine (holdovers from the last regime, when the Americans propped up Iran as a buffer state against the Soviet Union), operating M113s and Chieftains as the backbone of their force. The Americans and British are obviously no longer supplying spare parts, but the Iranians manage somehow, running their bizarre mishmash of NATO and WarPac machines and weapons, some of which are still in service today. Statwise, the Iranians are more fanatical than Soviets with 3+ across the board, but with 5+ assault and skill. Your illiterate hajis won&#039;t understand orders but are guaranteed to outlast nearly any foe on the battlefield in a contest of attrition. &lt;br /&gt;
&lt;br /&gt;
Iranian armies operate at the platoon level much like NATO&#039;s forces except for the Basij, and may take allied formations from the Warsaw Pact despite the communist hatred of all things religious. If you like NATO tanks, painting desert camo and &amp;lt;s&amp;gt;unironically saying Allahu Akbar &amp;lt;/s&amp;gt; getting placed on FBI watchlists, boy do I have the army for you.&lt;br /&gt;
&lt;br /&gt;
Defining Units:&lt;br /&gt;
[[Chieftain]], [[Basij Infantry Company]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Insanely cheap platoons that let you bring several companies easily.&lt;br /&gt;
*High morale means units can practically disregard pinning/bails/losses.&lt;br /&gt;
*Beige.&lt;br /&gt;
*Literal jihadists.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Extremely squishy armour formations capped at 3 tank platoons.&lt;br /&gt;
*Atrocious anti-armour capability.&lt;br /&gt;
*I hope you like painting beige.&lt;br /&gt;
*Literal jihadists.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Good balance between infantry spam and mediocre infantry. 4/5&lt;br /&gt;
 Transports: Average transports with quite a bit of choice. 3/5&lt;br /&gt;
 Tanks: Soviet tanks and outdated Chieftains. 2/5&lt;br /&gt;
 Anti-Tank: Your strongest AT platoons can&#039;t penetrate an M1IP. 1/5&lt;br /&gt;
 Recon: Passable: not bad, but not great. 3/5&lt;br /&gt;
 Artillery: A calibre for every target and every list. 4/5&lt;br /&gt;
 Aircraft: Passable anti-tank, lacks a bomber. 3/5&lt;br /&gt;
 Anti-Air: Nearly identical to PACT anti-air. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
===Unofficial Rules - Alternative Nations and Special Forces===&lt;br /&gt;
&lt;br /&gt;
Unlike the Swedish, who will undoubtedly get their own rules in years to come, you can follow the link below to play as one of the following nations: Spain (which actually joined NATO in 1982), Greece (joined NATO in 1952), Ireland, Yugoslavia, Albania, Denmark, Belgium, Romania, Switzerland, Finland, Italy, Austria, Norway, Sweden, Turkey, Hungary, Bulgaria, Portugal, Mexico, Kuwait, Luxembourg, Malta, and Cuba.&lt;br /&gt;
&lt;br /&gt;
You can also find unofficial rules for US Army Rangers, British Royal Marines, ANZAC SAS, Polish Spec Forces, Canadian Airborne, Iranian Spec Forces, East German Paratroops, Czech Airborne, French Foreign Legion, Soviet Naval Infantry, Iraqi and Syrian Republic Guard, Israeli Commandos and West German and Dutch Marines. You can even play now as Terrorists/ Guerrillas!&lt;br /&gt;
&lt;br /&gt;
https://www.researchgate.net/publication/344587741_TEAM_YANKEE_UNOFFICIAL_RULES_COMPENDIUM_-_NATIONAL_AND_SPECIAL_FORCES_RULES&lt;br /&gt;
&lt;br /&gt;
Also it&#039;s not been done &#039;&#039;yet&#039;&#039; (and probabby in bad taste to do so just yet) but you could easily cobble together a pair of army  lists to represent the Ukraine and Russian in there ongoing War given that most of the vehicles involved are already stated. The only thing you&#039;d have to figure out would be how the hell to represent drones and it be a relatively easy project.&lt;br /&gt;
&lt;br /&gt;
===The Neutral Powers===&lt;br /&gt;
&lt;br /&gt;
(Only mentioned at the BF open so far, but don’t let that get your hopes down)&lt;br /&gt;
&lt;br /&gt;
====Sweden====&lt;br /&gt;
Maintaining a policy of armed neutrality (leave us alone, we have guns) since 1814, Sweden never joined NATO despite its neighbors Denmark and Norway being among the first to sign up. The idea being that if ww3 ended up in an atomic fireball, Sweden be at the bottom of the target list and have a better then average chance of making it through, Finland had the same tactic BTW and went so far as to make literally every building a bunker to live through it.. However, it is extremely likely that in the event of a war, the Swedes would have broken their long-standing neutrality to support their Scandinavian comrades against the Communist threat to their way of coffee breaks every 2 hours.&lt;br /&gt;
&lt;br /&gt;
This actually happens in Sir John Hackett&#039;s novel &#039;&#039;The Third World War: The Untold Story&#039;&#039;, which Harold Coyle&#039;s &#039;&#039;Team Yankee&#039;&#039; is set within- the Swedes don&#039;t take kindly to the Soviet Air Force repeatedly invading their airspace to bomb Norway, and Sweden becomes a de facto NATO ally when they attack the Soviet bombers and the Soviets retaliate. So far that hasn&#039;t been made canon in Team Yankee: The Tabletop Game, but Battlefront Miniatures could change that at any time.&lt;br /&gt;
&lt;br /&gt;
The Swedish military of 1985 was armed with some of the most distinctive weapons of the Cold War thanks to their homegrown defence industry. Designs, like the Stridsvagn 103 (or &#039;S&#039; tank) and the Saab 35 &#039;Draken&#039; and 37 &#039;Viggen&#039; were strange even for the time. The Draken was of the first aircraft to successfully implement a delta-wing configuration and Viggen the canard delta layout; the design used in modern interceptor aircraft like the Rafale and the Typhoon fighter jets.  &lt;br /&gt;
&lt;br /&gt;
Sweden&#039;s infantrymen of the 80&#039;s had access to an excellent selection small arms, pragmatically picked from the best designs Europe had to offer.  Their basic kit includes Glock pistols and a domestic clones of the H&amp;amp;K G3 and the FN FNC rifles, supported with 84mm Carl-Gustafs and a bewilderingly diverse inventory of machine guns.  Their latest homegrown gadgetry at the time of Team Yankee is the then-prototype m/94 Strix, a 120mm mortar round with anti-tank heat-seeking terminal guidance; essentially a poor man&#039;s copperhead but in some sense a better overall system.&lt;br /&gt;
&lt;br /&gt;
As with other Scandinavian armies, their forces were rather small. This meant that their funding per soldier was almost equal to other Western European nations, giving them a small force of well-trained and equipped troops that constantly stink of pickled herring. &lt;br /&gt;
&lt;br /&gt;
Defining Units:&lt;br /&gt;
[[Strv 103]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Free shipping for orders above $50.&lt;br /&gt;
*Excellent cars and fishes.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Has [[Munchkin|min-maxed tanks]]&lt;br /&gt;
*Screwdriver sold separately.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Swedish Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
==FAQ/General Bulletin==&lt;br /&gt;
*There are three kinds of teams: Tank Teams, Infantry Teams, and Aircraft Teams&lt;br /&gt;
**Tank Teams include every type of ground based vehicle, not just literal tanks. It is further broken down into Armoured, Unarmoured, and Transport types&lt;br /&gt;
**Infantry Teams include all units made up of men fighting on foot&lt;br /&gt;
**Aircraft Teams are comprised of Strike Aircraft and Helicopters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For most units moving will lead to worse shooting (or not being able to shoot at all)&lt;br /&gt;
*Tactical Speed allows you to shoot after moving&lt;br /&gt;
*Dash speed prohibits shooting and the maximum distance depends on the unit and the terrain&lt;br /&gt;
*Tank Teams must roll higher than their Cross value when moving into or through terrain or immediately end their movement&lt;br /&gt;
*Movement can be enhanced using various orders based on Skill or Motivation&lt;br /&gt;
*Friendly Tank and Infantry Teams can move through each other&lt;br /&gt;
*Tank Teams can never move through other Tank Teams (except wrecks)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Units are hit based on their own Is Hit On value and not the shooting team&#039;s skill&lt;br /&gt;
**A unit&#039;s Is Hit On value is modified by Concealment, Smoke, and other factors&lt;br /&gt;
**Remaining in place and not shooting will make your units Gone To Ground&lt;br /&gt;
**Units that are Gone to Ground and also Concealed are even harder to hit&lt;br /&gt;
*Infantry, aircraft, and soft skinned vehicles that are hit must make a saving throw or be destroyed&lt;br /&gt;
**If the infantry unit is in Bullet Proof Cover the shooting team must also pass a Fire Power test     &lt;br /&gt;
**Armored vehicles take the armor value (AV) on the card, add a d6, and compare it to the shooting weapon&#039;s anti-tank (AT) value&lt;br /&gt;
***If the total is less than the shooting weapon&#039;s AT then the target fails their Armour Save (if the weapon&#039;s AT exceeding your AV by 6 or more you will automatically fail)&lt;br /&gt;
***If the total is the same as the shooting weapon&#039;s AT then the target also fails but the shot does limited damage&lt;br /&gt;
***Failing an Armour Save does not mean automatic destruction. If the shooting unit then fails a Firepower roll the target stays alive (but is possibly Bailed Out)&lt;br /&gt;
***The hull and turret are considered separately. Roll a d6 if both are exposed. On a 4+ the turret (if there is one) is hit instead of the hull&lt;br /&gt;
****This only matters if the shooting unit is flanking the target (behind a line drawn across the front of the hull or turret)                              &lt;br /&gt;
*Long Range shooting carries a penalty to hit and AT (but this is often negated by rules for Laser Range Finders or Guided Missile technology)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You will find the rules on the back of cards, but just in case you&#039;re simply browsing, here are what they all mean&lt;br /&gt;
**Brutal: Forces infantry units to reroll saves against this weapon&lt;br /&gt;
**Laser Rangefinder: Negates penalty of shooting at longer range&lt;br /&gt;
**Advanced Stabilizer: Increases the units maximum Tactical Speed&lt;br /&gt;
**Stabilizer: Increases the units maximum Tactical Speed, but adds a penalty to shooting when moving beyond the standard Tactical Speed&lt;br /&gt;
**Dedicated AA: Allows you to use full ROF against air units instead of just one die&lt;br /&gt;
**HEAT: Negates Firepower penalty for Long Range&lt;br /&gt;
**Guided: Negates hit penalty for Long Range&lt;br /&gt;
**Thermal Imaging: Allows unit to ignore smoke, friendly or foe&lt;br /&gt;
&lt;br /&gt;
==Books==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Team-Yankee-cover.jpg|Da Big Rulebook&lt;br /&gt;
File:Iron Maiden Cover.jpg|Iron Maiden&lt;br /&gt;
File:Leopard Cover.jpg|Leopard&lt;br /&gt;
File:Panzertruppen Cover.jpg|Panzertruppen: sort of an addendum to Leopard&lt;br /&gt;
File:Volksarmee Cover.jpg|Volksarmee&lt;br /&gt;
File:FW909.jpg|Red Thunder&lt;br /&gt;
File:Stripes cover.jpg|Stripes &lt;br /&gt;
File:Freenationscover.jpg|Free Nations&lt;br /&gt;
File:Czech book.jpg|Czechoslovak Peoples Army&lt;br /&gt;
File:Polish book.jpg|Polish Peoples Army &lt;br /&gt;
File:Oilwar.jpg|Oil War &lt;br /&gt;
File:WWIII-BRITISH-cover.jpg|British Book II&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:McPizza_King.jpg|Ramirez! Defend the &amp;lt;s&amp;gt;Burgertown&amp;lt;/s&amp;gt; McPizza King!&lt;br /&gt;
File:Lynx &amp;amp; Btr-60s.jpg|&#039;&#039;Gott im Himmel&#039;&#039; there&#039;s hundreds of them!&lt;br /&gt;
File:Marinecorps AAVP7.jpg|ONE TWO THREE FOUR, I LOVE THE MARINE CORPS!&lt;br /&gt;
File:CheiftainvsT64.jpg|Take that you dastardly Russians!&lt;br /&gt;
File:Afgantsy Choppers.jpg|Like a swarm of angry hornets.&lt;br /&gt;
File:Cheiftain on the road.jpg|Yes, the might of Great Britain has arrived.&lt;br /&gt;
File:New Bradley Mini.jpg|&lt;br /&gt;
File:Desert Bradley.jpg|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.team-yankee.com/ The Official Team Yankee website]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/playlist?list=PLrwatpGKP655UI1CjcmKQrcY5uiO_HHB7/ A somewhat outdated starter guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wargames]]&lt;br /&gt;
[[Category:Battlefont Miniatures]]&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Flames Of War]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:4500:A540:2992:1C47:E8CE:335B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Team_Yankee&amp;diff=471734</id>
		<title>Team Yankee</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Team_Yankee&amp;diff=471734"/>
		<updated>2023-02-03T09:30:49Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:4500:A540:2992:1C47:E8CE:335B: /* Unofficial Rules - Alternative Nations and Special Forces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Team-Yankee-cover.jpg|250px|right|thumb|FREEDOM, BITCHES!!!]]&lt;br /&gt;
&#039;&#039;&amp;quot;Sunday, August 4, 1985 the Warsaw Pact thundered across the Iron Curtain. 6 Soviet Armies, backed up by the forces of Poland, Czechoslovakia, and East Germany, hammered into the NATO forces guarding the border. The Americans, supported by the armies of West Germany, Britain, and France, are strained to the breaking point at the Soviet Advance. It is 1985, and the Cold War has just gone hot.&amp;quot;&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
Welcome soldier to Team Yankee, Battlefront Miniatures&#039; alternate history game where World War 3 breaks out on the fields of central Germany. Maybe you&#039;re here for the cool tanks, maybe you&#039;re here to fight to spread your preferred form of economic system, or maybe you&#039;re here to titillate your acronym fetish. Team Yankee is based on the book of the same name by Harold Coyle, the story of Team Yankee follows a unit of the US Army named Team Yankee (of course) as they struggle to hold off those damn commies, with viewpoints from the other armies added in their respective Army rule book.&lt;br /&gt;
&lt;br /&gt;
==The Story==&lt;br /&gt;
So, obviously the story of Team Yankee is a bit unrealistic but bear with us, alright? In 1985 the Soviet Union is dealing with mounting internal issues, and with the death of Leonid Brezhnev, the USSR was faced with a choice between Mikhail Gorbachev or another hard line communist. In our world Gorbachev was elected as the Premier of the Soviet Union, which would eventually lead to its collapse, but in the Team Yankee universe an old Stalinist took his place instead.&lt;br /&gt;
&lt;br /&gt;
Believing that after the disastrous war in Afghanistan, the best way to reassure the people of the Union&#039;s strength would be a victorious war with the West, and any seized resources could be used to immediately shore up the slumping economy (incidentally, this is probably why there was not a nuclear exchange and the subsequent destruction of the world). &lt;br /&gt;
&lt;br /&gt;
It was in the Persian Gulf that the USSR found its excuse to begin preparing for war. The Iran-Iraq war had been blazing for 4 years and though it was an active warzone, the trade of oil continued mostly unabated. That was until a pair of Iranian jets attacked and sank a Saudi tanker with huge loss of life. The United States began increasing its Naval presence in the Gulf to prevent additional attacks on commercial vessels in international waters. As part of this action, on the 27th of July, the destroyer &#039;&#039;USS Charles Logan&#039;&#039; was patrolling off the Strait of Hormuz when it was rammed by a Soviet cruiser, which was ostensibly there to do the same thing. In the confusion, both ships fired on each other before retiring to their respective ports.&lt;br /&gt;
&lt;br /&gt;
Claiming that this was a blatant attack on a Soviet warship, the Warsaw Pact issued a statement of solidarity and then began to increase troop movements toward the Iron Curtain. In response, the United States began to react in kind, and over 100,000 national guardsmen were federalized as front line combat units started moving to their wartime posts. The Warsaw Pact subsequently invaded West Germany, driving through to part of the Netherlands, but their efforts have met with stiff resistance, and the fortunes of war could soon turn the other way.&lt;br /&gt;
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==The Game==&lt;br /&gt;
Team Yankee is a 15mm (about 1:100 scale) Table Top Wargame, usually played on a standard 6x4 game table. To play Team Yankee, you will need a tape measure (both Inches and Centimeters work), a whole bunch of D6 dice, an army of models, and some friends to play with (that one will probably be the toughest, to be honest). &lt;br /&gt;
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===Playing the game===&lt;br /&gt;
&lt;br /&gt;
;Example Turn&lt;br /&gt;
What follows is a basic layout of a standard turn&lt;br /&gt;
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&#039;&#039;&#039;1. Starting Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is where most of the administrative stuff happens. Check the Morale of your formations and units, roll for reserves, rally pinned units, free bogged down tanks, remount bailed out tanks, remove smoke from the previous turn, etc. etc. etc.&lt;br /&gt;
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&#039;&#039;&#039;2. Movement Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Move your units (duh).  The amount a unit can move is dictated by the terrain they have to deal with. The majority of orders are given in this phase as well.&lt;br /&gt;
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&#039;&#039;&#039;3. Shooting Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
No problem cannot be solved through the application of superior fire power.  Team Yankee uses abstraction rather than true line of sight, meaning that tanks clearly visible behind slopes may not actually be seen due to terrain height rulings. All shooting and artillery occurs in this phase, with smoke being fired before any other shooting.&lt;br /&gt;
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&#039;&#039;&#039;4. Assault Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Time to get up close and personal. Units charge into close quarters to beat the enemy to death with their rifle butts or crush them underneath their treads. Infantry teams don’t get saves in close combat so be wary.&lt;br /&gt;
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===List Building===&lt;br /&gt;
Note that all lists are based on historically based equipment at a specific point in time, even if that equipment was unique or incredibly rare. &lt;br /&gt;
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Army lists in Team Yankee are usually built from a single book or &#039;codex&#039; which tells you what your country has access to. Each nation has different &#039;sub lists&#039; but most follow three types: armoured and mechanized infantry. Armoured companies let you bring several platoons of tanks, while mechanized infantry does the same with infantry that can come in your bog-standard metal boxes or a metal box with an autocannon. Some armies have more unique options, but those will be discussed on their respective pages.&lt;br /&gt;
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NATO armies tend to be cheaper thanks to their smaller sizes, while Pact forces have much more units that are identical across the 4 nations. If you buy an M1 it can only be used for a USA army; paint a T-72 in Soviet green (without national emblems) and it can be used in four armies.&lt;br /&gt;
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Want a cheaper single army? Buy American (or any other NATO power). Want a cheaper collection and several army lists? Buy Soviet.&lt;br /&gt;
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&#039;&#039;&#039;Force Command&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your force will always have an HQ. Your Force Commander and 2nd in Command (also known as the meatshield) represents you in the game, commanding the battle on foot or some vehicle. If the Force commander dies, your army will begin to panic. Lose too many platoons and you will immediately lose the game. At higher point games, you may have two or more force commanders to mitigate this (as you will probably be forced to utilize multiple formations to fill out the points). For NATO Players, the Force Commander is generally a company commander wielding his company and any company-level support the higher-ups have deemed to send his way. For PACT players, the Force Commander is usually at the Battalion level, which is made up of several companies, to balance out the power differential between the average NATO and Pact units.&lt;br /&gt;
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HQS usually DO NOT count as platoons for Company, or even Battalion strength. They function as 40k independent characters do, so you would have 4 units on the field whether your company commander joined a platoon or ran around on their own.&lt;br /&gt;
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&#039;&#039;&#039;Combat Platoons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
AKA Troops choice: like with 40k, each organization chart will have a minimum requirement of a Company Commander and two platoons of troops, which could be [[Motor Rifle Company|IFV-mounted infantry]] or a unit of [[Huey Rifle Platoon|heliborne infantry]]. This is where your list building starts, with the size of your unit and taking additional weaponry like anti-tank weapons, medium machine guns, or anti-air missiles.&lt;br /&gt;
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&#039;&#039;&#039;Platoon Support&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike 40k, platoon support is unique to each company. This is the reason you selected the specific Company: access to unique toys that your other companies or nations can&#039;t take. Historically, this would be a platoon from the support company of the battalion: infantry companies might have a mortar platoon, while armoured companies might have a platoon of vehicle-mounted ATGMs. Your platoon support may also have platoons of the alternate unit type: tank companies almost always have the option to take a platoon of infantry, and vice versa.&lt;br /&gt;
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&#039;&#039;&#039;Division Support&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These are the rarest systems in your army, and often among the most expensive options. Historically, it would be things like air support, heavy artillery or attached helicopter squadrons. This varies from nation to nation: some countries have platforms that serve [[AMX Roland|crucial support roles but won&#039;t win the war for you]] to [[ADATS|snowflake units that provide the teeth to your force]]. These options are open to all company types, and should therefore be used to round out the weaknesses of your list. Additionally, platoons for troops like tanks and infantry might be purchasable here.&lt;br /&gt;
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&#039;&#039;&#039;Allied Support&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These are your &#039;Allies of Convenience&#039;, to continue the 40k analogy. Generally, only one allied formation (company, battalion, whatever) is allowed. Generally this would mean NATO Allies for NATO countries, and vice versa for the Warsaw Pact (but not the Middle Eastern powers, who all want to kill each other and are much more uncaring in where they get their gear from). Additionally, smaller factions may have allied units that fall under the same lines as Divisional Support, just with a different flag. For example, Canadians have access to German Leopard 2s and American Abrams&#039; to round out their lack of modern battle tanks.&lt;br /&gt;
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These units do NOT count as platoons which add to your last stand count, so your army may rout if the last Canadian troops have been picked off even if half of your (American Allied) units are on the table. Like Division Support, this is taken to smooth out the rough edges of your list and might be very interesting if you like the idea of a British-French coalition battlegroup, or are a powergamer who just wants the best companies of each nation.&lt;br /&gt;
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As a disclaimer to the young teens reading this wiki and calling themselves a military expert, Team Yankee is a HISTORICAL FANTASY game. The models might represent real weapon systems, but the organization of lists ranges from relatively accurate to outright blasphemous. Pretty much all your tanks and artillery fired across kilometres in real life, but only fire up to several hundred meters on the tabletop. [[M247 Sergeant York|Prototypes that never made it past the testing phase can be found]], while organizational details have been simplified for gameplay purposes.&lt;br /&gt;
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For the prospective kommandant who reached this point, consider reading the rulebooks at your FLGS or read on to decide which nation might be for you.&lt;br /&gt;
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===List Archtypes===&lt;br /&gt;
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Like any other tabletop game, each army has its own pros and cons leading to very distinct archetypes: just like the real-life counterparts, an infantry company will have a much happier time holding a town than a bunch of tanks. Here are a few of the many variants, found in the tournament scene and casual table:&lt;br /&gt;
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====Mechanized Infantry====&lt;br /&gt;
Kings of the tournament scene, mechanized infantry are THE premium choice for players seeking cost efficiency, holding power or firepower in some cases. Over 90% of all infantry in the game arrives in a motorized tin can of some sort, meaning that these lists have an overabundance of machinegun fire. Some lists might use infantry fighting vehicles such as the [[BMP]] or [[Marder Zug|Marder]], but most are characterized by hordes of cheap infantry in the cheapest transports. Mechanized lists are incredibly split in specialization depending on your faction of choice as well. &lt;br /&gt;
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In tournaments, the French and British are defined by the sheer amount of Milans they can bring to the field. They may lack in firefighting capability, but their ability to destroy armoured lists are second to none. They can be used in urban operations as well, but excel in open fields where their Milans can chew through tank after tank.&lt;br /&gt;
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The Soviet, Iranian and Polish lists are the Communist equivalent of the Milan horde; trading the latest in wargear for the latest in childbearing technology. While these troops lack in weapon systems that can engage armour from a distance, they are characterized by sheer numbers coupled with 3+ morale stats allowing them to keep pushing forward when other armies would fall back.&lt;br /&gt;
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On the other end of the spectrum are the spam lists of Czechs and Iraqis. Characterized by their horrendous morale, and basic weaponry, these lists have little to no offensive capability. [[Imperial Guard|However, their low pointage allows you to bring waves of men to the field that will HOLD the line like no other.]] In an urban setting, these troops can turn all buildings on your side of the field into deathtraps for enemy armour.&lt;br /&gt;
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Somewhere in the middle are Soviet [[BTR-60|BTR]]/ [[BMP]] and Dutch [[YPR-765]] lists. Typically, these lists would feature armoured elements and focus more on punching through the weak points of the enemy&#039;s line with the superior firepower of infantry fighting vehicles complementing a couple of tanks. A jack of all trades list, these forces are capable of defending and can counterattack on a dime when required. &lt;br /&gt;
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Universally feared by all players and the cheapest unit in any force, the mechanized infantry are the benchmark of every other unit: a platoon only needs to kill 1-3 tanks to make its points back. For tournament players, prepare to build lists that counter infantry. For casual players, expect to see some form of them in every single game.&lt;br /&gt;
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====Armoured====&lt;br /&gt;
The poster boys of the game, Armoured forces rely on the overwhelming superiority of tanks to crush virtually any opposition in its path. These units represent the fastest, heaviest units in the army that are not only capable of taking ground, but holding it. Strong in standard games and deadly in larger tables, Armoured forces would be unmatched if not for their Achilles heel: overpriced units.&lt;br /&gt;
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Tank units often cost dozens of points for a single platoon, leaving them as niche choices for the average player. In a tournament setting where every point counts and every wasted unit may cost you the game, tanks are treated as specialized units in different lists. Some may use armour as [[Chieftain|firebases]]; [[M1 Abrams|maneuver elements in a hammer and anvil force]], or solely as snipers [[Leopard 2|to destroy armour]]. Regardless of their tournament viability, here are the traditional makeups of armoured lists.&lt;br /&gt;
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With unparalleled mobility and firepower, armoured lists excel on the attack. This greatly favors offensive nations such as the West Germans or the Soviet Union who can conduct ‘blitzkrieg’ tactics on the tabletop scale: rather than exploiting strategic weaknesses, these lists employ a mix of tank killers like the [[T-64]] and the [[Leopard 2]] to compliment the firepower of support tanks: outdated models that may not beat the latest metal boxes, but could chew through any other vehicle like a masochist on a sanding belt.&lt;br /&gt;
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Protection against missiles comes in the form of artillery. Other lists may occasionally get away without running artillery, but is not optional in the current meta. Used to protect your tanks from Milan spam or the tank killers of the enemy force, smoke is probably the most important task of the artillery in an armoured list, neutralizing Milans for you to get within their firing range, forcing Chieftains to move or even dividing the force to reduce the amount of return fire.&lt;br /&gt;
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The strongest armoured lists are anachronisms; with no nation having a single tank that does the job of both a tank killer and support. Hence, they are generally defined as lists that run a substantial amount of armour (two platoons or so) with singular platoons of infantry, artillery, reconnaisance, etc. For a competitive player choosing the path of an iron grave, consider using allies for access to ROF 2 brutal tanks to compliment your AT22 tank killers. If you are a Soviet player, rejoice! Your tanks all-in-one and are countered by any form of missile, tank cannon or bomber. Have fun!&lt;br /&gt;
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====Cavalry====&lt;br /&gt;
Distinct from the armoured and mechanized archetypes, cavalry forces employ fast, mobile vehicles to outmaneuver the enemy while avoiding head-on engagements with the heaviest elements of the enemy list like tanks or infantry. While WILL be employing their own infantry and tank forces, cavalry forces are defined by their reliance on autocannon-armed vehicles to destroy soft-skinned vehicles like APCs, anti-air and artillery.&lt;br /&gt;
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Generally used for reconnaissance in a combined arms list rather than serving as the frontline troops who fight and die on your behalf, the British are known for having some of the best cavalry units with the Scorpion and Scimitar coming in low, cheap and with both variants having the firepower to take on anything but battle tanks. Hampered by their mediocre moving ROF, their main purpose is to deny spearhead movement to your opponent while threatening their soft skinned vehicles, providing an extremely dangerous (but easily answered) threat that hamper much more expensive units such as infantry and tanks from doing their job on the frontline.&lt;br /&gt;
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The only true Cavalry lists seen in tournaments are US Marine LAV lists, employing hordes of moving ROF 3 LAVs to outmaneuver, threaten, and destroy soft-skinned vehicles. However, it must be noted that cavalry forces still rely on infantry and armour to actually win the game: your cavalry are force multipliers to neutralize the support elements of your opponent, not the ones who will carry the day on their own.&lt;br /&gt;
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====Air Assault====&lt;br /&gt;
Rarely seen in the tournament scene aside from Soviet VDV lists, Airborne lists employ helicopter infantry and their superior mobility to win battles. Almost universally worthless in a 6x4 game where the marginal infantry buff and loss of fighting transports can be crippling, air assault forces have a niche of larger team games spanning several maps. Whether used to grab vulnerable objectives or serve as firemen where the line is weakest, air assault troops have greatly different roles among the nations that can field them: the USA, Soviet Union and British.&lt;br /&gt;
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The American air assault list is the archetypical airborne force: lightly equipped, highly trained and absolutely deadly in firefights, these units are barely worth their weight against armour but are almost unparalleled in a firefight. Combining Soviet morale with American firepower, heliborne infantry may not be able to kill a tank to save their life but are best suited to urban warfare or any other setting where dug-in infantry must die.&lt;br /&gt;
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While the US Huey technically has its M60s, consider them one time use guns that cannot be considered fire support unlike an M113.&lt;br /&gt;
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Soviet VDV lists are THE most accurate depiction of a proper air assault operation: deploying highly trained, versatile troops in highly dangerous environments while supported with helicopter gunships. The most ‘competitive’ of the three nations, VDV troops are equipped not only to win infantry fights, but also carry the heavy weapons that make infantry what they are: unmovable rocks that take a disproportionate amount of firepower to move, while having the tools to destroy armour that strays too close. While your infantry are few, your transports are terror on rotors: enter the Hind.&lt;br /&gt;
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A flying tank unmatched by the West until the development of the Apache, the Hind is one of the only gunships with transport capacity. While nerfed by its lack of stationary ROF and 3+ to hit, Hinds have a weapon for any target. See a Merkava? The Hind can kill it. Unprotected artillery? The hind can kill it. Infantry hordes in the open? The hind can fuck them all at the same time. &lt;br /&gt;
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By playing the VDV, you are committing to a list that combines air assault and air cavalry through the investment of points into gunships. Add on some Frogfoots and the VDV becomes a tournament worthy list that preys on any meta without sufficient anti-air. Not to mention, your blue berets are more than a match for the average foot soldier from the capitalist west...&lt;br /&gt;
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The British air assault list are a competitive unit that sees fringe play, albeit as a fever dream that would make the Sergeant York wet. Worthless on their own and pathetic in a firefight, the Gordon highlanders see their niche as a Milan horde that happen to ride in helicopters.&lt;br /&gt;
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====Air Cavalry/Leafblower====&lt;br /&gt;
Air Cavalry lists, unlike their real-life equivilants, are forces that spam airpower to win battles. Combining strike aircraft with helicopter gunships, these lists aim to destroy air-defence units before destroying the enemy force piece by piece. While most nations have access to bombers and ATGM helicopters, only the USA, Soviets and French have access to true leafblower lists; given their access to gunships like the [[MI-24 Hind]], [[Cobra|Cobra]], and [[Gazelle Helicopter|Gazelle]].&lt;br /&gt;
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Prospective commanders should note that these are all-in lists with over 40 points being funnelled into airborne units and are easily countered by tournament metas. Essentially, you are praying that your opponent does not aim to counter your lists; given that Air Cavalry aims to outrace a platoon of dedicated air killers like [[SA-8 Gecko|SA-8 Geckos]] or [[Tracked Rapier|Rapier]]. Uncounterable for the casual player who does not plan ahead, and easily beaten by tournament players who do their homework. They may fufil your ride of the valkyrie fantasies, but will lead to games which end faster than your opponent&#039;s patience.&lt;br /&gt;
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Not recommended if you wish to stay friends with your opponents. Acceptable (but weak)  if you want to win games.&lt;br /&gt;
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====Combined Arms====&lt;br /&gt;
Like most tabletop games, Team Yankee favours players who can mix and match each of the previous components; diluting the strength of each troop type and compensating with the power of diversity (yay!). As implied by the previous articles, building a spam list of infantry or tanks might be acceptable in a multiplayer game but will lead to your quick and laughable defeat in a competitive 1v1 game. Without artillery, your infantry and tanks can’t attack without taking a million casualties. Without cavalry, your tanks risk being flanked and blown up. Without infantry, your tanks and cavalry will not take objectives.&lt;br /&gt;
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The overwhelming majority of competitive lists feature an infantry or armoured company with support elements to cover all angles. While an infantry list might see itself playing the defensive under ideal circumstances, the counterblow from a tank platoon coming from reserves can decisively swing games in your favour. Similarly, armoured lists require smoke to cover the advance of your tanks or mounted infantry. Experienced players may dabble in ‘all-in’ lists, but you, prospective general, will find the best results when your lists have no clear weakness.&lt;br /&gt;
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Want to muddy the mixture? Consider taking combat troops as allies with your ‘chosen’ nation providing nothing more than combat (and moral) support.&lt;br /&gt;
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Mandatory:&lt;br /&gt;
2-6 Combat Troops (2 platoons of tanks or infantry, 1 platoon of infantry/tanks)&lt;br /&gt;
1-2 Artillery (for smoke and pinning)&lt;br /&gt;
1-4 Recon (for spearheading and/or denying spearheads)&lt;br /&gt;
1-2 Air Defence (Multirole air defence acceptable below 26 points, dedicated air defence required above 30 points)&lt;br /&gt;
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Optional:&lt;br /&gt;
1-2 Air support (used as suicide units)&lt;br /&gt;
1-1 Armoured ATGM carriers (overlaps with combat troops)&lt;br /&gt;
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==The Forces of WW3==&lt;br /&gt;
With the new Ally rules, take the following with a pinch of salt. Using the combat units of an ally faction as the bulk of your force while keeping your &#039;actual&#039; faction for its support choices is a totally legal (if cheesy) option. The scores are strictly in relation to one another; and does not account for terrain, list building and other stuff.&lt;br /&gt;
 &lt;br /&gt;
 The Breakdown Scores:&lt;br /&gt;
 5: Auto-include for competitive lists.&lt;br /&gt;
 4: Good for the purpose, if overshadowed by other factions.&lt;br /&gt;
 3: Not terrible, but needs a good reason to be included.&lt;br /&gt;
 2: Not recommended due to inefficiency.&lt;br /&gt;
 1: Overshadowed by other options in the same force organisation. &lt;br /&gt;
 -: Role filled by Allied units within the force organisation. Minor nations only.&lt;br /&gt;
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===NATO===&lt;br /&gt;
{{topquote|The Parties to this Treaty reaffirm [...] [t]hey are determined to safeguard the freedom, common heritage and civilisation of their peoples, founded on the principles of democracy, individual liberty and the rule of law. They seek to promote stability and well-being in the North Atlantic area. They are resolved to unite their efforts for collective defence and for the preservation of peace and security. They therefore agree to this North Atlantic Treaty|The North Atlantic Treaty}}&lt;br /&gt;
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The free world takes their freedom seriously, and armies operate very differently from one another. Entries for similar units (M113 mortars) will have different roles when used in another nation, while most countries have their own unique units which may similar versions but nothing completely identical. NATO is generally more beginner friendly, but varies between nations when it comes to cost and budgeting. &lt;br /&gt;
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====United States of America====&lt;br /&gt;
{{topquote|I can no longer sit back and allow Communist infiltration, Communist indoctrination, Communist subversion and the international Communist conspiracy to sap and impurify all of our precious bodily fluids.|General Jack D. Ripper}}&lt;br /&gt;
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&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 1/5 (excellent for beginners!)&lt;br /&gt;
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They may not have shown up on time for the last two world wars, but they sure have brought some firepower into this one. The principal founder of NATO and its strongest military power, the United States moved immediately to bring its full strategic might to bear against the seemingly-endless masses charging west from behind the Iron Curtain.&lt;br /&gt;
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Three of the U.S.A.&#039;s armed forces feature in this game, primarily their Army; the United States Army is one of the most technologically advanced forces on the Battlefield.  An all-volunteer force, the average US Soldier is backed up by some of the most advanced weapon systems  rumbling into war with them (including the first ever METUL BOX). Particularly the principal tank of the US forces in Europe, the M1 Abrams is arguably the most influential main battle tank of the 80s, influencing almost every other tank design in the Western world.&lt;br /&gt;
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&#039;&#039;Stripes&#039;&#039; covers most frontline combat units in the US Armed Forces, from an Amphibious Assault Unit to an Airborne Infantry Company. Their units may not be the best in the world, but you have so many options in your list that you should have a counter for anything your opponent brings up. This versatility makes them the only faction to rival the Soviets, matching their cost efficiency with incredibly flexible listbuilding.&lt;br /&gt;
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For players concerned with historical accuracy, remember to toss out the Yorks, RDF/LTs and the Hueys (except for Marine Airborne)!&lt;br /&gt;
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Defining Units: [[M1 Abrams]], [[M163 VADS]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Most versatile faction in the game, with options to fill almost all roles.&lt;br /&gt;
*Ideal for Armored and combined arms playstyles, with the flexibility to attack or defend.&lt;br /&gt;
*Decently easy to learn, and is rather straightforward.&lt;br /&gt;
*Ability to upgrade entire force to carry AT23 TOW2s&lt;br /&gt;
*Capitalism&lt;br /&gt;
&lt;br /&gt;
;Weaknesses &lt;br /&gt;
*Second most expensive faction in-game. &lt;br /&gt;
*Poor cost efficiency compared to other NATO equivalents. &lt;br /&gt;
*The TOW tax quickly adds up.&lt;br /&gt;
*Capitalism.&lt;br /&gt;
*Can&#039;t point out the enemy on a map.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Solid and cost-efficient. 4/5&lt;br /&gt;
 Transports: The best &#039;free&#039; transports in the game. 3/5&lt;br /&gt;
 Tanks: All the flavors of M1s. 4/5&lt;br /&gt;
 Anti-Tank: No longer cost efficient, but packing serious heat. 4/5&lt;br /&gt;
 Recon: Decent Army options, Good Marine options. 3/5&lt;br /&gt;
 Artillery: Decent, if expensive mortars. 3/5&lt;br /&gt;
 Aircraft: Best helicopters, mediocre aircraft. 4/5&lt;br /&gt;
 Anti-Air: Overpriced. Where&#039;s the air force?? 2/5&lt;br /&gt;
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{{US Forces in Team Yankee}}&lt;br /&gt;
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====Great Britain====&lt;br /&gt;
{{topquote|Why do you suppose we went into it?&amp;quot;&amp;lt;br&amp;gt;&amp;quot;To strengthen the brotherhood of free western nations.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Oh really, we went in to screw the French by splitting them off from the Germans.|Yes, Minister}}&lt;br /&gt;
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&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 2/5 (Good for beginners and vets!)&lt;br /&gt;
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Steadfast, courageous, and absolutely devoted to their time-honoured traditions of tea, crumpets, and silly hats, the British Armed Forces became a founding member of NATO after World War II, in which they earned great fame for their many triumphs over impossible odds. Two major commands, British Army of the Rhine and Royal Air Force Germany, were dedicated to stand guard against the threat of Soviet invasion and have dutifully done so for 40 years. The British military is well-known for its discipline, professionalism, and for actually showing up on time for world wars (not like those louts across the pond).&lt;br /&gt;
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Thanks to a little disagreement on the far side of the Atlantic in 1982 (not to mention the decades long troubles in Northern Ireland), the British military is one of only a few in NATO with combat veterans in its ranks going into the fight. They may not have the numbers or superpower status that they did in the glory days of the Empire, but as Argentina could tell you, they can still fight with the best of them. When the Warsaw Pact barged westward and brought war to Europe for the third time in a century, the British forces in West Germany stubbornly refused to give ground, forcing their enemy to bypass them rather than sacrifice the entire invasion&#039;s timetable. The rules for these tea-chugging bastards are found in “Iron Maiden” and updated rules can be found in &amp;quot;WW3: British&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Brits lack the cutting-edge advanced technology of the other NATO forces (Advanced Stabilisers, Thermal Imaging except on the Challenger) but compensate with sheer firepower and ridiculously well-armoured tanks. Thanks to their Assault 3+ Infantry and abundance of units which benefit from staying still and taking potshots like the Chieftain and Milan, the British excel on the defence; sipping tea and destroying anything which strolls into their fields of fire. Should the enemy fix bayonets, you have assault 3+ on most infantry and vehicles, a lynchpin that makes the entrenched British rifleman one of the most resilient units in the game. &lt;br /&gt;
&lt;br /&gt;
Also there is one other slight thing to mention with regard to the British during this time period: they are Troubled, the good Friday agreement which ended (or at least paused) The Troubles would not be signed for another 13 years (1998). What does that mean for team Yankee? well likely nothing but in real life you could bet your ass the Soviets would love to pour gasoline on that little fire to try and distract the Brits, so if we ever get a partisan list or something, maybe keep an eye open for that. &lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Chieftain]], [[Milan Section (Mechanized)|Milan Section]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*One of the strongest factions on the defensive.&lt;br /&gt;
*Best infantry in the game with plentiful ATGMs on human (and armored) platforms.&lt;br /&gt;
*Ideal for defensive or infantry players.&lt;br /&gt;
*Has the almost invincible, if overcosted, Challenger.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Lacks units that can effectively fight while on the move.&lt;br /&gt;
*Seriously struggles to damage heavy MBTs.&lt;br /&gt;
*Vulnerable to smoke and rushes; units rely on staying still to deliver the most firepower.&lt;br /&gt;
*Commonly seen as the seal clubber&#039;s favorite due to superior infantry stats and milan spam, which makes new players ragequit.&lt;br /&gt;
*Everything, absolutely &#039;&#039;everything&#039;&#039; stops for tea at four o&#039;clock.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown: &lt;br /&gt;
 Infantry: Excellent defence and long ranged AT, poor offensive abilities. 4/5&lt;br /&gt;
 Transports: Average APCs and IFVs alike. 3/5&lt;br /&gt;
 Tanks: Expensive, armoured monsters with deadly firepower but incapable of mobile warfare. 4/5&lt;br /&gt;
 Anti-Tank: Excellent options for dealing with previous generation tanks, struggles against 20+ armour. 3/5&lt;br /&gt;
 Recon: Dangerous but squishy. 3/5&lt;br /&gt;
 Artillery: Good mid-low caliber pieces. 4/5&lt;br /&gt;
 Aircraft: Best bomber, overcosted helicopters. 3/5&lt;br /&gt;
 Anti-Air: Excellent Rapier, ludicrously good Marksman, mediocre Spartan Blowpipe. 4/5&lt;br /&gt;
&lt;br /&gt;
{{British Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====West Germany====&lt;br /&gt;
{{topquote|Well that certainly doesn&#039;t apply to the Germans...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;No no, they went in to cleanse themselves of genocide and apply for readmission to the human race.|Yes, Minister}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (Challenging listbuilding.)&lt;br /&gt;
&lt;br /&gt;
Following the complete destruction of Nazi Germany in 1945, about half of the country was occupied by the British, French and Americans, who merged their three occupation zones to form the Federal Republic of Germany. From its capital in Bonn, West Germany&#039;s leaders have focused their efforts on redeeming (West) German standing in the world through a restored representative democracy, a careful and conservative foreign and defense policy, and some truly outstanding cars, wurst and beer. And thanks to their longstanding membership in the NATO alliance, (half of) Germany gets to be the &#039;&#039;good guys&#039;&#039; this time!&lt;br /&gt;
&lt;br /&gt;
West Germany was the first featured expansion in &amp;quot;Team Yankee,&amp;quot; centering around the Bundeswehr&#039;s Heer, one of two current successors to the legendary German Army of the past. With their homeland invaded for a second time by their enemy from two previous world wars, the West Germans are intensely motivated and have all the tenacity, discipline and professionalism of their fathers and grandfathers. Their former countrymen, the East Germans, are among the leading forces of the Warsaw Pact, making the war especially personal as both German armies do their utmost to see that their cause triumphs. The West Germans are literally battling in their own streets, homes and fields, while the East Germans are leaping at their chance to forge a unified, socialist Germany. The Rules for the West Germans can be found in &amp;quot;West German&amp;quot;, which replaced Leopard and Panzertruppen.&lt;br /&gt;
&lt;br /&gt;
The West Germans have continued the famous German tradition of quality over quantity and then some: their units rank among the very best (and most expensive) in the entire game. The perfect example is the Leopard 2, a monument to armoured superiority that costs eleven points per tank, as opposed to a mere four per tank for the East Germans&#039; T-72M. One exception is the Leopard 1; your budget tank at 3 points. In addition to Thermal Imaging, they field devastating units like the Gepard Flakpanzer and the Panavia Tornado fighter-bomber, which can make their points back over several times in the hands of an effective commander. A well-balanced army capable of different playstyles, but ultimately held back by its inability to sustain losses. Expect to be outnumbered 2-1 against NATO, or 3-1 or even 4-1 against PACT forces.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Leopard 2]], [[Marder II Zug]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Strongest armoured units in the game.&lt;br /&gt;
*Soviet-equivalent morale.&lt;br /&gt;
*Ideal for aggressive or challenge-seeking players.&lt;br /&gt;
*Hard-hitting units that can punish your opponent&#039;s mistakes very harshly.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Small units with some of the game&#039;s most expensive models.&lt;br /&gt;
*Poorly suited to attrition tactics. &lt;br /&gt;
*Ex-Nazis.&lt;br /&gt;
*Forgot their cold-weather gear AGAIN.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Effective, but few and expensive. 2/5&lt;br /&gt;
 Transports: Strongest transport in the game, but no built-in missile. 4/5&lt;br /&gt;
 Tanks: Overcosted Leopard 2s, decent Leopard 1s. 2/5&lt;br /&gt;
 Anti-Tank: ATGMs expensive and few. Role filled by Leopard 2s. 1/5&lt;br /&gt;
 Recon: Cheap and dangerous. 3/5&lt;br /&gt;
 Artillery: Solid NATO artillery. 4/5&lt;br /&gt;
 Aircraft: Good bomber, overcosted helicopters. 2/5&lt;br /&gt;
 Anti-Air: Versatile, competitive options. 4/5&lt;br /&gt;
&lt;br /&gt;
{{West German Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====France====&lt;br /&gt;
{{Topquote|Going to war without France is like going hunting without an accordion.|Jed Babben}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3/5 (Beginner unfriendly, many glass cannons.)&lt;br /&gt;
&lt;br /&gt;
The gall of those cultureless, crass Americans! We hate all of them! Our king bankrupted us to save them in their &amp;quot;Revolutionary War,&amp;quot; and now they make memes of us on the internet! &lt;br /&gt;
&lt;br /&gt;
Despite the many dank memes and jokes about French military incompetence on the internet today, France has a long, long history of kicking ass with one of the largest and most powerful armed forces in human history. It may seem funny to mock them now, but nobody was laughing as Napoleon stomped one opponent after another into the dust, and millions of French soldiers held the line against the Kaiser&#039;s armies in the Great War, whereas the Americans couldn&#039;t be bothered to show up until 1917. France also &amp;lt;s&amp;gt;let the Germans take everything&amp;lt;/s&amp;gt; was one of the major Allied powers in World War II, and French soldiers repeatedly making last stands against the Germans bought badly-needed time for the British evacuations at Dunkirk, saving not only &amp;lt;s&amp;gt;those stupid English&amp;lt;/s&amp;gt; their British allies from getting overrun by the Nazis, but maybe also the world.&lt;br /&gt;
&lt;br /&gt;
As explained in &amp;quot;Free Nations,&amp;quot; France sort-of left NATO under Charles de Gaulle, a... very complicated man whose egomania could well have one-upped Douglas MacArthur if they hadn&#039;t been kept on totally separate sides of the planet. To summarize, de Gaulle fought nails and teeth (and all the rest too) to keep &#039;&#039;his&#039;&#039; France independent: politically, economically and militarily. This lead to France having its own military industry and designs and also lead to it leaving-but-not-really-leaving NATO and expelling all non-French military forces stationed on French soil. Secret agreements were made, however, and France retained the right to declare its re-integration into the NATO military alliance if it saw fit to do so; i.e. in case of WW3/something grave enough that would threaten France directly. The reasons for de Gaulle&#039;s stubbornness are multiple but the two main ones were that he wanted no part in what he fully expected to be &amp;quot;League of Nations II: Incompetence Boogaloo&amp;quot; or being pressured into sending his soldiers into conflicts where France had neither cause to nor interest in participating. Early in the events of &amp;quot;Team Yankee&amp;quot;, seeing that a major war in Europe was on the horizon for the third time in a single century, France officially rejoined NATO in full. The Communist hordes will not find us such easy prey &amp;lt;s&amp;gt;as the Germans did&amp;lt;/s&amp;gt; as they may expect, &#039;&#039;mon ami&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As of 1985, France is one of the few NATO nations with genuine combat experience after World War II, alongside the United Kingdom and the United States, and it has the third-largest number of atomic weapons in the world - a distant third behind USA and the USSR, mind you, but third-largest nonetheless. The French ORBAT is unlike any of the major military powers, with their early Cold War history covering the first and second Indochinese (Vietnam) wars and their different mission needs. The post-WWII/Indochine French army has a doctrine that can be summarized in one sentence: &amp;quot;Engage the enemy on your own terms; never his!&amp;quot;. Lacking a tank capable of trading blows with any modern platform and near-universal &amp;lt;s&amp;gt;cowardice in the ranks&amp;lt;/s&amp;gt; 5+ morale among French personnel, a French commander must rely on maneuver and a terrifying abundance of gun platforms with Brutal to cripple an enemy&#039;s force before taking significant damage. In fact, among the NATO nations, the French were the only ones to eventually adopt autoloaders for their main battle tanks (starting only with the Leclerc, though), but they also tend to come from the &#039;speed is armour&#039; school of tank design, which made them a bit glassy both in and out of the game. While similar to the Canadians in their lists naturally countering BMP and infantry spam, they lack the moosemen&#039;s balls and require a different playstyle to excel. They do have Milan spam if that&#039;s your thing though (you powergaming &#039;&#039;bâtard&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[AMX-10 RC]], [[Gazelle Helicopter|Gazelle 20mm]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Strong firepower on even the lightest units&lt;br /&gt;
*Milan AT spam on par with the Brits.&lt;br /&gt;
*Ideal for aggressive or experienced players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Weaknesses &lt;br /&gt;
*Tissue-thin armour made from stale baguettes.&lt;br /&gt;
*&amp;lt;s&amp;gt;Cowards&amp;lt;/s&amp;gt; Unreliable (seriously, do NOT expect Morale 5+ troops to stay in the fight.)&lt;br /&gt;
*Smell like bad cheese.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Good firepower but unreliable morale. 3/5&lt;br /&gt;
 Transports: You get what you pay for: very solid. 4/5&lt;br /&gt;
 Tanks: Incapable of tanking damage for the army. 3/5&lt;br /&gt;
 Anti-Tank: Milan spam just got stronger. 5/5&lt;br /&gt;
 Recon: Deadliest &#039;recon&#039; units in the game. 5/5&lt;br /&gt;
 Artillery: Lacking in utility arty. 2/5&lt;br /&gt;
 Aircraft: Fragile but VERY deadly when played well. 4/5&lt;br /&gt;
 Anti-Air: Respectable, but expensive. 3/5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &lt;br /&gt;
A Quick Note About the Morale Thing &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Almost universally in Team Yankee, the French have &#039;&#039;shit&#039;&#039; morale, and this is a little weird at first glance. After all, the &amp;quot;ha ha, France = surrender monkeys&amp;quot; meme is about as nuanced and accurate as a company of Soviet motor rifles - especially by 1985. The French army has more actual recent combat experience than nearly any other playable nation, and previous morale crises have only improved the &#039;&#039;Armée de Terre&#039;&#039;&#039;s ability to deal with such issues. So, what gives?&lt;br /&gt;
&lt;br /&gt;
Turns out, much like a few other terms for various Battlefront franchises, &amp;quot;Morale&amp;quot; is a slight misnomer. To be precise, the poor roll value that the French have isn&#039;t to represent that they are somehow more cowardly (the parallel 3+ Courage roll indicates as much), but rather to integrate French doctrine into the game, since most nation-specific special rules have been removed in order to streamline the rules. You see, in older FoW versions there used to be a dozen different special rules indicating unique attributes that would modify the two base values for specific traits. Courage, Rally, Assault and Counterattack are all new, and were created so as to whittle down the truly obscene rules clutter that was starting to really drag down games of FoW.&lt;br /&gt;
&lt;br /&gt;
But that still doesn&#039;t answer the question &#039;&#039;&amp;quot;Why are my goddamn frogs running away so much?&amp;quot;&#039;&#039;. The answer is simple: &amp;lt;s&amp;gt;the chemicals in the water turned them gay&amp;lt;/s&amp;gt; they&#039;re being ordered to retreat: the French just don&#039;t stick around for a slugging match they fully know they simply can&#039;t win! If the French learned anything from the various wars of the 20th century, it&#039;s that they have to be able to give ground for time and that they absolutely do not have the ability to engage in attritional slogs and trade casualties for the same. As they quickly realized going solo meant they would never be able to field armor in the same volumes the Soviets could, the French army doctrine evolved into a very mobile and elastic thing that put their entire emphasis on high mobility with lighter motorized units, creating a 1985 doctrine of maneuver warfare with lightly armoured units. [[skub|The more callous say they just mixed Guderian&#039;s &#039;&#039;blitzkrieg&#039;&#039; with Model&#039;s &#039;&#039;schild und schwert&#039;&#039;]], however nobody can deny they are very efficient at what they do best: hit hard, fast and overwhelmingly where the enemy doesn&#039;t expect it then redeploy before they can strike back. &lt;br /&gt;
&lt;br /&gt;
This is well-represented in-game by the French having good skill but poor morale scores. This is also why the Czechoslovaks, despite being far less motivated than the French in every respect, have a better Morale rating despite literally having worse morale. Such a broad and encompassing term as Morale isn&#039;t restricted to the one stat that shares its name, and is technically the collective sum of all the stats on the left half of the base section since it was broken into those three in the first place. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{French Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Canada====&lt;br /&gt;
{{topquote|I know a lot of you are going through separation anxiety... but there&#039;s nothing I can do about getting a Tim Hortons in Kabul.|Col. Al Howard (FYI, they did eventually get a Tim Hortons in a trailer)}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3/5 (Limited unit variety, technical playstyle.)&lt;br /&gt;
&lt;br /&gt;
[[Imperial Guard|Cadians!]] Wait. Not quite. Though, they too have an amazing, cost-effective and plentiful tank option. As for their place in Team Yankee, the Canadians took one look at the current infantry spam meta, and they decided that they hated it. Where the US brought their meanest guns and the West Germans brought their biggest machines, the &#039;&#039;4th CMBG&#039;&#039; showed up to the fight with a [[Leopard 1#Canada|tree grinder]], intending to reenact that scene from Fargo.  &lt;br /&gt;
&lt;br /&gt;
While you&#039;re fairly limited in what you can take, the options Canada does have can be both versatile and extraordinary. Between a nearly-universal +3 skill roll and an abundance of options for laying down smoke, you can acquire the firing positions you require while denying the enemy any of their own. Agility is essential to Canadian lists, using evasion rather than armour in a naturally offensive force. In essence, the Canucks seem at their best in vehicles and on the move, shadowing the enemy line until it has been withered beneath a barrage of precise and overwhelming fire.&lt;br /&gt;
&lt;br /&gt;
The Canadians apologize for borrowing American and German units, such as aircraft and heavy tank platoons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Defining Units&amp;lt;/s&amp;gt; &#039;&#039;Standard List in BMP/T-55 Meta&#039;&#039;: [[ADATS]] and as many [[Leopard 1#Canada|Leopard C1&#039;s]] as you can take&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Units tend to be agile, multi-purpose or hard-hitting. Sometimes, all three.&lt;br /&gt;
*Ideal for offensive and maneuver-minded players.&lt;br /&gt;
*Actually pretty good at fighting.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Glass cannons whose vehicles can cost a pretty pound of points.&lt;br /&gt;
*The Americans don&#039;t like you for some reason.&lt;br /&gt;
*Apologize every time they shoot at anybody.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Jack-of-all-trades, master of none. 3/5&lt;br /&gt;
 Transports: It&#039;s cheap, it&#039;s free! 3/5&lt;br /&gt;
 Tanks: Best generation-two tanks, and you can take a LOT of them. 4/5&lt;br /&gt;
 Anti-Tank: Enough TOW platforms to do damage, plus the spillover from AA. 3/5&lt;br /&gt;
 Recon: Sneaky, but not much else. 2/5&lt;br /&gt;
 Artillery: Some mortars, some howitzers. Nothing special. 3/5&lt;br /&gt;
 Aircraft: Grounded by lack of parts. -/5&lt;br /&gt;
 Anti-Air: Your primary AA platform also cracks open heavy tanks... for a price. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====The Netherlands====&lt;br /&gt;
&#039;&#039;&amp;quot;Lucas, get out of the lingerie!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 2/5 (Versatile units with some drawbacks. Beginner viable.)&lt;br /&gt;
&lt;br /&gt;
The Netherlands! A country so friendly and fun to visit that when World War III finally kicked off in August 1985, the Warsaw Pact drove a spear right through West Germany and brought the party to them. High on weed and hookah, the Dutch wade blindly into battle with a combination of dated equipment from the early 60s and the cutting edge of modern weaponry. &lt;br /&gt;
&lt;br /&gt;
Clearly influenced by the Wehrmacht of yesteryear, the Royal Netherlands Army boasts one of the toughest mechanized lists around. With the holy trifecta of Leopard 2s, IFVs and Carl Gustavs, Dutch lists have few weaknesses, with numbers and the ability to deal with armour from just about any range and IFV hordes.&lt;br /&gt;
&lt;br /&gt;
They are less advanced than their alcoholic West German brothers (infrared), but are considerably cheaper.&lt;br /&gt;
&lt;br /&gt;
The Dutch share many similarities with the Americans and the West Germans, playing as a middle ground between the two. Much of their equipment is West German in origin, from the terribly pricy Leopard 2 (with a 1 point discount, no less) to the terrifyingly effective Pantserluchtdoel PRTL, or &amp;quot;Dutch Gepard&amp;quot;. Your units have training similar to the Americans rather than the underequipped West Germans.&lt;br /&gt;
&lt;br /&gt;
The strength of the Dutch lies in their mechanized forces. While their tanks are mediocre compared to other NATO nations, they are unique in their ability to pump out infantry fighting vehicles while carrying full-sized platoons with some very scary firepower, unlike their French and German counterparts. The West Germans have also granted support units to your Dutch band of (definitely straight) brothers.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Leopard 2]], [[YPR-765]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Able to spam IFVs with infantry to boot.&lt;br /&gt;
*Ideal for mechanized players or jacks of all trades.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Long ranged anti-tank capability only from Leopard 2s.&lt;br /&gt;
*Jack-of-all-trades faction without any overpowered units.&lt;br /&gt;
*Drug peddlers.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: decent, but made deadly by virtue of their transports. 4/5&lt;br /&gt;
 Transports: It&#039;s cheap, and also the best NATO IFV. 4/5&lt;br /&gt;
 Tanks: Not great, but you don&#039;t have any other AT options. 3/5&lt;br /&gt;
 Anti-Tank: Expensive, fragile and mediocre. 2/5&lt;br /&gt;
 Recon: Does the job, but nothing more. 3/5&lt;br /&gt;
 Artillery: Below-average, but still passable. 3/5&lt;br /&gt;
 Aircraft: Our pilots are still in rehab. -/5&lt;br /&gt;
 Anti-Air: Weaker than the West Germans, but still very strong. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Dutch Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====ANZAC====&lt;br /&gt;
&#039;&#039;&amp;quot;Oi! Mate! Get off the fekkin&#039; gun and stab the bloody cunt!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (Beginner unfriendly. Vet recommended.)&lt;br /&gt;
&lt;br /&gt;
Legendary for their daring, elan and professionalism, the armed forces of Australia have a long record of making somebody &#039;&#039;very&#039;&#039; sorry that they picked a fight with the Empire. Or with Australia. Or that there was a fight going on, and the Australians heard about it and showed up. Where Canada runs in circles around the enemy and France runs away from the enemy, the Aussies and Kiwis run &#039;&#039;at&#039;&#039; the enemy. By all accounts they really shouldn&#039;t be present, they aren&#039;t even officially part of NATO (due to that whole &amp;quot;North Atlantic&amp;quot; thing), yet here they are in 1980&#039;s Germany. Down-under magic? Down-under magic. The Queen calling for aid? Or maybe has something to do with the complicated system of alliances in the pacific that were thrown around very early on in the cold war. The Aussies and Kiwis both had actually signed a treaty referred to as the ANZUS with the US in the 50&#039;s guaranteeing defensive cooperation if any hostilities were launched against them or a number of allied states, hence their military presence in Vietnam and now, in Germany. (Though historically ANZUS was falling apart at the time due to New Zealand&#039;s Nuclear-Free stance putting it at odds with the United States).&lt;br /&gt;
&lt;br /&gt;
Your PACT players are going to be wondering: &amp;quot;Wait, aren&#039;t &#039;&#039;we&#039;&#039; supposed to be ones who&#039;re invading?&amp;quot;. This will occur just as several packs of foul-mouthed Bogans roll around the corner, firing on the move and charging into melee from their tanks to show the Gopniks how it’s really done. Keep in mind, this is during an era whereby that shit should &#039;&#039;&#039;not&#039;&#039;&#039; fly. But looking at their stats, that&#039;s specifically what they&#039;re here to do. Skilled, courageous, all while packing lots of tools designed for staring the dirty communist in the eyes as you kill him. Your infantry may not be amazing, but your scorpions and leopards can literally roll over the communists with assault 3+. The Australians may not actually be in NATO at all, but having decided to show up anyway, they&#039;re polite, they&#039;re efficient, and they have a plan to kill everyone they meet.&lt;br /&gt;
&lt;br /&gt;
The ANZACS have British support units such as the Tracked Rapier and Harrier, thanks to their plea deal with the crown.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[CVRT#Kiwi Variant|Scorpion]], [[AT Land Rover]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*&#039;Tank&#039; units are nearly unmatched in close quarters, and set to win damn near &#039;&#039;every&#039;&#039; melee they enter.&lt;br /&gt;
*Ideal for you melee junkies out there.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Suffers from yet another serious lack of organic support.&lt;br /&gt;
*Units are few as is, but a lack of variety can seriously limit flexibility.&lt;br /&gt;
*Can&#039;t handle cold.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Average NATO infantry, but essential in any list. 3/5&lt;br /&gt;
 Transports: It&#039;s free I guess.... 3/5&lt;br /&gt;
 Tanks: Your tanks can shred light armor on the move while running infantry over.  4/5&lt;br /&gt;
 Anti-Tank: Good against light armor, terrible against high-end tanks. 3/5&lt;br /&gt;
 Recon: Kiwis go &#039;&#039;hard&#039;&#039;. 2/5&lt;br /&gt;
 Artillery: Mortars only, but the Brits can help you out! 2/5&lt;br /&gt;
 Aircraft: They haven&#039;t discovered aviation yet. -/5&lt;br /&gt;
 Anti-Air: It&#039;s bad. It&#039;s REALLY bad. 1/5&lt;br /&gt;
&lt;br /&gt;
{{ANZAC Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
===Warsaw Pact===&lt;br /&gt;
{{topquote|The Communists disdain to conceal their views and aims. They openly declare that their ends can be attained only by the forcible overthrow of all existing social conditions. Let the ruling classes tremble at a Communistic revolution. The proletarians have nothing to lose but their chains. They have a world to win.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Working Men of All Countries, Unite!&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;|Karl Marx, The Communist Manifesto}}&lt;br /&gt;
&lt;br /&gt;
Unlike NATO, standardization was enforced in the Warsaw Pact at most levels of the military. From the caliber of firearms to the strategies used by commanders, each country only made the slightest of adjustments. Expect little variation in equipment compared to NATO. Tactics do vary of course, but always rely on numerical superiority to win the day. Most Pact nations have inferior equipment to the Soviet Union which was historically accurate: Soviet Union entries can generally be used for your own faction. The playstyles vary more on your army list than individual factions: an infantry list is going to play very similarly, whether there are Russians or Poles in their ranks. For budget players without care for bling and army decals, consider leaving all units in the standard Russian green and they can be Russians, Czechs or Russians disguised as &amp;lt;s&amp;gt;Ukrainians&amp;lt;/s&amp;gt; Poles.&lt;br /&gt;
&lt;br /&gt;
====Soviet Union====&lt;br /&gt;
-&#039;&#039;What should a Soviet soldier do if he finds himself in an immediate vicinity of a nuclear explosion?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;Stretch out his arms and hold his assault rifle in such a way that no molten metal get on state-issued boots.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
- Soviet army joke&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3.5/5 (Tough to learn, easier to master.)&lt;br /&gt;
&lt;br /&gt;
Massive, heavily armed, and with a record of Nazi-stomping in World War II that makes the whole Western front pale in comparison, the Soviet Armed Forces were a force to be reckoned with through the entire Cold War. Far outnumbering their adversaries and their own voluntold allies, the Soviet military possessed enough tanks, artillery, aircraft, automatic rifles and machine guns to make all of NATO&#039;s vaunted quality-over-quantity ideas count for absolutely nothing in a real war. Rules for the Soviet Hordes can be found in the Team Yankee Rulebook, “Red Thunder”, and, most recently, the &amp;quot;Soviet&amp;quot; book.&lt;br /&gt;
&lt;br /&gt;
In addition to the mechanized forces of the Red Army, Red Thunder gives you the rules for running an Air Assault Battalion from the VDV. They have a totally different list from other PACT factions and were the best infantry that the PACT can buy.&lt;br /&gt;
&lt;br /&gt;
With the release of the new book, the Soviets gained access to the T-80 Shock Company formation. This elite formation is closer to a NATO force than other WarPac formations. Platoons of 2-3 tanks hit on 4+ with 3+ skill break the traditional horde structure and come with a hefty points cost to boot. They can also take a platoon of 2-3 recon BMP-3s with the same stats AND a company of BMP-3 mechanised infantry (with the option to downgrade to shock BMP-2s). Expensive as hell with the usual low ROF of Soviet armour, expect to be heavily outnumbered.&lt;br /&gt;
&lt;br /&gt;
As a Soviet player, you are the proud owner of the most advanced army among REDFOR, rivalled only by the US (in games without allies, that is). Point for point, few armies can equal your ability to bring reliable firepower. Near universal 3+ Remount and Morale ensures that your glorious Communists will (probably) never falter against the Capitalist pigs. While their 3+ to hit ensures that they suffer losses at a far greater rate, the USSR has viable units in almost every archetype. Whether it&#039;s a tank battalion, an air assault list, artillery spam or half of a motor rifle brigade, the USSR is cost-effective enough to make most archetypes work. An ideal army for the experienced or the powergamer, although you must be prepared to counter your low skill ratings.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Motor Rifle Company]], [[2S1 Carnation|2S1 Gvozdika]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Cheap, cost-effective units for all roles but tanks. Excellent morale.&lt;br /&gt;
*Ideal for veterans to Flames Of War, horde and powergamers.&lt;br /&gt;
*Communism.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Reliant on effective combined arms tactics. &lt;br /&gt;
*Units will lose 1-on-1 confrontations against most NATO counterparts.&lt;br /&gt;
*Communism.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Cheap and insanely cost-efficient. 5/5&lt;br /&gt;
 Transports: Meta defined by BMP parking lots. 5/5&lt;br /&gt;
 Tanks: Cheap but mediocre. 3/5&lt;br /&gt;
 Anti-Tank: Cheap, but tiny unit sizes. 2/5&lt;br /&gt;
 Recon: Acceptable, but not amazing. 3/5&lt;br /&gt;
 Artillery: Unreliable, weakest PACT artillery. 2/5&lt;br /&gt;
 Aircraft: Good; only competitor to the US. 4/5&lt;br /&gt;
 Anti-Air: Cheap but deadly. 5/5&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====East Germany====&lt;br /&gt;
&#039;&#039;&amp;quot;For the protection of the workers&#039; and the peasants&#039; power&amp;quot; &#039;&#039; &lt;br /&gt;
-Motto of the Volksarmee&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4.5/5 (Weak units and weak list. Vets only.)&lt;br /&gt;
&lt;br /&gt;
After getting stomped into oblivion by the Soviets during World War II, half of Germany has been rebuilt in the Soviet image. Founded in the mid-1950s, the armed forces of the German Democratic Republic, known as the Nationale Volksarmee (National People&#039;s Army), [[Mordian Iron Guard|combine Prussian heritage, iconic German military discipline, and Soviet mass-unit doctrine]] to forge one of the most formidable enemies NATO will ever face on the battlefield. Even though they must make do with downgraded Soviet export equipment, they fight with a tenacity that rivals that of their forefathers. NATO military officers have consistently rated the NVA as the best force in the Warsaw Pact based on its discipline, thoroughness of training, and the leadership ability of its commissioned officers. Following Soviet tradition, the Volksarmee lends the names of various Communist heroes to regimental-sized units and above, such as Panzerregiment 23 &amp;quot;Julian Marchlewski&amp;quot;, one of the three armored regiments of the 9th Panzer Division. Rules for the East Germans are found in “Volksarmee.”&lt;br /&gt;
&lt;br /&gt;
As the Volksarmee you stare enviously at USSR-Sempai and employ 30-year-old tanks with such reckless ambition that an Imperial Guardsman would question your value for human life. Your soldiers are as zealous as your Soviet counterparts and have more skill than &amp;lt;s&amp;gt;the illiterate peasants in the Red Army&amp;lt;/s&amp;gt; your honored Soviet allies. The downside you might ask? You are using whatever even the &#039;&#039;Soviet Union&#039;&#039; thinks is too unsafe for their soldiers, using all the hand me downs with gusto. The majority of the Volksarmee gets the T-55AM2, which is great at exploding, and the first-rate armored regiments get the T-72M, which is also great at exploding but shoots better. You may be (mostly) bringing tanks from the mid-50s, but you can bring 30 of them for a little less than the cost of 2 West German tanks. Hell, even if you fight against the Soviets, you will outnumber them more than 2 to 1 (Even with both of you bringing T-72s). If you want the discount of non-Soviet PACT nations without the lopsided characteristics of the Poles or the Czechs, the National People&#039;s Army stands ready to invade capitalist-occupied West Germany at your order.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Motor_Rifle_Company#Mot-Schützen Kompanie|Motorschützen]], [[T55AM2]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Second cheapest units in the game, with rather decent stat lines.&lt;br /&gt;
*Ideal for horde players with too much money, or tactical geniuses.&lt;br /&gt;
*Sweet spot between the elite Poles and the conscript Czechs.&lt;br /&gt;
*Communist Prussians&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Units outmatched by most NATO equivalents; West Germany has much, &#039;&#039;much&#039;&#039; better Panzers.&lt;br /&gt;
*Players must rely on superior planning to win games due to the VAST technological gap.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown&lt;br /&gt;
 Infantry: Soviet numbers with low-end NATO stats. 3/5&lt;br /&gt;
 Transports: Like the Soviets, but slightly worse. 3/5&lt;br /&gt;
 Tanks: Useless in head-on engagements, good as flanking units. 3/5&lt;br /&gt;
 Anti-Tank: Tanks do it better than these pieces of crap. 1/5&lt;br /&gt;
 Recon: On par with Soviet Recce (AKA pretty bad). 3/5&lt;br /&gt;
 Artillery: NATO skill and Soviet arty? Pretty good! 4/5&lt;br /&gt;
 Aircraft: Decent air force. 3/5&lt;br /&gt;
 Anti-Air: Cheap but lacks high-end anti-air missiles. 3/5&lt;br /&gt;
&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Poland====&lt;br /&gt;
&#039;&#039;&amp;quot;When the Red Army makes a mess, why do we always have to clean it up?&amp;quot;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4.25/5 (Mix of decent units but nothing to write home about, with a cost that suggests more. Vets only.)&lt;br /&gt;
&lt;br /&gt;
Coming from a background of militarism, Poland has had a fairly shitty history in the 20th century. They&#039;ve been stuck in wars since the Great War (despite not being a nation), and Poland has become a plaything for the powers of Europe. Poland was the first country the Nazis occupied (as opposed to annexing), and thanks to the Soviets &amp;quot;liberating&amp;quot; them 40 years ago, by 1985 the original Polish government has been waiting to return home for nearly half a century. Yay. There&#039;s some division on that, however, as the Polish People&#039;s Army was first organized in 1943 and fought well on the Eastern Front against the Germans before establishing themselves as Poland&#039;s official armed forces for the next 40-plus years. Florian Siwicki, the Minister of Defence under the Polish People&#039;s Republic in 1985, first joined up in 1942 and has thus shot at (West) Germans before.&lt;br /&gt;
&lt;br /&gt;
The Polish People&#039;s Republic has one of the largest and strongest armies in Eastern Europe short of the Soviets (complete with their own 6th Airborne Division and a specialized amphibious landing division), and possesses its own arms industry, manufacturing more cheap tanks and guns than anybody except the USSR. Their foreign customers include the East Germans (a lot of those commie Panzers are, ironically, from a Polish factory) and those fun guys in North Korea. They&#039;ve kept the old Polish national anthem, and, bizarrely for a Soviet bloc state, the Polish People&#039;s Army provided chaplains to its troops throughout its existence. The Polish People&#039;s Army is large, well-armed, and well-trained; going into World War III, they can dish out and take plenty as the Warsaw Pact and NATO have a frank exchange of ideas over the fate of Europe and the world.&lt;br /&gt;
&lt;br /&gt;
In Team Yankee, the Poles are troops with 4+ skill, 3+ courage and 3+ rally, giving them the determination of Soviets with the skill of the NVA. Second only to the Afgantsy VDV veterans, the Poles are some of the best-trained forces of the Warsaw Pact. Despite costing almost as much as the Soviets, they have even less equipment than the East Germans with the same downgrades by PACT forces, except for a handful of special units to even the balance. Boasting the best trained motorized infantry of the PACT armies, Polish battlegroups rely on the superiority of their infantry to win the day, while vehicles serve in support roles.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Motor_Rifle_Company|Zmotory Kompania]], [[T-72M]], [[T-72B]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Reliable units unlikely to get pinned or bailed.&lt;br /&gt;
*Best PACT infantry at firefighting and attacking.&lt;br /&gt;
*Ideal for players who want a horde of morale-resistant units.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Poor anti-tank capability.&lt;br /&gt;
*2nd tier equipment with near-Soviet costs.&lt;br /&gt;
*Will carjack your vehicle wrecks.&lt;br /&gt;
&lt;br /&gt;
 Infantry: The best PACT infantry in firefights, at a cost...  3/5 &lt;br /&gt;
 Transports: Like the Soviets, but slightly worse. Few BMP-2s. 3/5&lt;br /&gt;
 Tanks: Good at flanking, bad at tanking/killing tanks. 3/5&lt;br /&gt;
 Anti-Tank: Your tanks do the job better than these things. 1/5&lt;br /&gt;
 Recon: Cheap but bad. 3/5&lt;br /&gt;
 Artillery: It kills, it&#039;s reliable! 4/5 &lt;br /&gt;
 Aircraft: Passable. 3/5&lt;br /&gt;
 Anti-Air: Pretty solid, actually. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Czechoslovakia====&lt;br /&gt;
&#039;&#039;&amp;quot;To be honest, I&#039;d rather fight for NATO. &amp;lt;small&amp;gt;please don&#039;t kill us&amp;lt;/small&amp;gt;&amp;quot;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 5/5 (For hardened vets only.)&lt;br /&gt;
&lt;br /&gt;
Ah, yes, Czechoslovakia, the Reluctant Conscript of the Warsaw Pact. Lied to and annexed by the Nazis, then brutally occupied for years, then &amp;quot;liberated&amp;quot; and forced to join the Soviet Union in the Warsaw Pact. What fun! A year ago, someone wrote (rather accurately) that the NVA were the enthusiastic conscripts taking the equipment that the Soviets were afraid of using. Now, imagine these same conscripts, but terrified of death and shivering in their boots. As of October 20, the German goblin hordes have been dethroned by the Czechs! Second-line, underequipped, cowering Slavs being shoved into battle by the Soviets and marching in hordes that would make the Chinese blush (seriously, you&#039;ll outnumber the damn East Germans in most scenarios.)&lt;br /&gt;
&lt;br /&gt;
The Czechs take the hordes concept to the next level, with their armies outnumbering the other PACT armies. As the least willing participants of the conflict, virtually all their stats are 5+ apart from 4+ skill and 4+ morale. They might have the least trustworthy men in the game, but their discounts allow you to bring enough 125mm cannons and RPGs that a pinned/bailed unit won&#039;t save your opponent from the wall of firepower you can produce. The Czechs favour two playstyles: an aggressive list with enough T-72Ms to ignore losses or a defensive list that literally buries your side of the table with men.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[T-72M]], [[Dana SpGH]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Units are 20-33% cheaper than Soviet counterparts.&lt;br /&gt;
*4+ skill for aggressive tank pushes and artillery spammers.&lt;br /&gt;
*Ideal for horde players and rich blokes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Least reliable units in the game, vulnerable to pinning and morale shock. They &#039;&#039;really&#039;&#039; don&#039;t want to be there.&lt;br /&gt;
*Units without support are almost guaranteed to lose any engagements.&lt;br /&gt;
*Constantly hungover.&lt;br /&gt;
&lt;br /&gt;
 Infantry: You get a horde...but they won&#039;t listen to your orders. 2/5 &lt;br /&gt;
 Transports: Like the Poles, with untrained crews. 2/5&lt;br /&gt;
 Tanks: THE cheapest tank hordes in the game. Good for alpha strikes. 4/5&lt;br /&gt;
 Anti-Tank: No missiles that can reliably beat heavy tanks, but your T-72s fill the gap. 1/5&lt;br /&gt;
 Recon: Cheap but bad. 3/5&lt;br /&gt;
 Artillery: Cheaper, but just as deadly! 4/5 &lt;br /&gt;
 Aircraft: Passable. 3/5&lt;br /&gt;
 Anti-Air: Cheaper and scarier. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Cuba====&lt;br /&gt;
-&#039;&#039; Hasta la victoria Siempre; always until victory !&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Ernesto &amp;quot;CHE&amp;quot; Guevara&lt;br /&gt;
&lt;br /&gt;
Cuba is a rather interesting subject when it comes to the Cold War. In 1959, Castro and his forces overthrew the Batista government and established a Communist government right in America&#039;s backyard. 2 years later, the US tried and failed to topple the government through the Bay of Pigs Invasion. Then we get the missile crisis where Russia began stationing Nukes on Cuban Soil. And lets not forget the countless assassination attempts on Castro&#039;s life. In most cases, this is where the story ends, a foot note in history. Not Cuba. Throughout the Cold War (and even today) Cuba was something of an abnormality. For starters Cuba had a tendency to get involved in foreign conflicts, offering medical and military aid.  In 1973 they joined the Yom Kippur War against Israel, and so far as they&#039;re concerned (both in 1985 and 2022) that war never actually ended.  Cuban forces were very prominent in Africa, and even fought directly against the South African Defense Forces in Angola. This is turn meant that compared to their Communist Allies, Cuba had a substantial amount of military experience. Despite this and their close ties to the Soviet Bloc, Cuba never officially joined the Warsaw Pact, probably because they didn&#039;t want to so visibly poke the superpower next door. Despite this, Cuba was something of a well-regarded ally for the Soviets.  &lt;br /&gt;
&lt;br /&gt;
Do you remember when East Germany was the goblin hoards of the communist forces? I miss those days. The Cubans are what you want to play if the Czechs aren&#039;t cheap enough and the Iraqis aren&#039;t skilled enough. Armed with weaponry straight from the Arab-Israeli wars of the 1960s and 70s, they fight bravely (if suicidally) for the liberation of American working peoples. To help them in their quest, they have the skill and motivation of the East Germans, making pulling off movement orders and using artillery less incredibly frustrating thanks to their combat experience in Angola. Their best tank is the base model T-62, roughly equivalent to East German T-55AM2s, and their worst is the SU-100, a vintage WW2 tank destroyer with absolutely no redeeming qualities in this era, other than that it costs less than a point per tank. If you like large amounts of subpar equipment, lots of painting, and killing communists, Cubans are just the army for you!&lt;br /&gt;
&lt;br /&gt;
Cuba is present in the new Red Dawn book as a Warsaw Pact force. The justification for Cuba&#039;s presence is twofold. The first is that as a Communist nation right next to the US, Cuba would have been seen as an asset during any invasion of the Americas. The second is due to their presence in the movie as something of a Rear-Guard force and leader of the Spanish speaking allies.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[SU-100]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
 Infantry:&lt;br /&gt;
 Transports:&lt;br /&gt;
 Tanks:&lt;br /&gt;
 Anti-Tank:&lt;br /&gt;
 Recon:&lt;br /&gt;
 Artillery:&lt;br /&gt;
 Aircraft:&lt;br /&gt;
 Anti-Air:&lt;br /&gt;
&lt;br /&gt;
{{Cuban Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
===Middle Eastern Powers===&lt;br /&gt;
{{topquote|The whole melodrama of the Middle East would be improved if amnesia were as common here as it is in melodramatic plots.|P. J. O&#039;Rourke}}&lt;br /&gt;
What&#039;s that, the folks in Europe are shooting each other again? The War To End All Wars ended up getting another sequel?! Time for a renewed surge of violence in the Middle East! &lt;br /&gt;
&lt;br /&gt;
Apart from Turkey, which did join NATO, nobody anywhere near the Middle East (except maybe the various Soviet &amp;quot;Stans&amp;quot; depending on where exactly your draw the middle east&#039;s borders) ever actually joined NATO or the Warsaw Pact. Both of those coalitions made overtures to the various nations in that region, partly because they knew the other was going to, and partly because some of those Middle Eastern countries are absolutely loaded with oil. Iran, Iraq, and Israel are the three major players as World War III in Europe inevitably spreads into the Middle East, and the one thing they agree on is they all hate each other with pretty much equal intensity. &lt;br /&gt;
&lt;br /&gt;
In 1985, Iran is a theocratic Islamic republic that was westernizing until a few years ago when they decided to tell America to get rekd.  Their neighbor is Iraq, a one party authoritarian dictatorship enjoying the benefits of America&#039;s new &amp;quot;Fuck Iran&amp;quot; policy.  The two have been at war since 1980, and to pour gas on the fire they follow different branches of Islam.  &lt;br /&gt;
&lt;br /&gt;
Meanwhile on the coast, Israel is at war with... well pretty much everyone.  The Yom Kippur War broke out in 1973, pitting Israel against Egypt, Syria, Saudi Arabia, Algeria, Jordan, Iraq, Libya, Kuwait, Tunisia, Morocco, Sudan, Pakistan, Lebanon, and [[What|Cuba because why the fuck not]].  Officially most of these countries are still technically at war with Israel in 1985, although the fighting is mostly confined to Lebanon.  &lt;br /&gt;
&lt;br /&gt;
When WWIII winds its way into the desert, it finds two wars in full swing and a mess of complex backroom deals for arms and oil.  The easiest case to understand is Israel.  Israel in the 80&#039;s is the west&#039;s BFF, but they&#039;re regarded as a loose cannon for their tendency to [[That Guy|start shit and assassinator people]] seemingly just to remind the world that they exist.  They&#039;re also known for not throwing ANYTHING away; in a serious fight their reservists would be using WW2 vintage hardware if they had to.&lt;br /&gt;
&lt;br /&gt;
The Soviets best friend in the region is Iran, although this loyalty is only skin deep.  The Ayatollah is no communist, he simply hates the decadent, heretical westerners.  Right up until 1978 the Iranians had been getting the best hardware the west was willing to sell them.  America wanted to make Iran a big fortress of freedom keeping the Soviets away from all the oil, but the revolution threw those plans out the window.  &lt;br /&gt;
&lt;br /&gt;
Iraq for their part had never really been anyone&#039;s friend.  The Ba&#039;athist party came to power in 1967 basically because the army was really mad at Israel.  The Soviets were willing to sell them weapons but not the best stuff.  But after Iran flipped off America, the CIA and the Saudis got really interested in propping up Iraq as an angry puppet against Iran.  &lt;br /&gt;
&lt;br /&gt;
Which brings us to the most notable non-participants in WWIII, Saudi Arabia and Egypt.  The Saudis in 1985 are disgustingly rich, chummy with NATO but not vocal about it, and very vocal about hating Israel but talk is cheap.  Meanwhile, Egypt in the 80&#039;s is under the leadership of a reformer who is less interested in war and more interested in using the Suez as an economic engine to rebuild Egypt (of course, even if Egypt were to not take sides in WW3, the Suez is just too strategically important to ignore...).&lt;br /&gt;
&lt;br /&gt;
In summary, the Middle East of the 80&#039;s is a mess of ambiguous allegiances colored by both extremely old and very new animosities.  But in practical gameplay terms what it means is the opportunity to wield PACT hordes with the support of the latest western airbrrrrrrt (Iraq), or field older NATO tanks at Soviet discount prices (Iran), or shred &amp;lt;strike&amp;gt;goyim&amp;lt;/strike&amp;gt; BMP and Milan spam with equal efficiently (Israel).  &lt;br /&gt;
&lt;br /&gt;
====Israel====&lt;br /&gt;
{{topquote|Let me tell you something that we Israelis have against Moses: He took us 40 years through the desert in order to bring us to the one spot in the Middle East that has no oil.|Golda Meir}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3/5 (Effective against other Oil War armies, struggles against v2 armies)&lt;br /&gt;
&lt;br /&gt;
Forged by near-constant war since State of Israel declared its independence in 1948 (instantly starting a war as its enraged Muslim neighbors all attacked), the Israel Defence Forces stand as one of most effective armies in 20th-century history. They are an army of Jews, sworn to act as the sword and shield of the long-dreamt-of Jewish homeland, and they are both well-trained, battle-hardened, and fiercely motivated. The IDF have lived with a &amp;quot;backs to the wall&amp;quot; mentality since the beginning; they know that losing once in the wrong time and wrong place could well mean losing Israel.  But they also know that they&#039;re safer being feared; eighteen years before Team Yankee, Israel fought the Six Day War against all its neighbors and won, virtually obliterating the Egyptian and Jordanian air forces while taking the Sinai, and six years later held their gains in the Yom Kippur War.&lt;br /&gt;
&lt;br /&gt;
Driven by constant pressure and the endless threat of danger and defeat, the IDF has been extremely innovative and adaptable with their equipment right from the start. They deliberately use literally &#039;&#039;anything&#039;&#039; they can get their hands on, with an array of weaponry ranging from World War II-vintage Sten SMG&#039;s, Soviet-made Shilkas captured from their not-so-friendly Muslim neighbors, purchased American tanks and a handful of home-grown items. While the WW2 tech has been passed to the reservists by now, Team Yankee&#039;s IDF options largely ignore this ramshackle history beyond a few looted wagons, which is a shame because M50 &amp;quot;Super Shermans&amp;quot; would be fun to use. You could, if you really wanted, use &amp;quot;Flames of War&amp;quot; and &amp;quot;Fate of a Nation&amp;quot; units to put together an IDF reservist force, but that would require extra work. The IDF in any format are well-trained and well-motivated. No matter what they&#039;re driving, flying or shooting, they are skilled and brave, making them a formidable enemy to anyone who goes up against them.&lt;br /&gt;
&lt;br /&gt;
Israeli battlegroups have one of the deadliest anti-infantry arsenals with napalm bombers, tanks with Brutal and ROF 2 on the move, and infantry that could outfight the Americans&#039; legendary 82nd Airborne. Anti-armour is a clear weakness, you only have a handful of units able to punch through previous generation tanks and nothing capable of hurting the latest tanks from the front. IDF units have nearly identical stats to the West Germans: 3+ stats across the board, except for 4+ assault and courage.&lt;br /&gt;
&lt;br /&gt;
The Israelis may take allied NATO formations in their battlegroups.&lt;br /&gt;
&lt;br /&gt;
Defining Units:&lt;br /&gt;
[[Merkava]], [[Pereh]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Deadliest anti-infantry weapons currently in the game.&lt;br /&gt;
*Infantry platoons which can beat tanks, and excel at firefights.&lt;br /&gt;
*Ideal for combined arms players with some experience.&lt;br /&gt;
*The closest thing IRL has to Cadians.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Extremely few units which can penetrate 3rd generation tanks.&lt;br /&gt;
*Mediocre anti-air arsenal.&lt;br /&gt;
*Literally everyone else expects you to stab them in the back at some point.&lt;br /&gt;
*Terrified of shellfish.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Good at firefighting with strong stats but not much else. 3/5&lt;br /&gt;
 Transports: The metal box of the free world...again. 3/5&lt;br /&gt;
 Tanks: Great fire support, terrible tank killer. 3/5&lt;br /&gt;
 Anti-Tank: Seriously lacks tools to deal with heavy tanks. 2/5&lt;br /&gt;
 Recon: Mediocre, but cheap. 3/5&lt;br /&gt;
 Artillery: 3+ skill, and you have an artillery piece for every mission. 4/5&lt;br /&gt;
 Aircraft: Slightly weaker anti-armour, excellent anti-infantry. 4/5&lt;br /&gt;
 Anti-Air: Solid SPAAGs, but suffers against NATO aircraft. 3/5 &lt;br /&gt;
&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Iraq/Syria====&lt;br /&gt;
&#039;&#039;Why are we on the same side as Israel?...and why are those Abrams giving me Déjà vu?&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (The challenge of a WARPAC list, made easier with NATO allies)&lt;br /&gt;
&lt;br /&gt;
Universally feared in the Middle East as the strongest conventional military force in numbers and technology, the Iraqi Armed Forces boast a mix of Western and Soviet equipment and the largest military in the region. Despite being bested by the Israelis during the Six-Days War, the 80s Iraqis were a very respectable force in the context of a head-on conventional war. By 1990, they were the 4th largest army in the world with over 900,000 troops in the military with one of the largest tank fleets in the Middle East, though take that statement with a grain of salt about their effectiveness since by [https://en.wikipedia.org/wiki/Gulf_War 1991 they had the second largest army in Iraq]. That being said, this all took place well after 1985, when back in 1979, despite Iraq being in the Soviet sphere of influence, the US gave some material support to Iraq during the Iraq-Iran war. You can make an argument for Iraq being on either NATO&#039;s or PACT&#039;s side in this conflict.&lt;br /&gt;
&lt;br /&gt;
Iraqi lists are &#039;constructed&#039; at the Division level, meaning that you have access to support units that would usually be found at the company level in other armies. While you do have a few French units, your combat troops have Soviet equipment and can be expected to perform like poorly trained PACT troops. Iraqis have 4+ stats across the board, except for 5+ assault and 5+ skill. They also operate at the company level like other PACT armies.&lt;br /&gt;
&lt;br /&gt;
Uniquely for a faction with as much soviet gear as they do, Iraqis may take NATO allied formations in their battlegroups, if you&#039;ve ever fantasized about a functional Iraqi-US coalition force. In game terms, this lets you have cheap conscript horde working alongside the best of the West. If you want a tarpit of conscripts protecting objectives while your Leopard 2s or Merkavas tear things up, this is the faction for you. You also have the USAF providing air cover with Warthogs and Harriers.&lt;br /&gt;
&lt;br /&gt;
The Syrians are an official modification to the Iraqi list, losing the AMX AuF1, VCR/TH, AMX Roland, AMX-10P, US air support and all NATO allies. In exchange, they get access to the SU-25 and PACT allied formations.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[T-62M|T-62]], [[Motor Rifle Company]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Large unit sizes with a point cost between East Germans and Czechs.&lt;br /&gt;
*Access to NATO tools like the AMX-AuF1 and the Gazelle HOT.&lt;br /&gt;
*Ideal for WARPAC commanders dabbling in NATO equipment and allies.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Almost all support units at the divisional level.&lt;br /&gt;
*[[Planetary Defense Force|Units have the morale of WARPAC troops and the training of Russian conscripts.]]&lt;br /&gt;
*Addicted to nerve agents.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Tanned Pact troops with Ruskie training videos. 3/5&lt;br /&gt;
 Transports: Many mediocre options for versatility. 3/5 &lt;br /&gt;
 Tanks: Inferior to Pact tanks, in training and tech. 2/5&lt;br /&gt;
 Anti-Tank: Very fragile, but you can beat 3rd-gen tanks. 3/5&lt;br /&gt;
 Recon: Cheap scout that can&#039;t kill anything. 2/5&lt;br /&gt;
 Artillery: High-tech, average cost, low skill. 2/5&lt;br /&gt;
 Aircraft: Nothing overpowered, but you have a solution for every problem. 4/5&lt;br /&gt;
 Anti-Air: Plenty of options for the perfect AA net! 5/5&lt;br /&gt;
&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Iran====&lt;br /&gt;
{{topquote|Throw away your prayer chain and buy yourself a gun. For prayer chains keep you in stillness while guns silence the enemies of Islam.|Ayatollah Khamenei}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (Excels in the hands of veterans, unfriendly to beginners.) &lt;br /&gt;
&lt;br /&gt;
Formerly an American ally of convenience, and already at war with Iraq before World War III started in August 1985, the Islamic Republic of Iran has wound up as a de-facto ally of the atheistic Warsaw Pact. The underdogs of the Middle East, the Iranian military lack the generations of combat experience of the Israelis or the raw numbers of the Iraqis but compensate through sheer fanaticism. By the Iran-Iraq War, the Iranian military was only able to repel invading Iraqi forces thanks to foreign equipment and local militias slowing the initial Iraq advance.&lt;br /&gt;
&lt;br /&gt;
Iranian armies featured iconic Soviet platforms but typically used Western vehicles - without the latest upgrades, of course. It’s strange to see Iran side with the Soviet Union in this scenario, if only because they were one of the major backers of the Mujahideen in the Soviet-Afghan War. But politics can make for strange bedfellows indeed, and this fiercely religious state&#039;s alliance with the explicitly atheist USSR and its client states in Eastern Europe is far from the only unusual partnership of the 20th century.&lt;br /&gt;
&lt;br /&gt;
The Iranians play with NATO vehicles using PACT doctrine (holdovers from the last regime, when the Americans propped up Iran as a buffer state against the Soviet Union), operating M113s and Chieftains as the backbone of their force. The Americans and British are obviously no longer supplying spare parts, but the Iranians manage somehow, running their bizarre mishmash of NATO and WarPac machines and weapons, some of which are still in service today. Statwise, the Iranians are more fanatical than Soviets with 3+ across the board, but with 5+ assault and skill. Your illiterate hajis won&#039;t understand orders but are guaranteed to outlast nearly any foe on the battlefield in a contest of attrition. &lt;br /&gt;
&lt;br /&gt;
Iranian armies operate at the platoon level much like NATO&#039;s forces except for the Basij, and may take allied formations from the Warsaw Pact despite the communist hatred of all things religious. If you like NATO tanks, painting desert camo and &amp;lt;s&amp;gt;unironically saying Allahu Akbar &amp;lt;/s&amp;gt; getting placed on FBI watchlists, boy do I have the army for you.&lt;br /&gt;
&lt;br /&gt;
Defining Units:&lt;br /&gt;
[[Chieftain]], [[Basij Infantry Company]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Insanely cheap platoons that let you bring several companies easily.&lt;br /&gt;
*High morale means units can practically disregard pinning/bails/losses.&lt;br /&gt;
*Beige.&lt;br /&gt;
*Literal jihadists.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Extremely squishy armour formations capped at 3 tank platoons.&lt;br /&gt;
*Atrocious anti-armour capability.&lt;br /&gt;
*I hope you like painting beige.&lt;br /&gt;
*Literal jihadists.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Good balance between infantry spam and mediocre infantry. 4/5&lt;br /&gt;
 Transports: Average transports with quite a bit of choice. 3/5&lt;br /&gt;
 Tanks: Soviet tanks and outdated Chieftains. 2/5&lt;br /&gt;
 Anti-Tank: Your strongest AT platoons can&#039;t penetrate an M1IP. 1/5&lt;br /&gt;
 Recon: Passable: not bad, but not great. 3/5&lt;br /&gt;
 Artillery: A calibre for every target and every list. 4/5&lt;br /&gt;
 Aircraft: Passable anti-tank, lacks a bomber. 3/5&lt;br /&gt;
 Anti-Air: Nearly identical to PACT anti-air. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
===Unofficial Rules - Alternative Nations and Special Forces===&lt;br /&gt;
&lt;br /&gt;
Unlike the Swedish, who will undoubtedly get their own rules in years to come, you can follow the link below to play as one of the following nations: Spain (which actually joined NATO in 1982), Greece (joined NATO in 1952), Ireland, Yugoslavia, Albania, Denmark, Belgium, Romania, Switzerland, Finland, Italy, Austria, Norway, Sweden, Turkey, Hungary, Bulgaria, Portugal, Mexico, Kuwait, Luxembourg, Malta, and Cuba.&lt;br /&gt;
&lt;br /&gt;
You can also find unofficial rules for US Army Rangers, British Royal Marines, ANZAC SAS, Polish Spec Forces, Canadian Airborne, Iranian Spec Forces, East German Paratroops, Czech Airborne, French Foreign Legion, Soviet Naval Infantry, Iraqi and Syrian Republic Guard, Israeli Commandos and West German and Dutch Marines. You can even play now as Terrorists/ Guerrillas!&lt;br /&gt;
&lt;br /&gt;
https://www.researchgate.net/publication/344587741_TEAM_YANKEE_UNOFFICIAL_RULES_COMPENDIUM_-_NATIONAL_AND_SPECIAL_FORCES_RULES&lt;br /&gt;
&lt;br /&gt;
Also it&#039;s not been done &#039;&#039;yet&#039;&#039; (and probabby in bad taste to do so just yet) but you could easily cobble together a pair of army  lists to represent the Ukraine and Russian in there ongoing War given that most of the vehicles involved are already stated. The only thing you&#039;d have to figure out would be how the hell to represent drones and it be a relatively easy project.&lt;br /&gt;
&lt;br /&gt;
===The Neutral Powers===&lt;br /&gt;
&lt;br /&gt;
(Only mentioned at the BF open so far, but don’t let that get your hopes down)&lt;br /&gt;
&lt;br /&gt;
====Sweden====&lt;br /&gt;
Maintaining a policy of armed neutrality (leave us alone, we have guns) since 1814, Sweden never joined NATO despite its neighbors Denmark and Norway being among the first to sign up. The idea being that if ww3 ended up in an atomic fireball, Sweden be at the bottom of the target list and have a better then average chance of making it through, Finland had the same tactic BTW and went so far as to make literally every building a bunker to live through it.. However, it is extremely likely that in the event of a war, the Swedes would have broken their long-standing neutrality to support their Scandinavian comrades against the Communist threat to their way of coffee breaks every 2 hours.&lt;br /&gt;
&lt;br /&gt;
This actually happens in Sir John Hackett&#039;s novel &#039;&#039;The Third World War: The Untold Story&#039;&#039;, which Harold Coyle&#039;s &#039;&#039;Team Yankee&#039;&#039; is set within- the Swedes don&#039;t take kindly to the Soviet Air Force repeatedly invading their airspace to bomb Norway, and Sweden becomes a de facto NATO ally when they attack the Soviet bombers and the Soviets retaliate. So far that hasn&#039;t been made canon in Team Yankee: The Tabletop Game, but Battlefront Miniatures could change that at any time.&lt;br /&gt;
&lt;br /&gt;
The Swedish military of 1985 was armed with some of the most distinctive weapons of the Cold War thanks to their homegrown defence industry. Designs, like the Stridsvagn 103 (or &#039;S&#039; tank) and the Saab 35 &#039;Draken&#039; and 37 &#039;Viggen&#039; were strange even for the time. The Draken was of the first aircraft to successfully implement a delta-wing configuration and Viggen the canard delta layout; the design used in modern interceptor aircraft like the Rafale and the Typhoon fighter jets.  &lt;br /&gt;
&lt;br /&gt;
Sweden&#039;s infantrymen of the 80&#039;s had access to an excellent selection small arms, pragmatically picked from the best designs Europe had to offer.  Their basic kit includes Glock pistols and a domestic clones of the H&amp;amp;K G3 and the FN FNC rifles, supported with 84mm Carl-Gustafs and a bewilderingly diverse inventory of machine guns.  Their latest homegrown gadgetry at the time of Team Yankee is the then-prototype m/94 Strix, a 120mm mortar round with anti-tank heat-seeking terminal guidance; essentially a poor man&#039;s copperhead but in some sense a better overall system.&lt;br /&gt;
&lt;br /&gt;
As with other Scandinavian armies, their forces were rather small. This meant that their funding per soldier was almost equal to other Western European nations, giving them a small force of well-trained and equipped troops that constantly stink of pickled herring. &lt;br /&gt;
&lt;br /&gt;
Defining Units:&lt;br /&gt;
[[Strv 103]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Free shipping for orders above $50.&lt;br /&gt;
*Excellent cars and fishes.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Has [[Munchkin|min-maxed tanks]]&lt;br /&gt;
*Screwdriver sold separately.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Swedish Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
==FAQ/General Bulletin==&lt;br /&gt;
*There are three kinds of teams: Tank Teams, Infantry Teams, and Aircraft Teams&lt;br /&gt;
**Tank Teams include every type of ground based vehicle, not just literal tanks. It is further broken down into Armoured, Unarmoured, and Transport types&lt;br /&gt;
**Infantry Teams include all units made up of men fighting on foot&lt;br /&gt;
**Aircraft Teams are comprised of Strike Aircraft and Helicopters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For most units moving will lead to worse shooting (or not being able to shoot at all)&lt;br /&gt;
*Tactical Speed allows you to shoot after moving&lt;br /&gt;
*Dash speed prohibits shooting and the maximum distance depends on the unit and the terrain&lt;br /&gt;
*Tank Teams must roll higher than their Cross value when moving into or through terrain or immediately end their movement&lt;br /&gt;
*Movement can be enhanced using various orders based on Skill or Motivation&lt;br /&gt;
*Friendly Tank and Infantry Teams can move through each other&lt;br /&gt;
*Tank Teams can never move through other Tank Teams (except wrecks)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Units are hit based on their own Is Hit On value and not the shooting team&#039;s skill&lt;br /&gt;
**A unit&#039;s Is Hit On value is modified by Concealment, Smoke, and other factors&lt;br /&gt;
**Remaining in place and not shooting will make your units Gone To Ground&lt;br /&gt;
**Units that are Gone to Ground and also Concealed are even harder to hit&lt;br /&gt;
*Infantry, aircraft, and soft skinned vehicles that are hit must make a saving throw or be destroyed&lt;br /&gt;
**If the infantry unit is in Bullet Proof Cover the shooting team must also pass a Fire Power test     &lt;br /&gt;
**Armored vehicles take the armor value (AV) on the card, add a d6, and compare it to the shooting weapon&#039;s anti-tank (AT) value&lt;br /&gt;
***If the total is less than the shooting weapon&#039;s AT then the target fails their Armour Save (if the weapon&#039;s AT exceeding your AV by 6 or more you will automatically fail)&lt;br /&gt;
***If the total is the same as the shooting weapon&#039;s AT then the target also fails but the shot does limited damage&lt;br /&gt;
***Failing an Armour Save does not mean automatic destruction. If the shooting unit then fails a Firepower roll the target stays alive (but is possibly Bailed Out)&lt;br /&gt;
***The hull and turret are considered separately. Roll a d6 if both are exposed. On a 4+ the turret (if there is one) is hit instead of the hull&lt;br /&gt;
****This only matters if the shooting unit is flanking the target (behind a line drawn across the front of the hull or turret)                              &lt;br /&gt;
*Long Range shooting carries a penalty to hit and AT (but this is often negated by rules for Laser Range Finders or Guided Missile technology)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You will find the rules on the back of cards, but just in case you&#039;re simply browsing, here are what they all mean&lt;br /&gt;
**Brutal: Forces infantry units to reroll saves against this weapon&lt;br /&gt;
**Laser Rangefinder: Negates penalty of shooting at longer range&lt;br /&gt;
**Advanced Stabilizer: Increases the units maximum Tactical Speed&lt;br /&gt;
**Stabilizer: Increases the units maximum Tactical Speed, but adds a penalty to shooting when moving beyond the standard Tactical Speed&lt;br /&gt;
**Dedicated AA: Allows you to use full ROF against air units instead of just one die&lt;br /&gt;
**HEAT: Negates Firepower penalty for Long Range&lt;br /&gt;
**Guided: Negates hit penalty for Long Range&lt;br /&gt;
**Thermal Imaging: Allows unit to ignore smoke, friendly or foe&lt;br /&gt;
&lt;br /&gt;
==Books==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Team-Yankee-cover.jpg|Da Big Rulebook&lt;br /&gt;
File:Iron Maiden Cover.jpg|Iron Maiden&lt;br /&gt;
File:Leopard Cover.jpg|Leopard&lt;br /&gt;
File:Panzertruppen Cover.jpg|Panzertruppen: sort of an addendum to Leopard&lt;br /&gt;
File:Volksarmee Cover.jpg|Volksarmee&lt;br /&gt;
File:FW909.jpg|Red Thunder&lt;br /&gt;
File:Stripes cover.jpg|Stripes &lt;br /&gt;
File:Freenationscover.jpg|Free Nations&lt;br /&gt;
File:Czech book.jpg|Czechoslovak Peoples Army&lt;br /&gt;
File:Polish book.jpg|Polish Peoples Army &lt;br /&gt;
File:Oilwar.jpg|Oil War &lt;br /&gt;
File:WWIII-BRITISH-cover.jpg|British Book II&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:McPizza_King.jpg|Ramirez! Defend the &amp;lt;s&amp;gt;Burgertown&amp;lt;/s&amp;gt; McPizza King!&lt;br /&gt;
File:Lynx &amp;amp; Btr-60s.jpg|&#039;&#039;Gott im Himmel&#039;&#039; there&#039;s hundreds of them!&lt;br /&gt;
File:Marinecorps AAVP7.jpg|ONE TWO THREE FOUR, I LOVE THE MARINE CORPS!&lt;br /&gt;
File:CheiftainvsT64.jpg|Take that you dastardly Russians!&lt;br /&gt;
File:Afgantsy Choppers.jpg|Like a swarm of angry hornets.&lt;br /&gt;
File:Cheiftain on the road.jpg|Yes, the might of Great Britain has arrived.&lt;br /&gt;
File:New Bradley Mini.jpg|&lt;br /&gt;
File:Desert Bradley.jpg|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.team-yankee.com/ The Official Team Yankee website]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/playlist?list=PLrwatpGKP655UI1CjcmKQrcY5uiO_HHB7/ A somewhat outdated starter guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wargames]]&lt;br /&gt;
[[Category:Battlefont Miniatures]]&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Flames Of War]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:4500:A540:2992:1C47:E8CE:335B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Team_Yankee&amp;diff=471733</id>
		<title>Team Yankee</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Team_Yankee&amp;diff=471733"/>
		<updated>2023-02-03T09:30:23Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:4500:A540:2992:1C47:E8CE:335B: /* Unofficial Rules - Alternative Nations and Special Forces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Team-Yankee-cover.jpg|250px|right|thumb|FREEDOM, BITCHES!!!]]&lt;br /&gt;
&#039;&#039;&amp;quot;Sunday, August 4, 1985 the Warsaw Pact thundered across the Iron Curtain. 6 Soviet Armies, backed up by the forces of Poland, Czechoslovakia, and East Germany, hammered into the NATO forces guarding the border. The Americans, supported by the armies of West Germany, Britain, and France, are strained to the breaking point at the Soviet Advance. It is 1985, and the Cold War has just gone hot.&amp;quot;&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
Welcome soldier to Team Yankee, Battlefront Miniatures&#039; alternate history game where World War 3 breaks out on the fields of central Germany. Maybe you&#039;re here for the cool tanks, maybe you&#039;re here to fight to spread your preferred form of economic system, or maybe you&#039;re here to titillate your acronym fetish. Team Yankee is based on the book of the same name by Harold Coyle, the story of Team Yankee follows a unit of the US Army named Team Yankee (of course) as they struggle to hold off those damn commies, with viewpoints from the other armies added in their respective Army rule book.&lt;br /&gt;
&lt;br /&gt;
==The Story==&lt;br /&gt;
So, obviously the story of Team Yankee is a bit unrealistic but bear with us, alright? In 1985 the Soviet Union is dealing with mounting internal issues, and with the death of Leonid Brezhnev, the USSR was faced with a choice between Mikhail Gorbachev or another hard line communist. In our world Gorbachev was elected as the Premier of the Soviet Union, which would eventually lead to its collapse, but in the Team Yankee universe an old Stalinist took his place instead.&lt;br /&gt;
&lt;br /&gt;
Believing that after the disastrous war in Afghanistan, the best way to reassure the people of the Union&#039;s strength would be a victorious war with the West, and any seized resources could be used to immediately shore up the slumping economy (incidentally, this is probably why there was not a nuclear exchange and the subsequent destruction of the world). &lt;br /&gt;
&lt;br /&gt;
It was in the Persian Gulf that the USSR found its excuse to begin preparing for war. The Iran-Iraq war had been blazing for 4 years and though it was an active warzone, the trade of oil continued mostly unabated. That was until a pair of Iranian jets attacked and sank a Saudi tanker with huge loss of life. The United States began increasing its Naval presence in the Gulf to prevent additional attacks on commercial vessels in international waters. As part of this action, on the 27th of July, the destroyer &#039;&#039;USS Charles Logan&#039;&#039; was patrolling off the Strait of Hormuz when it was rammed by a Soviet cruiser, which was ostensibly there to do the same thing. In the confusion, both ships fired on each other before retiring to their respective ports.&lt;br /&gt;
&lt;br /&gt;
Claiming that this was a blatant attack on a Soviet warship, the Warsaw Pact issued a statement of solidarity and then began to increase troop movements toward the Iron Curtain. In response, the United States began to react in kind, and over 100,000 national guardsmen were federalized as front line combat units started moving to their wartime posts. The Warsaw Pact subsequently invaded West Germany, driving through to part of the Netherlands, but their efforts have met with stiff resistance, and the fortunes of war could soon turn the other way.&lt;br /&gt;
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==The Game==&lt;br /&gt;
Team Yankee is a 15mm (about 1:100 scale) Table Top Wargame, usually played on a standard 6x4 game table. To play Team Yankee, you will need a tape measure (both Inches and Centimeters work), a whole bunch of D6 dice, an army of models, and some friends to play with (that one will probably be the toughest, to be honest). &lt;br /&gt;
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===Playing the game===&lt;br /&gt;
&lt;br /&gt;
;Example Turn&lt;br /&gt;
What follows is a basic layout of a standard turn&lt;br /&gt;
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&#039;&#039;&#039;1. Starting Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This is where most of the administrative stuff happens. Check the Morale of your formations and units, roll for reserves, rally pinned units, free bogged down tanks, remount bailed out tanks, remove smoke from the previous turn, etc. etc. etc.&lt;br /&gt;
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&#039;&#039;&#039;2. Movement Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Move your units (duh).  The amount a unit can move is dictated by the terrain they have to deal with. The majority of orders are given in this phase as well.&lt;br /&gt;
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&#039;&#039;&#039;3. Shooting Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
No problem cannot be solved through the application of superior fire power.  Team Yankee uses abstraction rather than true line of sight, meaning that tanks clearly visible behind slopes may not actually be seen due to terrain height rulings. All shooting and artillery occurs in this phase, with smoke being fired before any other shooting.&lt;br /&gt;
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&#039;&#039;&#039;4. Assault Step&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Time to get up close and personal. Units charge into close quarters to beat the enemy to death with their rifle butts or crush them underneath their treads. Infantry teams don’t get saves in close combat so be wary.&lt;br /&gt;
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===List Building===&lt;br /&gt;
Note that all lists are based on historically based equipment at a specific point in time, even if that equipment was unique or incredibly rare. &lt;br /&gt;
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Army lists in Team Yankee are usually built from a single book or &#039;codex&#039; which tells you what your country has access to. Each nation has different &#039;sub lists&#039; but most follow three types: armoured and mechanized infantry. Armoured companies let you bring several platoons of tanks, while mechanized infantry does the same with infantry that can come in your bog-standard metal boxes or a metal box with an autocannon. Some armies have more unique options, but those will be discussed on their respective pages.&lt;br /&gt;
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NATO armies tend to be cheaper thanks to their smaller sizes, while Pact forces have much more units that are identical across the 4 nations. If you buy an M1 it can only be used for a USA army; paint a T-72 in Soviet green (without national emblems) and it can be used in four armies.&lt;br /&gt;
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Want a cheaper single army? Buy American (or any other NATO power). Want a cheaper collection and several army lists? Buy Soviet.&lt;br /&gt;
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&#039;&#039;&#039;Force Command&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Your force will always have an HQ. Your Force Commander and 2nd in Command (also known as the meatshield) represents you in the game, commanding the battle on foot or some vehicle. If the Force commander dies, your army will begin to panic. Lose too many platoons and you will immediately lose the game. At higher point games, you may have two or more force commanders to mitigate this (as you will probably be forced to utilize multiple formations to fill out the points). For NATO Players, the Force Commander is generally a company commander wielding his company and any company-level support the higher-ups have deemed to send his way. For PACT players, the Force Commander is usually at the Battalion level, which is made up of several companies, to balance out the power differential between the average NATO and Pact units.&lt;br /&gt;
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HQS usually DO NOT count as platoons for Company, or even Battalion strength. They function as 40k independent characters do, so you would have 4 units on the field whether your company commander joined a platoon or ran around on their own.&lt;br /&gt;
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&#039;&#039;&#039;Combat Platoons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
AKA Troops choice: like with 40k, each organization chart will have a minimum requirement of a Company Commander and two platoons of troops, which could be [[Motor Rifle Company|IFV-mounted infantry]] or a unit of [[Huey Rifle Platoon|heliborne infantry]]. This is where your list building starts, with the size of your unit and taking additional weaponry like anti-tank weapons, medium machine guns, or anti-air missiles.&lt;br /&gt;
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&#039;&#039;&#039;Platoon Support&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Unlike 40k, platoon support is unique to each company. This is the reason you selected the specific Company: access to unique toys that your other companies or nations can&#039;t take. Historically, this would be a platoon from the support company of the battalion: infantry companies might have a mortar platoon, while armoured companies might have a platoon of vehicle-mounted ATGMs. Your platoon support may also have platoons of the alternate unit type: tank companies almost always have the option to take a platoon of infantry, and vice versa.&lt;br /&gt;
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&#039;&#039;&#039;Division Support&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These are the rarest systems in your army, and often among the most expensive options. Historically, it would be things like air support, heavy artillery or attached helicopter squadrons. This varies from nation to nation: some countries have platforms that serve [[AMX Roland|crucial support roles but won&#039;t win the war for you]] to [[ADATS|snowflake units that provide the teeth to your force]]. These options are open to all company types, and should therefore be used to round out the weaknesses of your list. Additionally, platoons for troops like tanks and infantry might be purchasable here.&lt;br /&gt;
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&#039;&#039;&#039;Allied Support&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These are your &#039;Allies of Convenience&#039;, to continue the 40k analogy. Generally, only one allied formation (company, battalion, whatever) is allowed. Generally this would mean NATO Allies for NATO countries, and vice versa for the Warsaw Pact (but not the Middle Eastern powers, who all want to kill each other and are much more uncaring in where they get their gear from). Additionally, smaller factions may have allied units that fall under the same lines as Divisional Support, just with a different flag. For example, Canadians have access to German Leopard 2s and American Abrams&#039; to round out their lack of modern battle tanks.&lt;br /&gt;
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These units do NOT count as platoons which add to your last stand count, so your army may rout if the last Canadian troops have been picked off even if half of your (American Allied) units are on the table. Like Division Support, this is taken to smooth out the rough edges of your list and might be very interesting if you like the idea of a British-French coalition battlegroup, or are a powergamer who just wants the best companies of each nation.&lt;br /&gt;
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As a disclaimer to the young teens reading this wiki and calling themselves a military expert, Team Yankee is a HISTORICAL FANTASY game. The models might represent real weapon systems, but the organization of lists ranges from relatively accurate to outright blasphemous. Pretty much all your tanks and artillery fired across kilometres in real life, but only fire up to several hundred meters on the tabletop. [[M247 Sergeant York|Prototypes that never made it past the testing phase can be found]], while organizational details have been simplified for gameplay purposes.&lt;br /&gt;
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For the prospective kommandant who reached this point, consider reading the rulebooks at your FLGS or read on to decide which nation might be for you.&lt;br /&gt;
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===List Archtypes===&lt;br /&gt;
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Like any other tabletop game, each army has its own pros and cons leading to very distinct archetypes: just like the real-life counterparts, an infantry company will have a much happier time holding a town than a bunch of tanks. Here are a few of the many variants, found in the tournament scene and casual table:&lt;br /&gt;
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====Mechanized Infantry====&lt;br /&gt;
Kings of the tournament scene, mechanized infantry are THE premium choice for players seeking cost efficiency, holding power or firepower in some cases. Over 90% of all infantry in the game arrives in a motorized tin can of some sort, meaning that these lists have an overabundance of machinegun fire. Some lists might use infantry fighting vehicles such as the [[BMP]] or [[Marder Zug|Marder]], but most are characterized by hordes of cheap infantry in the cheapest transports. Mechanized lists are incredibly split in specialization depending on your faction of choice as well. &lt;br /&gt;
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In tournaments, the French and British are defined by the sheer amount of Milans they can bring to the field. They may lack in firefighting capability, but their ability to destroy armoured lists are second to none. They can be used in urban operations as well, but excel in open fields where their Milans can chew through tank after tank.&lt;br /&gt;
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The Soviet, Iranian and Polish lists are the Communist equivalent of the Milan horde; trading the latest in wargear for the latest in childbearing technology. While these troops lack in weapon systems that can engage armour from a distance, they are characterized by sheer numbers coupled with 3+ morale stats allowing them to keep pushing forward when other armies would fall back.&lt;br /&gt;
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On the other end of the spectrum are the spam lists of Czechs and Iraqis. Characterized by their horrendous morale, and basic weaponry, these lists have little to no offensive capability. [[Imperial Guard|However, their low pointage allows you to bring waves of men to the field that will HOLD the line like no other.]] In an urban setting, these troops can turn all buildings on your side of the field into deathtraps for enemy armour.&lt;br /&gt;
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Somewhere in the middle are Soviet [[BTR-60|BTR]]/ [[BMP]] and Dutch [[YPR-765]] lists. Typically, these lists would feature armoured elements and focus more on punching through the weak points of the enemy&#039;s line with the superior firepower of infantry fighting vehicles complementing a couple of tanks. A jack of all trades list, these forces are capable of defending and can counterattack on a dime when required. &lt;br /&gt;
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Universally feared by all players and the cheapest unit in any force, the mechanized infantry are the benchmark of every other unit: a platoon only needs to kill 1-3 tanks to make its points back. For tournament players, prepare to build lists that counter infantry. For casual players, expect to see some form of them in every single game.&lt;br /&gt;
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====Armoured====&lt;br /&gt;
The poster boys of the game, Armoured forces rely on the overwhelming superiority of tanks to crush virtually any opposition in its path. These units represent the fastest, heaviest units in the army that are not only capable of taking ground, but holding it. Strong in standard games and deadly in larger tables, Armoured forces would be unmatched if not for their Achilles heel: overpriced units.&lt;br /&gt;
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Tank units often cost dozens of points for a single platoon, leaving them as niche choices for the average player. In a tournament setting where every point counts and every wasted unit may cost you the game, tanks are treated as specialized units in different lists. Some may use armour as [[Chieftain|firebases]]; [[M1 Abrams|maneuver elements in a hammer and anvil force]], or solely as snipers [[Leopard 2|to destroy armour]]. Regardless of their tournament viability, here are the traditional makeups of armoured lists.&lt;br /&gt;
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With unparalleled mobility and firepower, armoured lists excel on the attack. This greatly favors offensive nations such as the West Germans or the Soviet Union who can conduct ‘blitzkrieg’ tactics on the tabletop scale: rather than exploiting strategic weaknesses, these lists employ a mix of tank killers like the [[T-64]] and the [[Leopard 2]] to compliment the firepower of support tanks: outdated models that may not beat the latest metal boxes, but could chew through any other vehicle like a masochist on a sanding belt.&lt;br /&gt;
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Protection against missiles comes in the form of artillery. Other lists may occasionally get away without running artillery, but is not optional in the current meta. Used to protect your tanks from Milan spam or the tank killers of the enemy force, smoke is probably the most important task of the artillery in an armoured list, neutralizing Milans for you to get within their firing range, forcing Chieftains to move or even dividing the force to reduce the amount of return fire.&lt;br /&gt;
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The strongest armoured lists are anachronisms; with no nation having a single tank that does the job of both a tank killer and support. Hence, they are generally defined as lists that run a substantial amount of armour (two platoons or so) with singular platoons of infantry, artillery, reconnaisance, etc. For a competitive player choosing the path of an iron grave, consider using allies for access to ROF 2 brutal tanks to compliment your AT22 tank killers. If you are a Soviet player, rejoice! Your tanks all-in-one and are countered by any form of missile, tank cannon or bomber. Have fun!&lt;br /&gt;
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====Cavalry====&lt;br /&gt;
Distinct from the armoured and mechanized archetypes, cavalry forces employ fast, mobile vehicles to outmaneuver the enemy while avoiding head-on engagements with the heaviest elements of the enemy list like tanks or infantry. While WILL be employing their own infantry and tank forces, cavalry forces are defined by their reliance on autocannon-armed vehicles to destroy soft-skinned vehicles like APCs, anti-air and artillery.&lt;br /&gt;
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Generally used for reconnaissance in a combined arms list rather than serving as the frontline troops who fight and die on your behalf, the British are known for having some of the best cavalry units with the Scorpion and Scimitar coming in low, cheap and with both variants having the firepower to take on anything but battle tanks. Hampered by their mediocre moving ROF, their main purpose is to deny spearhead movement to your opponent while threatening their soft skinned vehicles, providing an extremely dangerous (but easily answered) threat that hamper much more expensive units such as infantry and tanks from doing their job on the frontline.&lt;br /&gt;
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The only true Cavalry lists seen in tournaments are US Marine LAV lists, employing hordes of moving ROF 3 LAVs to outmaneuver, threaten, and destroy soft-skinned vehicles. However, it must be noted that cavalry forces still rely on infantry and armour to actually win the game: your cavalry are force multipliers to neutralize the support elements of your opponent, not the ones who will carry the day on their own.&lt;br /&gt;
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====Air Assault====&lt;br /&gt;
Rarely seen in the tournament scene aside from Soviet VDV lists, Airborne lists employ helicopter infantry and their superior mobility to win battles. Almost universally worthless in a 6x4 game where the marginal infantry buff and loss of fighting transports can be crippling, air assault forces have a niche of larger team games spanning several maps. Whether used to grab vulnerable objectives or serve as firemen where the line is weakest, air assault troops have greatly different roles among the nations that can field them: the USA, Soviet Union and British.&lt;br /&gt;
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The American air assault list is the archetypical airborne force: lightly equipped, highly trained and absolutely deadly in firefights, these units are barely worth their weight against armour but are almost unparalleled in a firefight. Combining Soviet morale with American firepower, heliborne infantry may not be able to kill a tank to save their life but are best suited to urban warfare or any other setting where dug-in infantry must die.&lt;br /&gt;
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While the US Huey technically has its M60s, consider them one time use guns that cannot be considered fire support unlike an M113.&lt;br /&gt;
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Soviet VDV lists are THE most accurate depiction of a proper air assault operation: deploying highly trained, versatile troops in highly dangerous environments while supported with helicopter gunships. The most ‘competitive’ of the three nations, VDV troops are equipped not only to win infantry fights, but also carry the heavy weapons that make infantry what they are: unmovable rocks that take a disproportionate amount of firepower to move, while having the tools to destroy armour that strays too close. While your infantry are few, your transports are terror on rotors: enter the Hind.&lt;br /&gt;
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A flying tank unmatched by the West until the development of the Apache, the Hind is one of the only gunships with transport capacity. While nerfed by its lack of stationary ROF and 3+ to hit, Hinds have a weapon for any target. See a Merkava? The Hind can kill it. Unprotected artillery? The hind can kill it. Infantry hordes in the open? The hind can fuck them all at the same time. &lt;br /&gt;
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By playing the VDV, you are committing to a list that combines air assault and air cavalry through the investment of points into gunships. Add on some Frogfoots and the VDV becomes a tournament worthy list that preys on any meta without sufficient anti-air. Not to mention, your blue berets are more than a match for the average foot soldier from the capitalist west...&lt;br /&gt;
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The British air assault list are a competitive unit that sees fringe play, albeit as a fever dream that would make the Sergeant York wet. Worthless on their own and pathetic in a firefight, the Gordon highlanders see their niche as a Milan horde that happen to ride in helicopters.&lt;br /&gt;
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====Air Cavalry/Leafblower====&lt;br /&gt;
Air Cavalry lists, unlike their real-life equivilants, are forces that spam airpower to win battles. Combining strike aircraft with helicopter gunships, these lists aim to destroy air-defence units before destroying the enemy force piece by piece. While most nations have access to bombers and ATGM helicopters, only the USA, Soviets and French have access to true leafblower lists; given their access to gunships like the [[MI-24 Hind]], [[Cobra|Cobra]], and [[Gazelle Helicopter|Gazelle]].&lt;br /&gt;
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Prospective commanders should note that these are all-in lists with over 40 points being funnelled into airborne units and are easily countered by tournament metas. Essentially, you are praying that your opponent does not aim to counter your lists; given that Air Cavalry aims to outrace a platoon of dedicated air killers like [[SA-8 Gecko|SA-8 Geckos]] or [[Tracked Rapier|Rapier]]. Uncounterable for the casual player who does not plan ahead, and easily beaten by tournament players who do their homework. They may fufil your ride of the valkyrie fantasies, but will lead to games which end faster than your opponent&#039;s patience.&lt;br /&gt;
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Not recommended if you wish to stay friends with your opponents. Acceptable (but weak)  if you want to win games.&lt;br /&gt;
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====Combined Arms====&lt;br /&gt;
Like most tabletop games, Team Yankee favours players who can mix and match each of the previous components; diluting the strength of each troop type and compensating with the power of diversity (yay!). As implied by the previous articles, building a spam list of infantry or tanks might be acceptable in a multiplayer game but will lead to your quick and laughable defeat in a competitive 1v1 game. Without artillery, your infantry and tanks can’t attack without taking a million casualties. Without cavalry, your tanks risk being flanked and blown up. Without infantry, your tanks and cavalry will not take objectives.&lt;br /&gt;
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The overwhelming majority of competitive lists feature an infantry or armoured company with support elements to cover all angles. While an infantry list might see itself playing the defensive under ideal circumstances, the counterblow from a tank platoon coming from reserves can decisively swing games in your favour. Similarly, armoured lists require smoke to cover the advance of your tanks or mounted infantry. Experienced players may dabble in ‘all-in’ lists, but you, prospective general, will find the best results when your lists have no clear weakness.&lt;br /&gt;
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Want to muddy the mixture? Consider taking combat troops as allies with your ‘chosen’ nation providing nothing more than combat (and moral) support.&lt;br /&gt;
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Mandatory:&lt;br /&gt;
2-6 Combat Troops (2 platoons of tanks or infantry, 1 platoon of infantry/tanks)&lt;br /&gt;
1-2 Artillery (for smoke and pinning)&lt;br /&gt;
1-4 Recon (for spearheading and/or denying spearheads)&lt;br /&gt;
1-2 Air Defence (Multirole air defence acceptable below 26 points, dedicated air defence required above 30 points)&lt;br /&gt;
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Optional:&lt;br /&gt;
1-2 Air support (used as suicide units)&lt;br /&gt;
1-1 Armoured ATGM carriers (overlaps with combat troops)&lt;br /&gt;
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==The Forces of WW3==&lt;br /&gt;
With the new Ally rules, take the following with a pinch of salt. Using the combat units of an ally faction as the bulk of your force while keeping your &#039;actual&#039; faction for its support choices is a totally legal (if cheesy) option. The scores are strictly in relation to one another; and does not account for terrain, list building and other stuff.&lt;br /&gt;
 &lt;br /&gt;
 The Breakdown Scores:&lt;br /&gt;
 5: Auto-include for competitive lists.&lt;br /&gt;
 4: Good for the purpose, if overshadowed by other factions.&lt;br /&gt;
 3: Not terrible, but needs a good reason to be included.&lt;br /&gt;
 2: Not recommended due to inefficiency.&lt;br /&gt;
 1: Overshadowed by other options in the same force organisation. &lt;br /&gt;
 -: Role filled by Allied units within the force organisation. Minor nations only.&lt;br /&gt;
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===NATO===&lt;br /&gt;
{{topquote|The Parties to this Treaty reaffirm [...] [t]hey are determined to safeguard the freedom, common heritage and civilisation of their peoples, founded on the principles of democracy, individual liberty and the rule of law. They seek to promote stability and well-being in the North Atlantic area. They are resolved to unite their efforts for collective defence and for the preservation of peace and security. They therefore agree to this North Atlantic Treaty|The North Atlantic Treaty}}&lt;br /&gt;
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The free world takes their freedom seriously, and armies operate very differently from one another. Entries for similar units (M113 mortars) will have different roles when used in another nation, while most countries have their own unique units which may similar versions but nothing completely identical. NATO is generally more beginner friendly, but varies between nations when it comes to cost and budgeting. &lt;br /&gt;
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====United States of America====&lt;br /&gt;
{{topquote|I can no longer sit back and allow Communist infiltration, Communist indoctrination, Communist subversion and the international Communist conspiracy to sap and impurify all of our precious bodily fluids.|General Jack D. Ripper}}&lt;br /&gt;
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&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 1/5 (excellent for beginners!)&lt;br /&gt;
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They may not have shown up on time for the last two world wars, but they sure have brought some firepower into this one. The principal founder of NATO and its strongest military power, the United States moved immediately to bring its full strategic might to bear against the seemingly-endless masses charging west from behind the Iron Curtain.&lt;br /&gt;
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Three of the U.S.A.&#039;s armed forces feature in this game, primarily their Army; the United States Army is one of the most technologically advanced forces on the Battlefield.  An all-volunteer force, the average US Soldier is backed up by some of the most advanced weapon systems  rumbling into war with them (including the first ever METUL BOX). Particularly the principal tank of the US forces in Europe, the M1 Abrams is arguably the most influential main battle tank of the 80s, influencing almost every other tank design in the Western world.&lt;br /&gt;
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&#039;&#039;Stripes&#039;&#039; covers most frontline combat units in the US Armed Forces, from an Amphibious Assault Unit to an Airborne Infantry Company. Their units may not be the best in the world, but you have so many options in your list that you should have a counter for anything your opponent brings up. This versatility makes them the only faction to rival the Soviets, matching their cost efficiency with incredibly flexible listbuilding.&lt;br /&gt;
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For players concerned with historical accuracy, remember to toss out the Yorks, RDF/LTs and the Hueys (except for Marine Airborne)!&lt;br /&gt;
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Defining Units: [[M1 Abrams]], [[M163 VADS]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Most versatile faction in the game, with options to fill almost all roles.&lt;br /&gt;
*Ideal for Armored and combined arms playstyles, with the flexibility to attack or defend.&lt;br /&gt;
*Decently easy to learn, and is rather straightforward.&lt;br /&gt;
*Ability to upgrade entire force to carry AT23 TOW2s&lt;br /&gt;
*Capitalism&lt;br /&gt;
&lt;br /&gt;
;Weaknesses &lt;br /&gt;
*Second most expensive faction in-game. &lt;br /&gt;
*Poor cost efficiency compared to other NATO equivalents. &lt;br /&gt;
*The TOW tax quickly adds up.&lt;br /&gt;
*Capitalism.&lt;br /&gt;
*Can&#039;t point out the enemy on a map.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Solid and cost-efficient. 4/5&lt;br /&gt;
 Transports: The best &#039;free&#039; transports in the game. 3/5&lt;br /&gt;
 Tanks: All the flavors of M1s. 4/5&lt;br /&gt;
 Anti-Tank: No longer cost efficient, but packing serious heat. 4/5&lt;br /&gt;
 Recon: Decent Army options, Good Marine options. 3/5&lt;br /&gt;
 Artillery: Decent, if expensive mortars. 3/5&lt;br /&gt;
 Aircraft: Best helicopters, mediocre aircraft. 4/5&lt;br /&gt;
 Anti-Air: Overpriced. Where&#039;s the air force?? 2/5&lt;br /&gt;
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{{US Forces in Team Yankee}}&lt;br /&gt;
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====Great Britain====&lt;br /&gt;
{{topquote|Why do you suppose we went into it?&amp;quot;&amp;lt;br&amp;gt;&amp;quot;To strengthen the brotherhood of free western nations.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Oh really, we went in to screw the French by splitting them off from the Germans.|Yes, Minister}}&lt;br /&gt;
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&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 2/5 (Good for beginners and vets!)&lt;br /&gt;
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Steadfast, courageous, and absolutely devoted to their time-honoured traditions of tea, crumpets, and silly hats, the British Armed Forces became a founding member of NATO after World War II, in which they earned great fame for their many triumphs over impossible odds. Two major commands, British Army of the Rhine and Royal Air Force Germany, were dedicated to stand guard against the threat of Soviet invasion and have dutifully done so for 40 years. The British military is well-known for its discipline, professionalism, and for actually showing up on time for world wars (not like those louts across the pond).&lt;br /&gt;
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Thanks to a little disagreement on the far side of the Atlantic in 1982 (not to mention the decades long troubles in Northern Ireland), the British military is one of only a few in NATO with combat veterans in its ranks going into the fight. They may not have the numbers or superpower status that they did in the glory days of the Empire, but as Argentina could tell you, they can still fight with the best of them. When the Warsaw Pact barged westward and brought war to Europe for the third time in a century, the British forces in West Germany stubbornly refused to give ground, forcing their enemy to bypass them rather than sacrifice the entire invasion&#039;s timetable. The rules for these tea-chugging bastards are found in “Iron Maiden” and updated rules can be found in &amp;quot;WW3: British&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Brits lack the cutting-edge advanced technology of the other NATO forces (Advanced Stabilisers, Thermal Imaging except on the Challenger) but compensate with sheer firepower and ridiculously well-armoured tanks. Thanks to their Assault 3+ Infantry and abundance of units which benefit from staying still and taking potshots like the Chieftain and Milan, the British excel on the defence; sipping tea and destroying anything which strolls into their fields of fire. Should the enemy fix bayonets, you have assault 3+ on most infantry and vehicles, a lynchpin that makes the entrenched British rifleman one of the most resilient units in the game. &lt;br /&gt;
&lt;br /&gt;
Also there is one other slight thing to mention with regard to the British during this time period: they are Troubled, the good Friday agreement which ended (or at least paused) The Troubles would not be signed for another 13 years (1998). What does that mean for team Yankee? well likely nothing but in real life you could bet your ass the Soviets would love to pour gasoline on that little fire to try and distract the Brits, so if we ever get a partisan list or something, maybe keep an eye open for that. &lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Chieftain]], [[Milan Section (Mechanized)|Milan Section]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*One of the strongest factions on the defensive.&lt;br /&gt;
*Best infantry in the game with plentiful ATGMs on human (and armored) platforms.&lt;br /&gt;
*Ideal for defensive or infantry players.&lt;br /&gt;
*Has the almost invincible, if overcosted, Challenger.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Lacks units that can effectively fight while on the move.&lt;br /&gt;
*Seriously struggles to damage heavy MBTs.&lt;br /&gt;
*Vulnerable to smoke and rushes; units rely on staying still to deliver the most firepower.&lt;br /&gt;
*Commonly seen as the seal clubber&#039;s favorite due to superior infantry stats and milan spam, which makes new players ragequit.&lt;br /&gt;
*Everything, absolutely &#039;&#039;everything&#039;&#039; stops for tea at four o&#039;clock.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown: &lt;br /&gt;
 Infantry: Excellent defence and long ranged AT, poor offensive abilities. 4/5&lt;br /&gt;
 Transports: Average APCs and IFVs alike. 3/5&lt;br /&gt;
 Tanks: Expensive, armoured monsters with deadly firepower but incapable of mobile warfare. 4/5&lt;br /&gt;
 Anti-Tank: Excellent options for dealing with previous generation tanks, struggles against 20+ armour. 3/5&lt;br /&gt;
 Recon: Dangerous but squishy. 3/5&lt;br /&gt;
 Artillery: Good mid-low caliber pieces. 4/5&lt;br /&gt;
 Aircraft: Best bomber, overcosted helicopters. 3/5&lt;br /&gt;
 Anti-Air: Excellent Rapier, ludicrously good Marksman, mediocre Spartan Blowpipe. 4/5&lt;br /&gt;
&lt;br /&gt;
{{British Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====West Germany====&lt;br /&gt;
{{topquote|Well that certainly doesn&#039;t apply to the Germans...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;No no, they went in to cleanse themselves of genocide and apply for readmission to the human race.|Yes, Minister}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (Challenging listbuilding.)&lt;br /&gt;
&lt;br /&gt;
Following the complete destruction of Nazi Germany in 1945, about half of the country was occupied by the British, French and Americans, who merged their three occupation zones to form the Federal Republic of Germany. From its capital in Bonn, West Germany&#039;s leaders have focused their efforts on redeeming (West) German standing in the world through a restored representative democracy, a careful and conservative foreign and defense policy, and some truly outstanding cars, wurst and beer. And thanks to their longstanding membership in the NATO alliance, (half of) Germany gets to be the &#039;&#039;good guys&#039;&#039; this time!&lt;br /&gt;
&lt;br /&gt;
West Germany was the first featured expansion in &amp;quot;Team Yankee,&amp;quot; centering around the Bundeswehr&#039;s Heer, one of two current successors to the legendary German Army of the past. With their homeland invaded for a second time by their enemy from two previous world wars, the West Germans are intensely motivated and have all the tenacity, discipline and professionalism of their fathers and grandfathers. Their former countrymen, the East Germans, are among the leading forces of the Warsaw Pact, making the war especially personal as both German armies do their utmost to see that their cause triumphs. The West Germans are literally battling in their own streets, homes and fields, while the East Germans are leaping at their chance to forge a unified, socialist Germany. The Rules for the West Germans can be found in &amp;quot;West German&amp;quot;, which replaced Leopard and Panzertruppen.&lt;br /&gt;
&lt;br /&gt;
The West Germans have continued the famous German tradition of quality over quantity and then some: their units rank among the very best (and most expensive) in the entire game. The perfect example is the Leopard 2, a monument to armoured superiority that costs eleven points per tank, as opposed to a mere four per tank for the East Germans&#039; T-72M. One exception is the Leopard 1; your budget tank at 3 points. In addition to Thermal Imaging, they field devastating units like the Gepard Flakpanzer and the Panavia Tornado fighter-bomber, which can make their points back over several times in the hands of an effective commander. A well-balanced army capable of different playstyles, but ultimately held back by its inability to sustain losses. Expect to be outnumbered 2-1 against NATO, or 3-1 or even 4-1 against PACT forces.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Leopard 2]], [[Marder II Zug]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Strongest armoured units in the game.&lt;br /&gt;
*Soviet-equivalent morale.&lt;br /&gt;
*Ideal for aggressive or challenge-seeking players.&lt;br /&gt;
*Hard-hitting units that can punish your opponent&#039;s mistakes very harshly.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Small units with some of the game&#039;s most expensive models.&lt;br /&gt;
*Poorly suited to attrition tactics. &lt;br /&gt;
*Ex-Nazis.&lt;br /&gt;
*Forgot their cold-weather gear AGAIN.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Effective, but few and expensive. 2/5&lt;br /&gt;
 Transports: Strongest transport in the game, but no built-in missile. 4/5&lt;br /&gt;
 Tanks: Overcosted Leopard 2s, decent Leopard 1s. 2/5&lt;br /&gt;
 Anti-Tank: ATGMs expensive and few. Role filled by Leopard 2s. 1/5&lt;br /&gt;
 Recon: Cheap and dangerous. 3/5&lt;br /&gt;
 Artillery: Solid NATO artillery. 4/5&lt;br /&gt;
 Aircraft: Good bomber, overcosted helicopters. 2/5&lt;br /&gt;
 Anti-Air: Versatile, competitive options. 4/5&lt;br /&gt;
&lt;br /&gt;
{{West German Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====France====&lt;br /&gt;
{{Topquote|Going to war without France is like going hunting without an accordion.|Jed Babben}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3/5 (Beginner unfriendly, many glass cannons.)&lt;br /&gt;
&lt;br /&gt;
The gall of those cultureless, crass Americans! We hate all of them! Our king bankrupted us to save them in their &amp;quot;Revolutionary War,&amp;quot; and now they make memes of us on the internet! &lt;br /&gt;
&lt;br /&gt;
Despite the many dank memes and jokes about French military incompetence on the internet today, France has a long, long history of kicking ass with one of the largest and most powerful armed forces in human history. It may seem funny to mock them now, but nobody was laughing as Napoleon stomped one opponent after another into the dust, and millions of French soldiers held the line against the Kaiser&#039;s armies in the Great War, whereas the Americans couldn&#039;t be bothered to show up until 1917. France also &amp;lt;s&amp;gt;let the Germans take everything&amp;lt;/s&amp;gt; was one of the major Allied powers in World War II, and French soldiers repeatedly making last stands against the Germans bought badly-needed time for the British evacuations at Dunkirk, saving not only &amp;lt;s&amp;gt;those stupid English&amp;lt;/s&amp;gt; their British allies from getting overrun by the Nazis, but maybe also the world.&lt;br /&gt;
&lt;br /&gt;
As explained in &amp;quot;Free Nations,&amp;quot; France sort-of left NATO under Charles de Gaulle, a... very complicated man whose egomania could well have one-upped Douglas MacArthur if they hadn&#039;t been kept on totally separate sides of the planet. To summarize, de Gaulle fought nails and teeth (and all the rest too) to keep &#039;&#039;his&#039;&#039; France independent: politically, economically and militarily. This lead to France having its own military industry and designs and also lead to it leaving-but-not-really-leaving NATO and expelling all non-French military forces stationed on French soil. Secret agreements were made, however, and France retained the right to declare its re-integration into the NATO military alliance if it saw fit to do so; i.e. in case of WW3/something grave enough that would threaten France directly. The reasons for de Gaulle&#039;s stubbornness are multiple but the two main ones were that he wanted no part in what he fully expected to be &amp;quot;League of Nations II: Incompetence Boogaloo&amp;quot; or being pressured into sending his soldiers into conflicts where France had neither cause to nor interest in participating. Early in the events of &amp;quot;Team Yankee&amp;quot;, seeing that a major war in Europe was on the horizon for the third time in a single century, France officially rejoined NATO in full. The Communist hordes will not find us such easy prey &amp;lt;s&amp;gt;as the Germans did&amp;lt;/s&amp;gt; as they may expect, &#039;&#039;mon ami&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As of 1985, France is one of the few NATO nations with genuine combat experience after World War II, alongside the United Kingdom and the United States, and it has the third-largest number of atomic weapons in the world - a distant third behind USA and the USSR, mind you, but third-largest nonetheless. The French ORBAT is unlike any of the major military powers, with their early Cold War history covering the first and second Indochinese (Vietnam) wars and their different mission needs. The post-WWII/Indochine French army has a doctrine that can be summarized in one sentence: &amp;quot;Engage the enemy on your own terms; never his!&amp;quot;. Lacking a tank capable of trading blows with any modern platform and near-universal &amp;lt;s&amp;gt;cowardice in the ranks&amp;lt;/s&amp;gt; 5+ morale among French personnel, a French commander must rely on maneuver and a terrifying abundance of gun platforms with Brutal to cripple an enemy&#039;s force before taking significant damage. In fact, among the NATO nations, the French were the only ones to eventually adopt autoloaders for their main battle tanks (starting only with the Leclerc, though), but they also tend to come from the &#039;speed is armour&#039; school of tank design, which made them a bit glassy both in and out of the game. While similar to the Canadians in their lists naturally countering BMP and infantry spam, they lack the moosemen&#039;s balls and require a different playstyle to excel. They do have Milan spam if that&#039;s your thing though (you powergaming &#039;&#039;bâtard&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[AMX-10 RC]], [[Gazelle Helicopter|Gazelle 20mm]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Strong firepower on even the lightest units&lt;br /&gt;
*Milan AT spam on par with the Brits.&lt;br /&gt;
*Ideal for aggressive or experienced players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Weaknesses &lt;br /&gt;
*Tissue-thin armour made from stale baguettes.&lt;br /&gt;
*&amp;lt;s&amp;gt;Cowards&amp;lt;/s&amp;gt; Unreliable (seriously, do NOT expect Morale 5+ troops to stay in the fight.)&lt;br /&gt;
*Smell like bad cheese.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Good firepower but unreliable morale. 3/5&lt;br /&gt;
 Transports: You get what you pay for: very solid. 4/5&lt;br /&gt;
 Tanks: Incapable of tanking damage for the army. 3/5&lt;br /&gt;
 Anti-Tank: Milan spam just got stronger. 5/5&lt;br /&gt;
 Recon: Deadliest &#039;recon&#039; units in the game. 5/5&lt;br /&gt;
 Artillery: Lacking in utility arty. 2/5&lt;br /&gt;
 Aircraft: Fragile but VERY deadly when played well. 4/5&lt;br /&gt;
 Anti-Air: Respectable, but expensive. 3/5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &lt;br /&gt;
A Quick Note About the Morale Thing &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Almost universally in Team Yankee, the French have &#039;&#039;shit&#039;&#039; morale, and this is a little weird at first glance. After all, the &amp;quot;ha ha, France = surrender monkeys&amp;quot; meme is about as nuanced and accurate as a company of Soviet motor rifles - especially by 1985. The French army has more actual recent combat experience than nearly any other playable nation, and previous morale crises have only improved the &#039;&#039;Armée de Terre&#039;&#039;&#039;s ability to deal with such issues. So, what gives?&lt;br /&gt;
&lt;br /&gt;
Turns out, much like a few other terms for various Battlefront franchises, &amp;quot;Morale&amp;quot; is a slight misnomer. To be precise, the poor roll value that the French have isn&#039;t to represent that they are somehow more cowardly (the parallel 3+ Courage roll indicates as much), but rather to integrate French doctrine into the game, since most nation-specific special rules have been removed in order to streamline the rules. You see, in older FoW versions there used to be a dozen different special rules indicating unique attributes that would modify the two base values for specific traits. Courage, Rally, Assault and Counterattack are all new, and were created so as to whittle down the truly obscene rules clutter that was starting to really drag down games of FoW.&lt;br /&gt;
&lt;br /&gt;
But that still doesn&#039;t answer the question &#039;&#039;&amp;quot;Why are my goddamn frogs running away so much?&amp;quot;&#039;&#039;. The answer is simple: &amp;lt;s&amp;gt;the chemicals in the water turned them gay&amp;lt;/s&amp;gt; they&#039;re being ordered to retreat: the French just don&#039;t stick around for a slugging match they fully know they simply can&#039;t win! If the French learned anything from the various wars of the 20th century, it&#039;s that they have to be able to give ground for time and that they absolutely do not have the ability to engage in attritional slogs and trade casualties for the same. As they quickly realized going solo meant they would never be able to field armor in the same volumes the Soviets could, the French army doctrine evolved into a very mobile and elastic thing that put their entire emphasis on high mobility with lighter motorized units, creating a 1985 doctrine of maneuver warfare with lightly armoured units. [[skub|The more callous say they just mixed Guderian&#039;s &#039;&#039;blitzkrieg&#039;&#039; with Model&#039;s &#039;&#039;schild und schwert&#039;&#039;]], however nobody can deny they are very efficient at what they do best: hit hard, fast and overwhelmingly where the enemy doesn&#039;t expect it then redeploy before they can strike back. &lt;br /&gt;
&lt;br /&gt;
This is well-represented in-game by the French having good skill but poor morale scores. This is also why the Czechoslovaks, despite being far less motivated than the French in every respect, have a better Morale rating despite literally having worse morale. Such a broad and encompassing term as Morale isn&#039;t restricted to the one stat that shares its name, and is technically the collective sum of all the stats on the left half of the base section since it was broken into those three in the first place. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{French Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Canada====&lt;br /&gt;
{{topquote|I know a lot of you are going through separation anxiety... but there&#039;s nothing I can do about getting a Tim Hortons in Kabul.|Col. Al Howard (FYI, they did eventually get a Tim Hortons in a trailer)}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3/5 (Limited unit variety, technical playstyle.)&lt;br /&gt;
&lt;br /&gt;
[[Imperial Guard|Cadians!]] Wait. Not quite. Though, they too have an amazing, cost-effective and plentiful tank option. As for their place in Team Yankee, the Canadians took one look at the current infantry spam meta, and they decided that they hated it. Where the US brought their meanest guns and the West Germans brought their biggest machines, the &#039;&#039;4th CMBG&#039;&#039; showed up to the fight with a [[Leopard 1#Canada|tree grinder]], intending to reenact that scene from Fargo.  &lt;br /&gt;
&lt;br /&gt;
While you&#039;re fairly limited in what you can take, the options Canada does have can be both versatile and extraordinary. Between a nearly-universal +3 skill roll and an abundance of options for laying down smoke, you can acquire the firing positions you require while denying the enemy any of their own. Agility is essential to Canadian lists, using evasion rather than armour in a naturally offensive force. In essence, the Canucks seem at their best in vehicles and on the move, shadowing the enemy line until it has been withered beneath a barrage of precise and overwhelming fire.&lt;br /&gt;
&lt;br /&gt;
The Canadians apologize for borrowing American and German units, such as aircraft and heavy tank platoons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Defining Units&amp;lt;/s&amp;gt; &#039;&#039;Standard List in BMP/T-55 Meta&#039;&#039;: [[ADATS]] and as many [[Leopard 1#Canada|Leopard C1&#039;s]] as you can take&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Units tend to be agile, multi-purpose or hard-hitting. Sometimes, all three.&lt;br /&gt;
*Ideal for offensive and maneuver-minded players.&lt;br /&gt;
*Actually pretty good at fighting.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Glass cannons whose vehicles can cost a pretty pound of points.&lt;br /&gt;
*The Americans don&#039;t like you for some reason.&lt;br /&gt;
*Apologize every time they shoot at anybody.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Jack-of-all-trades, master of none. 3/5&lt;br /&gt;
 Transports: It&#039;s cheap, it&#039;s free! 3/5&lt;br /&gt;
 Tanks: Best generation-two tanks, and you can take a LOT of them. 4/5&lt;br /&gt;
 Anti-Tank: Enough TOW platforms to do damage, plus the spillover from AA. 3/5&lt;br /&gt;
 Recon: Sneaky, but not much else. 2/5&lt;br /&gt;
 Artillery: Some mortars, some howitzers. Nothing special. 3/5&lt;br /&gt;
 Aircraft: Grounded by lack of parts. -/5&lt;br /&gt;
 Anti-Air: Your primary AA platform also cracks open heavy tanks... for a price. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Canadian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====The Netherlands====&lt;br /&gt;
&#039;&#039;&amp;quot;Lucas, get out of the lingerie!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 2/5 (Versatile units with some drawbacks. Beginner viable.)&lt;br /&gt;
&lt;br /&gt;
The Netherlands! A country so friendly and fun to visit that when World War III finally kicked off in August 1985, the Warsaw Pact drove a spear right through West Germany and brought the party to them. High on weed and hookah, the Dutch wade blindly into battle with a combination of dated equipment from the early 60s and the cutting edge of modern weaponry. &lt;br /&gt;
&lt;br /&gt;
Clearly influenced by the Wehrmacht of yesteryear, the Royal Netherlands Army boasts one of the toughest mechanized lists around. With the holy trifecta of Leopard 2s, IFVs and Carl Gustavs, Dutch lists have few weaknesses, with numbers and the ability to deal with armour from just about any range and IFV hordes.&lt;br /&gt;
&lt;br /&gt;
They are less advanced than their alcoholic West German brothers (infrared), but are considerably cheaper.&lt;br /&gt;
&lt;br /&gt;
The Dutch share many similarities with the Americans and the West Germans, playing as a middle ground between the two. Much of their equipment is West German in origin, from the terribly pricy Leopard 2 (with a 1 point discount, no less) to the terrifyingly effective Pantserluchtdoel PRTL, or &amp;quot;Dutch Gepard&amp;quot;. Your units have training similar to the Americans rather than the underequipped West Germans.&lt;br /&gt;
&lt;br /&gt;
The strength of the Dutch lies in their mechanized forces. While their tanks are mediocre compared to other NATO nations, they are unique in their ability to pump out infantry fighting vehicles while carrying full-sized platoons with some very scary firepower, unlike their French and German counterparts. The West Germans have also granted support units to your Dutch band of (definitely straight) brothers.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Leopard 2]], [[YPR-765]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Able to spam IFVs with infantry to boot.&lt;br /&gt;
*Ideal for mechanized players or jacks of all trades.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Long ranged anti-tank capability only from Leopard 2s.&lt;br /&gt;
*Jack-of-all-trades faction without any overpowered units.&lt;br /&gt;
*Drug peddlers.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: decent, but made deadly by virtue of their transports. 4/5&lt;br /&gt;
 Transports: It&#039;s cheap, and also the best NATO IFV. 4/5&lt;br /&gt;
 Tanks: Not great, but you don&#039;t have any other AT options. 3/5&lt;br /&gt;
 Anti-Tank: Expensive, fragile and mediocre. 2/5&lt;br /&gt;
 Recon: Does the job, but nothing more. 3/5&lt;br /&gt;
 Artillery: Below-average, but still passable. 3/5&lt;br /&gt;
 Aircraft: Our pilots are still in rehab. -/5&lt;br /&gt;
 Anti-Air: Weaker than the West Germans, but still very strong. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Dutch Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====ANZAC====&lt;br /&gt;
&#039;&#039;&amp;quot;Oi! Mate! Get off the fekkin&#039; gun and stab the bloody cunt!&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (Beginner unfriendly. Vet recommended.)&lt;br /&gt;
&lt;br /&gt;
Legendary for their daring, elan and professionalism, the armed forces of Australia have a long record of making somebody &#039;&#039;very&#039;&#039; sorry that they picked a fight with the Empire. Or with Australia. Or that there was a fight going on, and the Australians heard about it and showed up. Where Canada runs in circles around the enemy and France runs away from the enemy, the Aussies and Kiwis run &#039;&#039;at&#039;&#039; the enemy. By all accounts they really shouldn&#039;t be present, they aren&#039;t even officially part of NATO (due to that whole &amp;quot;North Atlantic&amp;quot; thing), yet here they are in 1980&#039;s Germany. Down-under magic? Down-under magic. The Queen calling for aid? Or maybe has something to do with the complicated system of alliances in the pacific that were thrown around very early on in the cold war. The Aussies and Kiwis both had actually signed a treaty referred to as the ANZUS with the US in the 50&#039;s guaranteeing defensive cooperation if any hostilities were launched against them or a number of allied states, hence their military presence in Vietnam and now, in Germany. (Though historically ANZUS was falling apart at the time due to New Zealand&#039;s Nuclear-Free stance putting it at odds with the United States).&lt;br /&gt;
&lt;br /&gt;
Your PACT players are going to be wondering: &amp;quot;Wait, aren&#039;t &#039;&#039;we&#039;&#039; supposed to be ones who&#039;re invading?&amp;quot;. This will occur just as several packs of foul-mouthed Bogans roll around the corner, firing on the move and charging into melee from their tanks to show the Gopniks how it’s really done. Keep in mind, this is during an era whereby that shit should &#039;&#039;&#039;not&#039;&#039;&#039; fly. But looking at their stats, that&#039;s specifically what they&#039;re here to do. Skilled, courageous, all while packing lots of tools designed for staring the dirty communist in the eyes as you kill him. Your infantry may not be amazing, but your scorpions and leopards can literally roll over the communists with assault 3+. The Australians may not actually be in NATO at all, but having decided to show up anyway, they&#039;re polite, they&#039;re efficient, and they have a plan to kill everyone they meet.&lt;br /&gt;
&lt;br /&gt;
The ANZACS have British support units such as the Tracked Rapier and Harrier, thanks to their plea deal with the crown.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[CVRT#Kiwi Variant|Scorpion]], [[AT Land Rover]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*&#039;Tank&#039; units are nearly unmatched in close quarters, and set to win damn near &#039;&#039;every&#039;&#039; melee they enter.&lt;br /&gt;
*Ideal for you melee junkies out there.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Suffers from yet another serious lack of organic support.&lt;br /&gt;
*Units are few as is, but a lack of variety can seriously limit flexibility.&lt;br /&gt;
*Can&#039;t handle cold.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Average NATO infantry, but essential in any list. 3/5&lt;br /&gt;
 Transports: It&#039;s free I guess.... 3/5&lt;br /&gt;
 Tanks: Your tanks can shred light armor on the move while running infantry over.  4/5&lt;br /&gt;
 Anti-Tank: Good against light armor, terrible against high-end tanks. 3/5&lt;br /&gt;
 Recon: Kiwis go &#039;&#039;hard&#039;&#039;. 2/5&lt;br /&gt;
 Artillery: Mortars only, but the Brits can help you out! 2/5&lt;br /&gt;
 Aircraft: They haven&#039;t discovered aviation yet. -/5&lt;br /&gt;
 Anti-Air: It&#039;s bad. It&#039;s REALLY bad. 1/5&lt;br /&gt;
&lt;br /&gt;
{{ANZAC Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
===Warsaw Pact===&lt;br /&gt;
{{topquote|The Communists disdain to conceal their views and aims. They openly declare that their ends can be attained only by the forcible overthrow of all existing social conditions. Let the ruling classes tremble at a Communistic revolution. The proletarians have nothing to lose but their chains. They have a world to win.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Working Men of All Countries, Unite!&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;|Karl Marx, The Communist Manifesto}}&lt;br /&gt;
&lt;br /&gt;
Unlike NATO, standardization was enforced in the Warsaw Pact at most levels of the military. From the caliber of firearms to the strategies used by commanders, each country only made the slightest of adjustments. Expect little variation in equipment compared to NATO. Tactics do vary of course, but always rely on numerical superiority to win the day. Most Pact nations have inferior equipment to the Soviet Union which was historically accurate: Soviet Union entries can generally be used for your own faction. The playstyles vary more on your army list than individual factions: an infantry list is going to play very similarly, whether there are Russians or Poles in their ranks. For budget players without care for bling and army decals, consider leaving all units in the standard Russian green and they can be Russians, Czechs or Russians disguised as &amp;lt;s&amp;gt;Ukrainians&amp;lt;/s&amp;gt; Poles.&lt;br /&gt;
&lt;br /&gt;
====Soviet Union====&lt;br /&gt;
-&#039;&#039;What should a Soviet soldier do if he finds himself in an immediate vicinity of a nuclear explosion?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-&#039;&#039;Stretch out his arms and hold his assault rifle in such a way that no molten metal get on state-issued boots.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
- Soviet army joke&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3.5/5 (Tough to learn, easier to master.)&lt;br /&gt;
&lt;br /&gt;
Massive, heavily armed, and with a record of Nazi-stomping in World War II that makes the whole Western front pale in comparison, the Soviet Armed Forces were a force to be reckoned with through the entire Cold War. Far outnumbering their adversaries and their own voluntold allies, the Soviet military possessed enough tanks, artillery, aircraft, automatic rifles and machine guns to make all of NATO&#039;s vaunted quality-over-quantity ideas count for absolutely nothing in a real war. Rules for the Soviet Hordes can be found in the Team Yankee Rulebook, “Red Thunder”, and, most recently, the &amp;quot;Soviet&amp;quot; book.&lt;br /&gt;
&lt;br /&gt;
In addition to the mechanized forces of the Red Army, Red Thunder gives you the rules for running an Air Assault Battalion from the VDV. They have a totally different list from other PACT factions and were the best infantry that the PACT can buy.&lt;br /&gt;
&lt;br /&gt;
With the release of the new book, the Soviets gained access to the T-80 Shock Company formation. This elite formation is closer to a NATO force than other WarPac formations. Platoons of 2-3 tanks hit on 4+ with 3+ skill break the traditional horde structure and come with a hefty points cost to boot. They can also take a platoon of 2-3 recon BMP-3s with the same stats AND a company of BMP-3 mechanised infantry (with the option to downgrade to shock BMP-2s). Expensive as hell with the usual low ROF of Soviet armour, expect to be heavily outnumbered.&lt;br /&gt;
&lt;br /&gt;
As a Soviet player, you are the proud owner of the most advanced army among REDFOR, rivalled only by the US (in games without allies, that is). Point for point, few armies can equal your ability to bring reliable firepower. Near universal 3+ Remount and Morale ensures that your glorious Communists will (probably) never falter against the Capitalist pigs. While their 3+ to hit ensures that they suffer losses at a far greater rate, the USSR has viable units in almost every archetype. Whether it&#039;s a tank battalion, an air assault list, artillery spam or half of a motor rifle brigade, the USSR is cost-effective enough to make most archetypes work. An ideal army for the experienced or the powergamer, although you must be prepared to counter your low skill ratings.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Motor Rifle Company]], [[2S1 Carnation|2S1 Gvozdika]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Cheap, cost-effective units for all roles but tanks. Excellent morale.&lt;br /&gt;
*Ideal for veterans to Flames Of War, horde and powergamers.&lt;br /&gt;
*Communism.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Reliant on effective combined arms tactics. &lt;br /&gt;
*Units will lose 1-on-1 confrontations against most NATO counterparts.&lt;br /&gt;
*Communism.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Cheap and insanely cost-efficient. 5/5&lt;br /&gt;
 Transports: Meta defined by BMP parking lots. 5/5&lt;br /&gt;
 Tanks: Cheap but mediocre. 3/5&lt;br /&gt;
 Anti-Tank: Cheap, but tiny unit sizes. 2/5&lt;br /&gt;
 Recon: Acceptable, but not amazing. 3/5&lt;br /&gt;
 Artillery: Unreliable, weakest PACT artillery. 2/5&lt;br /&gt;
 Aircraft: Good; only competitor to the US. 4/5&lt;br /&gt;
 Anti-Air: Cheap but deadly. 5/5&lt;br /&gt;
&lt;br /&gt;
{{Soviet Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====East Germany====&lt;br /&gt;
&#039;&#039;&amp;quot;For the protection of the workers&#039; and the peasants&#039; power&amp;quot; &#039;&#039; &lt;br /&gt;
-Motto of the Volksarmee&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4.5/5 (Weak units and weak list. Vets only.)&lt;br /&gt;
&lt;br /&gt;
After getting stomped into oblivion by the Soviets during World War II, half of Germany has been rebuilt in the Soviet image. Founded in the mid-1950s, the armed forces of the German Democratic Republic, known as the Nationale Volksarmee (National People&#039;s Army), [[Mordian Iron Guard|combine Prussian heritage, iconic German military discipline, and Soviet mass-unit doctrine]] to forge one of the most formidable enemies NATO will ever face on the battlefield. Even though they must make do with downgraded Soviet export equipment, they fight with a tenacity that rivals that of their forefathers. NATO military officers have consistently rated the NVA as the best force in the Warsaw Pact based on its discipline, thoroughness of training, and the leadership ability of its commissioned officers. Following Soviet tradition, the Volksarmee lends the names of various Communist heroes to regimental-sized units and above, such as Panzerregiment 23 &amp;quot;Julian Marchlewski&amp;quot;, one of the three armored regiments of the 9th Panzer Division. Rules for the East Germans are found in “Volksarmee.”&lt;br /&gt;
&lt;br /&gt;
As the Volksarmee you stare enviously at USSR-Sempai and employ 30-year-old tanks with such reckless ambition that an Imperial Guardsman would question your value for human life. Your soldiers are as zealous as your Soviet counterparts and have more skill than &amp;lt;s&amp;gt;the illiterate peasants in the Red Army&amp;lt;/s&amp;gt; your honored Soviet allies. The downside you might ask? You are using whatever even the &#039;&#039;Soviet Union&#039;&#039; thinks is too unsafe for their soldiers, using all the hand me downs with gusto. The majority of the Volksarmee gets the T-55AM2, which is great at exploding, and the first-rate armored regiments get the T-72M, which is also great at exploding but shoots better. You may be (mostly) bringing tanks from the mid-50s, but you can bring 30 of them for a little less than the cost of 2 West German tanks. Hell, even if you fight against the Soviets, you will outnumber them more than 2 to 1 (Even with both of you bringing T-72s). If you want the discount of non-Soviet PACT nations without the lopsided characteristics of the Poles or the Czechs, the National People&#039;s Army stands ready to invade capitalist-occupied West Germany at your order.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Motor_Rifle_Company#Mot-Schützen Kompanie|Motorschützen]], [[T55AM2]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Second cheapest units in the game, with rather decent stat lines.&lt;br /&gt;
*Ideal for horde players with too much money, or tactical geniuses.&lt;br /&gt;
*Sweet spot between the elite Poles and the conscript Czechs.&lt;br /&gt;
*Communist Prussians&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Units outmatched by most NATO equivalents; West Germany has much, &#039;&#039;much&#039;&#039; better Panzers.&lt;br /&gt;
*Players must rely on superior planning to win games due to the VAST technological gap.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown&lt;br /&gt;
 Infantry: Soviet numbers with low-end NATO stats. 3/5&lt;br /&gt;
 Transports: Like the Soviets, but slightly worse. 3/5&lt;br /&gt;
 Tanks: Useless in head-on engagements, good as flanking units. 3/5&lt;br /&gt;
 Anti-Tank: Tanks do it better than these pieces of crap. 1/5&lt;br /&gt;
 Recon: On par with Soviet Recce (AKA pretty bad). 3/5&lt;br /&gt;
 Artillery: NATO skill and Soviet arty? Pretty good! 4/5&lt;br /&gt;
 Aircraft: Decent air force. 3/5&lt;br /&gt;
 Anti-Air: Cheap but lacks high-end anti-air missiles. 3/5&lt;br /&gt;
&lt;br /&gt;
{{East German Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Poland====&lt;br /&gt;
&#039;&#039;&amp;quot;When the Red Army makes a mess, why do we always have to clean it up?&amp;quot;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4.25/5 (Mix of decent units but nothing to write home about, with a cost that suggests more. Vets only.)&lt;br /&gt;
&lt;br /&gt;
Coming from a background of militarism, Poland has had a fairly shitty history in the 20th century. They&#039;ve been stuck in wars since the Great War (despite not being a nation), and Poland has become a plaything for the powers of Europe. Poland was the first country the Nazis occupied (as opposed to annexing), and thanks to the Soviets &amp;quot;liberating&amp;quot; them 40 years ago, by 1985 the original Polish government has been waiting to return home for nearly half a century. Yay. There&#039;s some division on that, however, as the Polish People&#039;s Army was first organized in 1943 and fought well on the Eastern Front against the Germans before establishing themselves as Poland&#039;s official armed forces for the next 40-plus years. Florian Siwicki, the Minister of Defence under the Polish People&#039;s Republic in 1985, first joined up in 1942 and has thus shot at (West) Germans before.&lt;br /&gt;
&lt;br /&gt;
The Polish People&#039;s Republic has one of the largest and strongest armies in Eastern Europe short of the Soviets (complete with their own 6th Airborne Division and a specialized amphibious landing division), and possesses its own arms industry, manufacturing more cheap tanks and guns than anybody except the USSR. Their foreign customers include the East Germans (a lot of those commie Panzers are, ironically, from a Polish factory) and those fun guys in North Korea. They&#039;ve kept the old Polish national anthem, and, bizarrely for a Soviet bloc state, the Polish People&#039;s Army provided chaplains to its troops throughout its existence. The Polish People&#039;s Army is large, well-armed, and well-trained; going into World War III, they can dish out and take plenty as the Warsaw Pact and NATO have a frank exchange of ideas over the fate of Europe and the world.&lt;br /&gt;
&lt;br /&gt;
In Team Yankee, the Poles are troops with 4+ skill, 3+ courage and 3+ rally, giving them the determination of Soviets with the skill of the NVA. Second only to the Afgantsy VDV veterans, the Poles are some of the best-trained forces of the Warsaw Pact. Despite costing almost as much as the Soviets, they have even less equipment than the East Germans with the same downgrades by PACT forces, except for a handful of special units to even the balance. Boasting the best trained motorized infantry of the PACT armies, Polish battlegroups rely on the superiority of their infantry to win the day, while vehicles serve in support roles.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Motor_Rifle_Company|Zmotory Kompania]], [[T-72M]], [[T-72B]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Reliable units unlikely to get pinned or bailed.&lt;br /&gt;
*Best PACT infantry at firefighting and attacking.&lt;br /&gt;
*Ideal for players who want a horde of morale-resistant units.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Poor anti-tank capability.&lt;br /&gt;
*2nd tier equipment with near-Soviet costs.&lt;br /&gt;
*Will carjack your vehicle wrecks.&lt;br /&gt;
&lt;br /&gt;
 Infantry: The best PACT infantry in firefights, at a cost...  3/5 &lt;br /&gt;
 Transports: Like the Soviets, but slightly worse. Few BMP-2s. 3/5&lt;br /&gt;
 Tanks: Good at flanking, bad at tanking/killing tanks. 3/5&lt;br /&gt;
 Anti-Tank: Your tanks do the job better than these things. 1/5&lt;br /&gt;
 Recon: Cheap but bad. 3/5&lt;br /&gt;
 Artillery: It kills, it&#039;s reliable! 4/5 &lt;br /&gt;
 Aircraft: Passable. 3/5&lt;br /&gt;
 Anti-Air: Pretty solid, actually. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Polish Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Czechoslovakia====&lt;br /&gt;
&#039;&#039;&amp;quot;To be honest, I&#039;d rather fight for NATO. &amp;lt;small&amp;gt;please don&#039;t kill us&amp;lt;/small&amp;gt;&amp;quot;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 5/5 (For hardened vets only.)&lt;br /&gt;
&lt;br /&gt;
Ah, yes, Czechoslovakia, the Reluctant Conscript of the Warsaw Pact. Lied to and annexed by the Nazis, then brutally occupied for years, then &amp;quot;liberated&amp;quot; and forced to join the Soviet Union in the Warsaw Pact. What fun! A year ago, someone wrote (rather accurately) that the NVA were the enthusiastic conscripts taking the equipment that the Soviets were afraid of using. Now, imagine these same conscripts, but terrified of death and shivering in their boots. As of October 20, the German goblin hordes have been dethroned by the Czechs! Second-line, underequipped, cowering Slavs being shoved into battle by the Soviets and marching in hordes that would make the Chinese blush (seriously, you&#039;ll outnumber the damn East Germans in most scenarios.)&lt;br /&gt;
&lt;br /&gt;
The Czechs take the hordes concept to the next level, with their armies outnumbering the other PACT armies. As the least willing participants of the conflict, virtually all their stats are 5+ apart from 4+ skill and 4+ morale. They might have the least trustworthy men in the game, but their discounts allow you to bring enough 125mm cannons and RPGs that a pinned/bailed unit won&#039;t save your opponent from the wall of firepower you can produce. The Czechs favour two playstyles: an aggressive list with enough T-72Ms to ignore losses or a defensive list that literally buries your side of the table with men.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[T-72M]], [[Dana SpGH]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Units are 20-33% cheaper than Soviet counterparts.&lt;br /&gt;
*4+ skill for aggressive tank pushes and artillery spammers.&lt;br /&gt;
*Ideal for horde players and rich blokes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Least reliable units in the game, vulnerable to pinning and morale shock. They &#039;&#039;really&#039;&#039; don&#039;t want to be there.&lt;br /&gt;
*Units without support are almost guaranteed to lose any engagements.&lt;br /&gt;
*Constantly hungover.&lt;br /&gt;
&lt;br /&gt;
 Infantry: You get a horde...but they won&#039;t listen to your orders. 2/5 &lt;br /&gt;
 Transports: Like the Poles, with untrained crews. 2/5&lt;br /&gt;
 Tanks: THE cheapest tank hordes in the game. Good for alpha strikes. 4/5&lt;br /&gt;
 Anti-Tank: No missiles that can reliably beat heavy tanks, but your T-72s fill the gap. 1/5&lt;br /&gt;
 Recon: Cheap but bad. 3/5&lt;br /&gt;
 Artillery: Cheaper, but just as deadly! 4/5 &lt;br /&gt;
 Aircraft: Passable. 3/5&lt;br /&gt;
 Anti-Air: Cheaper and scarier. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Czech Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Cuba====&lt;br /&gt;
-&#039;&#039; Hasta la victoria Siempre; always until victory !&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Ernesto &amp;quot;CHE&amp;quot; Guevara&lt;br /&gt;
&lt;br /&gt;
Cuba is a rather interesting subject when it comes to the Cold War. In 1959, Castro and his forces overthrew the Batista government and established a Communist government right in America&#039;s backyard. 2 years later, the US tried and failed to topple the government through the Bay of Pigs Invasion. Then we get the missile crisis where Russia began stationing Nukes on Cuban Soil. And lets not forget the countless assassination attempts on Castro&#039;s life. In most cases, this is where the story ends, a foot note in history. Not Cuba. Throughout the Cold War (and even today) Cuba was something of an abnormality. For starters Cuba had a tendency to get involved in foreign conflicts, offering medical and military aid.  In 1973 they joined the Yom Kippur War against Israel, and so far as they&#039;re concerned (both in 1985 and 2022) that war never actually ended.  Cuban forces were very prominent in Africa, and even fought directly against the South African Defense Forces in Angola. This is turn meant that compared to their Communist Allies, Cuba had a substantial amount of military experience. Despite this and their close ties to the Soviet Bloc, Cuba never officially joined the Warsaw Pact, probably because they didn&#039;t want to so visibly poke the superpower next door. Despite this, Cuba was something of a well-regarded ally for the Soviets.  &lt;br /&gt;
&lt;br /&gt;
Do you remember when East Germany was the goblin hoards of the communist forces? I miss those days. The Cubans are what you want to play if the Czechs aren&#039;t cheap enough and the Iraqis aren&#039;t skilled enough. Armed with weaponry straight from the Arab-Israeli wars of the 1960s and 70s, they fight bravely (if suicidally) for the liberation of American working peoples. To help them in their quest, they have the skill and motivation of the East Germans, making pulling off movement orders and using artillery less incredibly frustrating thanks to their combat experience in Angola. Their best tank is the base model T-62, roughly equivalent to East German T-55AM2s, and their worst is the SU-100, a vintage WW2 tank destroyer with absolutely no redeeming qualities in this era, other than that it costs less than a point per tank. If you like large amounts of subpar equipment, lots of painting, and killing communists, Cubans are just the army for you!&lt;br /&gt;
&lt;br /&gt;
Cuba is present in the new Red Dawn book as a Warsaw Pact force. The justification for Cuba&#039;s presence is twofold. The first is that as a Communist nation right next to the US, Cuba would have been seen as an asset during any invasion of the Americas. The second is due to their presence in the movie as something of a Rear-Guard force and leader of the Spanish speaking allies.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[SU-100]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
 Infantry:&lt;br /&gt;
 Transports:&lt;br /&gt;
 Tanks:&lt;br /&gt;
 Anti-Tank:&lt;br /&gt;
 Recon:&lt;br /&gt;
 Artillery:&lt;br /&gt;
 Aircraft:&lt;br /&gt;
 Anti-Air:&lt;br /&gt;
&lt;br /&gt;
{{Cuban Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
===Middle Eastern Powers===&lt;br /&gt;
{{topquote|The whole melodrama of the Middle East would be improved if amnesia were as common here as it is in melodramatic plots.|P. J. O&#039;Rourke}}&lt;br /&gt;
What&#039;s that, the folks in Europe are shooting each other again? The War To End All Wars ended up getting another sequel?! Time for a renewed surge of violence in the Middle East! &lt;br /&gt;
&lt;br /&gt;
Apart from Turkey, which did join NATO, nobody anywhere near the Middle East (except maybe the various Soviet &amp;quot;Stans&amp;quot; depending on where exactly your draw the middle east&#039;s borders) ever actually joined NATO or the Warsaw Pact. Both of those coalitions made overtures to the various nations in that region, partly because they knew the other was going to, and partly because some of those Middle Eastern countries are absolutely loaded with oil. Iran, Iraq, and Israel are the three major players as World War III in Europe inevitably spreads into the Middle East, and the one thing they agree on is they all hate each other with pretty much equal intensity. &lt;br /&gt;
&lt;br /&gt;
In 1985, Iran is a theocratic Islamic republic that was westernizing until a few years ago when they decided to tell America to get rekd.  Their neighbor is Iraq, a one party authoritarian dictatorship enjoying the benefits of America&#039;s new &amp;quot;Fuck Iran&amp;quot; policy.  The two have been at war since 1980, and to pour gas on the fire they follow different branches of Islam.  &lt;br /&gt;
&lt;br /&gt;
Meanwhile on the coast, Israel is at war with... well pretty much everyone.  The Yom Kippur War broke out in 1973, pitting Israel against Egypt, Syria, Saudi Arabia, Algeria, Jordan, Iraq, Libya, Kuwait, Tunisia, Morocco, Sudan, Pakistan, Lebanon, and [[What|Cuba because why the fuck not]].  Officially most of these countries are still technically at war with Israel in 1985, although the fighting is mostly confined to Lebanon.  &lt;br /&gt;
&lt;br /&gt;
When WWIII winds its way into the desert, it finds two wars in full swing and a mess of complex backroom deals for arms and oil.  The easiest case to understand is Israel.  Israel in the 80&#039;s is the west&#039;s BFF, but they&#039;re regarded as a loose cannon for their tendency to [[That Guy|start shit and assassinator people]] seemingly just to remind the world that they exist.  They&#039;re also known for not throwing ANYTHING away; in a serious fight their reservists would be using WW2 vintage hardware if they had to.&lt;br /&gt;
&lt;br /&gt;
The Soviets best friend in the region is Iran, although this loyalty is only skin deep.  The Ayatollah is no communist, he simply hates the decadent, heretical westerners.  Right up until 1978 the Iranians had been getting the best hardware the west was willing to sell them.  America wanted to make Iran a big fortress of freedom keeping the Soviets away from all the oil, but the revolution threw those plans out the window.  &lt;br /&gt;
&lt;br /&gt;
Iraq for their part had never really been anyone&#039;s friend.  The Ba&#039;athist party came to power in 1967 basically because the army was really mad at Israel.  The Soviets were willing to sell them weapons but not the best stuff.  But after Iran flipped off America, the CIA and the Saudis got really interested in propping up Iraq as an angry puppet against Iran.  &lt;br /&gt;
&lt;br /&gt;
Which brings us to the most notable non-participants in WWIII, Saudi Arabia and Egypt.  The Saudis in 1985 are disgustingly rich, chummy with NATO but not vocal about it, and very vocal about hating Israel but talk is cheap.  Meanwhile, Egypt in the 80&#039;s is under the leadership of a reformer who is less interested in war and more interested in using the Suez as an economic engine to rebuild Egypt (of course, even if Egypt were to not take sides in WW3, the Suez is just too strategically important to ignore...).&lt;br /&gt;
&lt;br /&gt;
In summary, the Middle East of the 80&#039;s is a mess of ambiguous allegiances colored by both extremely old and very new animosities.  But in practical gameplay terms what it means is the opportunity to wield PACT hordes with the support of the latest western airbrrrrrrt (Iraq), or field older NATO tanks at Soviet discount prices (Iran), or shred &amp;lt;strike&amp;gt;goyim&amp;lt;/strike&amp;gt; BMP and Milan spam with equal efficiently (Israel).  &lt;br /&gt;
&lt;br /&gt;
====Israel====&lt;br /&gt;
{{topquote|Let me tell you something that we Israelis have against Moses: He took us 40 years through the desert in order to bring us to the one spot in the Middle East that has no oil.|Golda Meir}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 3/5 (Effective against other Oil War armies, struggles against v2 armies)&lt;br /&gt;
&lt;br /&gt;
Forged by near-constant war since State of Israel declared its independence in 1948 (instantly starting a war as its enraged Muslim neighbors all attacked), the Israel Defence Forces stand as one of most effective armies in 20th-century history. They are an army of Jews, sworn to act as the sword and shield of the long-dreamt-of Jewish homeland, and they are both well-trained, battle-hardened, and fiercely motivated. The IDF have lived with a &amp;quot;backs to the wall&amp;quot; mentality since the beginning; they know that losing once in the wrong time and wrong place could well mean losing Israel.  But they also know that they&#039;re safer being feared; eighteen years before Team Yankee, Israel fought the Six Day War against all its neighbors and won, virtually obliterating the Egyptian and Jordanian air forces while taking the Sinai, and six years later held their gains in the Yom Kippur War.&lt;br /&gt;
&lt;br /&gt;
Driven by constant pressure and the endless threat of danger and defeat, the IDF has been extremely innovative and adaptable with their equipment right from the start. They deliberately use literally &#039;&#039;anything&#039;&#039; they can get their hands on, with an array of weaponry ranging from World War II-vintage Sten SMG&#039;s, Soviet-made Shilkas captured from their not-so-friendly Muslim neighbors, purchased American tanks and a handful of home-grown items. While the WW2 tech has been passed to the reservists by now, Team Yankee&#039;s IDF options largely ignore this ramshackle history beyond a few looted wagons, which is a shame because M50 &amp;quot;Super Shermans&amp;quot; would be fun to use. You could, if you really wanted, use &amp;quot;Flames of War&amp;quot; and &amp;quot;Fate of a Nation&amp;quot; units to put together an IDF reservist force, but that would require extra work. The IDF in any format are well-trained and well-motivated. No matter what they&#039;re driving, flying or shooting, they are skilled and brave, making them a formidable enemy to anyone who goes up against them.&lt;br /&gt;
&lt;br /&gt;
Israeli battlegroups have one of the deadliest anti-infantry arsenals with napalm bombers, tanks with Brutal and ROF 2 on the move, and infantry that could outfight the Americans&#039; legendary 82nd Airborne. Anti-armour is a clear weakness, you only have a handful of units able to punch through previous generation tanks and nothing capable of hurting the latest tanks from the front. IDF units have nearly identical stats to the West Germans: 3+ stats across the board, except for 4+ assault and courage.&lt;br /&gt;
&lt;br /&gt;
The Israelis may take allied NATO formations in their battlegroups.&lt;br /&gt;
&lt;br /&gt;
Defining Units:&lt;br /&gt;
[[Merkava]], [[Pereh]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Deadliest anti-infantry weapons currently in the game.&lt;br /&gt;
*Infantry platoons which can beat tanks, and excel at firefights.&lt;br /&gt;
*Ideal for combined arms players with some experience.&lt;br /&gt;
*The closest thing IRL has to Cadians.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Extremely few units which can penetrate 3rd generation tanks.&lt;br /&gt;
*Mediocre anti-air arsenal.&lt;br /&gt;
*Literally everyone else expects you to stab them in the back at some point.&lt;br /&gt;
*Terrified of shellfish.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Good at firefighting with strong stats but not much else. 3/5&lt;br /&gt;
 Transports: The metal box of the free world...again. 3/5&lt;br /&gt;
 Tanks: Great fire support, terrible tank killer. 3/5&lt;br /&gt;
 Anti-Tank: Seriously lacks tools to deal with heavy tanks. 2/5&lt;br /&gt;
 Recon: Mediocre, but cheap. 3/5&lt;br /&gt;
 Artillery: 3+ skill, and you have an artillery piece for every mission. 4/5&lt;br /&gt;
 Aircraft: Slightly weaker anti-armour, excellent anti-infantry. 4/5&lt;br /&gt;
 Anti-Air: Solid SPAAGs, but suffers against NATO aircraft. 3/5 &lt;br /&gt;
&lt;br /&gt;
{{Israeli Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Iraq/Syria====&lt;br /&gt;
&#039;&#039;Why are we on the same side as Israel?...and why are those Abrams giving me Déjà vu?&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (The challenge of a WARPAC list, made easier with NATO allies)&lt;br /&gt;
&lt;br /&gt;
Universally feared in the Middle East as the strongest conventional military force in numbers and technology, the Iraqi Armed Forces boast a mix of Western and Soviet equipment and the largest military in the region. Despite being bested by the Israelis during the Six-Days War, the 80s Iraqis were a very respectable force in the context of a head-on conventional war. By 1990, they were the 4th largest army in the world with over 900,000 troops in the military with one of the largest tank fleets in the Middle East, though take that statement with a grain of salt about their effectiveness since by [https://en.wikipedia.org/wiki/Gulf_War 1991 they had the second largest army in Iraq]. That being said, this all took place well after 1985, when back in 1979, despite Iraq being in the Soviet sphere of influence, the US gave some material support to Iraq during the Iraq-Iran war. You can make an argument for Iraq being on either NATO&#039;s or PACT&#039;s side in this conflict.&lt;br /&gt;
&lt;br /&gt;
Iraqi lists are &#039;constructed&#039; at the Division level, meaning that you have access to support units that would usually be found at the company level in other armies. While you do have a few French units, your combat troops have Soviet equipment and can be expected to perform like poorly trained PACT troops. Iraqis have 4+ stats across the board, except for 5+ assault and 5+ skill. They also operate at the company level like other PACT armies.&lt;br /&gt;
&lt;br /&gt;
Uniquely for a faction with as much soviet gear as they do, Iraqis may take NATO allied formations in their battlegroups, if you&#039;ve ever fantasized about a functional Iraqi-US coalition force. In game terms, this lets you have cheap conscript horde working alongside the best of the West. If you want a tarpit of conscripts protecting objectives while your Leopard 2s or Merkavas tear things up, this is the faction for you. You also have the USAF providing air cover with Warthogs and Harriers.&lt;br /&gt;
&lt;br /&gt;
The Syrians are an official modification to the Iraqi list, losing the AMX AuF1, VCR/TH, AMX Roland, AMX-10P, US air support and all NATO allies. In exchange, they get access to the SU-25 and PACT allied formations.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[T-62M|T-62]], [[Motor Rifle Company]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Large unit sizes with a point cost between East Germans and Czechs.&lt;br /&gt;
*Access to NATO tools like the AMX-AuF1 and the Gazelle HOT.&lt;br /&gt;
*Ideal for WARPAC commanders dabbling in NATO equipment and allies.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Almost all support units at the divisional level.&lt;br /&gt;
*[[Planetary Defense Force|Units have the morale of WARPAC troops and the training of Russian conscripts.]]&lt;br /&gt;
*Addicted to nerve agents.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Tanned Pact troops with Ruskie training videos. 3/5&lt;br /&gt;
 Transports: Many mediocre options for versatility. 3/5 &lt;br /&gt;
 Tanks: Inferior to Pact tanks, in training and tech. 2/5&lt;br /&gt;
 Anti-Tank: Very fragile, but you can beat 3rd-gen tanks. 3/5&lt;br /&gt;
 Recon: Cheap scout that can&#039;t kill anything. 2/5&lt;br /&gt;
 Artillery: High-tech, average cost, low skill. 2/5&lt;br /&gt;
 Aircraft: Nothing overpowered, but you have a solution for every problem. 4/5&lt;br /&gt;
 Anti-Air: Plenty of options for the perfect AA net! 5/5&lt;br /&gt;
&lt;br /&gt;
{{Iraqi Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
====Iran====&lt;br /&gt;
{{topquote|Throw away your prayer chain and buy yourself a gun. For prayer chains keep you in stillness while guns silence the enemies of Islam.|Ayatollah Khamenei}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Difficulty&amp;lt;/u&amp;gt;: 4/5 (Excels in the hands of veterans, unfriendly to beginners.) &lt;br /&gt;
&lt;br /&gt;
Formerly an American ally of convenience, and already at war with Iraq before World War III started in August 1985, the Islamic Republic of Iran has wound up as a de-facto ally of the atheistic Warsaw Pact. The underdogs of the Middle East, the Iranian military lack the generations of combat experience of the Israelis or the raw numbers of the Iraqis but compensate through sheer fanaticism. By the Iran-Iraq War, the Iranian military was only able to repel invading Iraqi forces thanks to foreign equipment and local militias slowing the initial Iraq advance.&lt;br /&gt;
&lt;br /&gt;
Iranian armies featured iconic Soviet platforms but typically used Western vehicles - without the latest upgrades, of course. It’s strange to see Iran side with the Soviet Union in this scenario, if only because they were one of the major backers of the Mujahideen in the Soviet-Afghan War. But politics can make for strange bedfellows indeed, and this fiercely religious state&#039;s alliance with the explicitly atheist USSR and its client states in Eastern Europe is far from the only unusual partnership of the 20th century.&lt;br /&gt;
&lt;br /&gt;
The Iranians play with NATO vehicles using PACT doctrine (holdovers from the last regime, when the Americans propped up Iran as a buffer state against the Soviet Union), operating M113s and Chieftains as the backbone of their force. The Americans and British are obviously no longer supplying spare parts, but the Iranians manage somehow, running their bizarre mishmash of NATO and WarPac machines and weapons, some of which are still in service today. Statwise, the Iranians are more fanatical than Soviets with 3+ across the board, but with 5+ assault and skill. Your illiterate hajis won&#039;t understand orders but are guaranteed to outlast nearly any foe on the battlefield in a contest of attrition. &lt;br /&gt;
&lt;br /&gt;
Iranian armies operate at the platoon level much like NATO&#039;s forces except for the Basij, and may take allied formations from the Warsaw Pact despite the communist hatred of all things religious. If you like NATO tanks, painting desert camo and &amp;lt;s&amp;gt;unironically saying Allahu Akbar &amp;lt;/s&amp;gt; getting placed on FBI watchlists, boy do I have the army for you.&lt;br /&gt;
&lt;br /&gt;
Defining Units:&lt;br /&gt;
[[Chieftain]], [[Basij Infantry Company]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Insanely cheap platoons that let you bring several companies easily.&lt;br /&gt;
*High morale means units can practically disregard pinning/bails/losses.&lt;br /&gt;
*Beige.&lt;br /&gt;
*Literal jihadists.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Extremely squishy armour formations capped at 3 tank platoons.&lt;br /&gt;
*Atrocious anti-armour capability.&lt;br /&gt;
*I hope you like painting beige.&lt;br /&gt;
*Literal jihadists.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Good balance between infantry spam and mediocre infantry. 4/5&lt;br /&gt;
 Transports: Average transports with quite a bit of choice. 3/5&lt;br /&gt;
 Tanks: Soviet tanks and outdated Chieftains. 2/5&lt;br /&gt;
 Anti-Tank: Your strongest AT platoons can&#039;t penetrate an M1IP. 1/5&lt;br /&gt;
 Recon: Passable: not bad, but not great. 3/5&lt;br /&gt;
 Artillery: A calibre for every target and every list. 4/5&lt;br /&gt;
 Aircraft: Passable anti-tank, lacks a bomber. 3/5&lt;br /&gt;
 Anti-Air: Nearly identical to PACT anti-air. 4/5&lt;br /&gt;
&lt;br /&gt;
{{Iranian Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
===Unofficial Rules - Alternative Nations and Special Forces===&lt;br /&gt;
&lt;br /&gt;
Unlike the Swedish, who will undoubtedly get their own rules in years to come, you can follow the link below to play as one of the following nations: Spain (which actually joined NATO in 1982), Greece (joined NATO in 1952), Ireland, Yugoslavia, Albania, Denmark, Belgium, Romania, Switzerland, Finland, Italy, Austria, Norway, Sweden, Turkey, Hungary, Bulgaria, Portugal, Mexico, Kuwait, Luxembourg, Malta, and Cuba.&lt;br /&gt;
&lt;br /&gt;
You can also find unofficial rules for US Army Rangers, British Royal Marines, ANZAC SAS, Polish Spec Forces, Canadian Airborne, Iranian Spec Forces, East German Paratroops, Czech Airborne, French Foreign Legion, Soviet Naval Infantry, Iraqi and Syrian Republic Guard, Israeli Commandos and West German and Dutch Marines. You can even play now as Terrorists/ Guerrillas!&lt;br /&gt;
&lt;br /&gt;
https://www.researchgate.net/publication/344587741_TEAM_YANKEE_UNOFFICIAL_RULES_COMPENDIUM_-_NATIONAL_AND_SPECIAL_FORCES_RULES&lt;br /&gt;
&lt;br /&gt;
Also it&#039;s not been done &#039;&#039;yet&#039;&#039; (and probabby in bad taste to do so just yet) but you could easily cobble together a pair of army  lists to represent the ongoing Ukraine and Russian in there ongoing War given that most of the vehicles involved are already stated. The only thing you&#039;d have to figure out would be how the hell to represent drones and it be a relatively easy project.&lt;br /&gt;
&lt;br /&gt;
===The Neutral Powers===&lt;br /&gt;
&lt;br /&gt;
(Only mentioned at the BF open so far, but don’t let that get your hopes down)&lt;br /&gt;
&lt;br /&gt;
====Sweden====&lt;br /&gt;
Maintaining a policy of armed neutrality (leave us alone, we have guns) since 1814, Sweden never joined NATO despite its neighbors Denmark and Norway being among the first to sign up. The idea being that if ww3 ended up in an atomic fireball, Sweden be at the bottom of the target list and have a better then average chance of making it through, Finland had the same tactic BTW and went so far as to make literally every building a bunker to live through it.. However, it is extremely likely that in the event of a war, the Swedes would have broken their long-standing neutrality to support their Scandinavian comrades against the Communist threat to their way of coffee breaks every 2 hours.&lt;br /&gt;
&lt;br /&gt;
This actually happens in Sir John Hackett&#039;s novel &#039;&#039;The Third World War: The Untold Story&#039;&#039;, which Harold Coyle&#039;s &#039;&#039;Team Yankee&#039;&#039; is set within- the Swedes don&#039;t take kindly to the Soviet Air Force repeatedly invading their airspace to bomb Norway, and Sweden becomes a de facto NATO ally when they attack the Soviet bombers and the Soviets retaliate. So far that hasn&#039;t been made canon in Team Yankee: The Tabletop Game, but Battlefront Miniatures could change that at any time.&lt;br /&gt;
&lt;br /&gt;
The Swedish military of 1985 was armed with some of the most distinctive weapons of the Cold War thanks to their homegrown defence industry. Designs, like the Stridsvagn 103 (or &#039;S&#039; tank) and the Saab 35 &#039;Draken&#039; and 37 &#039;Viggen&#039; were strange even for the time. The Draken was of the first aircraft to successfully implement a delta-wing configuration and Viggen the canard delta layout; the design used in modern interceptor aircraft like the Rafale and the Typhoon fighter jets.  &lt;br /&gt;
&lt;br /&gt;
Sweden&#039;s infantrymen of the 80&#039;s had access to an excellent selection small arms, pragmatically picked from the best designs Europe had to offer.  Their basic kit includes Glock pistols and a domestic clones of the H&amp;amp;K G3 and the FN FNC rifles, supported with 84mm Carl-Gustafs and a bewilderingly diverse inventory of machine guns.  Their latest homegrown gadgetry at the time of Team Yankee is the then-prototype m/94 Strix, a 120mm mortar round with anti-tank heat-seeking terminal guidance; essentially a poor man&#039;s copperhead but in some sense a better overall system.&lt;br /&gt;
&lt;br /&gt;
As with other Scandinavian armies, their forces were rather small. This meant that their funding per soldier was almost equal to other Western European nations, giving them a small force of well-trained and equipped troops that constantly stink of pickled herring. &lt;br /&gt;
&lt;br /&gt;
Defining Units:&lt;br /&gt;
[[Strv 103]]&lt;br /&gt;
 &lt;br /&gt;
;Strengths  &lt;br /&gt;
*Free shipping for orders above $50.&lt;br /&gt;
*Excellent cars and fishes.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Has [[Munchkin|min-maxed tanks]]&lt;br /&gt;
*Screwdriver sold separately.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Swedish Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
==FAQ/General Bulletin==&lt;br /&gt;
*There are three kinds of teams: Tank Teams, Infantry Teams, and Aircraft Teams&lt;br /&gt;
**Tank Teams include every type of ground based vehicle, not just literal tanks. It is further broken down into Armoured, Unarmoured, and Transport types&lt;br /&gt;
**Infantry Teams include all units made up of men fighting on foot&lt;br /&gt;
**Aircraft Teams are comprised of Strike Aircraft and Helicopters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*For most units moving will lead to worse shooting (or not being able to shoot at all)&lt;br /&gt;
*Tactical Speed allows you to shoot after moving&lt;br /&gt;
*Dash speed prohibits shooting and the maximum distance depends on the unit and the terrain&lt;br /&gt;
*Tank Teams must roll higher than their Cross value when moving into or through terrain or immediately end their movement&lt;br /&gt;
*Movement can be enhanced using various orders based on Skill or Motivation&lt;br /&gt;
*Friendly Tank and Infantry Teams can move through each other&lt;br /&gt;
*Tank Teams can never move through other Tank Teams (except wrecks)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Units are hit based on their own Is Hit On value and not the shooting team&#039;s skill&lt;br /&gt;
**A unit&#039;s Is Hit On value is modified by Concealment, Smoke, and other factors&lt;br /&gt;
**Remaining in place and not shooting will make your units Gone To Ground&lt;br /&gt;
**Units that are Gone to Ground and also Concealed are even harder to hit&lt;br /&gt;
*Infantry, aircraft, and soft skinned vehicles that are hit must make a saving throw or be destroyed&lt;br /&gt;
**If the infantry unit is in Bullet Proof Cover the shooting team must also pass a Fire Power test     &lt;br /&gt;
**Armored vehicles take the armor value (AV) on the card, add a d6, and compare it to the shooting weapon&#039;s anti-tank (AT) value&lt;br /&gt;
***If the total is less than the shooting weapon&#039;s AT then the target fails their Armour Save (if the weapon&#039;s AT exceeding your AV by 6 or more you will automatically fail)&lt;br /&gt;
***If the total is the same as the shooting weapon&#039;s AT then the target also fails but the shot does limited damage&lt;br /&gt;
***Failing an Armour Save does not mean automatic destruction. If the shooting unit then fails a Firepower roll the target stays alive (but is possibly Bailed Out)&lt;br /&gt;
***The hull and turret are considered separately. Roll a d6 if both are exposed. On a 4+ the turret (if there is one) is hit instead of the hull&lt;br /&gt;
****This only matters if the shooting unit is flanking the target (behind a line drawn across the front of the hull or turret)                              &lt;br /&gt;
*Long Range shooting carries a penalty to hit and AT (but this is often negated by rules for Laser Range Finders or Guided Missile technology)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*You will find the rules on the back of cards, but just in case you&#039;re simply browsing, here are what they all mean&lt;br /&gt;
**Brutal: Forces infantry units to reroll saves against this weapon&lt;br /&gt;
**Laser Rangefinder: Negates penalty of shooting at longer range&lt;br /&gt;
**Advanced Stabilizer: Increases the units maximum Tactical Speed&lt;br /&gt;
**Stabilizer: Increases the units maximum Tactical Speed, but adds a penalty to shooting when moving beyond the standard Tactical Speed&lt;br /&gt;
**Dedicated AA: Allows you to use full ROF against air units instead of just one die&lt;br /&gt;
**HEAT: Negates Firepower penalty for Long Range&lt;br /&gt;
**Guided: Negates hit penalty for Long Range&lt;br /&gt;
**Thermal Imaging: Allows unit to ignore smoke, friendly or foe&lt;br /&gt;
&lt;br /&gt;
==Books==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Team-Yankee-cover.jpg|Da Big Rulebook&lt;br /&gt;
File:Iron Maiden Cover.jpg|Iron Maiden&lt;br /&gt;
File:Leopard Cover.jpg|Leopard&lt;br /&gt;
File:Panzertruppen Cover.jpg|Panzertruppen: sort of an addendum to Leopard&lt;br /&gt;
File:Volksarmee Cover.jpg|Volksarmee&lt;br /&gt;
File:FW909.jpg|Red Thunder&lt;br /&gt;
File:Stripes cover.jpg|Stripes &lt;br /&gt;
File:Freenationscover.jpg|Free Nations&lt;br /&gt;
File:Czech book.jpg|Czechoslovak Peoples Army&lt;br /&gt;
File:Polish book.jpg|Polish Peoples Army &lt;br /&gt;
File:Oilwar.jpg|Oil War &lt;br /&gt;
File:WWIII-BRITISH-cover.jpg|British Book II&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:McPizza_King.jpg|Ramirez! Defend the &amp;lt;s&amp;gt;Burgertown&amp;lt;/s&amp;gt; McPizza King!&lt;br /&gt;
File:Lynx &amp;amp; Btr-60s.jpg|&#039;&#039;Gott im Himmel&#039;&#039; there&#039;s hundreds of them!&lt;br /&gt;
File:Marinecorps AAVP7.jpg|ONE TWO THREE FOUR, I LOVE THE MARINE CORPS!&lt;br /&gt;
File:CheiftainvsT64.jpg|Take that you dastardly Russians!&lt;br /&gt;
File:Afgantsy Choppers.jpg|Like a swarm of angry hornets.&lt;br /&gt;
File:Cheiftain on the road.jpg|Yes, the might of Great Britain has arrived.&lt;br /&gt;
File:New Bradley Mini.jpg|&lt;br /&gt;
File:Desert Bradley.jpg|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://www.team-yankee.com/ The Official Team Yankee website]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/playlist?list=PLrwatpGKP655UI1CjcmKQrcY5uiO_HHB7/ A somewhat outdated starter guide]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wargames]]&lt;br /&gt;
[[Category:Battlefont Miniatures]]&lt;br /&gt;
[[Category:Team Yankee]]&lt;br /&gt;
[[Category:Flames Of War]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:4500:A540:2992:1C47:E8CE:335B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M270_MLRS&amp;diff=317775</id>
		<title>M270 MLRS</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M270_MLRS&amp;diff=317775"/>
		<updated>2023-02-03T09:23:52Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:4500:A540:2992:1C47:E8CE:335B: /* IRL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{America}}&lt;br /&gt;
[[File:MLRSMODEL.jpg|300px|right|thumb|See that grid square? I don&#039;t want to. ]]&lt;br /&gt;
&lt;br /&gt;
The lovechild between an American engineer and a Soviet lady named Katyusha, the M270 combines the raw firepower of a multiple launch rocket system (MLRS) with the laser guidance systems of modern artillery warheads. Despite its Yankee heritage, the M270 is used around the world by NATO countries looking for a long-ranged artillery system that can hit harder than any other weapon on the battlefield, short of dropping bombs and nukes.&lt;br /&gt;
&lt;br /&gt;
A strategic weapon, these units were almost always classed at the division level thanks to the logistical strain, and the immense range one of these systems can fire up to. As with other Battlefront artillery pieces, this thing that should be sitting beyond 25km from the battlefield is here to support your forces half a mile away from the front.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
===USA===&lt;br /&gt;
[[File:MLRSUSA.jpg|300px|thumb|left|See how they like freedom via steel rain.]]&lt;br /&gt;
Finally, the US gets a cheap anti-infantry Salvo template that doesn&#039;t come strapped to a pair of wings, either fixed or rotary.&lt;br /&gt;
&lt;br /&gt;
The M270 Multiple-Launch Rocket System is a multiple rocket launcher platform able to launch 12 rockets up to 20 miles (or more, depending on the version and munitions). It utilizes a crew of three and was adopted by the U.S. Army in 1983, so the system has only been in service for two years by the time the Cold War finally goes hot in August 1985. The M270 is tracked, unlike standard wheeled platforms on the Soviet side, like the BM-21, but similar to them its armour is only meant for protection against small arms fire at best; anything much heavier and the M270, which is supposed to be literally miles to the rear of the line of battle, is in big trouble. Seriously. With 0 on the front, 0 on the side, and just 1 point of armour on top, the M270 is about as heavily armoured as a civilian&#039;s car. Protect it, or Ivan will make it disappear.&lt;br /&gt;
&lt;br /&gt;
The defining feature of the M270 is that each vehicle counts as 2 guns firing, which means a platoon of 3 drops as much firepower as a unit twice its size. Enjoy your rerolls and extra minefields! While it can drop some serious firepower, the paltry FP 5+ means you&#039;ll mostly be pinning or bailing stuff until your main force hits.&lt;br /&gt;
&lt;br /&gt;
Deployment of the M270 is straightforward. Keep it firing as far from the enemy as possible, and deny enemy air power and artillery any opportunity to reach it. Like its Warsaw Pact counterparts, the M270&#039;s rockets explode above the target area rather than impacting the ground to shower their enemy in shrapnel, popularly known as &amp;quot;steel rain&amp;quot; for the M270. This means that the system can do some pretty serious damage to infantry and lightly-armored targets, but heavily-armored units like the T-55 and T-72 main battle tank will be largely unaffected.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===UK===&lt;br /&gt;
[[File:MLRSUK.jpg|300px|thumb|left|The Royal Artillery declare this an infantry-free zone in the name of Her Majesty Queen Elizabeth II.]]&lt;br /&gt;
The M270 MLRS is an artillery system that uses a variety of warheads to pulverize enemy positions of all sorts.  Coming in at 3 points apiece (more than the Abbot and M109), this unit is the British answer to infantry and BMP hordes when the M109 just won’t do.&lt;br /&gt;
&lt;br /&gt;
When using the M270, make sure you screen it with some troops. Units like the Abbot and the M109 can fire directly if needed, but the M270 literally has no other weapons to speak of. Its designers intended for it to be miles to the rear, firing toward the battlefield from a long distance.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Deutschland===&lt;br /&gt;
[[File:MARSGER.jpg|300px|left|thumb|Gotta be special with the name, eh Germany?]] The M270 Mittleres Artillerieraketensystem (MARS) is the Bundeswehr&#039;s version of the American M270 MLRS; the name MARS more or less means Main Rocket Artillery System, although &amp;quot;Mittlerer&amp;quot; literally means &amp;quot;Middle,&amp;quot; as in medium or middle between a heavier and a lighter weapon. The M270 MARS is essentially identical to the original American version, depicted here in Team Yankee as being part of the artillery formations of the West German Army&#039;s 1st Panzer Division.&lt;br /&gt;
&lt;br /&gt;
Apart from being 1 point more skilled than their American counterparts, the West German M270 crews are also the most determined, with a morale check of only 3 needed for them to pass. Their tracked MARS are just as helpless if attacked up close as the American and British versions, so keep these rocket-throwers well to the rear, where they can rain steel on the Reds like they were meant to do.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:MLRSIRL.jpg|300px|right|thumb|Some one is about to have a very bad day]]&lt;br /&gt;
[[File:Jericho_Test.gif|right|thumb]]&lt;br /&gt;
The M270 multiple launch rocket system is relatively new as far as Team Yankee is concerned, coming into service during 1983. It is used not only by NATO countries but Japan and Israel, the latter giving it the name &amp;quot;Smasher&amp;quot; in Hebrew. &lt;br /&gt;
&lt;br /&gt;
The main loadout for the M270 is the M26 rocket, carrying between 500 and 650 submunitions depending on the size of the rocket motor.  Each submunition is a multi-purpose antitank/antipersonnel/incendiary device with a cute teeny tiny little shaped charges in the bottom side that are capable of punching through 2&amp;quot; of rolled homogeneous armor, which is more than enough for most of the world&#039;s AFVs, even MBTs.  Fully loaded with 12 rockets, an M270 can pick a square kilometer somewhere 30 to 40 kilometers away and [[awesome|make about 7,000 grenades drop out of the sky]] there.  &lt;br /&gt;
&lt;br /&gt;
The powers that be don&#039;t look to kindly on nonprecision area denial weaponry though, never mind that the USA never signed the Convention on Cluster Munitions to ban the things, the PR of [[GRIMDARK|children finding unexploaded bomblet&#039;s is a bit more then the US tends to like]] so the M270 had to reinvent itself for the post cold war era.  The first development was the GPS guided MGM-140, although its size meant that one missile took the space of six rockets.  Eventually the M30/31 guided rockets were developed, the M31 having a uniary warhead instead of bomblets.  These fit in the same racks as the M26.&lt;br /&gt;
&lt;br /&gt;
Its performance against Iraqis in 1991 and 2003 suggests that in the game it&#039;s kind of nerfed.  Then again, IRL, a full battery volley of eight M270s ripple-firing twelve rockets each in a few seconds results in over sixty thousand bomblets raining down on an area a kilometer across.  That is a time-on-target barrage that gives the unfortunate fellows occupying that grid square an average of one bomblet for every seventeen square meters.  Reports from the battlefield suggest that this inflicts 40-50% casualties on units of AFVs in that area that aren&#039;t parked under substantial overhead cover, approaching the (estimated) effectiveness of a tactical nuclear weapon in the two kiloton range, only without the fallout--radioactive or political.  In &#039;91 MRLS fire made the recipients&#039; shit all retarded, if not literally pushing their shit in.&lt;br /&gt;
&lt;br /&gt;
Given the scale of battles and size of battlefields in Team Yankee it is probably appropriate either to deny the US player this &amp;quot;I Win&amp;quot; button entirely, by saying &amp;quot;yes, it EXISTS, but that&#039;s corps artillery, it&#039;s not available to your single mechanized heavy combat team in a blocking position, it&#039;s being used for other purposes/held in reserve for counterbattery fire/whatever.&amp;quot;  It&#039;d be not much different from breaking out the nukes, or letting the American player call in B52s for ARC LIGHT strikes.  In my opinion that would be more satisfying than making it available but nerfing it this badly and making it all but unrecognizable. &lt;br /&gt;
&lt;br /&gt;
{{British Forces in Team Yankee}}&lt;br /&gt;
{{US Forces in Team Yankee}}&lt;br /&gt;
{{West German Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:4500:A540:2992:1C47:E8CE:335B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=M1_Abrams&amp;diff=317667</id>
		<title>M1 Abrams</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=M1_Abrams&amp;diff=317667"/>
		<updated>2023-02-03T09:17:44Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:4500:A540:2992:1C47:E8CE:335B: /* IRL */&lt;/p&gt;
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&lt;div&gt;{{America}}&lt;br /&gt;
[[File:M1 Abrams Picture.jpg|300px|right|thumb|70 Tons of Pure American FREEDOM!]]&lt;br /&gt;
[[File:IMP1 Abrams.png|300px|right|thumb|The IPM1 version; with Neon camo upgrades.]]&lt;br /&gt;
[[File:M1A1Abramsmini.jpg|300px|right|thumb|And you thought it couldn&#039;t get any better.]]&lt;br /&gt;
{{topquote|It is never very crowded at the front.|General Abrams}}&lt;br /&gt;
{{topquote|Crunchie: Term used by a Tank Crewman to describe a dismounted infantry Soldier, derived from the sound that they make when the tank rolls over them.|US Army Slang}}&lt;br /&gt;
The M1 Abrams Main Battle Tank is the premier armored fighting vehicle in the United States Arsenal.  The first totally new tank developed by the United States after the end of the Second World War, the Abrams is a force to be reckoned with by those who wish to tear down democracy and oppress those who are weaker than they. It is armed with:&lt;br /&gt;
*A stabilized M68 - an American license-built version of the British L7 - 105mm rifled cannon, &lt;br /&gt;
*A single pintle mounted .50, aka .50 BMG or 12.7x99mm, M2 Browning heavy machine gun for the Commander, &lt;br /&gt;
*And a pair of M240 light machine guns chambered in 7.62x51mm NATO, one for the loader and one mounted coaxially with the main gun. &lt;br /&gt;
&lt;br /&gt;
While the Abrams&#039; primary mission is to destroy enemy armor, the protection of the crew has not been neglected in the design. The M1 Abrams is protected by Chobham Armour plating on the turret cheek, mantlet, and lower glacis, as well as the turret sides.&lt;br /&gt;
Chobham is said to be as difficult to penetrate as 2 meters of solid steel (against HEAT rounds at any rate), constructed of panels of high hardness ceramic, steel, and textiles such as Kevlar and Spectra, interspliced with air. The consensus is that against KE, the M1 had 400mm of protection, and 700mm of  protection v. HEAT. Some areas were different, but eh.&lt;br /&gt;
The ready-use ammunition is mounted in the rear of the turret in a specially designed compartment. If the ammunition is hit, purpose-built blowout panels direct the explosion up and away from the crew compartment, ensuring the survival of the crew even if the ammo begins to cook off. It is worth noting that if said ammunition compartment&#039;s hydraulic blast doors are open upon detonation... Not much of a difference.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t have a raging freedom boner right now, something is seriously wrong. Either that or you’re an Iraqi still living in your POS Lion of Babylon aka a worse T-72M knockoff and you still fap to a portrait of Saddam Hussein.&lt;br /&gt;
&lt;br /&gt;
==In Team Yankee==&lt;br /&gt;
[[File:Abrams Card with IMP1 Stats.png|300px|left|thumb|The Stat Card]]&lt;br /&gt;
The M1 Abrams is an excellent tank in &#039;&#039;Team Yankee&#039;&#039;, even if the overall real-world hype about it is somewhat exaggerated. It offers some of the best armor, firepower and mobility of any main battle tank in the game, and is the best MBT the U.S. Army of 1985 had to offer. Caught in the midst of phasing out the much older M60 Patton in favor of this all-new tank, the Army is sending all its armored forces in Europe into the fight with whatever they are currently using. The Abrams is a worthy foe for the Warsaw Pact&#039;s cheap but numerous T-series tanks and then some.&lt;br /&gt;
&lt;br /&gt;
The M1&#039;s Front Armor is tied with the Leopard 2 and the Chieftain Stillbrew as the second-strongest in the game at 18, and the side armor is an impressive 8. In addition, with the release of the &#039;&#039;Stripes&#039;&#039; Book, you may now upgrade any and all of the Abrams in a platoon the IPM1 Abrams (the IP standing for &amp;quot;Improved Performance&amp;quot;) for +1pt each. The IPM1 boasts an extra point of armor all around, with &amp;lt;s&amp;gt;&#039;&#039;the&#039;&#039; strongest frontal armor&amp;lt;/s&amp;gt; ([[Leopard 2|not any more]]) one of the strongest frontal armor values in the game at a value of 19 and a side armor of 10.  The Chobham Armor package also bumps the side armor up to 16 against HEAT weapons, ie. most guided missiles and man portable Anti-Tank weapons. Have fun running over Soviets in the Assault Phase when there&#039;s practically nothing they can do to hurt you! Against 120mm shells from enemy tanks above 16&amp;quot;, you need a 2 to test for bailing which makes it preeetty good against Ruskie tanks, never mind Leopard 1s or T-72Ms.&lt;br /&gt;
&lt;br /&gt;
Take note that the additional armour will not help against top-end ATGMs from the Hind, Frogfoot or the Storm ATGM carrier. Also, for those historically-inclined gamers, take note that the Abrams was only in use with the active-duty U.S. Army in 1985; Marine, Army Reserve, and Army National Guard heavy armor units were all using the M60 Patton at the time.&lt;br /&gt;
&lt;br /&gt;
Abrams enthusiasts will note that this is the 1980s Abrams, the original M1, meaning it retains the exact same 105mm M68 cannon used in the M60 Patton. The 120mm gun adopted from the Leopard 2 was not installed until the M1A1 version, only a 150 of these tanks existed in 1985. That said, that 105mm cannon is a pretty decent damage dealer, with a ROF of 2 both while halted and moving, meaning that no matter what, you will always have 2 dice to roll. The M68 is improved by an Advanced Stabilizer, so you can haul ass both toward and away from the foe at full Tactical Speed and suffer no penalties. As well as the M68, the Abrams carries a trio of machine guns; a .50-caliber M2 Browning is mounted on the roof alongside a 7.62mm-caliber M240 and can be used for AA work, while another coaxial-mounted M240 enables the Abrams to deal with infantry and lightly-armored targets without using its tank round.&lt;br /&gt;
&lt;br /&gt;
You can take the Abrams in platoons of up to four tanks, with a minimum of two tanks in a platoon. Each standard Abrams costs 8 points; the IPM1 costs 9 points.&lt;br /&gt;
&lt;br /&gt;
===IPM1 VS. M1===&lt;br /&gt;
For those who are a little in the dark on the difference between an M1 and an IPM1 Abrams, the M1 Abrams is the first model of the Abrams to see service, while the IPM1 is a slightly up-armoured version made to bridge the gap between the M1 and the M1A1 Abrams, having the armour of the latter but the Firepower of the Former. Does this mean that someday we will see a M1A1 in game with the armour of the IPM1 and the firepower of the Leopard 2? No one really knows (well, we do now), even though the model package has all the parts for an M1A1! Hell, by 1985 the US had deployed half of all M1A1s to Western Europe. In any event, the IP had a slightly longer turret from extra armor. Also, the M1A1 would probably be a very expensive tank due to the sheer power, especially in the era of Team Yankee (it is).&lt;br /&gt;
&lt;br /&gt;
Now, I bet that you are wondering why you would ever take a plain M1 now that the IPM1 is available (besides the fact that you bought them before &#039;&#039;Stripes&#039;&#039; came out and didn&#039;t know it was possible to have any other Abrams variant. &amp;lt;s&amp;gt;Screw you too Battlefront&amp;lt;/s&amp;gt;). Like a lot of things in wargaming, it all comes down to numbers. If you are running a force with a lot of Abrams, the extra point per vehicle is going to add up quickly. For example, let&#039;s say you are running a maxed out Abrams Combat Team. Starting off you have 2 tanks in your command squad. Well, an extra two points aren&#039;t too bad, so let&#039;s add more. The requisite two Abrams platoons have 4 tanks each, so now we&#039;re at an additional 10 points, and the final platoon tacks on an extra 4 points, for a grand total of 14 points.&lt;br /&gt;
&lt;br /&gt;
For reference, that is two whole [[US Mech Platoon|Mechanized Platoons]] that you could have taken instead. Also, since the IPM1 does not have an increase in firepower over the M1 you haven&#039;t gotten any better at dealing with the enemy, just better at tanking (heh) their fire, which isn&#039;t even that great of an issue since the M1 is already pretty fantastic at taking fire with its Front armour of 18, and if you lose a tank you have 17 more to avenge its loss.&lt;br /&gt;
&lt;br /&gt;
Instead, you should take the IMP1 in lists where you are limited to small numbers of tanks like the Mechanized Team. Since you have fewer tanks, it becomes imperative that you do everything in your power to keep them in the fight for as long as possible, and the cost increase of, at max, 4 is significantly more manageable.&lt;br /&gt;
&lt;br /&gt;
TL;DR:&lt;br /&gt;
&lt;br /&gt;
M1   ===&amp;gt; Good when you have tanks to spare, or in large point cap games because edge in spamminess.&lt;br /&gt;
&lt;br /&gt;
IPM1 ===&amp;gt; Good when you don&#039;t have numbers or smaller point cap games, and you need every tank to survive attack.&lt;br /&gt;
&lt;br /&gt;
Sneak peak from previous livestream leaks in the American forces book coming out soon.&lt;br /&gt;
&lt;br /&gt;
==M1A1==&lt;br /&gt;
[[File:M1A1Abramscard.jpg|300px|left|thumb|Ba-Bam!]]&lt;br /&gt;
Clocking in at a whopping 14 points per vehicle, the M1A1 is one of the most powerful tanks that can roll across your table. Its M256 120mm smoothbore cannon is capable of punching clean through the front of a [[T-64]] and out the other side with its AT of 23 only matched by the heaviest of dedicated Anti-Tank Missiles. Combined with its lovely front armor rating of 19, just like the IPM1 before it, the M1A1 can stands a decent chance of defeating most dedicated Anti-Tank munitions it will face. When the inherent awesomeness is combined with good placement and moment orders, this thing becomes an embodiment of the American will to stand against the red menace. Just make sure you don&#039;t get flanked. In truth its greatest weakness is its truly ridiculously high price. If you thought that the [[Leopard 2]] was hamstrung by its points costs, son you ain&#039;t seen nothing yet.&lt;br /&gt;
&lt;br /&gt;
If for some reason you looked at the M1A1 and thought that it simply wasn&#039;t kick ass enough, or if you laugh in the face of point inefficiency the M1A1HC is what you need. It&#039;s got the same weapons and therefore the same unit crushing potential as its base model counterpart. Where it differs is that the front armor goes up to a damn near impervious 21 (&amp;lt;s&amp;gt;only matched by the ROMOR package [[Challenger 1]] at time of writing&amp;lt;/s&amp;gt; Beaten by the Bundeswehr&#039;s own Leopard 2A5 at FA22 &amp;lt;s&amp;gt;fukken krauts&amp;lt;/s&amp;gt;) and the side armor goes up to an impressive 11. That&#039;s right, you can flat out ignore most autocannons as they cannon penetrate you from any angle (Bad pun). The cost? 18 points per tank. A 72 fucking point 4 tank platoon ?!?! &amp;lt;s&amp;gt;Jesus Fucking Christ!!!&amp;lt;/s&amp;gt; &#039;&#039;World&#039;s largest defense budget, baby!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thanks to being the most expensive tanks in the game, the chances that you will see formations of these things in games of less than 200 or so points is slim to none, but they still have a use for both the competitive player and the casual pickup gamer alike! The M1A1 comes integral to any US Mech infantry company, making it a powerful resource to support your formation, especially since US mech infantry formations tend to play defensive and thus need to figure out reserves. The Abrams fills this role nicely, having the speed and firepower to make an impact the moment it enters the board, and the points cost to take up the entirety of your reserve pool in a single unit. The synergy with infantry formations in particular is strong, since US Mech infantry can bring a shitload of ATGMs to help deal with BMP and tank swarms, as well as the general durability of infantry letting them hold the line while waiting for your tanks to arrive like the Rohirrim at Pelennor Fields or body blocking enemy tank swarms that want to flank your Abrams. If you play smart, focusing your fire on eliminating one tank company at a time and opening up the maneuver space for your tanks with smoke and your superior tactical speed, the Warsaw Pact tank swarms can be dissected in detail, all while your Abrams are perfectly safe behind their heavy armor and screening infantry, carving swathes in the Red Horde. If you play dumb, your gorgeous 72 point tank platoon is gonna go up in capitalist smoke before you can say &amp;quot;Damn Commie!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==IRL==&lt;br /&gt;
[[File:DA-ST-88-04607.jpeg|300px|right|thumb|Nice Invasion you got there. . .be a shame if something were to happen to it.]]&lt;br /&gt;
In the 1960s the US Army began to search for a replacement for the [[M60 Patton]]. In this effort, they joined forces with West Germany in development of the MBT-70, an innovative design which featured the entire crew situated in the Turret and sporting a 152mm Gun/missile launcher similar to that of the [[M551 Sheridan]]. Unfortunately (or fortunately depending on who you ask) the MBT-70 Program was canceled before the vehicle was ready for production due to excessive costs. It was not a total failure, however, as the West Germans took the lessons learned from the project and created the [[Leopard 2]] and the Americans took their data and created the M1 Abrams.&lt;br /&gt;
&lt;br /&gt;
The M1 Abrams and its subsequent variants have been in service with the US Military for close to 40 Years. First introduced in 1980, the Abrams has gone through several updates to keep pace with the requirements of the modern battlefield. The first major update was in 1985 the M1A1 which swapped out the 105mm rifled L7 gun for a 120mm Smoothbore (which by the way is included in the Abrams kit and as of 1985 150 M1A1 tanks were in Germany waiting for the war to go hot seriously Team Yankee wikipedia doesn&#039;t get this wrong). The latest iteration is the M1A2, which has been upgraded with more advanced targeting equipment and improved defense systems from lessons learned fighting insurgents in Iraq and Afghanistan. It&#039;s also gotten better armor to stop the new shiny guns and missiles. However, please note: The original M1 Abrams had practically no armor whatsoever versing KE, as most APFSDS rounds went straight through turret, hull, mantlet, anything, below 1500 meters. This kind of makes sense because the M1 was built around the assumption that the T-72 (which the Americans were expecting the Abrams to engage with) would be equipped with the same 115mm smoothbore gun as the T-62, but it turned out that the T-72 used a much more powerful 125mm gun. The new intel about the larger and more powerful Soviet tank gun was part of the reason that the Abrams eventually received DU (Depleted Uranium) armour and a 120mm L44 cannon for the M1A1HA version onwards.&lt;br /&gt;
&lt;br /&gt;
The M1A2C, renamed SEP v3 (System enhancement package) is currently in the process of deployment to US Army units in the field due to the Factory getting done ahead of schedule, containing all the wonders of modern technology including but not limited to: &lt;br /&gt;
* More powerful shells like the M859A3 and A4, designed to penetrate the heavy reactive armor instead of brute forcing and setting off ERA panels.&lt;br /&gt;
* Improved view sights that are in color, so no more B&amp;amp;W guesswork.&lt;br /&gt;
* Better computer networks, data links, improved laser range finders, danger indicators, and improved meteorological sensors. Just better electronics in general.&lt;br /&gt;
* A shiny new Active Protection System to stop rocket weapons.&lt;br /&gt;
* Earlier SEP v1 and SEP v2 upgrades also present, namely infantry-tank telephone, ERA plating, commander 50cal being remotely controlled and an optional second fifty call remotely controlled placed over the barrel.&lt;br /&gt;
&lt;br /&gt;
The Abrams is a terrifyingly effective battering ram as well. Mostly due to its absurd speed and weight.  And how does it achieve that speed?  Why with its engine of course.  Specifically its gas turbine engine.  Seeing Sweden play around with turbines in the Strv-103 and hearing rumors that Russia was doing the same with the T-80, America got a little envious.  The Strv-103 weighs 40 tons with a 300 HP Boeing turbine designed for drones.  The M1 weighs 60 tons and has a &#039;&#039;&#039;1500&#039;&#039;&#039; HP Lyncoming (now produced by Honeywell) which was also marketed for heavy cargo helicopters. For context, this is the sort of horsepower you&#039;d expect to see on a small freight train.  The tradeoff is that its a logistics nightmare, measuring its fuel consumption in gallons per mile and can only drive about 6 hours before needing to refuel. This is mitigated somewhat by two things. First one is that the Abrams is able to use just about any type of fuel available. Jet fuel is standard issue but it can also take gasoline, diesel and marine diesel.(yes, that means fuel for sea vessels.) All very common among the military forces of NATO. The second is that the M1 Abrams is being fielded by a nation that has 753.5 &#039;&#039;&#039;billion&#039;&#039;&#039; in defense spending, if the M1 could burn Pennies for fuel it would barely make a dent in that budget.&lt;br /&gt;
&lt;br /&gt;
A M1A3 variant is currently in development to design a lighter tank that may one day be more air transportable, as the M1A2&#039;s fat ass weighs in at 68 tons (the upgrade to fibre cabling alone shaved 2 tons!) meaning something like the C-5 Galaxy, one of the largest planes in the world, can only take off with two on board rather than the three that can physically fit in the cargo hold. This will be difficult as apparently politics make upgrades more affordable than new-ish tanks. Eventually, though, the mainframe of the tank will wear out and new ones will have to be manufactured. This may take some time, given that the Marines have ditched the Abrams; on the assumption the Marines play an amphibious game of Shoot and Scoot against aircraft and warships with missile trucks. So all those tanks have gone to the Army,[[derp| due to the USMC brass being idiots that don&#039;t realize China has their own light Tanks for island hopping.]] While the Army has just adopted their own light tank the Griffin (based on the ASCOD). [[Herp|So far none of the Marine brass showing any interest despite both of these known facts.]] Unless the USMC is willing to add the Stryker Armored Gun Systems&#039; cannon to their new Amphibious Combat Vehicle or strap on guided missiles on to them, it&#039;ll leave them with just a 20 mm autocannon and 40 mm mortars for direct engagements.&lt;br /&gt;
&lt;br /&gt;
The one noteworthy addition will be the long overdue Active Protection System (Trophy System), basically a system that shoots incoming projectiles like RPGs out of the air before they make contact with the tank proper. They bought the Trophy system from Israel because it&#039;s a more battle-tested system than the Quick Kill system (US development). The US&#039;s own Quick Kill system, similar to Trophy, accomplishes the same job. The US armed forces plans to use both in the latest versions of the Abrams by 2020.&lt;br /&gt;
&lt;br /&gt;
The US Army plans to field the M1A1 until the 2040s and the M1A2 until the 2060s. They also want the M1A3 to be upgraded to a [[Tau|railgun]]. Which is in the realm of possibility because the Abrams is already a modular platform. A new engine may even be able to power two downsized variants of the laser weapon System installed on the USS Ponce. Obviously replacing the M240s and M2 Brownings. Therefore, many Abrams now in service or not yet acquired would eventually be turned into drones after 2050. Renamed the QM1A3, QM1A4 and so forth down the line. Said M1 Abrams drones would serve alongside a future tank. Gotta do something with that military budget larger than most countries GDPs.&lt;br /&gt;
&lt;br /&gt;
Recently, General Dynamics just teased a technological demonstrator call Abrams-X. With a silent hybrid drive that reduces fuel consumption to 50%, a 30 mm autocannon turret for anti aircraft defense, an autoloader, APS systems integrated with reactive armor, and networking capabilities capable of guiding self-launched suicide drones, the company claims it can serve as an interim bridge between the SEPv3 and 4 variants and the Abram’s successor once the DLP component of the NGCV program goes online in the next decade or so. That’s assuming the US Army or a foreign buyer expresses any interest at all. &lt;br /&gt;
&lt;br /&gt;
These tanks are now being sent to Ukraine along with the [[Leopard 2]] and the [[Challenger 1|Challenger 2]]. Washington didn&#039;t want the Germans to outdo them in the amount of weapons sent to Ukraine, so they approved Abrams deployment. Time to see of they hold up as well as they were designed to be against Soviet equipment . . . and if there performance in the Gulf War&#039;s is anything to go by they will be more then ready given some of the Junk the Russian&#039;s are deploying. The real question is: can Ukraine keep those jet engine&#039;s fed?&lt;br /&gt;
&lt;br /&gt;
{{US Forces in Team Yankee}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vehicles]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:4500:A540:2992:1C47:E8CE:335B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Kharadron_Overlords&amp;diff=35284</id>
		<title>Age of Sigmar/Tactics/Order/Kharadron Overlords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Kharadron_Overlords&amp;diff=35284"/>
		<updated>2023-02-03T08:58:37Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:4500:A540:2992:1C47:E8CE:335B: /* General Tactics */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Kharadron Overlords|Logo=Kharadron-Overlords-Hero-1.jpg|Alliance=Order|Motto=Top hat, robotic monocle, curled mustache guns, and steam technology; the true essence of steampunk.}}&lt;br /&gt;
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Get ready to play some [[Dwarf Fortress]] in the sky! The [[Kharadron Overlords]] is one of the first truly new factions introduced to Age of Sigmar since the [[Stormcast Eternals]], and are also one of the most radically different from other AoS armies in play style, with a big focus on vehicles, guns, and tech.&lt;br /&gt;
&lt;br /&gt;
==Why Play Kharadron Overlords?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROS:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Because you want to bring mad science and a [[dakka|&#039;&#039;lot&#039;&#039; of guns]] to the Age of Sigmar swords and sorcery fight.&lt;br /&gt;
* Because you want to laugh maniacally while you bomb melee armies to oblivion with an air navy, while the passengers fill the survivors with lead.&lt;br /&gt;
* Because you&#039;ve waited over 20 years for [[Squats]], and you&#039;re gonna take what you can get.&lt;br /&gt;
* Because you enjoyed the Iron Man films, but thought they&#039;d be better if Tony Stark was a 4-foot-tall sky-pirate.&lt;br /&gt;
* Because you loved Studio Ghibli films like &#039;&#039;Nausicaa of the Valley of the Wind&#039;&#039;, &#039;&#039;Porco Rosso&#039;&#039; and &#039;&#039;Castle in the Sky&#039;&#039;, and wanted to relive that sense of epic aeronautical adventure.&lt;br /&gt;
* Because you love your Imperial Guard, and want to play essentially the same thing in the Age of Sigmar. Only with [[awesome| flying]] [[baneblade|Baneblades.]]&lt;br /&gt;
* You Love to be the Strongest Shooting Faction. Your shooting is not only accurate, every single model in your army has some form of shooting attack, from your crummiest Arkanaut Company to your biggest, angriest ships, and almost all of it has rend -1 or better. In fact, Kharadron are one of the best anti-armor factions simply because almost every attack they care about has rend. Maggotkin, Ossiarch Bonereapers, Stormcast Eternals, and any other army that relies on their heavy armor to protect them will be very sad when your bullets just penetrate straight through.&lt;br /&gt;
* If you use your Fly High and Disengage abilities, you&#039;re fucking &#039;&#039;&#039;&#039;&#039;FAST&#039;&#039;&#039;&#039;&#039;. Any Skyvessel that&#039;s above roughly half health can just leave combat anytime and redeploy via deep strike, and then shoot. The Frigate and Gunhauler have a 12&amp;quot; move, and the mighty Ironclad has a respectable 10&amp;quot;. Your jump troops have move 12&amp;quot; as well, meaning that they can be where they need real damn fast. Get in an annoying fight with fast skirmishes hoping to tie you down while the real threats sprint up? Just leave combat while still shooting all your guns.&lt;br /&gt;
* You like having a near criminal number of aces up your sleeve to really screw with your opponent, in the form of a HUGE variety of gadgets, artifacts, command traits and one use items. Want a flying dwarf that has the potential to do continual MWs on a 2+ until you roll a 1? You got it with Phosphorite Bomblets!  Want a hammer that stacks massive amounts of bonuses against chosen targets? Take a Grudgehammer and give the finger to that pesky Bloodthirster!! Want to use any Endless Spell in the friggin game, with no restriction!?!? Say hello to the Spell in a Bottle!!!&lt;br /&gt;
* You like playing with Transports in Fantasy games, and they have gunports. Every ship that can transport troops is effectively Open-Topped, meaning that everyone inside gets a lovely day at the shooting range while they get scooted around the board. Even if the ship flies out of combat, both the ship and the people inside can still shoot no problem.&lt;br /&gt;
* Because (and this is the important one) they are [[awesome|&#039;&#039;&#039;steampunk power-armored sky pirate dwarfs&#039;&#039;&#039;]].&lt;br /&gt;
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&#039;&#039;&#039;CONS:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The average steam-dorf absolutely SUCKS in melee. Knives and gun butts don&#039;t cut it against daemons, giant monsters or supersoldiers in magic suits of armour.  A 4+ save, good as it is, won&#039;t save you if you get charged by Blood Warriors or Ironguts.&lt;br /&gt;
* Even with some of the best mobility options in AoS, you&#039;ll always be in danger against fast units or faster-than-average factions like Nighthaunt, Beastclaw Raiders, some Soulblight Gravelords lists, etc.  You can&#039;t run forever, and if you spend the game trying all you&#039;ll end up doing is giving the opponent the run of the board. Also, if you ever get in melee with flying enemies, you lose your ability to Disengage, but you can still Fly High, since only the Disengage rule checks to see if there were flying units around.&lt;br /&gt;
* Other armies&#039; ranged weapons can be really dangerous, especially if they have artillery with heavy rend. You&#039;ll see that battleship going down hard in no time. &lt;br /&gt;
* If you can&#039;t cheat on movement, you&#039;re actually somewhat slow. Any dwarf not on a balloon caught shuffling on foot has a piddly 4&amp;quot; move, and if your Skyvessels take damage they not only lose their ability to redeploy via deep strike, they also get reduced movement, and a ship that can&#039;t bail on a bad fight is a dead ship. &lt;br /&gt;
* No wizards for you, although you do have a lot of spell unbinding options, and with the introduction of the Sacrosanct Chambers, Stormcast allies can fill this hole.  You&#039;ll still struggle to keep dangerous debuffs off your troops, and any Endless Spell that creates a LoS-blocking wall or grants cover will put a crimp in your perfect gunlines.&lt;br /&gt;
* Your mortal wound output is inconstant. If you put your mind to it you can spam mortal wound weapons in the form of the various drill guns on the Gunhauler and balloon troops, but your mortal wounds only trigger on a 6 for the balloonists or a 5+ for the gunhauler. You can&#039;t really spam mortal wounds like heavy magic armies or the Stormcast can. That being said, your rend makes up for it most of the time, but when you&#039;re fighting Nighthaunt, Lumineth or that one dickhead who brings Neferata and makes a Terrorgheist immune to rend, you&#039;ll wish you had more reliable mortal wounds to pass out.&lt;br /&gt;
* Your defense against mortal wounds is almost nonexistent. There&#039;s maybe two things in the book that give any sort of protection against mortal wounds, and one&#039;s a situational buff granted by Gunhaulers, and the other&#039;s a middling artifact for Admirals, and they both grant 6+ feel no pains.&lt;br /&gt;
* Being this elite is a double edged sword. Every model has high quality armor, weapons, and abilities, but you&#039;re paying for that quality, and the only real exception is Arkanaut Company, who are still 10 points per model. Even at 2000 points, you&#039;re probably unlikely to break 50 models, and will have a very hard time challenging hordes for control points unless you just kill them all. Almost any game you play, you&#039;ll have a 2-to-1 ratio of enemies to skydorfs.&lt;br /&gt;
* While your shooting has the above benefits, there are plenty of clever ways to break Line Of Sight through endless and non-endless spells as well as your opponent using terrain effectively. Play smart and this may not be a problem for you.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Kharadron Overlords (2020)}}&lt;br /&gt;
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==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
An army that has {{AOSKeyword|KHARADRON OVERLORDS}} allegiance can use the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STICK TO THE CODE:&#039;&#039;&#039;&lt;br /&gt;
When you choose a Kharadron Overlords army that isn&#039;t a Sky Port (more on that in a bit) Can choose an Artycle, Amendment, and Footnote from the tables below, Alternatively you can roll a dice for each table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artycle:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Honour is Everything:&#039;&#039;&#039; You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Kharadron Overlord Heroes}} that target a {{AOSKeyword|Hero}} or a {{AOSKeyword|Monster}}.&lt;br /&gt;
#&#039;&#039;&#039;Master of the Skies:&#039;&#039;&#039; You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Skyvessels}} that target a unit that can fly. &lt;br /&gt;
#&#039;&#039;&#039;Settle The Grudges:&#039;&#039;&#039; After armies are set up but before the first battle round begins, pick 1 enemy unit. You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Kharadron Overlord}} units that target that unit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amendment:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Always Take What You Are Owed:&#039;&#039;&#039; Pick up to D3 different {{AOSKeyword|Kharadron Overlord}} units in your army. Each of those units starts the battle with 1 share of Aether-Gold in addition to any they normally receive.&lt;br /&gt;
#&#039;&#039;&#039;Prosecute Wars With All Haste:&#039;&#039;&#039; On your first turn, friendly {{AOSKeyword|Kharadron Overlord}} units can run and still shoot later in their turn. &lt;br /&gt;
#&#039;&#039;&#039;Trust To Your Guns:&#039;&#039;&#039; Add 1 to the Bravery characteristic of friendly {{AOSKeyword|Kharadron Overlord}} units while they are more than 3&amp;quot; away from enemy units. &lt;br /&gt;
&#039;&#039;&#039;Footnote:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;There&#039;s No Reward Without Risk:&#039;&#039;&#039; Once per battle, you can re-roll a charge roll for a friendly {{AOSKeyword|Kharadron Overlords}} unit. &lt;br /&gt;
#&#039;&#039;&#039;There&#039;s No Trading With Some People:&#039;&#039;&#039; Once per battle, a friendly {{AOSKeyword|Kharadron Overlords}} unit that have run and/or retreated in the same turn can still shoot and/or charge. &lt;br /&gt;
#&#039;&#039;&#039;Without Our Ships We Are Naught:&#039;&#039;&#039; Once per battle, you can heal up to D3 wounds allocated to a friendly {{AOSKeyword|Skyvessels}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AETHER-GOLD:&#039;&#039;&#039;&lt;br /&gt;
Each {{AOSKeyword|Kharadron Overlords Hero, Skyvessel}} and {{AOSKeyword|Kharadron Overlords}} unit with 10 or more models starts a battle with 1 share of Aether-Gold. &lt;br /&gt;
Once per phase, you can say that 1 unit from your army that has any shares of Aether-Gold will spend 1 of them. If you do so, subtract 1 from that unit&#039;s Bravery characteristic for the rest of the battle, but you can pick a Triumph it is eligible to use and immediately apply its effect.&lt;br /&gt;
*Alright this is where all gets tricky. The negative effect does affect greatly the capacity for the Kharadron in exchange for a situational benefit. It doesn´t mean its bad, its just handy for your units to have an extra punch or survivability.&lt;br /&gt;
*Mind when you choose any triumph to be applied immediately to consider the odds of such benefit vs the penalty for the bravery (&#039;&#039;or just play Barak-Urbaz and don&#039;t worry about that&#039;&#039;). On the good side, this army won&#039;t lack on the capacity to have things like: triumphs now give +1 to wound, battleshock immunity, or a single rerolled charge. Think of all situations where these might come handy and you´ll see how greatly improved the units will be for a short period of time.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
A {{AOSKeyword|KHARADRON OVERLORDS}} General in a {{AOSKeyword|KHARADRON OVERLORDS}} allegiance and has chosen to take the {{AOSKeyword|KHARADRON OVERLORDS}} abilities can choose one of the following command traits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Generic&amp;quot;&amp;gt;&lt;br /&gt;
All leaders (save for the Navigator) share the first three traits. Navigators have the first two.&lt;br /&gt;
#&#039;&#039;&#039;Wealthy:&#039;&#039;&#039; Gain 2 Aethergold instead of 1.&lt;br /&gt;
#&#039;&#039;&#039;Tough as Old Boots:&#039;&#039;&#039; +2 wounds&lt;br /&gt;
#&#039;&#039;&#039;[[Thorgrim Grudgebearer|Grudgebearer]]:&#039;&#039;&#039; Pick an enemy hero before the first round, and your General deals double damage against them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of the Sky&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Arkanaut Admiral}} Only&lt;br /&gt;
#&#039;&#039;&#039;Cunning Fleetmaster:&#039;&#039;&#039; one Skyvessel can make a normal move, or a non-ironclad can Fly High before the first round. Lets ships claim objectives first turn, or bring your FLYING TRANSPORT into broadside range.&lt;br /&gt;
#&#039;&#039;&#039;War Wound:&#039;&#039;&#039; roll a dice each hero phase, 1s: -1 to his hit rolls until next hero phase, else gain a CP. Don&#039;t need to explain how Admirals like more CP.&lt;br /&gt;
#&#039;&#039;&#039;A Scholar and an Arkanaut:&#039;&#039;&#039; your army can take 2 footnotes instead of one.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Senior Endrineers&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Endrinmaster}} Only&lt;br /&gt;
#&#039;&#039;&#039;Grandmaster:&#039;&#039;&#039; General heals Skyvessels an extra +1W.&lt;br /&gt;
#&#039;&#039;&#039;Great Tinker:&#039;&#039;&#039; Endrinmaster&#039;s Gaze of Grungni now has 3 attacks. This can be combo&#039;d with Barak Zilfin&#039;s artefact that gives a +1 on the bearer&#039;s ranged weapon pretty interestingly, giving you 3 attacks that hit on 2+ and do D3 damage each.&lt;br /&gt;
#&#039;&#039;&#039;Endrinprofessor:&#039;&#039;&#039; Once in each of your hero phases, this general can use his warscroll command ability for free.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reader of the Guiding Winds&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aetheric Navigator}} Only&lt;br /&gt;
#&#039;&#039;&#039;Stormcaller:&#039;&#039;&#039; you can reroll Aetherstorms, to help guarantee an enemy flyer gets slowed or fish for mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Ride the Wind:&#039;&#039;&#039; A Skyvessel with this general in its garrison gains +3&amp;quot; Move.&lt;br /&gt;
#&#039;&#039;&#039;Skeptic:&#039;&#039;&#039; +1 dispel/unbinding.&lt;br /&gt;
#&#039;&#039;&#039;Diviner:&#039;&#039;&#039; After both armies are set up, pick 1 terrain feature or objective. Kharadron units wholly within 12&amp;quot; of that terrain feature or objective don&#039;t take battleshock tests. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Alchemical Innovators&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aether Khemist}} Only&lt;br /&gt;
#&#039;&#039;&#039;A Nose for Gold:&#039;&#039;&#039; Each hero phase, Aether Khemist gains Aethergold on 5+.&lt;br /&gt;
#&#039;&#039;&#039;Genius in the Making:&#039;&#039;&#039;  Aetheric Augmentation has a range of 18&amp;quot; instead of 12&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Collector:&#039;&#039;&#039;If this hero gets an artefact, you can give one to another hero as well.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artefacts of Power===&lt;br /&gt;
One {{AOSKeyword|HERO}} in your army (+1 per battalion) can take a relic from the following tables:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Perks of Rank&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Arkanaut Admiral}} only&lt;br /&gt;
#&#039;&#039;&#039;Masterwrought Armour:&#039;&#039;&#039; Ignore wounds and MW on 6+. Solid and good, even if the Admiral doesn&#039;t really have the sheer health pool to really notice this a lot.&lt;br /&gt;
#&#039;&#039;&#039;Hammer of Aetheric Might:&#039;&#039;&#039; One melee weapon deals an additional MW on an unmodified hit roll of 6. Your hammer doesn&#039;t have a ton of attacks, so it&#039;s unlikely to net you big returns, but melee is where your Admiral wants to be so sure.&lt;br /&gt;
#&#039;&#039;&#039;Gattlesson&#039;s Endless Repeater:&#039;&#039;&#039; +2 attacks to volley pistol. 5 Shots make you put out almost half as much firepower as a minimum squad of Thunderers, at half range! Kinda alright, but there are more impactful artefacts.&lt;br /&gt;
#&#039;&#039;&#039;Rune of Mark:&#039;&#039;&#039; Before first battle round, pick an enemy Hero. If they are slain the 3 closest Kharadron Overlords units gain one Aethergold share. Weird and surprisingly good. There&#039;s essentially no range requirements on this, meaning that you can pick an enemy hero hiding in a corner and if he dies, whatever three closest units, even if they&#039;re all the way on the other side, get the Aether-Gold. Do you like gold? Of course, you do, now shoot that Chaos Sorcerer to death.&lt;br /&gt;
#&#039;&#039;&#039;Flask of Vintage Amberwhisky:&#039;&#039;&#039; Once per game during the hero phase, Admiral can heal 2 wounds or gamble with d6 wounds. Big healing potion, either take the safe 2 heal or risk a big ass full heal. You&#039;ll be unlikely to live at 1 health, but if you roll that 6 you&#039;re probably safe for the rest of the game.&lt;br /&gt;
#&#039;&#039;&#039;Proclamator Mask-Hailer:&#039;&#039;&#039; Once per round, Admiral can use one CA without using a CP. This one&#039;s fantastic, as the Admiral&#039;s got 4 different command abilities and wants to use them all. The Kharadron aren&#039;t really that command-ability centric, but this makes their biggest command point sink (the Admiral&#039;s wide array of CA&#039;s) much more efficient.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aethermatic Instruments&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aetheric Navigator}} only&lt;br /&gt;
#&#039;&#039;&#039;Cyclonic Aethometer:&#039;&#039;&#039; +1 to Aetherstorm rolls. Piss off every flyer your opponent brings by being 83% reliable on the slowing effect, and 33% reliable on the damage. Still reliant on the opponent bringing flyers in the first place, but if they are, you&#039;ll punish the shit out of them for it.&lt;br /&gt;
#&#039;&#039;&#039;Svaregg-Stein Illuminator Flarepistol:&#039;&#039;&#039; The first time the bearer&#039;s Pistol hit something, re-roll all hit rolls for Kharadron Overlords against that unit for rest of phase. Note that this is the first time this weapon hits ANYTHING EVER, meaning that you can&#039;t hold on to it for later while still firing that dinky ranging pistol. Save your markerlight for the perfect moment.&lt;br /&gt;
#&#039;&#039;&#039;Voidstone Orb:&#039;&#039;&#039; Once per battle, can auto-unbind/dispel using Aethersight. Hey, the Dispel Magic scroll from Warhammer Fantasy battles escaped into the Age of Sigmar! &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ingenious Gadgets&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Endrinmaster}} only&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endrinmaster with Endrinharness:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Cogmonculus:&#039;&#039;&#039; Once per &amp;lt;s&amp;gt;turn&amp;lt;/s&amp;gt;&amp;lt;i&amp;gt;phase&amp;lt;/i&amp;gt;, you can re-roll a single hit, wound, or save roll for the bearer. The Footslogging E-Master gets Master-Crafted everything. You like re-rolls? You get tons of them. Make &#039;em count!&lt;br /&gt;
#&#039;&#039;&#039;Aetherquarz Monolens:&#039;&#039;&#039; Increase range of Gaze of Grungni to 18&amp;quot;. Turn that lovely short-ranged shot into a long-range one! This lets an E-Master shoot out of a ship from long distance, as he&#039;s unlikely to have the range on anything he&#039;s not in melee with already without this artifact.&lt;br /&gt;
#&#039;&#039;&#039;Seismic Shock-gauntlets:&#039;&#039;&#039; After charging, one enemy takes D3 MW on a 2+. Cool, deal some mortals during a boarding action. Make that Frigate with 10 Arkanaut Company and your E-Master actually a threat!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endrinmaster with Dirigible Suit:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Aether-injection Booster:&#039;&#039;&#039; When retreating, the user has the Disengage and Fly High ability. &lt;br /&gt;
#&#039;&#039;&#039;Phosphorite Bomblets:&#039;&#039;&#039; once per battle in the shooting phase, pick an enemy unit within 6&amp;quot; and roll a dice, on a 2+ inflict a mortal wound and roll again, stop when you roll a 1 or target unit is destroyed. &lt;br /&gt;
#&#039;&#039;&#039;Miniaturised Aethermatic Repulsion Field:&#039;&#039;&#039; ignore the effects of spells/endless spells on 3+. The E-Master in balloonsuit is expensive as hell, and burning to death under a torrent of arcane flame or shriveling under the weight of a vicious curse isn&#039;t a great way to die. Ensure he lives with this handy powerup.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aether-Gold Inventions&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aether-Khemist}} only&lt;br /&gt;
#&#039;&#039;&#039;Emergency Ventplates:&#039;&#039;&#039; Once per battle, during the enemy shooting phase, all friendly units wholly within 6&amp;quot; are -1 to hit. Note that you can use this while in a garrison, so if the opponent&#039;s bringing great firepower too you can protect the ship you&#039;re on.&lt;br /&gt;
#&#039;&#039;&#039;Caustic Anatomiser:&#039;&#039;&#039; Once per battle, each the start of combat, each enemy model within 6&amp;quot; suffers an MW on a 5+. Like the Ventplates, nothing says you can&#039;t use this while garrisoned, so fart out that caustic cloud from the frigate&#039;s giant base size when you&#039;re charged by a big horde of infantry and cut their numbers down a bit.&lt;br /&gt;
#&#039;&#039;&#039;Spell in a Bottle:&#039;&#039;&#039; You can take an Endless Spell from any faction that can’t be unbound (but can still be dispelled in a subsequent turn) and can only be used once per battle. You still need to pay the point cost for the spell but for all the utility this can provide, it is very much worth your time. The endless spell ignores any of its normal casting restrictions, so feel free to pick the Stormcast Everblaze Comet, Skaven Warp Lightning Vortex, etc. (how you throw a bottle on the ground and a comet appear 5 kilometers away is everyone&#039;s guess). If you use it to cast Burning Sigil of Tzeentch, you can hypothetically end up with a Chaos Spawn *AAaggghhhh noo waitt agrrgh* of Tzeentch in your army. Not sure why you&#039;d do that, but it&#039;s probably just as planned.   Try using one of the Ossiarch Bonereaper spells in this thing.  As the soul-linked ability is part of the spell&#039;s warscroll (unlike, say, the bound endless spells the Serapohon can use), no-one can move the spell but you.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Endrinworks===&lt;br /&gt;
One {{AOSKeyword|Skyvessel}} (+1 per Battalion) in your army can be equipped with the following endrinwork:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ironclad Major Installations:&#039;&#039;&#039; {{AOSKeyword|Arkanaut Ironclad}} only&lt;br /&gt;
#&#039;&#039;&#039;The Last Word:&#039;&#039;&#039; When enemy ends charge within 3&amp;quot;, it can shoot its main gun at it. This is so fucking good. The main guns on the Ironclad are already its best weapon and letting them shoot for free before the charging unit gets to actually fight makes them seriously scary to approach.&lt;br /&gt;
#&#039;&#039;&#039;Hegssons Solutions &#039;Old Reliable&#039; Hullplates:&#039;&#039;&#039; +2 Wounds. Basic as shit, but making a supertough and easily healable ship have even more health is always good. Plus, nothing crushes the enemy&#039;s spirit like 20 wounds on a 3+ save backed up an Endrinmaster or two. &lt;br /&gt;
#&#039;&#039;&#039;Ebullient Buoyancy Aid:&#039;&#039;&#039; Ignore Garrison Limits for using Fly High or disengage. Become King of the Clown Cars! Hold truly impressive numbers of Bioshock dwarves and huck them into the meat grinder of war even faster! You probably don&#039;t want to have &#039;&#039;this&#039;&#039; many eggs in one ship-shaped basket, but if alpha strikes and the idea of redeploying 800+ points around the battlefield at will sounds fun, go for it. Note: this does not undo the halving of the Ironclad&#039;s movement characteristic, so being over-encumbered (currently) still reduces movement. Might also need errata addressing why disengaging was even brought up in the text, because there&#039;s nothing in the Flying Transport or Disengage rules that would seem to indicate that you can&#039;t disengage if over-encumbered. &lt;br /&gt;
#&#039;&#039;&#039;Prudency Chutes:&#039;&#039;&#039; If destroyed, you don&#039;t need to roll to see if the passengers die. Impossibly boring, and probably a waste of a Great Endrinwork. Bringing items that only affect minor things when you die is usually not great. Instead, bring something that makes the ship tougher or more dangerous!&lt;br /&gt;
#*Alternative take - sometimes it&#039;s hard to foresee bad stuff happening, and as each model is rolled for individually when a vessel is destroyed, this could potentially save a character or a unit&#039;s special weapon from an ignominious death.  &lt;br /&gt;
#&#039;&#039;&#039;Magnificent Omniscope:&#039;&#039;&#039; +2&amp;quot; Move. Basic as shit again, but on a ship as slow as the Ironclad this is still respectable. &lt;br /&gt;
#&#039;&#039;&#039;Zonbarcorp &#039;Dealbreaker&#039; Battle Ram:&#039;&#039;&#039; Ogre charge. roll dices equal to charge roll, one enemy suffers MWs equal to each 4+. &amp;quot;I charge the Bloodthirster,&amp;quot; you say. Your opponent smiles. &#039;&#039;You fool,&#039;&#039; he whispers, &#039;&#039;melee is exactly where I want to be!&#039;&#039; You smile back, &amp;quot;I roll for charge, adding two for my Great Skyhook. That&#039;s a total of thirteen, now to roll for impact hits.&amp;quot; Your opponent isn&#039;t smiling any more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frigates Refittings:&#039;&#039;&#039; {{AOSKeyword|Arkanaut Frigate}} only&lt;br /&gt;
#&#039;&#039;&#039;Magnificent Omniscope:&#039;&#039;&#039; +2&amp;quot; Move. Still basic as shit, but a little nicer than on the Ironclad as this makes you superfast, rather than turning a mediocre speed into a good one.&lt;br /&gt;
#&#039;&#039;&#039;Prudency Chutes:&#039;&#039;&#039; Same as for the Ironclad. Still boring as shit and probably a waste. Just unload your troops before the ship dies, Admiral.&lt;br /&gt;
#&#039;&#039;&#039;Malefic Skymines:&#039;&#039;&#039; Once per battle, at start of combat phase, one unit that can Fly within 6&amp;quot; suffers D3 MW on roll of 2-3 or D6 on 4+. I sure hope you fight a lot of flyers that want to charge you! Otherwise this thing&#039;s totally worthless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunhauler Modifications:&#039;&#039;&#039; {{AOSKeyword|Grundstok Gunhaulers}} only&lt;br /&gt;
#&#039;&#039;&#039;Iggrind-Kaz Surge-injection Endrin Mk.IV:&#039;&#039;&#039; Add +d3&amp;quot; to its normal move, or +2d3&amp;quot; but suffers a MW on doubles. Quite good, honestly. Worth the risk of mortal wounds because of the easy access to healing that the Kharadron have. The question still stands as to whether &amp;quot;rolling doubles&amp;quot; means a normal D6 double (i.e. rolling say two 5&#039;s), or a D3 double (i.e. rolling a 5 and a 6 both count as a D3 value of 3, effectively doubling your chance of triggering the mortal wound). This needs to either be errata&#039;ed or addressed in a designer&#039;s commentary update.  &lt;br /&gt;
#&#039;&#039;&#039;Zonbarcorp &#039;Debtsettler&#039; Spar Torpedo:&#039;&#039;&#039; Once per game, after the first charge move, one enemy within 1&amp;quot; takes D6 MW on a 2+. Deal some mortals on the charge, plus your bombs for some fairly reliable mortal output. As far as once-per-game artifacts go, this is pretty good.&lt;br /&gt;
#&#039;&#039;&#039;Coalbeard&#039;s Collapsible Compartments:&#039;&#039;&#039; Gunhauler can Garrison 5 models. Better in smaller games to move heroes or get buffed by admirals, or deliver a 5 man Thunderer squad with all special weapon options (giving them +1 to hit) right onto some poor unsuspecting cluster of enemies. Or plop a beefed-up Admiral loaded down with Aether-Gold to spend inside for a nasty melee punch.&lt;br /&gt;
&lt;br /&gt;
=== The City-Ports ===&lt;br /&gt;
&lt;br /&gt;
Alternatively, a player with the {{AOSKeyword|KHARADRON OVERLORDS}} Allegiance can instead choose to represent one of the Six Major Sky-Ports. Each one has their own fixed interpretation of the code, however, the player is given access to:&lt;br /&gt;
&lt;br /&gt;
*A unique ability&lt;br /&gt;
*A unique command trait and artefact/endrinwork &#039;&#039;(now mandatory)&#039;&#039;&lt;br /&gt;
*The &#039;&#039;&#039;&amp;lt;Sky-Port&amp;gt;&#039;&#039;&#039; keyword &lt;br /&gt;
*some Ports unlock additional battleline units&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Nar:&#039;&#039;&#039; &#039;&#039;Specializing in  unbinding, passing battleshock, generate CP, and spamming Thunderers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Respect Your Commanders:&#039;&#039;&#039; re-roll battleshock test for Barak-Nar unit wholly within 12&amp;quot; of a Barak-Nar hero.&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Trust Aethermatics, not Superstition:&#039;&#039;&#039; Each Barak-Nar hero can unbind +1 spells each turn.&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Through Knowledge, Power:&#039;&#039;&#039; +1 unbinding roll for Barak-Nar Heros&lt;br /&gt;
*&#039;&#039;&#039;Ability: Scholars and Commanders:&#039;&#039;&#039; At the start of the battle, roll a dice for each friendly &#039;&#039;&#039;Barak-Nar Hero&#039;&#039;&#039; on the battlefield or garrisoned. For each 4+ you receive an additional command point.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Champion of Progress:&#039;&#039;&#039; (General must take) Do not take battleshock for friendly &#039;&#039;&#039;Barak-Nar&#039;&#039;&#039; units while they&#039;re wholly within 12&amp;quot; of this general.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power:&#039;&#039;&#039; &#039;&#039;&#039;Aethercharged Rune:&#039;&#039;&#039; Once per battle you can change either 1 hit roll for an attack made by the bearer or 1 save roll for an attack that targets the bearer to the roll of your choice.&lt;br /&gt;
*Barak-Nar unlocks Thunderers as battlelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Zilfin:&#039;&#039;&#039; &#039;&#039;A Skyvessel specialist port, with Speed, extra endrinwork, and destroying sky rivals&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Master Of The Skies:&#039;&#039;&#039; Re-roll hit rolls of 1 made by &#039;&#039;&#039;Skyvessel&#039;&#039;&#039; against flying units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Don&#039;t Argue With The Wind:&#039;&#039;&#039; Running Barak-Zilfin units add +6&amp;quot; instead of rolling +d6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - There&#039;s Always a Breeze if you look for it:&#039;&#039;&#039; Once per battle during hero phase, one Barak-Zilfin unit can make a normal move (can run, retreat or Disengage).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Magnificent Skyvessels:&#039;&#039;&#039; You can choose 1 extra &#039;&#039;&#039;Skyvessel&#039;&#039;&#039; in your army to have a great endrinwork. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; &#039;&#039;&#039;Master Commander:&#039;&#039;&#039; &#039;&#039;(Arkanaut Admiral only and must take if the general is one)&#039;&#039; Each time you spend a command point to use a command ability on this general&#039;s warscroll, roll a dice. On a 5+, you receive 1 extra command point. Given your Admiral is going to be spending command points like they&#039;re on sale in this new book, the value of this Command Trait cannot be overstated. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power: Staff of Ocular Optimization:&#039;&#039;&#039; Pick 1 of the bearer&#039;s missile weapons. Add 1 to hit rolls for attacks made by that weapon.&lt;br /&gt;
&lt;br /&gt;
Barak-Zilfin unlocks Arkanaut Frigates as battleline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Zon:&#039;&#039;&#039; &#039;&#039;Turn SKYFARERs into better fighters.  Makes Skywardens really good.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Honour is Everything:&#039;&#039;&#039; Barak-Zon heroes re-roll hits of 1 against Heroes and Monsters&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Leave No Duardin Behind:&#039;&#039;&#039; +2 bravery to SKYFARER if wholly within 12&amp;quot; of Skyvessel&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Show them your Steel:&#039;&#039;&#039; Once per battle, in the hero phase, one of your units that are garrisoned in a vessel can immediately disembark.  &amp;lt;i&amp;gt;However&amp;lt;/i&amp;gt; the disembark is only 3&amp;quot; and must be more than 9&amp;quot; from any enemy which rather badly limits its effectiveness.  Sure it has its uses - you can disembark an Aether-Khemist and still use their abilities, and most of your troops will get an extra 1&amp;quot; of movement that turn as they should be able  to move in their movement phase too - and if you are running them that turn, the extra movement may be considerable - but generally you won&#039;t get a huge amount of extra flexibility from this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Deeds, Not Words:&#039;&#039;&#039; +1 to wound rolls if a SKYFARER and add +1 to hit for Skywardens during melee if they charged that turn. Gotta make sure that alpha strike hurts!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Bearer of the Ironstar:&#039;&#039;&#039; (General must take) first time general is slain, on a 2+, he is not, heals d3 wounds, and remaining allocated wounds are negated.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact Of Power: Aethersped Hammer:&#039;&#039;&#039; One user melee weapon gains 2 attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Urbaz:&#039;&#039;&#039; &#039;&#039;They are swimming in Aethergold and you should be spending some every phase&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Seek New Prospects:&#039;&#039;&#039; Barak-Urbaz units re-roll battleshock while wholly within enemy territory.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Always Take What You Are Owed:&#039;&#039;&#039; At the start of the game, D3 Barak-Urbaz units gain +1 Aethergold.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Where There&#039;s War, There&#039;s Gold:&#039;&#039;&#039; Once per battle, at end of combat, one SKYFARER unit that fought gains an Aethergold.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: The Market City:&#039;&#039;&#039; Ignore the -1 bravery penalty for using Aethergold.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Khemist Supreme:&#039;&#039;&#039; (an Aether khemist General must take this) The general&#039;s Aetheric Augmentation effects two units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Endrinwork: Breath of Morgrim:&#039;&#039;&#039; During the shooting phase, pick an enemy unit and roll a dice for each model within 6&amp;quot; of this unit, inflict a MW for each 6.&lt;br /&gt;
&lt;br /&gt;
Barak-Urbaz unlocks Gunhauler as battleline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Mhornar:&#039;&#039;&#039; &#039;&#039;Blitzers, getting right into enemy faces to decimate them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Seek New Prospects:&#039;&#039;&#039; Barak-Mhornar units re-roll battleshock while wholly within enemy territory.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Prosecute Wars With All Haste:&#039;&#039;&#039; During the first turn, Barak-Mhornar units can run &amp;amp; shoot&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Who Strikes First, Strikes Hardest:&#039;&#039;&#039;Once per battle, a Barak-Mhornar unit can fight at the start of combat phase instead of normally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Fearsome Raiders:&#039;&#039;&#039; -1 bravery for Enemy within 6” of a &#039;&#039;&#039;Barak-Mhornar&#039;&#039;&#039; unit. Awesome.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Opportunistic Privateers:&#039;&#039;&#039;  (General must take) the Skyvessel the general is in can redeploy anywhere (more than 9&amp;quot; from enemy units and more than 1&amp;quot; from objectives) before the first battle round but can&#039;t move or disembark that turn.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power: Galeforce Stave:&#039;&#039;&#039; (Navigator only) At the start of enemy charge phase, halve charge roll for one unit within 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Thryng:&#039;&#039;&#039; &#039;&#039; The most Dawi port, having grudges, revenge killing, and having classic dwarf units + Magmadroths.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Chronicle of Grudges:&#039;&#039;&#039; pick up to 3 enemy units before the first battle round, Barak-Thryng re-roll hit rolls of 1 against the chosen units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Take Help Where You Can Get It:&#039;&#039;&#039; 1 in 4 units can be any DUARDIN unit, (become Barak-Thryng units, can&#039;t be general, don&#039;t count for battleline). Very flexible and are a lot of different DUARDIN units to pick. Remember that even though they don&#039;t get the Faction Allegiance, they&#039;re not counted as allies according to GW&#039;s official army builder.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Honour The Gods, Just In Case:&#039;&#039;&#039; Once per battle, in any phase, hit rolls of 6 by 1 Barak-Thryng unit score 2 hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Incredibly Stubborn:&#039;&#039;&#039; Each slain SKYFARER model within 3&amp;quot; of an enemy can fight before being removed on 4+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Supremely Stubborn:&#039;&#039;&#039; (General must take) Incredibly Stubborn triggers on 2+ instead of 4+&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power: Grudgehammer:&#039;&#039;&#039; (Skyfarer only) +1 to hit for one melee weapon, and unmodified wounds rolls of 6 with that weapon against a Grudge target also inflict D3 MWs.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords for these warscrolls are: &#039;&#039;&#039;ORDER&#039;&#039;&#039;, &#039;&#039;&#039;DUARDIN&#039;&#039;&#039;, and &#039;&#039;&#039;KHARADRON OVERLORDS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Brokk-Grungsson-en.pdf Brokk Grungsson]:&#039;&#039;&#039; (SKYFARER 200pts) 200 points of angry, overpowered dwarfen pain. Eight wounds, a 3+ save, three guns, and with a flying movement value of 12&amp;quot; he&#039;s much faster than most of your other heroes who can only footslog 4&amp;quot;. He can hit hard in melee - four attacks at -2 rend d3 damage, inflicting d3 MW on a 6 to-hit instead. His command ability lets all your nearby &#039;&#039;&#039;Barak Nar&#039;&#039;&#039; dudes reroll charges. Interesting to note is that while he&#039;s the Lord-Magnate of Barak-Nar, feel free to run him in whichever Skyport you like (you just won&#039;t get their port abilities for him).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Admiral-en.pdf Arkanaut Admiral]:&#039;&#039;&#039; (SKYFARER, MARINE 125pts) His melee weapon has good hit and wound rolls (with re-rolls of 1 against heroes or monsters), 3A, -2 rend, 2 Damage. His attacks are quite reliable, particularly against monsters and heroes due to his &amp;quot;if you want a job doing&amp;quot; rule, making him a decent duelist. Putting him on an Ironclad is going to see that expensive ship punch even harder. Also useful is that those within 3&amp;quot; with at least 5 models &amp;lt;s&amp;gt;can&amp;lt;/s&amp;gt; must also be used as bodyguard fodder on a 3+. His aether-powered munitions give a choice between slowing a monster down for a turn, ignoring ward saves on a unit for a turn on a 2+ and improving a unit&#039;s rend by 1 (probably your best option unless you&#039;re facing demons or other-ward reliant units or desperately want to reduce the charge roll of a monster that&#039;s already within 12 inches.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Aetheric-Navigator-en.pdf Aetheric Navigator]:&#039;&#039;&#039; (SKYFARER, MARINE 95pts) He has the ability to cut the movement of one enemy flying unit within 36&amp;quot; into half, there is also a 1 in 6 chance they suffer D3 mortal wounds. He could be handy to mess with enemies like Nighthaunt, and big flying monsters will hate you. The Navigator is also a source of spell and endless spell unbinding without the use of a relic or Code amendment, and he allows Skyvessels to re-roll run or charge rolls if he didn&#039;t use his Aetherstorm ability. He also has access to a pretty good selection of artefacts, all of which make him much more useful than he was in the previous book. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Aether-Khemist-en.pdf Aether-Khemist]:&#039;&#039;&#039; (SKYFARER, MARINE 90pts) The main reason you take this guy letting a &#039;&#039;&#039;Skyfarers&#039;&#039;&#039; unit re-roll wound rolls of 1. The Khemist has a defensive ability too - in melee, enemy models within 3 inches of him suffer -1 to hit with any attacks. He&#039;d rather not be in melee though. Lastly, his shooting weapon is 3d6 attacks on average hit and wound, and -2 rend, a brutal anti-infantry weapon, and just all-around nasty to approach. Stick him in a Skyvessel with some Thunderers and laugh at your opponent&#039;s tears. (You can&#039;t use his abilities while on a skyvessel though)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinmaster-with-Endrinharness-en.pdf Endrinmaster with Endrinharness]:&#039;&#039;&#039; (SKYFARER, MARINE 95pts) A foot engineer that can heal a Skyvessel for D3 wounds every hero phase, a nice addition to any Ironclad. Besides that he&#039;s a decent combat character with a respectable hammer that can deal 3 MWs if he rolls an unmodified 6 to hit and d3 Damage at -1 Rend otherwise. His command ability also lets a unit of Endrinriggers re-roll their chances to heal. Between his hammer and gaze of grungni, an Endrinmaster can put out up to 12 wounds with -1 rend a turn, not bad for 95 points.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinmaster-with-Dirigible-Suit-en.pdf Endrinmaster with Dirigible Suit]:&#039;&#039;&#039; (SKYFARER 180pts) Now you have a stuntie on a man-sized hot air balloon. This gives the guy a straight upgrade, repair now heals a straight 3 wounds and has two new weapons (a rapid-fire weapons suite and a stronger Aethercannon), as well as a saw that&#039;s got a better rend than the hammer, but lacks the chance for MWs. What he gets instead is the ability to hitch a ride with any Skyvessel when they Fly High, making him way more mobile and thus more useful as a direct support HQ. Interesting potential quirk with getting Skyriggers as Battleline if he&#039;s your general: unlike virtually every other Pitched Battle Profile out there, this ability doesn&#039;t explicitly say it depends on having Kharadron Overlords allegiance. Though this might seem like an insignificant detail, if you are running either a Grand Alliance: Order or Lethisian Defenders army (from the Forbidden Power expansion) or Tempest&#039;s Eye (Cities of Sigmar), this Endrinmaster&#039;s ability gives you the rare option of having more choices for Battleline than the standard vanilla options. Again, not that this comes up very often, but I wouldn&#039;t be surprised if GW errata&#039;ed this in the future (fingers-crossed they don&#039;t though, because having more options is always nice). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-thundriks-profiteers-en.pdf Bjorgen Thundrik]:&#039;&#039;&#039; (SKYFARER, MARINE 150pts) The Shadespire Warband but is legal for use in AoS too. You get Bjorgen and his unit of four Profiteers. Bjorgen is similar to a regular Khemist but his buff gives re-roll 1s to hit, not to wound. He has one extra attack with his melee weapon over a normal Khemist, but he&#039;s still not good in melee. More importantly, he is a named character, so he can&#039;t be given an artefact or command trait.&lt;br /&gt;
**His Profiteers are a unit of four: you get a motley crew of one (single wound) Thunderer with a buffed up aethershot rifle, one Skywarden with skypike, and two Arkanaut Company dudes one of whom has a volleygun. Given that a standard Aether-Khemist is 90pts, you&#039;re basically paying 50pts for this unit of four mismatched dudes. However, given the lack of +1 to hit in our book, their rule is one of the only way to have guns on 2+ to hit. 50 pts for 14 shots (6 on 2+) is not that bad.  They and Bjorgen do fit neatly in a Gunhauler with the collapsible compartments endrinwork if you want to have some fun with that (they are all marines so even the skywarden will fit inside).&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Company-en.pdf Arkanaut Company]:&#039;&#039;&#039; (Battline; Skyfarer, Marine Min:10 Max:40 90pts) Always battleline no matter which skyport or who the general is. They&#039;re rather average in combat and human Bravery, but are a reasonably cheap option for holding objectives since they reroll battleshock and get +1 to hit if wholly within 9&amp;quot; of an objective (and not in a garrison). Their pistols are okay, although short-ranged, and you can also include one of each following heavy weapon per ten dwarfs - Skypike (2&amp;quot;/2/4+/4+/-1/D3), Light Skyhook (18&amp;quot;/1/4+/3+/-2/D3), and Aethermatic Volleygun (12&amp;quot;/6/5+/4+/-1/1).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Grundstok-Thunderers-en.pdf Grundstok Thunderers]&#039;&#039;&#039;: (Conditional battleline: Barak-Nar Army; Skyfarer, Marine Min:5 Max:20 120pts) Unless going all rifles for the decent range, Thunderers rely on the synergy between the special weapons to do their damage at a 12&amp;quot; range - having at least one cannon, mortar and decksweeper gives those weapons +1 to hit.  The unit still puts out a respectable weight of fire, and if everything clicks they can shred pretty much anything that doesn&#039;t have a 3+ base save. Their defenses aren&#039;t amazing, with a 4+ armor save and 2 wounds apiece, but honestly, it doesn&#039;t matter because they&#039;re not supposed to be in combat, but if they do they gain +1 attack to their ranged weapons if they risk sticking it out and having Fumigators will help them survive.&lt;br /&gt;
** They are good candidates to have min unit armed with only Aethershot Rifle backfield or placed in skyships with mixed weapons to give them more firepower, as it will get them within 9&amp;quot; (but unit bonuses won&#039;t work when garrisoned).&lt;br /&gt;
*** Combine the -1 to being hit from the fumigators with the -1 that the Khemist provides and this guys will be durable enough in CC to make use of their 3&amp;quot; ability. It&#039;s something worth considering.&lt;br /&gt;
****This particular combo can be used to save other high-value units in your army.  Remember, they inflict -2 to hit on the opponent.  Ironclad too wounded to retreat? Have the thunderers and khemist hop out, and inflict that glorious -2 to hit on whatever is punching your boat.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Skywardens-en.pdf Skywardens]:&#039;&#039;&#039; (Conditional battleline: General is Endrinmaster with Dirigible Suit; Skyfarer, Min:3 Max:12 105pts) DUARDIN warriors with a balloon strapped to their backs. Are armed with Vulcaniser Pistol and skypikes (2&amp;quot;/2/4+/3+/-1/D3d). Skypikes&#039; 2&amp;quot; range lets you fight in two ranks, so you can bunch up and present a narrower frontage to the enemy, maybe taking fewer attacks back from them. The Vulcaniser pistols though are a mixed bag. There not bad on the face of it, (3+/3+/-1/d1) so there better then the Arkanaut Company pistols and so can Unleash hell pretty effectively. The issue is there range: 9 inches. When using there Hitchers ability to deep strike around the board with an airship, they have to stay more then 9 inches away, so out of range. If you want to shoot with an airship when it teleports around the board then t they can also be armed with bigger guns. 1 in 3 can get a Volley gun and 1 in 3 can get a Drill Launcher, Grapnel Launcher or Skyhook (all hits hard and either: have extra rend and could deal MW, prevents enemies from fleeing, or add +1 to charge rolls). Skywardens also inflict MW when they retreat or get charged by flyers.  Amusingly, it doesn&#039;t matter if you only have one left in the unit, their skymines will still roll to damage every enemy model in the unit.  Most importantly, like other Balloon DUARDIN, they can redeploy with a ship when it Flys High to get into charge range first turn (Skyhook will help with this of course). They may not be that survivable with 2W and 4+Sv but are good shock assaulters especially when they pop an Aethergold and they can potentially inflict a lot of damage with their 2 attacks that deal d3 damage. &lt;br /&gt;
**Skywardens are melee specialists, so loading them with ranged weapons may not be the most effective use of units with normally 2 attacks, though the mortal wounds they can cause may help discourage enemies.  &lt;br /&gt;
**take a unit of 6+, with Grapnel Launcher and Skyhook, charging and holding in melee is easier.&lt;br /&gt;
**Having one surviving Skywarden retreat from combat can potentially hit every close by enemy unit for D3 mortal wounds.  If you&#039;re reduced to one model in melee, it may be worth burning a command point or aether-gold to auto-pass battleshock just for this chance.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinriggers-en.pdf Endrinriggers]:&#039;&#039;&#039; (Conditional battleline: General is Endrinmaster with Dirigible Suit; Skyfarer, Min:3 Max:12 100pts) They ensure that your boats stay up in one piece, and are armed well enough to discourage the enemy - each Endrinrigger has a 12&amp;quot; range 3 shot pistol, and [[Rip and Tear|Aethermatic Saws]] which, compared to the skypikes, are 1 attack but has better to-hit, wound, and -2 rend, making it easier to land those attacks and better statically better than skypikes when fighting 4+Sv. Endrinriggers would prefer to stay near boats and may range it out by taking the same 1 in 3 option as Skywardens. You may want to range things out and stay with the boat with a Rapid-fire Rivet Gun, Drill Launcher and Aethermatic Volley Gun. So broadly speaking, you have two good ways to run this unit: either kit them out for melee, keep the saws and maybe add a grapnel launcher for elite fighting, &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; tool them up for shooting by giving one-third of them drill cannons, another third of them volleyguns. This will give you a very mobile unit with 24&amp;quot; range guns. Finally, as their main role, Endrinriggers have a chance for each model to repair a wound on a skyvessels if the unit is within 1&amp;quot; of the boat.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Grundstok-Gunhauler-en.pdf Grundstok Gunhauler]:&#039;&#039;&#039; (Conditional battleline: Barak-Urbaz Army; War Machine, Skyvessel, 130pts) A supporting corvette for your airfleet, has a good damage output and movement value and neither are affected by wounds taken, which is good because this thing can negate damage on any other non-Gunhauler Skyvessel within 3&amp;quot; on a roll of 6 (subsequently drawing the fire). It can be armed with either a Skycannon (a rapid fire or big accurate shot option) or a Drill cannon (36&amp;quot;/1/3+/3+/-3/D3d, and on a 5+ to hit will inflict 3 MW), both are equally good choices so just pick whichever you think your army needs most. Like all other SKYVESSEL, they have MW bombs thrown at an enemy that tries to tie it down, able to retreat from anything without fly and still shoot, and they can Fly High, redeploying anywhere 9&amp;quot; away from enemies.&lt;br /&gt;
** Most people lean towards the Skycannon for damage output, but the Drill cannon is very good at sniping big targets from far away. If you take 3 gunhaulers with the Drill cannon and the Grundstok Escort Wing Battalion (which you probably are already), you combo that together to give 3 shots from 36 inches away that have reroll 1s to hit an give 3 mortal wounds on unmodified 5s to HIT. This is amazing because it is not uncommon at all to pick out an enemy character with a -1 to hit them, but still get a couple 5s and outright kill them. Even if you don&#039;t get the 5s, you hit them and pretty reliably wound them on a 3+ with -3 rend. With the range on the guns, you can easily spread them out and hold back field objectives, and the battalion doesn&#039;t need the gunhaulers to be close to a hero or anything to get their reroll 1s. You just declare at the start of the turn and go nuts sniping support characters all game. As an added bonus, if you really need to nuke something, shoot these three guns into the target and then charge it with all three gunhaulers for their bomb racks. Odds are, you&#039;ll get close to 10 mortals if you&#039;re even a little lucky.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
&lt;br /&gt;
A note on garrisons - the rules for garrisoned units are... lacking in detail, but consider the following.  According to the core rules, garrisoned models &amp;quot;can attack or be attacked, cast or unbind spells, and use abilities&amp;quot;.  Notably lacking from this description is if they can be affected by spells or abilities.  In particular, certain spells and abilities require you to check how many models in a unit are within a certain range, which is impossible to check with a garrison.  RAW therefore seems to indicate they cannot be the target of spells or abilities unless specifically stated - such as the admiral&#039;s Repel Boarders! command ability (although even that ability targets the skyvessel rather than the garrison).  Possibly to make up for this, several Kharadron abilities state they can&#039;t be used by a garrisoned unit.  &amp;lt;i&amp;gt;However&amp;lt;/i&amp;gt;, the FAQ&#039;s say that, unless stated otherwise, all ranges that would normally be measured to and from a model are instead measured to and from the vessel they are garrisoned in, and confirms that the Look Out Sir rule does apply (although note that is a rule, not an ability) - so does this mean that as long as part of the skyvessel is within range then every single garrisoned model also is within range?  This seems to be the way it plays at the moment, but it could definitely be clearer.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Frigate-en.pdf Arkanaut Frigate]:&#039;&#039;&#039; (Conditional battleline: Barak-Zilfin Army, War Machine, Skyvessel, 220pts) The bulk of any Skyfleet, a basic transport, and gunboat. It can carry up to 15 Duardin, but going over 10 halves its movement, heal one wound each hero phase, and reroll run rolls. Armed with hull-mounted Aethershot Carbines (12&amp;quot;/4/3+/3+/-1/2D). And it can take a heavy weapon on its forecastle, you can choose between a Heavy Skycannon (have a horde killing and monster-slaying option), and Heavy Skyhook (same as Heavy Skycannon&#039;s monster-slaying shell except for shorter range, but also add +2 to charges, so your passengers can drive closer and hit them with their swords and then pull back to rapid-fire them).  With Sky High, it can relocate 9&amp;quot; from any enemy models and because Garrisoned units can shoot, you can let several contingents of Grundstok Thunderers devastate first turn with their 12+&amp;quot; weapons. Getting into close combat isn&#039;t as much of a death sentence as it has been before. It has six 4+/4+/-/1 attacks and it can generate D3 mortal wounds every close combat phase (so twice per round), and now has a shiny 4+ save. Sure, its not a close combat monster but this and the attacks from the crew inside should be enough to survive until your own movement phase, where you can just disengage and start blasting them!&lt;br /&gt;
**Note that the frigate and Ironclad can only disengage and fly high if they haven&#039;t taken too much damage.  An Endrinmaster or some Endrinriggers can offset this as they get to fix a skyvessel before it moves, and of course they get a built in heal of one wound a round nowadays too, but don&#039;t get cocky, kid.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Ironclad-en.pdf Arkanaut Ironclad]:&#039;&#039;&#039; (War Machine, Skyvessel, 480pts) [[Awesome|A flying Baneblade.]] This ship has everything: guns, armour, health, troop capacity, this ship makes the Adeptus Mechanicus shit themselves in envy. Carries up to 25 infantry in its hull, with 16+ models slowing it. Of all the clown cars the Kharadron have, this one is the slowest (only a 10-inch move, degrading with damage), but also the toughest and hardest hitting armed with Torpedoes, Carbines and one of three choices of hull-mounted turret: either the Great Sky Cannon, as above, the Great Skyhook, as above, and the Aethermatic Volley Cannon, essentially a [[Dakka|minigun Cannon]], with 4D6 shots hitting on 3s, wounding the same, and rend -1, a fantastic dakka option. The great skycannon also has its use. Unlike its smaller cousin on the frigate, the one on the Ironclad always hits for 6 damage. 30&amp;quot; range and -2 rend means you can threaten those squishy backfield wizards.  GW finally realized that something called &amp;quot;Ironclad&amp;quot; shouldn&#039;t die to a stiff breeze and gave it a 3+ save.&lt;br /&gt;
**This beefy motherfucker can party down with the baddest things the enemy can throw at them, and barely feel a scratch. Mangler Squigs, Slaughterbrutes, Gryphons, Manticores, the Ironclad will kick the shit out of all of them and hardly feel the tickle of their ineffective claws. Hardly any of this monster&#039;s combat capability is decreased by taking wounds, and it loses absolutely none of it&#039;s artillery firepower, meaning it can sit there firing all 480 points of guns at anything it damn well pleases until it&#039;s lost every wound.&lt;br /&gt;
**The Great Sky Cannon is probably the best overall option as it&#039;s the most versatile with two firing modes. The Single-Shot cannonball is useful for popping those tiny, shitty heroes that sit in the backline, and for pretty much everything else, the Grapeshot Mode will mow down opponents. It&#039;s notable that the Cannonball has a 30&amp;quot; range, and the grapeshot has 24&amp;quot;, so fire away from long distances without fear.&lt;br /&gt;
**The Great Skyhook does just as much damage as the Sky Cannon&#039;s Cannonballs, but has only a 24&amp;quot; range and adds two to charge rolls instead. Most ironclad probably don&#039;t care about charging into melee (having pretty mediocre melee attacks) but if you bring the &#039;&#039;&#039;Zonbarcorp &#039;Dealbreaker&#039; Battle Ram&#039;&#039;&#039;, you can live a truly hilarious meme. -For lolz add a few Endrinmasters for self-healing and mortal wound output and go demon hunting. Then make it even more cancerous by choosing Barak Thryng as your skyport, give one of your heroes onboard the Grudgehammer artifact, and then designate the big baddie in your opponent&#039;s army as your Grudge target.&lt;br /&gt;
***Another little thing in favour of a Skyhook since this thing can be garrisoned this can be an effective way to get a big squad into combat faster since they can fight from inside the Ironclad, thus turning two separate charge rolls into just one with +2 to charge. Something to consider.&lt;br /&gt;
**The Great Volley Cannon, though with far less reach at 18&amp;quot; and less damage per shot than other options, is a good (albeit somewhat swingy) armament with the proper support. On 4d6 you&#039;re looking at an average of about 14 shots per volley, but this you can almost certainly guarantee those shots with the amount of rare re-roll 1 support that Kharadron gets. Stacking All-Out-Attack/Damned/Vigilor ally support, in combination with using the boat&#039;s aether-gold on the Inspired Triumph, and using an Aether-Khemist&#039;s Large-Caliber Augmentation triumph, leads to you getting an average of 14 shots at 2+/2+/-1 re-rolling both hits and wounds, in combination with boosting the rest of the weapon profile as well. This can synergize even &#039;&#039;further&#039;&#039; by stacking Barak-Thryng&#039;s &#039;&#039;&#039;Honour the Gods, Just In Case&#039;&#039;&#039; to make every 6 an exploding one versus a grudged target to turn your alpha-strikes up to 11. Assuming, of course, you don&#039;t roll 4 attacks on it and do all this work for nothing.&lt;br /&gt;
***Additionally, &#039;&#039;&#039;The Last Word&#039;&#039;&#039; doesn&#039;t replace your normal unleash hell, meaning you can potentially have 8d6 volley-gun shots (albeit with 4d6 of them being at -1 to hit) against anything that &#039;&#039;dares&#039;&#039; try and get between a proper Duardin vessel and their gold.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&lt;br /&gt;
===Grand Armada===&lt;br /&gt;
&#039;&#039;&#039;(90pts, Min: 3090pts Max:)&#039;&#039;&#039; &#039;&#039;1 Arkanaut Admiral or Brokk, 1 Iron Sky Command, 1 Iron Sky Attack Squadron, and 1 Grundstok Escort Wing&#039;&#039;. &lt;br /&gt;
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&amp;quot;Constitutional Experts&amp;quot;, Keep your Admiral/Brokk Hero from this battalion on the battlefield you can re-use your footnotes once per battle.&lt;br /&gt;
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===Grundstok Escort Wing===&lt;br /&gt;
&#039;&#039;&#039;(120pts, Min: 810pts Max: 2780pts)&#039;&#039;&#039; &#039;&#039;2-3 Grundstock Gunhaulers; 1 Arkanaut Frigate or Ironclad; 1 Grundstock Thunderers, &amp;amp; 0-3 units of Skywardens.&#039;&#039;&lt;br /&gt;
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&amp;quot;Focused Fire&amp;quot;, at the start of your shooting phase choose an enemy unit.  Re-roll 1s to hit for this battalion against that unit when shooting this phase.&lt;br /&gt;
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===Iron Sky Command===&lt;br /&gt;
&#039;&#039;&#039;(110pts, Min: 1100pts, Max: 3100pts)&#039;&#039;&#039; &#039;&#039;0-1 Arkanaut Admiral or Brokk Grungsson; 1 Arkanaut Ironclad; 3 heroes in any combination (Aether-Khemist, Aetheric Navigator, and either Endrinmaster); 1 Arkanaut Company; 1-3 units of Endrinriggers&#039;&#039; &lt;br /&gt;
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Kharadron Overlords wholly within 18&amp;quot; of the Arkanaut Ironclad from this battalion does not take battleshock tests.&lt;br /&gt;
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===Iron Sky Attack Squadron===&lt;br /&gt;
&#039;&#039;&#039;(100pts, Min: 720pts, Max:)&#039;&#039;&#039; &#039;&#039;2+ Arkanaut Frigates &amp;amp; 1 Arkanaut Company for each frigate in the same battalion.&#039;&#039;&lt;br /&gt;
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When an Arkanaut Company disembarks from a Frigate from the same battalion it can decide to leave before or after the vessel has moved. In addition, roll 3D6 instead of 2D6 when charging for Arkanaut companies that disembarked from Frigates of the same battalion in the movement phase during the same turn.&lt;br /&gt;
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*For what is worth this Battalion might be extremely important for a few reasons.&lt;br /&gt;
**1- Got frigates that are worthy vessels to take in for their point cost.&lt;br /&gt;
**2- Gives the Kharadron the much-needed flexibility of moving around and disembark wherever the winds take to profit from the maximum use of the boat speed + the capacity to: disembark and take objectives, allowing the short-range weaponry to be within range. And as of last resort, you can make quite some impressive charges that despite Arkanauts not being ideal shock troops, it hurts no one if that charge help finishes some unit off to allow your Arkanauts to capture points. (probably this is the main reason this battalion is really good).&lt;br /&gt;
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Intrepid prospectors: this battalion was removed in GHB 2020.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
===General Tactics===&lt;br /&gt;
* The name of the game is mobility and objective taking.  With the ability to take an entire army that flys and flies high every turn, it is possible to be anywhere you want, whenever you want to be there.  Combined with some wargear and tactics that help to slow your opponent and the long(ish) range of some of the weapons in the army, you should be able to wear down your opponent and grab objectives when you need them most.  &lt;br /&gt;
* Learn to love your clown cars. You can stuff a surprising number of duardin in each vessel. Stuff 15 thunderers in an ironclad will give you at will deep striking and a wall of dakka to anything within range. Garrisoned units don&#039;t count toward holding objectives, but you can still land all over the board, open up the clown car, have the shooty soldiers pile out with the skyvessel between them and their enemies, and freely shoot through your own vessel because it&#039;s flying, while being nice and safe from charges, who will have to go through the tough skyvessel first, essentially a less shitty and unbalanced version of the [[Fish of Fury]]. (note: units cannot disembark after a ship has flown high unless otherwise stated by a faction ability or artifact; so counting those models toward an objective would be delayed a turn)- with the exception of Iron Sky Attack squadron.(see above)&lt;br /&gt;
**As a sub-note, bringing empty ships is an option, but even stuffing a single squad of min-size Arkanauts or Thunderers into a ship immediately improves the ship&#039;s overall performance, especially in melee. The ships have far better range than your foot soldiers, but enemies will be wary of approaching your ships too close or risk being unloaded on by pistols or Thunderer special weapons. No one wants to take Aethercannons to the face. Not to mention the infantry inside can contest objectives better then the ships alone could.&lt;br /&gt;
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===Barak Nar Tactics===&lt;br /&gt;
*All heroes may unbind spells, which they do with a +1. Once per game, all heroes may unbind an additional spell. Goodbye spell-casting; if I don&#039;t have any wizards, my opponent isn&#039;t gonna have any either!&lt;br /&gt;
*May also bring additional navigators, which is of dubious usefulness.&lt;br /&gt;
*Plenty of abilities that enhance your Battleshock tests, too. This makes Barak-Nar one of the better Skyports for never failing battleshock tests. [[Dakka|You&#039;re still probably better off blasting your opponent into quivering jelly before they even get a chance to force Battleshock tests on you.]]&lt;br /&gt;
* Best models for Barak Nar: Heroes of any type (They get to freely try to dispell, and they gain leadership-enhancing auras), and big blobs of Arkanaut Company.&lt;br /&gt;
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===Barak Zilfin Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Aetherspheric Endrins&#039;&#039;&#039; has been replaced with &#039;&#039;&#039;Magnificent Skyvessels&#039;&#039;&#039; so there goes deep-striking a fully loaded-up Ironclad. Always take at least two Skyvessels and pimp them both, you are taking more than a single Skyvessel in a Kharadron Overlord list right?&lt;br /&gt;
*&#039;&#039;&#039;There&#039;s Always A Breeze If You Look For It&#039;&#039;&#039; then gives you the ability to move another Skyvessel up the field incredibly quickly to support your Deep Striking Skyvessel (Bringing a Gunhauler 24&amp;quot; up to support your badass Ironclad seems like a good plan all around). Alternatively, you can use this to get your important ship way the fuck out of danger, or into a better tactical position. Never underestimate the power of rocketing your Frigate across the board to somewhere your opponent thought they were safe. Models can also Disembark after TAABIYLFI normally, making it great for quick tactical jumps from which your Endrinriggers can hop out and fuck some shit up.&lt;br /&gt;
*Zilfin is the thinking man&#039;s Barak. None of Zilfin&#039;s powers directly increase your army&#039;s survivability, only their mobility, making Zilfin incredibly fast, to the point that most people won&#039;t expect it.&lt;br /&gt;
* Best models for Barak Zilfin: Any Skyship. All your powers revolve around them. Endriggers and either Endrinmaster are essential support.&lt;br /&gt;
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===Barak Zon Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Show Them Your Steel:&#039;&#039;&#039; Once per battle, in your hero phase, one embarked SKYFARER can immediately disembark and attempt to charge as if it were the charge phase. Not sure why this rule even exists, really - why not just move first and then charge in the charge phase? (Note: because enemy can’t use “unleash hell” in hero phase)&lt;br /&gt;
* Barak Zon&#039;s abilities all revolve around aggression. Their heroes get to reroll 1s when targeting &#039;&#039;&#039;Heroes&#039;&#039;&#039; or &#039;&#039;&#039;Monsters&#039;&#039;&#039;, you reroll 1s to wound after a charge, and you can take a magic item that gives you Always Strikes First.&lt;br /&gt;
* Best models for Barak Zon: Endrinriggers, Arkanaut Company with Skypikes, Arkanaut Admirals, and Endrinmasters.&lt;br /&gt;
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===Barak Urbaz Tactics===&lt;br /&gt;
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*Using &#039;&#039;&#039;Khemists Supreme&#039;&#039;&#039;, This lets your Khemists double up on their buffing, making them very useful in a gunline. Sit him next to 20 Arkanauts and 10 Grundstok Thunderers. Buff them both, and let the monster-killing shots fly while anything in range gets shredded. If you like Gunlines, this is the Barak for you, as even in the biggest armies you&#039;ll probably need no more than 1 or 2 Khemists to buff your best units.&lt;br /&gt;
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*You can also completely forgo the Khemist since his nerf and you wont be that bad off without him. One of the great thing about this city is that you don&#039;t have to use the master khemist command trait (wether you have a khemist or not, you only are forced to use it if your general is a khemist) and there&#039;s no forced artefact either, just an exclusive underwhelming great endrinwork). &lt;br /&gt;
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*Seemingly the generalist Barak, almost anything works well with extra no-drawback Aethergold.&lt;br /&gt;
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*Best models for Barak Urbaz: Aether Khemists, Thunderers, Arkanaut Company, Gunhaulers.&lt;br /&gt;
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===Barak Mhornar Tactics===&lt;br /&gt;
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*Make sure you&#039;re getting the most out of &#039;&#039;&#039;Opportunistic Privateers&#039;&#039;&#039;. In your &#039;&#039;&#039;shooting&#039;&#039;&#039; phase you select one enemy unit and any of your units who target that unit and are within 3&amp;quot; of your general can re-roll misses. This ability is amazing. It makes weapons that seem underwhelming such as Volley guns much more viable. For example, your Arkanaut Company targets a hero or Monster giving them +1 to hit (now on 4+) then re-rolling those misses with the command trait and suddenly your 18 shot -1 rend 1 damage are going to do some serious damage. This translates well to other units, of course, Skyships normally have weak to-hit rolls, but rerolling misses makes them more reliable, and Thunderers get much more reliable if you take the full weapon array or even just Rifles.&lt;br /&gt;
*Our Artycle &#039;&#039;&#039;Seek New Prospects&#039;&#039;&#039; allows you to re-roll battleshock tests while in your opponent&#039;s territory. This ability is very dependent on what you are facing. Against other ranged armies, this may be useful as you move up or if you need to secure an objective on the other side of the board. Most of the time, however, it will not be very useful. Luckily we are the only Barak with access to &#039;&#039;&#039;These are Just Guidelines&#039;&#039;&#039; allowing you to swap your Artycle in the hero phase. Some people are saying you must roll for it while others say you may pick so its a bit up in the air at the moment. Either way, it gives you the opportunity to potentially get something more useful. (Note: the 2020 Battletome changed the way Footnotes work).&lt;br /&gt;
*&#039;&#039;&#039;Prosecute at all haste&#039;&#039;&#039; allows your units to run and shoot in the first turn. Add in an Iron Sky Squadron battalion for +1 to the attacks of all missile weapons on the frigates. You now have 2 frigates with the firepower of 4 for a turn. Add in the command ability from your general and you have some reliable and dangerous shooting for a turn.&lt;br /&gt;
* Best models for Barak Mhornar: Aether Khemists further your Alpha Strike and Target Deletion style very well, letting you enhance your unit&#039;s weapons with both an extra attack and rerolling failures to hit against your target. Thunderers, Skyships, and Endrinriggers all get a ton out of this.&lt;br /&gt;
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===Barak Thryng Tactics===&lt;br /&gt;
* &#039;&#039;&#039;Settle Your Grudges&#039;&#039;&#039; lets you pick an enemy unit after everything&#039;s been set up, and for the rest of the game, you reroll 1s to hit against it! Hey look, we have a Grudge to settle with Nagash/Archaon/Alarielle/Celestant Prime/Morathi/That forty man blob of Tzaangors. Great for helping troubleshoot that one thing you know will be really obnoxious, but obviously makes you a little less flexible, and if the enemy knows you&#039;re going to bully that one target, they can simply hide it all game and deny you your power (whoever wrote that said it like it&#039;s a bad thing)&lt;br /&gt;
**Oh wait, you thought you could only pick ONE target for &#039;&#039;&#039;Settle Your Grudges&#039;&#039;&#039;? &#039;&#039;&#039;Log of Grudges&#039;&#039;&#039; lets you pick 3 GRUDGES INSTEAD! I&#039;m sure that one of those 60 zombies bite off the finger of my grand-grand-grandfather, while that freeguild general refuse to pay a bet after he loses at dices and that fucking cygor is looking mean at me! &lt;br /&gt;
*GYROCOPTERS! Always thought that those diabolic and insecure skyvessels make the ancestors grumbling? Go back into the skies with proofed and secure gyrobombers or gyrocopters. Quite perfect for kharadron armies, these little guys moves fast, shoot good and have a really terrifying possibility for deal a lot of mortal wounds. Grab 6 bombers for absolutely flat everything in your way, and finish the rest with frigates and heavy firepower. &lt;br /&gt;
• Fyreslayers are also useful. Especially with that deepsteike trick. Note that you need at least eight units to get a combo going which can suck in low level games (not quite true. You can still use Ally points to take the runesmith). All those melee tricks become heinous in the hands of teleporting Hearthguard.&lt;br /&gt;
* &#039;&#039;&#039;Honour The Gods, Just In Case&#039;&#039;&#039;: ... This is a little gem. Once for battle, in any phase, you can activate this footnote and for the rest of that phase every unmodified hit rolls of 6 deal two attacks instead of one. Really good for make your shooting phase even more shooty, but considering that you can bring some really good brawlers (like a warden king with a unit of hammers or ironbreakers, that deal 3 attacks each this way) can be useful to use it in the combat phase too, especially for the...&lt;br /&gt;
* &#039;&#039;&#039;supremely stubborn&#039;&#039;&#039;:  If a SKYFARER model dies, roll a dice. On a 4+ he can attack if he is at 3&amp;quot; from an enemy. This makes the footnot even more dangerous,  because you will attack again in the phase when you activate it, making your dwarfs dangerous even if dying. &lt;br /&gt;
* Lastly, you get the unique Artefact: &#039;&#039;&#039;Grudgehammer&#039;&#039;&#039;. This lets the hero it&#039;s equipped to add +1 to hit for one melee weapon, and unmodified wound rolls of 6 with that weapon that target a Grudge target also inflict D3 MWs. Pretty nice on an Admiral or an Endrinmaster, but probably a little weak on anyone else.&lt;br /&gt;
* Best models for Barak Thryng: Barak Thryng doesn&#039;t really specialize in any one thing, and is a decent all-arounder who&#039;s power isn&#039;t necessarily enhancing certain units. Play what you like with this one.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar:&#039;&#039;&#039; Tempest Eye allows Kharadron units to be part of their army, However we can only ally with units from the Dispossessed and Ironweld Arsenal. The Dispossessed has access to a very solid melee and the Runelord can help counter MORE magic. Meanwhile the Ironweld Arsenal provides cheaper artilery and flyers, as well as the occasional steam tank to help protect those gunlines. Battlemages can be good too, with their generic lore&#039;s spells for making your units faster/more durable or just deal mortals wounds.&lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals:&#039;&#039;&#039; They have Spellcasting, elite melee troops, and can help fill in some gaps in your army. The Sacrosanct Chamber in particular has access to some powerful spellcasting and solid melee troops. Lord-Ordinators are worth considering since all of your skyvessles are Order War Machines. &lt;br /&gt;
*&#039;&#039;&#039;Fyreslayers:&#039;&#039;&#039; Not only can you get some good melee troops, but you can force your opponent to choose between the looming Ironclad or the massive Magmadroth coming straight at them.&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls. More to the point he&#039;s a big Melee Behemoth. Compared to your ships who want to general stay away from the enemy he&#039;s all set to run in and start punching holes, filling up a hole (ironically) in your army.&lt;br /&gt;
&lt;br /&gt;
==Building an Army==&lt;br /&gt;
The 2020 Battletome gave these guys a much needed update that makes building an army much easier.&lt;br /&gt;
&lt;br /&gt;
Originally the Start Collecting box wasn’t an overly useful place to actually begin your own fleet, but now with the arrival of conditional battlelines for the various Skyports, this box now serves as a decent starting point for your army. You’ll most likely build an army around one of the aforementioned ports, but as a good rule of thumb, Arkanauts and Frigates will be your best friends and you can’t go wrong with having a couple of them in your fleet.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:4500:A540:2992:1C47:E8CE:335B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Kharadron_Overlords&amp;diff=35283</id>
		<title>Age of Sigmar/Tactics/Order/Kharadron Overlords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Kharadron_Overlords&amp;diff=35283"/>
		<updated>2023-02-03T04:13:50Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:4500:A540:2992:1C47:E8CE:335B: /* Allied Armies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Kharadron Overlords|Logo=Kharadron-Overlords-Hero-1.jpg|Alliance=Order|Motto=Top hat, robotic monocle, curled mustache guns, and steam technology; the true essence of steampunk.}}&lt;br /&gt;
&lt;br /&gt;
Get ready to play some [[Dwarf Fortress]] in the sky! The [[Kharadron Overlords]] is one of the first truly new factions introduced to Age of Sigmar since the [[Stormcast Eternals]], and are also one of the most radically different from other AoS armies in play style, with a big focus on vehicles, guns, and tech.&lt;br /&gt;
&lt;br /&gt;
==Why Play Kharadron Overlords?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROS:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Because you want to bring mad science and a [[dakka|&#039;&#039;lot&#039;&#039; of guns]] to the Age of Sigmar swords and sorcery fight.&lt;br /&gt;
* Because you want to laugh maniacally while you bomb melee armies to oblivion with an air navy, while the passengers fill the survivors with lead.&lt;br /&gt;
* Because you&#039;ve waited over 20 years for [[Squats]], and you&#039;re gonna take what you can get.&lt;br /&gt;
* Because you enjoyed the Iron Man films, but thought they&#039;d be better if Tony Stark was a 4-foot-tall sky-pirate.&lt;br /&gt;
* Because you loved Studio Ghibli films like &#039;&#039;Nausicaa of the Valley of the Wind&#039;&#039;, &#039;&#039;Porco Rosso&#039;&#039; and &#039;&#039;Castle in the Sky&#039;&#039;, and wanted to relive that sense of epic aeronautical adventure.&lt;br /&gt;
* Because you love your Imperial Guard, and want to play essentially the same thing in the Age of Sigmar. Only with [[awesome| flying]] [[baneblade|Baneblades.]]&lt;br /&gt;
* You Love to be the Strongest Shooting Faction. Your shooting is not only accurate, every single model in your army has some form of shooting attack, from your crummiest Arkanaut Company to your biggest, angriest ships, and almost all of it has rend -1 or better. In fact, Kharadron are one of the best anti-armor factions simply because almost every attack they care about has rend. Maggotkin, Ossiarch Bonereapers, Stormcast Eternals, and any other army that relies on their heavy armor to protect them will be very sad when your bullets just penetrate straight through.&lt;br /&gt;
* If you use your Fly High and Disengage abilities, you&#039;re fucking &#039;&#039;&#039;&#039;&#039;FAST&#039;&#039;&#039;&#039;&#039;. Any Skyvessel that&#039;s above roughly half health can just leave combat anytime and redeploy via deep strike, and then shoot. The Frigate and Gunhauler have a 12&amp;quot; move, and the mighty Ironclad has a respectable 10&amp;quot;. Your jump troops have move 12&amp;quot; as well, meaning that they can be where they need real damn fast. Get in an annoying fight with fast skirmishes hoping to tie you down while the real threats sprint up? Just leave combat while still shooting all your guns.&lt;br /&gt;
* You like having a near criminal number of aces up your sleeve to really screw with your opponent, in the form of a HUGE variety of gadgets, artifacts, command traits and one use items. Want a flying dwarf that has the potential to do continual MWs on a 2+ until you roll a 1? You got it with Phosphorite Bomblets!  Want a hammer that stacks massive amounts of bonuses against chosen targets? Take a Grudgehammer and give the finger to that pesky Bloodthirster!! Want to use any Endless Spell in the friggin game, with no restriction!?!? Say hello to the Spell in a Bottle!!!&lt;br /&gt;
* You like playing with Transports in Fantasy games, and they have gunports. Every ship that can transport troops is effectively Open-Topped, meaning that everyone inside gets a lovely day at the shooting range while they get scooted around the board. Even if the ship flies out of combat, both the ship and the people inside can still shoot no problem.&lt;br /&gt;
* Because (and this is the important one) they are [[awesome|&#039;&#039;&#039;steampunk power-armored sky pirate dwarfs&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONS:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The average steam-dorf absolutely SUCKS in melee. Knives and gun butts don&#039;t cut it against daemons, giant monsters or supersoldiers in magic suits of armour.  A 4+ save, good as it is, won&#039;t save you if you get charged by Blood Warriors or Ironguts.&lt;br /&gt;
* Even with some of the best mobility options in AoS, you&#039;ll always be in danger against fast units or faster-than-average factions like Nighthaunt, Beastclaw Raiders, some Soulblight Gravelords lists, etc.  You can&#039;t run forever, and if you spend the game trying all you&#039;ll end up doing is giving the opponent the run of the board. Also, if you ever get in melee with flying enemies, you lose your ability to Disengage, but you can still Fly High, since only the Disengage rule checks to see if there were flying units around.&lt;br /&gt;
* Other armies&#039; ranged weapons can be really dangerous, especially if they have artillery with heavy rend. You&#039;ll see that battleship going down hard in no time. &lt;br /&gt;
* If you can&#039;t cheat on movement, you&#039;re actually somewhat slow. Any dwarf not on a balloon caught shuffling on foot has a piddly 4&amp;quot; move, and if your Skyvessels take damage they not only lose their ability to redeploy via deep strike, they also get reduced movement, and a ship that can&#039;t bail on a bad fight is a dead ship. &lt;br /&gt;
* No wizards for you, although you do have a lot of spell unbinding options, and with the introduction of the Sacrosanct Chambers, Stormcast allies can fill this hole.  You&#039;ll still struggle to keep dangerous debuffs off your troops, and any Endless Spell that creates a LoS-blocking wall or grants cover will put a crimp in your perfect gunlines.&lt;br /&gt;
* Your mortal wound output is inconstant. If you put your mind to it you can spam mortal wound weapons in the form of the various drill guns on the Gunhauler and balloon troops, but your mortal wounds only trigger on a 6 for the balloonists or a 5+ for the gunhauler. You can&#039;t really spam mortal wounds like heavy magic armies or the Stormcast can. That being said, your rend makes up for it most of the time, but when you&#039;re fighting Nighthaunt, Lumineth or that one dickhead who brings Neferata and makes a Terrorgheist immune to rend, you&#039;ll wish you had more reliable mortal wounds to pass out.&lt;br /&gt;
* Your defense against mortal wounds is almost nonexistent. There&#039;s maybe two things in the book that give any sort of protection against mortal wounds, and one&#039;s a situational buff granted by Gunhaulers, and the other&#039;s a middling artifact for Admirals, and they both grant 6+ feel no pains.&lt;br /&gt;
* Being this elite is a double edged sword. Every model has high quality armor, weapons, and abilities, but you&#039;re paying for that quality, and the only real exception is Arkanaut Company, who are still 10 points per model. Even at 2000 points, you&#039;re probably unlikely to break 50 models, and will have a very hard time challenging hordes for control points unless you just kill them all. Almost any game you play, you&#039;ll have a 2-to-1 ratio of enemies to skydorfs.&lt;br /&gt;
* While your shooting has the above benefits, there are plenty of clever ways to break Line Of Sight through endless and non-endless spells as well as your opponent using terrain effectively. Play smart and this may not be a problem for you.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Kharadron Overlords (2020)}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
An army that has {{AOSKeyword|KHARADRON OVERLORDS}} allegiance can use the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STICK TO THE CODE:&#039;&#039;&#039;&lt;br /&gt;
When you choose a Kharadron Overlords army that isn&#039;t a Sky Port (more on that in a bit) Can choose an Artycle, Amendment, and Footnote from the tables below, Alternatively you can roll a dice for each table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artycle:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Honour is Everything:&#039;&#039;&#039; You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Kharadron Overlord Heroes}} that target a {{AOSKeyword|Hero}} or a {{AOSKeyword|Monster}}.&lt;br /&gt;
#&#039;&#039;&#039;Master of the Skies:&#039;&#039;&#039; You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Skyvessels}} that target a unit that can fly. &lt;br /&gt;
#&#039;&#039;&#039;Settle The Grudges:&#039;&#039;&#039; After armies are set up but before the first battle round begins, pick 1 enemy unit. You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Kharadron Overlord}} units that target that unit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amendment:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Always Take What You Are Owed:&#039;&#039;&#039; Pick up to D3 different {{AOSKeyword|Kharadron Overlord}} units in your army. Each of those units starts the battle with 1 share of Aether-Gold in addition to any they normally receive.&lt;br /&gt;
#&#039;&#039;&#039;Prosecute Wars With All Haste:&#039;&#039;&#039; On your first turn, friendly {{AOSKeyword|Kharadron Overlord}} units can run and still shoot later in their turn. &lt;br /&gt;
#&#039;&#039;&#039;Trust To Your Guns:&#039;&#039;&#039; Add 1 to the Bravery characteristic of friendly {{AOSKeyword|Kharadron Overlord}} units while they are more than 3&amp;quot; away from enemy units. &lt;br /&gt;
&#039;&#039;&#039;Footnote:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;There&#039;s No Reward Without Risk:&#039;&#039;&#039; Once per battle, you can re-roll a charge roll for a friendly {{AOSKeyword|Kharadron Overlords}} unit. &lt;br /&gt;
#&#039;&#039;&#039;There&#039;s No Trading With Some People:&#039;&#039;&#039; Once per battle, a friendly {{AOSKeyword|Kharadron Overlords}} unit that have run and/or retreated in the same turn can still shoot and/or charge. &lt;br /&gt;
#&#039;&#039;&#039;Without Our Ships We Are Naught:&#039;&#039;&#039; Once per battle, you can heal up to D3 wounds allocated to a friendly {{AOSKeyword|Skyvessels}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AETHER-GOLD:&#039;&#039;&#039;&lt;br /&gt;
Each {{AOSKeyword|Kharadron Overlords Hero, Skyvessel}} and {{AOSKeyword|Kharadron Overlords}} unit with 10 or more models starts a battle with 1 share of Aether-Gold. &lt;br /&gt;
Once per phase, you can say that 1 unit from your army that has any shares of Aether-Gold will spend 1 of them. If you do so, subtract 1 from that unit&#039;s Bravery characteristic for the rest of the battle, but you can pick a Triumph it is eligible to use and immediately apply its effect.&lt;br /&gt;
*Alright this is where all gets tricky. The negative effect does affect greatly the capacity for the Kharadron in exchange for a situational benefit. It doesn´t mean its bad, its just handy for your units to have an extra punch or survivability.&lt;br /&gt;
*Mind when you choose any triumph to be applied immediately to consider the odds of such benefit vs the penalty for the bravery (&#039;&#039;or just play Barak-Urbaz and don&#039;t worry about that&#039;&#039;). On the good side, this army won&#039;t lack on the capacity to have things like: triumphs now give +1 to wound, battleshock immunity, or a single rerolled charge. Think of all situations where these might come handy and you´ll see how greatly improved the units will be for a short period of time.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
A {{AOSKeyword|KHARADRON OVERLORDS}} General in a {{AOSKeyword|KHARADRON OVERLORDS}} allegiance and has chosen to take the {{AOSKeyword|KHARADRON OVERLORDS}} abilities can choose one of the following command traits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Generic&amp;quot;&amp;gt;&lt;br /&gt;
All leaders (save for the Navigator) share the first three traits. Navigators have the first two.&lt;br /&gt;
#&#039;&#039;&#039;Wealthy:&#039;&#039;&#039; Gain 2 Aethergold instead of 1.&lt;br /&gt;
#&#039;&#039;&#039;Tough as Old Boots:&#039;&#039;&#039; +2 wounds&lt;br /&gt;
#&#039;&#039;&#039;[[Thorgrim Grudgebearer|Grudgebearer]]:&#039;&#039;&#039; Pick an enemy hero before the first round, and your General deals double damage against them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of the Sky&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Arkanaut Admiral}} Only&lt;br /&gt;
#&#039;&#039;&#039;Cunning Fleetmaster:&#039;&#039;&#039; one Skyvessel can make a normal move, or a non-ironclad can Fly High before the first round. Lets ships claim objectives first turn, or bring your FLYING TRANSPORT into broadside range.&lt;br /&gt;
#&#039;&#039;&#039;War Wound:&#039;&#039;&#039; roll a dice each hero phase, 1s: -1 to his hit rolls until next hero phase, else gain a CP. Don&#039;t need to explain how Admirals like more CP.&lt;br /&gt;
#&#039;&#039;&#039;A Scholar and an Arkanaut:&#039;&#039;&#039; your army can take 2 footnotes instead of one.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Senior Endrineers&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Endrinmaster}} Only&lt;br /&gt;
#&#039;&#039;&#039;Grandmaster:&#039;&#039;&#039; General heals Skyvessels an extra +1W.&lt;br /&gt;
#&#039;&#039;&#039;Great Tinker:&#039;&#039;&#039; Endrinmaster&#039;s Gaze of Grungni now has 3 attacks. This can be combo&#039;d with Barak Zilfin&#039;s artefact that gives a +1 on the bearer&#039;s ranged weapon pretty interestingly, giving you 3 attacks that hit on 2+ and do D3 damage each.&lt;br /&gt;
#&#039;&#039;&#039;Endrinprofessor:&#039;&#039;&#039; Once in each of your hero phases, this general can use his warscroll command ability for free.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reader of the Guiding Winds&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aetheric Navigator}} Only&lt;br /&gt;
#&#039;&#039;&#039;Stormcaller:&#039;&#039;&#039; you can reroll Aetherstorms, to help guarantee an enemy flyer gets slowed or fish for mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Ride the Wind:&#039;&#039;&#039; A Skyvessel with this general in its garrison gains +3&amp;quot; Move.&lt;br /&gt;
#&#039;&#039;&#039;Skeptic:&#039;&#039;&#039; +1 dispel/unbinding.&lt;br /&gt;
#&#039;&#039;&#039;Diviner:&#039;&#039;&#039; After both armies are set up, pick 1 terrain feature or objective. Kharadron units wholly within 12&amp;quot; of that terrain feature or objective don&#039;t take battleshock tests. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Alchemical Innovators&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aether Khemist}} Only&lt;br /&gt;
#&#039;&#039;&#039;A Nose for Gold:&#039;&#039;&#039; Each hero phase, Aether Khemist gains Aethergold on 5+.&lt;br /&gt;
#&#039;&#039;&#039;Genius in the Making:&#039;&#039;&#039;  Aetheric Augmentation has a range of 18&amp;quot; instead of 12&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Collector:&#039;&#039;&#039;If this hero gets an artefact, you can give one to another hero as well.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artefacts of Power===&lt;br /&gt;
One {{AOSKeyword|HERO}} in your army (+1 per battalion) can take a relic from the following tables:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Perks of Rank&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Arkanaut Admiral}} only&lt;br /&gt;
#&#039;&#039;&#039;Masterwrought Armour:&#039;&#039;&#039; Ignore wounds and MW on 6+. Solid and good, even if the Admiral doesn&#039;t really have the sheer health pool to really notice this a lot.&lt;br /&gt;
#&#039;&#039;&#039;Hammer of Aetheric Might:&#039;&#039;&#039; One melee weapon deals an additional MW on an unmodified hit roll of 6. Your hammer doesn&#039;t have a ton of attacks, so it&#039;s unlikely to net you big returns, but melee is where your Admiral wants to be so sure.&lt;br /&gt;
#&#039;&#039;&#039;Gattlesson&#039;s Endless Repeater:&#039;&#039;&#039; +2 attacks to volley pistol. 5 Shots make you put out almost half as much firepower as a minimum squad of Thunderers, at half range! Kinda alright, but there are more impactful artefacts.&lt;br /&gt;
#&#039;&#039;&#039;Rune of Mark:&#039;&#039;&#039; Before first battle round, pick an enemy Hero. If they are slain the 3 closest Kharadron Overlords units gain one Aethergold share. Weird and surprisingly good. There&#039;s essentially no range requirements on this, meaning that you can pick an enemy hero hiding in a corner and if he dies, whatever three closest units, even if they&#039;re all the way on the other side, get the Aether-Gold. Do you like gold? Of course, you do, now shoot that Chaos Sorcerer to death.&lt;br /&gt;
#&#039;&#039;&#039;Flask of Vintage Amberwhisky:&#039;&#039;&#039; Once per game during the hero phase, Admiral can heal 2 wounds or gamble with d6 wounds. Big healing potion, either take the safe 2 heal or risk a big ass full heal. You&#039;ll be unlikely to live at 1 health, but if you roll that 6 you&#039;re probably safe for the rest of the game.&lt;br /&gt;
#&#039;&#039;&#039;Proclamator Mask-Hailer:&#039;&#039;&#039; Once per round, Admiral can use one CA without using a CP. This one&#039;s fantastic, as the Admiral&#039;s got 4 different command abilities and wants to use them all. The Kharadron aren&#039;t really that command-ability centric, but this makes their biggest command point sink (the Admiral&#039;s wide array of CA&#039;s) much more efficient.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aethermatic Instruments&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aetheric Navigator}} only&lt;br /&gt;
#&#039;&#039;&#039;Cyclonic Aethometer:&#039;&#039;&#039; +1 to Aetherstorm rolls. Piss off every flyer your opponent brings by being 83% reliable on the slowing effect, and 33% reliable on the damage. Still reliant on the opponent bringing flyers in the first place, but if they are, you&#039;ll punish the shit out of them for it.&lt;br /&gt;
#&#039;&#039;&#039;Svaregg-Stein Illuminator Flarepistol:&#039;&#039;&#039; The first time the bearer&#039;s Pistol hit something, re-roll all hit rolls for Kharadron Overlords against that unit for rest of phase. Note that this is the first time this weapon hits ANYTHING EVER, meaning that you can&#039;t hold on to it for later while still firing that dinky ranging pistol. Save your markerlight for the perfect moment.&lt;br /&gt;
#&#039;&#039;&#039;Voidstone Orb:&#039;&#039;&#039; Once per battle, can auto-unbind/dispel using Aethersight. Hey, the Dispel Magic scroll from Warhammer Fantasy battles escaped into the Age of Sigmar! &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ingenious Gadgets&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Endrinmaster}} only&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endrinmaster with Endrinharness:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Cogmonculus:&#039;&#039;&#039; Once per &amp;lt;s&amp;gt;turn&amp;lt;/s&amp;gt;&amp;lt;i&amp;gt;phase&amp;lt;/i&amp;gt;, you can re-roll a single hit, wound, or save roll for the bearer. The Footslogging E-Master gets Master-Crafted everything. You like re-rolls? You get tons of them. Make &#039;em count!&lt;br /&gt;
#&#039;&#039;&#039;Aetherquarz Monolens:&#039;&#039;&#039; Increase range of Gaze of Grungni to 18&amp;quot;. Turn that lovely short-ranged shot into a long-range one! This lets an E-Master shoot out of a ship from long distance, as he&#039;s unlikely to have the range on anything he&#039;s not in melee with already without this artifact.&lt;br /&gt;
#&#039;&#039;&#039;Seismic Shock-gauntlets:&#039;&#039;&#039; After charging, one enemy takes D3 MW on a 2+. Cool, deal some mortals during a boarding action. Make that Frigate with 10 Arkanaut Company and your E-Master actually a threat!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endrinmaster with Dirigible Suit:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Aether-injection Booster:&#039;&#039;&#039; When retreating, the user has the Disengage and Fly High ability. &lt;br /&gt;
#&#039;&#039;&#039;Phosphorite Bomblets:&#039;&#039;&#039; once per battle in the shooting phase, pick an enemy unit within 6&amp;quot; and roll a dice, on a 2+ inflict a mortal wound and roll again, stop when you roll a 1 or target unit is destroyed. &lt;br /&gt;
#&#039;&#039;&#039;Miniaturised Aethermatic Repulsion Field:&#039;&#039;&#039; ignore the effects of spells/endless spells on 3+. The E-Master in balloonsuit is expensive as hell, and burning to death under a torrent of arcane flame or shriveling under the weight of a vicious curse isn&#039;t a great way to die. Ensure he lives with this handy powerup.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aether-Gold Inventions&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aether-Khemist}} only&lt;br /&gt;
#&#039;&#039;&#039;Emergency Ventplates:&#039;&#039;&#039; Once per battle, during the enemy shooting phase, all friendly units wholly within 6&amp;quot; are -1 to hit. Note that you can use this while in a garrison, so if the opponent&#039;s bringing great firepower too you can protect the ship you&#039;re on.&lt;br /&gt;
#&#039;&#039;&#039;Caustic Anatomiser:&#039;&#039;&#039; Once per battle, each the start of combat, each enemy model within 6&amp;quot; suffers an MW on a 5+. Like the Ventplates, nothing says you can&#039;t use this while garrisoned, so fart out that caustic cloud from the frigate&#039;s giant base size when you&#039;re charged by a big horde of infantry and cut their numbers down a bit.&lt;br /&gt;
#&#039;&#039;&#039;Spell in a Bottle:&#039;&#039;&#039; You can take an Endless Spell from any faction that can’t be unbound (but can still be dispelled in a subsequent turn) and can only be used once per battle. You still need to pay the point cost for the spell but for all the utility this can provide, it is very much worth your time. The endless spell ignores any of its normal casting restrictions, so feel free to pick the Stormcast Everblaze Comet, Skaven Warp Lightning Vortex, etc. (how you throw a bottle on the ground and a comet appear 5 kilometers away is everyone&#039;s guess). If you use it to cast Burning Sigil of Tzeentch, you can hypothetically end up with a Chaos Spawn *AAaggghhhh noo waitt agrrgh* of Tzeentch in your army. Not sure why you&#039;d do that, but it&#039;s probably just as planned.   Try using one of the Ossiarch Bonereaper spells in this thing.  As the soul-linked ability is part of the spell&#039;s warscroll (unlike, say, the bound endless spells the Serapohon can use), no-one can move the spell but you.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Endrinworks===&lt;br /&gt;
One {{AOSKeyword|Skyvessel}} (+1 per Battalion) in your army can be equipped with the following endrinwork:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ironclad Major Installations:&#039;&#039;&#039; {{AOSKeyword|Arkanaut Ironclad}} only&lt;br /&gt;
#&#039;&#039;&#039;The Last Word:&#039;&#039;&#039; When enemy ends charge within 3&amp;quot;, it can shoot its main gun at it. This is so fucking good. The main guns on the Ironclad are already its best weapon and letting them shoot for free before the charging unit gets to actually fight makes them seriously scary to approach.&lt;br /&gt;
#&#039;&#039;&#039;Hegssons Solutions &#039;Old Reliable&#039; Hullplates:&#039;&#039;&#039; +2 Wounds. Basic as shit, but making a supertough and easily healable ship have even more health is always good. Plus, nothing crushes the enemy&#039;s spirit like 20 wounds on a 3+ save backed up an Endrinmaster or two. &lt;br /&gt;
#&#039;&#039;&#039;Ebullient Buoyancy Aid:&#039;&#039;&#039; Ignore Garrison Limits for using Fly High or disengage. Become King of the Clown Cars! Hold truly impressive numbers of Bioshock dwarves and huck them into the meat grinder of war even faster! You probably don&#039;t want to have &#039;&#039;this&#039;&#039; many eggs in one ship-shaped basket, but if alpha strikes and the idea of redeploying 800+ points around the battlefield at will sounds fun, go for it. Note: this does not undo the halving of the Ironclad&#039;s movement characteristic, so being over-encumbered (currently) still reduces movement. Might also need errata addressing why disengaging was even brought up in the text, because there&#039;s nothing in the Flying Transport or Disengage rules that would seem to indicate that you can&#039;t disengage if over-encumbered. &lt;br /&gt;
#&#039;&#039;&#039;Prudency Chutes:&#039;&#039;&#039; If destroyed, you don&#039;t need to roll to see if the passengers die. Impossibly boring, and probably a waste of a Great Endrinwork. Bringing items that only affect minor things when you die is usually not great. Instead, bring something that makes the ship tougher or more dangerous!&lt;br /&gt;
#*Alternative take - sometimes it&#039;s hard to foresee bad stuff happening, and as each model is rolled for individually when a vessel is destroyed, this could potentially save a character or a unit&#039;s special weapon from an ignominious death.  &lt;br /&gt;
#&#039;&#039;&#039;Magnificent Omniscope:&#039;&#039;&#039; +2&amp;quot; Move. Basic as shit again, but on a ship as slow as the Ironclad this is still respectable. &lt;br /&gt;
#&#039;&#039;&#039;Zonbarcorp &#039;Dealbreaker&#039; Battle Ram:&#039;&#039;&#039; Ogre charge. roll dices equal to charge roll, one enemy suffers MWs equal to each 4+. &amp;quot;I charge the Bloodthirster,&amp;quot; you say. Your opponent smiles. &#039;&#039;You fool,&#039;&#039; he whispers, &#039;&#039;melee is exactly where I want to be!&#039;&#039; You smile back, &amp;quot;I roll for charge, adding two for my Great Skyhook. That&#039;s a total of thirteen, now to roll for impact hits.&amp;quot; Your opponent isn&#039;t smiling any more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frigates Refittings:&#039;&#039;&#039; {{AOSKeyword|Arkanaut Frigate}} only&lt;br /&gt;
#&#039;&#039;&#039;Magnificent Omniscope:&#039;&#039;&#039; +2&amp;quot; Move. Still basic as shit, but a little nicer than on the Ironclad as this makes you superfast, rather than turning a mediocre speed into a good one.&lt;br /&gt;
#&#039;&#039;&#039;Prudency Chutes:&#039;&#039;&#039; Same as for the Ironclad. Still boring as shit and probably a waste. Just unload your troops before the ship dies, Admiral.&lt;br /&gt;
#&#039;&#039;&#039;Malefic Skymines:&#039;&#039;&#039; Once per battle, at start of combat phase, one unit that can Fly within 6&amp;quot; suffers D3 MW on roll of 2-3 or D6 on 4+. I sure hope you fight a lot of flyers that want to charge you! Otherwise this thing&#039;s totally worthless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunhauler Modifications:&#039;&#039;&#039; {{AOSKeyword|Grundstok Gunhaulers}} only&lt;br /&gt;
#&#039;&#039;&#039;Iggrind-Kaz Surge-injection Endrin Mk.IV:&#039;&#039;&#039; Add +d3&amp;quot; to its normal move, or +2d3&amp;quot; but suffers a MW on doubles. Quite good, honestly. Worth the risk of mortal wounds because of the easy access to healing that the Kharadron have. The question still stands as to whether &amp;quot;rolling doubles&amp;quot; means a normal D6 double (i.e. rolling say two 5&#039;s), or a D3 double (i.e. rolling a 5 and a 6 both count as a D3 value of 3, effectively doubling your chance of triggering the mortal wound). This needs to either be errata&#039;ed or addressed in a designer&#039;s commentary update.  &lt;br /&gt;
#&#039;&#039;&#039;Zonbarcorp &#039;Debtsettler&#039; Spar Torpedo:&#039;&#039;&#039; Once per game, after the first charge move, one enemy within 1&amp;quot; takes D6 MW on a 2+. Deal some mortals on the charge, plus your bombs for some fairly reliable mortal output. As far as once-per-game artifacts go, this is pretty good.&lt;br /&gt;
#&#039;&#039;&#039;Coalbeard&#039;s Collapsible Compartments:&#039;&#039;&#039; Gunhauler can Garrison 5 models. Better in smaller games to move heroes or get buffed by admirals, or deliver a 5 man Thunderer squad with all special weapon options (giving them +1 to hit) right onto some poor unsuspecting cluster of enemies. Or plop a beefed-up Admiral loaded down with Aether-Gold to spend inside for a nasty melee punch.&lt;br /&gt;
&lt;br /&gt;
=== The City-Ports ===&lt;br /&gt;
&lt;br /&gt;
Alternatively, a player with the {{AOSKeyword|KHARADRON OVERLORDS}} Allegiance can instead choose to represent one of the Six Major Sky-Ports. Each one has their own fixed interpretation of the code, however, the player is given access to:&lt;br /&gt;
&lt;br /&gt;
*A unique ability&lt;br /&gt;
*A unique command trait and artefact/endrinwork &#039;&#039;(now mandatory)&#039;&#039;&lt;br /&gt;
*The &#039;&#039;&#039;&amp;lt;Sky-Port&amp;gt;&#039;&#039;&#039; keyword &lt;br /&gt;
*some Ports unlock additional battleline units&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Nar:&#039;&#039;&#039; &#039;&#039;Specializing in  unbinding, passing battleshock, generate CP, and spamming Thunderers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Respect Your Commanders:&#039;&#039;&#039; re-roll battleshock test for Barak-Nar unit wholly within 12&amp;quot; of a Barak-Nar hero.&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Trust Aethermatics, not Superstition:&#039;&#039;&#039; Each Barak-Nar hero can unbind +1 spells each turn.&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Through Knowledge, Power:&#039;&#039;&#039; +1 unbinding roll for Barak-Nar Heros&lt;br /&gt;
*&#039;&#039;&#039;Ability: Scholars and Commanders:&#039;&#039;&#039; At the start of the battle, roll a dice for each friendly &#039;&#039;&#039;Barak-Nar Hero&#039;&#039;&#039; on the battlefield or garrisoned. For each 4+ you receive an additional command point.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Champion of Progress:&#039;&#039;&#039; (General must take) Do not take battleshock for friendly &#039;&#039;&#039;Barak-Nar&#039;&#039;&#039; units while they&#039;re wholly within 12&amp;quot; of this general.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power:&#039;&#039;&#039; &#039;&#039;&#039;Aethercharged Rune:&#039;&#039;&#039; Once per battle you can change either 1 hit roll for an attack made by the bearer or 1 save roll for an attack that targets the bearer to the roll of your choice.&lt;br /&gt;
*Barak-Nar unlocks Thunderers as battlelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Zilfin:&#039;&#039;&#039; &#039;&#039;A Skyvessel specialist port, with Speed, extra endrinwork, and destroying sky rivals&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Master Of The Skies:&#039;&#039;&#039; Re-roll hit rolls of 1 made by &#039;&#039;&#039;Skyvessel&#039;&#039;&#039; against flying units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Don&#039;t Argue With The Wind:&#039;&#039;&#039; Running Barak-Zilfin units add +6&amp;quot; instead of rolling +d6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - There&#039;s Always a Breeze if you look for it:&#039;&#039;&#039; Once per battle during hero phase, one Barak-Zilfin unit can make a normal move (can run, retreat or Disengage).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Magnificent Skyvessels:&#039;&#039;&#039; You can choose 1 extra &#039;&#039;&#039;Skyvessel&#039;&#039;&#039; in your army to have a great endrinwork. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; &#039;&#039;&#039;Master Commander:&#039;&#039;&#039; &#039;&#039;(Arkanaut Admiral only and must take if the general is one)&#039;&#039; Each time you spend a command point to use a command ability on this general&#039;s warscroll, roll a dice. On a 5+, you receive 1 extra command point. Given your Admiral is going to be spending command points like they&#039;re on sale in this new book, the value of this Command Trait cannot be overstated. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power: Staff of Ocular Optimization:&#039;&#039;&#039; Pick 1 of the bearer&#039;s missile weapons. Add 1 to hit rolls for attacks made by that weapon.&lt;br /&gt;
&lt;br /&gt;
Barak-Zilfin unlocks Arkanaut Frigates as battleline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Zon:&#039;&#039;&#039; &#039;&#039;Turn SKYFARERs into better fighters.  Makes Skywardens really good.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Honour is Everything:&#039;&#039;&#039; Barak-Zon heroes re-roll hits of 1 against Heroes and Monsters&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Leave No Duardin Behind:&#039;&#039;&#039; +2 bravery to SKYFARER if wholly within 12&amp;quot; of Skyvessel&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Show them your Steel:&#039;&#039;&#039; Once per battle, in the hero phase, one of your units that are garrisoned in a vessel can immediately disembark.  &amp;lt;i&amp;gt;However&amp;lt;/i&amp;gt; the disembark is only 3&amp;quot; and must be more than 9&amp;quot; from any enemy which rather badly limits its effectiveness.  Sure it has its uses - you can disembark an Aether-Khemist and still use their abilities, and most of your troops will get an extra 1&amp;quot; of movement that turn as they should be able  to move in their movement phase too - and if you are running them that turn, the extra movement may be considerable - but generally you won&#039;t get a huge amount of extra flexibility from this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Deeds, Not Words:&#039;&#039;&#039; +1 to wound rolls if a SKYFARER and add +1 to hit for Skywardens during melee if they charged that turn. Gotta make sure that alpha strike hurts!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Bearer of the Ironstar:&#039;&#039;&#039; (General must take) first time general is slain, on a 2+, he is not, heals d3 wounds, and remaining allocated wounds are negated.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact Of Power: Aethersped Hammer:&#039;&#039;&#039; One user melee weapon gains 2 attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Urbaz:&#039;&#039;&#039; &#039;&#039;They are swimming in Aethergold and you should be spending some every phase&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Seek New Prospects:&#039;&#039;&#039; Barak-Urbaz units re-roll battleshock while wholly within enemy territory.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Always Take What You Are Owed:&#039;&#039;&#039; At the start of the game, D3 Barak-Urbaz units gain +1 Aethergold.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Where There&#039;s War, There&#039;s Gold:&#039;&#039;&#039; Once per battle, at end of combat, one SKYFARER unit that fought gains an Aethergold.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: The Market City:&#039;&#039;&#039; Ignore the -1 bravery penalty for using Aethergold.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Khemist Supreme:&#039;&#039;&#039; (an Aether khemist General must take this) The general&#039;s Aetheric Augmentation effects two units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Endrinwork: Breath of Morgrim:&#039;&#039;&#039; During the shooting phase, pick an enemy unit and roll a dice for each model within 6&amp;quot; of this unit, inflict a MW for each 6.&lt;br /&gt;
&lt;br /&gt;
Barak-Urbaz unlocks Gunhauler as battleline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Mhornar:&#039;&#039;&#039; &#039;&#039;Blitzers, getting right into enemy faces to decimate them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Seek New Prospects:&#039;&#039;&#039; Barak-Mhornar units re-roll battleshock while wholly within enemy territory.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Prosecute Wars With All Haste:&#039;&#039;&#039; During the first turn, Barak-Mhornar units can run &amp;amp; shoot&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Who Strikes First, Strikes Hardest:&#039;&#039;&#039;Once per battle, a Barak-Mhornar unit can fight at the start of combat phase instead of normally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Fearsome Raiders:&#039;&#039;&#039; -1 bravery for Enemy within 6” of a &#039;&#039;&#039;Barak-Mhornar&#039;&#039;&#039; unit. Awesome.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Opportunistic Privateers:&#039;&#039;&#039;  (General must take) the Skyvessel the general is in can redeploy anywhere (more than 9&amp;quot; from enemy units and more than 1&amp;quot; from objectives) before the first battle round but can&#039;t move or disembark that turn.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power: Galeforce Stave:&#039;&#039;&#039; (Navigator only) At the start of enemy charge phase, halve charge roll for one unit within 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Thryng:&#039;&#039;&#039; &#039;&#039; The most Dawi port, having grudges, revenge killing, and having classic dwarf units + Magmadroths.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Chronicle of Grudges:&#039;&#039;&#039; pick up to 3 enemy units before the first battle round, Barak-Thryng re-roll hit rolls of 1 against the chosen units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Take Help Where You Can Get It:&#039;&#039;&#039; 1 in 4 units can be any DUARDIN unit, (become Barak-Thryng units, can&#039;t be general, don&#039;t count for battleline). Very flexible and are a lot of different DUARDIN units to pick. Remember that even though they don&#039;t get the Faction Allegiance, they&#039;re not counted as allies according to GW&#039;s official army builder.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Honour The Gods, Just In Case:&#039;&#039;&#039; Once per battle, in any phase, hit rolls of 6 by 1 Barak-Thryng unit score 2 hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Incredibly Stubborn:&#039;&#039;&#039; Each slain SKYFARER model within 3&amp;quot; of an enemy can fight before being removed on 4+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Supremely Stubborn:&#039;&#039;&#039; (General must take) Incredibly Stubborn triggers on 2+ instead of 4+&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power: Grudgehammer:&#039;&#039;&#039; (Skyfarer only) +1 to hit for one melee weapon, and unmodified wounds rolls of 6 with that weapon against a Grudge target also inflict D3 MWs.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords for these warscrolls are: &#039;&#039;&#039;ORDER&#039;&#039;&#039;, &#039;&#039;&#039;DUARDIN&#039;&#039;&#039;, and &#039;&#039;&#039;KHARADRON OVERLORDS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Brokk-Grungsson-en.pdf Brokk Grungsson]:&#039;&#039;&#039; (SKYFARER 200pts) 200 points of angry, overpowered dwarfen pain. Eight wounds, a 3+ save, three guns, and with a flying movement value of 12&amp;quot; he&#039;s much faster than most of your other heroes who can only footslog 4&amp;quot;. He can hit hard in melee - four attacks at -2 rend d3 damage, inflicting d3 MW on a 6 to-hit instead. His command ability lets all your nearby &#039;&#039;&#039;Barak Nar&#039;&#039;&#039; dudes reroll charges. Interesting to note is that while he&#039;s the Lord-Magnate of Barak-Nar, feel free to run him in whichever Skyport you like (you just won&#039;t get their port abilities for him).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Admiral-en.pdf Arkanaut Admiral]:&#039;&#039;&#039; (SKYFARER, MARINE 125pts) His melee weapon has good hit and wound rolls (with re-rolls of 1 against heroes or monsters), 3A, -2 rend, 2 Damage. His attacks are quite reliable, particularly against monsters and heroes due to his &amp;quot;if you want a job doing&amp;quot; rule, making him a decent duelist. Putting him on an Ironclad is going to see that expensive ship punch even harder. Also useful is that those within 3&amp;quot; with at least 5 models &amp;lt;s&amp;gt;can&amp;lt;/s&amp;gt; must also be used as bodyguard fodder on a 3+. His aether-powered munitions give a choice between slowing a monster down for a turn, ignoring ward saves on a unit for a turn on a 2+ and improving a unit&#039;s rend by 1 (probably your best option unless you&#039;re facing demons or other-ward reliant units or desperately want to reduce the charge roll of a monster that&#039;s already within 12 inches.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Aetheric-Navigator-en.pdf Aetheric Navigator]:&#039;&#039;&#039; (SKYFARER, MARINE 95pts) He has the ability to cut the movement of one enemy flying unit within 36&amp;quot; into half, there is also a 1 in 6 chance they suffer D3 mortal wounds. He could be handy to mess with enemies like Nighthaunt, and big flying monsters will hate you. The Navigator is also a source of spell and endless spell unbinding without the use of a relic or Code amendment, and he allows Skyvessels to re-roll run or charge rolls if he didn&#039;t use his Aetherstorm ability. He also has access to a pretty good selection of artefacts, all of which make him much more useful than he was in the previous book. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Aether-Khemist-en.pdf Aether-Khemist]:&#039;&#039;&#039; (SKYFARER, MARINE 90pts) The main reason you take this guy letting a &#039;&#039;&#039;Skyfarers&#039;&#039;&#039; unit re-roll wound rolls of 1. The Khemist has a defensive ability too - in melee, enemy models within 3 inches of him suffer -1 to hit with any attacks. He&#039;d rather not be in melee though. Lastly, his shooting weapon is 3d6 attacks on average hit and wound, and -2 rend, a brutal anti-infantry weapon, and just all-around nasty to approach. Stick him in a Skyvessel with some Thunderers and laugh at your opponent&#039;s tears. (You can&#039;t use his abilities while on a skyvessel though)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinmaster-with-Endrinharness-en.pdf Endrinmaster with Endrinharness]:&#039;&#039;&#039; (SKYFARER, MARINE 95pts) A foot engineer that can heal a Skyvessel for D3 wounds every hero phase, a nice addition to any Ironclad. Besides that he&#039;s a decent combat character with a respectable hammer that can deal 3 MWs if he rolls an unmodified 6 to hit and d3 Damage at -1 Rend otherwise. His command ability also lets a unit of Endrinriggers re-roll their chances to heal. Between his hammer and gaze of grungni, an Endrinmaster can put out up to 12 wounds with -1 rend a turn, not bad for 95 points.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinmaster-with-Dirigible-Suit-en.pdf Endrinmaster with Dirigible Suit]:&#039;&#039;&#039; (SKYFARER 180pts) Now you have a stuntie on a man-sized hot air balloon. This gives the guy a straight upgrade, repair now heals a straight 3 wounds and has two new weapons (a rapid-fire weapons suite and a stronger Aethercannon), as well as a saw that&#039;s got a better rend than the hammer, but lacks the chance for MWs. What he gets instead is the ability to hitch a ride with any Skyvessel when they Fly High, making him way more mobile and thus more useful as a direct support HQ. Interesting potential quirk with getting Skyriggers as Battleline if he&#039;s your general: unlike virtually every other Pitched Battle Profile out there, this ability doesn&#039;t explicitly say it depends on having Kharadron Overlords allegiance. Though this might seem like an insignificant detail, if you are running either a Grand Alliance: Order or Lethisian Defenders army (from the Forbidden Power expansion) or Tempest&#039;s Eye (Cities of Sigmar), this Endrinmaster&#039;s ability gives you the rare option of having more choices for Battleline than the standard vanilla options. Again, not that this comes up very often, but I wouldn&#039;t be surprised if GW errata&#039;ed this in the future (fingers-crossed they don&#039;t though, because having more options is always nice). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-thundriks-profiteers-en.pdf Bjorgen Thundrik]:&#039;&#039;&#039; (SKYFARER, MARINE 150pts) The Shadespire Warband but is legal for use in AoS too. You get Bjorgen and his unit of four Profiteers. Bjorgen is similar to a regular Khemist but his buff gives re-roll 1s to hit, not to wound. He has one extra attack with his melee weapon over a normal Khemist, but he&#039;s still not good in melee. More importantly, he is a named character, so he can&#039;t be given an artefact or command trait.&lt;br /&gt;
**His Profiteers are a unit of four: you get a motley crew of one (single wound) Thunderer with a buffed up aethershot rifle, one Skywarden with skypike, and two Arkanaut Company dudes one of whom has a volleygun. Given that a standard Aether-Khemist is 90pts, you&#039;re basically paying 50pts for this unit of four mismatched dudes. However, given the lack of +1 to hit in our book, their rule is one of the only way to have guns on 2+ to hit. 50 pts for 14 shots (6 on 2+) is not that bad.  They and Bjorgen do fit neatly in a Gunhauler with the collapsible compartments endrinwork if you want to have some fun with that (they are all marines so even the skywarden will fit inside).&lt;br /&gt;
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===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Company-en.pdf Arkanaut Company]:&#039;&#039;&#039; (Battline; Skyfarer, Marine Min:10 Max:40 90pts) Always battleline no matter which skyport or who the general is. They&#039;re rather average in combat and human Bravery, but are a reasonably cheap option for holding objectives since they reroll battleshock and get +1 to hit if wholly within 9&amp;quot; of an objective (and not in a garrison). Their pistols are okay, although short-ranged, and you can also include one of each following heavy weapon per ten dwarfs - Skypike (2&amp;quot;/2/4+/4+/-1/D3), Light Skyhook (18&amp;quot;/1/4+/3+/-2/D3), and Aethermatic Volleygun (12&amp;quot;/6/5+/4+/-1/1).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Grundstok-Thunderers-en.pdf Grundstok Thunderers]&#039;&#039;&#039;: (Conditional battleline: Barak-Nar Army; Skyfarer, Marine Min:5 Max:20 120pts) Unless going all rifles for the decent range, Thunderers rely on the synergy between the special weapons to do their damage at a 12&amp;quot; range - having at least one cannon, mortar and decksweeper gives those weapons +1 to hit.  The unit still puts out a respectable weight of fire, and if everything clicks they can shred pretty much anything that doesn&#039;t have a 3+ base save. Their defenses aren&#039;t amazing, with a 4+ armor save and 2 wounds apiece, but honestly, it doesn&#039;t matter because they&#039;re not supposed to be in combat, but if they do they gain +1 attack to their ranged weapons if they risk sticking it out and having Fumigators will help them survive.&lt;br /&gt;
** They are good candidates to have min unit armed with only Aethershot Rifle backfield or placed in skyships with mixed weapons to give them more firepower, as it will get them within 9&amp;quot; (but unit bonuses won&#039;t work when garrisoned).&lt;br /&gt;
*** Combine the -1 to being hit from the fumigators with the -1 that the Khemist provides and this guys will be durable enough in CC to make use of their 3&amp;quot; ability. It&#039;s something worth considering.&lt;br /&gt;
****This particular combo can be used to save other high-value units in your army.  Remember, they inflict -2 to hit on the opponent.  Ironclad too wounded to retreat? Have the thunderers and khemist hop out, and inflict that glorious -2 to hit on whatever is punching your boat.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Skywardens-en.pdf Skywardens]:&#039;&#039;&#039; (Conditional battleline: General is Endrinmaster with Dirigible Suit; Skyfarer, Min:3 Max:12 105pts) DUARDIN warriors with a balloon strapped to their backs. Are armed with Vulcaniser Pistol and skypikes (2&amp;quot;/2/4+/3+/-1/D3d). Skypikes&#039; 2&amp;quot; range lets you fight in two ranks, so you can bunch up and present a narrower frontage to the enemy, maybe taking fewer attacks back from them. The Vulcaniser pistols though are a mixed bag. There not bad on the face of it, (3+/3+/-1/d1) so there better then the Arkanaut Company pistols and so can Unleash hell pretty effectively. The issue is there range: 9 inches. When using there Hitchers ability to deep strike around the board with an airship, they have to stay more then 9 inches away, so out of range. If you want to shoot with an airship when it teleports around the board then t they can also be armed with bigger guns. 1 in 3 can get a Volley gun and 1 in 3 can get a Drill Launcher, Grapnel Launcher or Skyhook (all hits hard and either: have extra rend and could deal MW, prevents enemies from fleeing, or add +1 to charge rolls). Skywardens also inflict MW when they retreat or get charged by flyers.  Amusingly, it doesn&#039;t matter if you only have one left in the unit, their skymines will still roll to damage every enemy model in the unit.  Most importantly, like other Balloon DUARDIN, they can redeploy with a ship when it Flys High to get into charge range first turn (Skyhook will help with this of course). They may not be that survivable with 2W and 4+Sv but are good shock assaulters especially when they pop an Aethergold and they can potentially inflict a lot of damage with their 2 attacks that deal d3 damage. &lt;br /&gt;
**Skywardens are melee specialists, so loading them with ranged weapons may not be the most effective use of units with normally 2 attacks, though the mortal wounds they can cause may help discourage enemies.  &lt;br /&gt;
**take a unit of 6+, with Grapnel Launcher and Skyhook, charging and holding in melee is easier.&lt;br /&gt;
**Having one surviving Skywarden retreat from combat can potentially hit every close by enemy unit for D3 mortal wounds.  If you&#039;re reduced to one model in melee, it may be worth burning a command point or aether-gold to auto-pass battleshock just for this chance.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinriggers-en.pdf Endrinriggers]:&#039;&#039;&#039; (Conditional battleline: General is Endrinmaster with Dirigible Suit; Skyfarer, Min:3 Max:12 100pts) They ensure that your boats stay up in one piece, and are armed well enough to discourage the enemy - each Endrinrigger has a 12&amp;quot; range 3 shot pistol, and [[Rip and Tear|Aethermatic Saws]] which, compared to the skypikes, are 1 attack but has better to-hit, wound, and -2 rend, making it easier to land those attacks and better statically better than skypikes when fighting 4+Sv. Endrinriggers would prefer to stay near boats and may range it out by taking the same 1 in 3 option as Skywardens. You may want to range things out and stay with the boat with a Rapid-fire Rivet Gun, Drill Launcher and Aethermatic Volley Gun. So broadly speaking, you have two good ways to run this unit: either kit them out for melee, keep the saws and maybe add a grapnel launcher for elite fighting, &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; tool them up for shooting by giving one-third of them drill cannons, another third of them volleyguns. This will give you a very mobile unit with 24&amp;quot; range guns. Finally, as their main role, Endrinriggers have a chance for each model to repair a wound on a skyvessels if the unit is within 1&amp;quot; of the boat.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Grundstok-Gunhauler-en.pdf Grundstok Gunhauler]:&#039;&#039;&#039; (Conditional battleline: Barak-Urbaz Army; War Machine, Skyvessel, 130pts) A supporting corvette for your airfleet, has a good damage output and movement value and neither are affected by wounds taken, which is good because this thing can negate damage on any other non-Gunhauler Skyvessel within 3&amp;quot; on a roll of 6 (subsequently drawing the fire). It can be armed with either a Skycannon (a rapid fire or big accurate shot option) or a Drill cannon (36&amp;quot;/1/3+/3+/-3/D3d, and on a 5+ to hit will inflict 3 MW), both are equally good choices so just pick whichever you think your army needs most. Like all other SKYVESSEL, they have MW bombs thrown at an enemy that tries to tie it down, able to retreat from anything without fly and still shoot, and they can Fly High, redeploying anywhere 9&amp;quot; away from enemies.&lt;br /&gt;
** Most people lean towards the Skycannon for damage output, but the Drill cannon is very good at sniping big targets from far away. If you take 3 gunhaulers with the Drill cannon and the Grundstok Escort Wing Battalion (which you probably are already), you combo that together to give 3 shots from 36 inches away that have reroll 1s to hit an give 3 mortal wounds on unmodified 5s to HIT. This is amazing because it is not uncommon at all to pick out an enemy character with a -1 to hit them, but still get a couple 5s and outright kill them. Even if you don&#039;t get the 5s, you hit them and pretty reliably wound them on a 3+ with -3 rend. With the range on the guns, you can easily spread them out and hold back field objectives, and the battalion doesn&#039;t need the gunhaulers to be close to a hero or anything to get their reroll 1s. You just declare at the start of the turn and go nuts sniping support characters all game. As an added bonus, if you really need to nuke something, shoot these three guns into the target and then charge it with all three gunhaulers for their bomb racks. Odds are, you&#039;ll get close to 10 mortals if you&#039;re even a little lucky.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
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A note on garrisons - the rules for garrisoned units are... lacking in detail, but consider the following.  According to the core rules, garrisoned models &amp;quot;can attack or be attacked, cast or unbind spells, and use abilities&amp;quot;.  Notably lacking from this description is if they can be affected by spells or abilities.  In particular, certain spells and abilities require you to check how many models in a unit are within a certain range, which is impossible to check with a garrison.  RAW therefore seems to indicate they cannot be the target of spells or abilities unless specifically stated - such as the admiral&#039;s Repel Boarders! command ability (although even that ability targets the skyvessel rather than the garrison).  Possibly to make up for this, several Kharadron abilities state they can&#039;t be used by a garrisoned unit.  &amp;lt;i&amp;gt;However&amp;lt;/i&amp;gt;, the FAQ&#039;s say that, unless stated otherwise, all ranges that would normally be measured to and from a model are instead measured to and from the vessel they are garrisoned in, and confirms that the Look Out Sir rule does apply (although note that is a rule, not an ability) - so does this mean that as long as part of the skyvessel is within range then every single garrisoned model also is within range?  This seems to be the way it plays at the moment, but it could definitely be clearer.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Frigate-en.pdf Arkanaut Frigate]:&#039;&#039;&#039; (Conditional battleline: Barak-Zilfin Army, War Machine, Skyvessel, 220pts) The bulk of any Skyfleet, a basic transport, and gunboat. It can carry up to 15 Duardin, but going over 10 halves its movement, heal one wound each hero phase, and reroll run rolls. Armed with hull-mounted Aethershot Carbines (12&amp;quot;/4/3+/3+/-1/2D). And it can take a heavy weapon on its forecastle, you can choose between a Heavy Skycannon (have a horde killing and monster-slaying option), and Heavy Skyhook (same as Heavy Skycannon&#039;s monster-slaying shell except for shorter range, but also add +2 to charges, so your passengers can drive closer and hit them with their swords and then pull back to rapid-fire them).  With Sky High, it can relocate 9&amp;quot; from any enemy models and because Garrisoned units can shoot, you can let several contingents of Grundstok Thunderers devastate first turn with their 12+&amp;quot; weapons. Getting into close combat isn&#039;t as much of a death sentence as it has been before. It has six 4+/4+/-/1 attacks and it can generate D3 mortal wounds every close combat phase (so twice per round), and now has a shiny 4+ save. Sure, its not a close combat monster but this and the attacks from the crew inside should be enough to survive until your own movement phase, where you can just disengage and start blasting them!&lt;br /&gt;
**Note that the frigate and Ironclad can only disengage and fly high if they haven&#039;t taken too much damage.  An Endrinmaster or some Endrinriggers can offset this as they get to fix a skyvessel before it moves, and of course they get a built in heal of one wound a round nowadays too, but don&#039;t get cocky, kid.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Ironclad-en.pdf Arkanaut Ironclad]:&#039;&#039;&#039; (War Machine, Skyvessel, 480pts) [[Awesome|A flying Baneblade.]] This ship has everything: guns, armour, health, troop capacity, this ship makes the Adeptus Mechanicus shit themselves in envy. Carries up to 25 infantry in its hull, with 16+ models slowing it. Of all the clown cars the Kharadron have, this one is the slowest (only a 10-inch move, degrading with damage), but also the toughest and hardest hitting armed with Torpedoes, Carbines and one of three choices of hull-mounted turret: either the Great Sky Cannon, as above, the Great Skyhook, as above, and the Aethermatic Volley Cannon, essentially a [[Dakka|minigun Cannon]], with 4D6 shots hitting on 3s, wounding the same, and rend -1, a fantastic dakka option. The great skycannon also has its use. Unlike its smaller cousin on the frigate, the one on the Ironclad always hits for 6 damage. 30&amp;quot; range and -2 rend means you can threaten those squishy backfield wizards.  GW finally realized that something called &amp;quot;Ironclad&amp;quot; shouldn&#039;t die to a stiff breeze and gave it a 3+ save.&lt;br /&gt;
**This beefy motherfucker can party down with the baddest things the enemy can throw at them, and barely feel a scratch. Mangler Squigs, Slaughterbrutes, Gryphons, Manticores, the Ironclad will kick the shit out of all of them and hardly feel the tickle of their ineffective claws. Hardly any of this monster&#039;s combat capability is decreased by taking wounds, and it loses absolutely none of it&#039;s artillery firepower, meaning it can sit there firing all 480 points of guns at anything it damn well pleases until it&#039;s lost every wound.&lt;br /&gt;
**The Great Sky Cannon is probably the best overall option as it&#039;s the most versatile with two firing modes. The Single-Shot cannonball is useful for popping those tiny, shitty heroes that sit in the backline, and for pretty much everything else, the Grapeshot Mode will mow down opponents. It&#039;s notable that the Cannonball has a 30&amp;quot; range, and the grapeshot has 24&amp;quot;, so fire away from long distances without fear.&lt;br /&gt;
**The Great Skyhook does just as much damage as the Sky Cannon&#039;s Cannonballs, but has only a 24&amp;quot; range and adds two to charge rolls instead. Most ironclad probably don&#039;t care about charging into melee (having pretty mediocre melee attacks) but if you bring the &#039;&#039;&#039;Zonbarcorp &#039;Dealbreaker&#039; Battle Ram&#039;&#039;&#039;, you can live a truly hilarious meme. -For lolz add a few Endrinmasters for self-healing and mortal wound output and go demon hunting. Then make it even more cancerous by choosing Barak Thryng as your skyport, give one of your heroes onboard the Grudgehammer artifact, and then designate the big baddie in your opponent&#039;s army as your Grudge target.&lt;br /&gt;
***Another little thing in favour of a Skyhook since this thing can be garrisoned this can be an effective way to get a big squad into combat faster since they can fight from inside the Ironclad, thus turning two separate charge rolls into just one with +2 to charge. Something to consider.&lt;br /&gt;
**The Great Volley Cannon, though with far less reach at 18&amp;quot; and less damage per shot than other options, is a good (albeit somewhat swingy) armament with the proper support. On 4d6 you&#039;re looking at an average of about 14 shots per volley, but this you can almost certainly guarantee those shots with the amount of rare re-roll 1 support that Kharadron gets. Stacking All-Out-Attack/Damned/Vigilor ally support, in combination with using the boat&#039;s aether-gold on the Inspired Triumph, and using an Aether-Khemist&#039;s Large-Caliber Augmentation triumph, leads to you getting an average of 14 shots at 2+/2+/-1 re-rolling both hits and wounds, in combination with boosting the rest of the weapon profile as well. This can synergize even &#039;&#039;further&#039;&#039; by stacking Barak-Thryng&#039;s &#039;&#039;&#039;Honour the Gods, Just In Case&#039;&#039;&#039; to make every 6 an exploding one versus a grudged target to turn your alpha-strikes up to 11. Assuming, of course, you don&#039;t roll 4 attacks on it and do all this work for nothing.&lt;br /&gt;
***Additionally, &#039;&#039;&#039;The Last Word&#039;&#039;&#039; doesn&#039;t replace your normal unleash hell, meaning you can potentially have 8d6 volley-gun shots (albeit with 4d6 of them being at -1 to hit) against anything that &#039;&#039;dares&#039;&#039; try and get between a proper Duardin vessel and their gold.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&lt;br /&gt;
===Grand Armada===&lt;br /&gt;
&#039;&#039;&#039;(90pts, Min: 3090pts Max:)&#039;&#039;&#039; &#039;&#039;1 Arkanaut Admiral or Brokk, 1 Iron Sky Command, 1 Iron Sky Attack Squadron, and 1 Grundstok Escort Wing&#039;&#039;. &lt;br /&gt;
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&amp;quot;Constitutional Experts&amp;quot;, Keep your Admiral/Brokk Hero from this battalion on the battlefield you can re-use your footnotes once per battle.&lt;br /&gt;
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===Grundstok Escort Wing===&lt;br /&gt;
&#039;&#039;&#039;(120pts, Min: 810pts Max: 2780pts)&#039;&#039;&#039; &#039;&#039;2-3 Grundstock Gunhaulers; 1 Arkanaut Frigate or Ironclad; 1 Grundstock Thunderers, &amp;amp; 0-3 units of Skywardens.&#039;&#039;&lt;br /&gt;
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&amp;quot;Focused Fire&amp;quot;, at the start of your shooting phase choose an enemy unit.  Re-roll 1s to hit for this battalion against that unit when shooting this phase.&lt;br /&gt;
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===Iron Sky Command===&lt;br /&gt;
&#039;&#039;&#039;(110pts, Min: 1100pts, Max: 3100pts)&#039;&#039;&#039; &#039;&#039;0-1 Arkanaut Admiral or Brokk Grungsson; 1 Arkanaut Ironclad; 3 heroes in any combination (Aether-Khemist, Aetheric Navigator, and either Endrinmaster); 1 Arkanaut Company; 1-3 units of Endrinriggers&#039;&#039; &lt;br /&gt;
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Kharadron Overlords wholly within 18&amp;quot; of the Arkanaut Ironclad from this battalion does not take battleshock tests.&lt;br /&gt;
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===Iron Sky Attack Squadron===&lt;br /&gt;
&#039;&#039;&#039;(100pts, Min: 720pts, Max:)&#039;&#039;&#039; &#039;&#039;2+ Arkanaut Frigates &amp;amp; 1 Arkanaut Company for each frigate in the same battalion.&#039;&#039;&lt;br /&gt;
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When an Arkanaut Company disembarks from a Frigate from the same battalion it can decide to leave before or after the vessel has moved. In addition, roll 3D6 instead of 2D6 when charging for Arkanaut companies that disembarked from Frigates of the same battalion in the movement phase during the same turn.&lt;br /&gt;
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*For what is worth this Battalion might be extremely important for a few reasons.&lt;br /&gt;
**1- Got frigates that are worthy vessels to take in for their point cost.&lt;br /&gt;
**2- Gives the Kharadron the much-needed flexibility of moving around and disembark wherever the winds take to profit from the maximum use of the boat speed + the capacity to: disembark and take objectives, allowing the short-range weaponry to be within range. And as of last resort, you can make quite some impressive charges that despite Arkanauts not being ideal shock troops, it hurts no one if that charge help finishes some unit off to allow your Arkanauts to capture points. (probably this is the main reason this battalion is really good).&lt;br /&gt;
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Intrepid prospectors: this battalion was removed in GHB 2020.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
===General Tactics===&lt;br /&gt;
* The name of the game is mobility and objective taking.  With the ability to take an entire army that flys and flies high every turn, it is possible to be anywhere you want, whenever you want to be there.  Combined with some wargear and tactics that help to slow your opponent and the long(ish) range of some of the weapons in the army, you should be able to wear down your opponent and grab objectives when you need them most.  &lt;br /&gt;
* Learn to love your clown cars. You can stuff a surprising number of duardin in each vessel. Stuff 15 thunderers in an ironclad will give you at will deep striking and a wall of dakka to anything within range. Garrisoned units don&#039;t count toward holding objectives, but you can still land all over the board, open up the clown car, have the shooty soldiers pile out with the skyvessel between them and their enemies, and freely shoot through your own vessel because it&#039;s flying, while being nice and safe from charges, who will have to go through the tough skyvessel first, essentially a less shitty and unbalanced version of the [[Fish of Fury]]. (note: units cannot disembark after a ship has flown high unless otherwise stated by a faction ability or artifact; so counting those models toward an objective would be delayed a turn)- with the exception of Iron Sky Attack squadron.(see above)&lt;br /&gt;
**As a sub-note, bringing empty ships is an option, but even stuffing a single squad of min-size Arkanauts or Thunderers into a ship immediately improves the ship&#039;s overall performance, especially in melee. The ships have far better range than your foot soldiers, but enemies will be wary of approaching your ships too close or risk being unloaded on by pistols or Thunderer special weapons. No one wants to take Aethercannons to the face.&lt;br /&gt;
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===Barak Nar Tactics===&lt;br /&gt;
*All heroes may unbind spells, which they do with a +1. Once per game, all heroes may unbind an additional spell. Goodbye spell-casting; if I don&#039;t have any wizards, my opponent isn&#039;t gonna have any either!&lt;br /&gt;
*May also bring additional navigators, which is of dubious usefulness.&lt;br /&gt;
*Plenty of abilities that enhance your Battleshock tests, too. This makes Barak-Nar one of the better Skyports for never failing battleshock tests. [[Dakka|You&#039;re still probably better off blasting your opponent into quivering jelly before they even get a chance to force Battleshock tests on you.]]&lt;br /&gt;
* Best models for Barak Nar: Heroes of any type (They get to freely try to dispell, and they gain leadership-enhancing auras), and big blobs of Arkanaut Company.&lt;br /&gt;
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===Barak Zilfin Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Aetherspheric Endrins&#039;&#039;&#039; has been replaced with &#039;&#039;&#039;Magnificent Skyvessels&#039;&#039;&#039; so there goes deep-striking a fully loaded-up Ironclad. Always take at least two Skyvessels and pimp them both, you are taking more than a single Skyvessel in a Kharadron Overlord list right?&lt;br /&gt;
*&#039;&#039;&#039;There&#039;s Always A Breeze If You Look For It&#039;&#039;&#039; then gives you the ability to move another Skyvessel up the field incredibly quickly to support your Deep Striking Skyvessel (Bringing a Gunhauler 24&amp;quot; up to support your badass Ironclad seems like a good plan all around). Alternatively, you can use this to get your important ship way the fuck out of danger, or into a better tactical position. Never underestimate the power of rocketing your Frigate across the board to somewhere your opponent thought they were safe. Models can also Disembark after TAABIYLFI normally, making it great for quick tactical jumps from which your Endrinriggers can hop out and fuck some shit up.&lt;br /&gt;
*Zilfin is the thinking man&#039;s Barak. None of Zilfin&#039;s powers directly increase your army&#039;s survivability, only their mobility, making Zilfin incredibly fast, to the point that most people won&#039;t expect it.&lt;br /&gt;
* Best models for Barak Zilfin: Any Skyship. All your powers revolve around them. Endriggers and either Endrinmaster are essential support.&lt;br /&gt;
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===Barak Zon Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Show Them Your Steel:&#039;&#039;&#039; Once per battle, in your hero phase, one embarked SKYFARER can immediately disembark and attempt to charge as if it were the charge phase. Not sure why this rule even exists, really - why not just move first and then charge in the charge phase? (Note: because enemy can’t use “unleash hell” in hero phase)&lt;br /&gt;
* Barak Zon&#039;s abilities all revolve around aggression. Their heroes get to reroll 1s when targeting &#039;&#039;&#039;Heroes&#039;&#039;&#039; or &#039;&#039;&#039;Monsters&#039;&#039;&#039;, you reroll 1s to wound after a charge, and you can take a magic item that gives you Always Strikes First.&lt;br /&gt;
* Best models for Barak Zon: Endrinriggers, Arkanaut Company with Skypikes, Arkanaut Admirals, and Endrinmasters.&lt;br /&gt;
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===Barak Urbaz Tactics===&lt;br /&gt;
&lt;br /&gt;
*Using &#039;&#039;&#039;Khemists Supreme&#039;&#039;&#039;, This lets your Khemists double up on their buffing, making them very useful in a gunline. Sit him next to 20 Arkanauts and 10 Grundstok Thunderers. Buff them both, and let the monster-killing shots fly while anything in range gets shredded. If you like Gunlines, this is the Barak for you, as even in the biggest armies you&#039;ll probably need no more than 1 or 2 Khemists to buff your best units.&lt;br /&gt;
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*You can also completely forgo the Khemist since his nerf and you wont be that bad off without him. One of the great thing about this city is that you don&#039;t have to use the master khemist command trait (wether you have a khemist or not, you only are forced to use it if your general is a khemist) and there&#039;s no forced artefact either, just an exclusive underwhelming great endrinwork). &lt;br /&gt;
&lt;br /&gt;
*Seemingly the generalist Barak, almost anything works well with extra no-drawback Aethergold.&lt;br /&gt;
&lt;br /&gt;
*Best models for Barak Urbaz: Aether Khemists, Thunderers, Arkanaut Company, Gunhaulers.&lt;br /&gt;
&lt;br /&gt;
===Barak Mhornar Tactics===&lt;br /&gt;
&lt;br /&gt;
*Make sure you&#039;re getting the most out of &#039;&#039;&#039;Opportunistic Privateers&#039;&#039;&#039;. In your &#039;&#039;&#039;shooting&#039;&#039;&#039; phase you select one enemy unit and any of your units who target that unit and are within 3&amp;quot; of your general can re-roll misses. This ability is amazing. It makes weapons that seem underwhelming such as Volley guns much more viable. For example, your Arkanaut Company targets a hero or Monster giving them +1 to hit (now on 4+) then re-rolling those misses with the command trait and suddenly your 18 shot -1 rend 1 damage are going to do some serious damage. This translates well to other units, of course, Skyships normally have weak to-hit rolls, but rerolling misses makes them more reliable, and Thunderers get much more reliable if you take the full weapon array or even just Rifles.&lt;br /&gt;
*Our Artycle &#039;&#039;&#039;Seek New Prospects&#039;&#039;&#039; allows you to re-roll battleshock tests while in your opponent&#039;s territory. This ability is very dependent on what you are facing. Against other ranged armies, this may be useful as you move up or if you need to secure an objective on the other side of the board. Most of the time, however, it will not be very useful. Luckily we are the only Barak with access to &#039;&#039;&#039;These are Just Guidelines&#039;&#039;&#039; allowing you to swap your Artycle in the hero phase. Some people are saying you must roll for it while others say you may pick so its a bit up in the air at the moment. Either way, it gives you the opportunity to potentially get something more useful. (Note: the 2020 Battletome changed the way Footnotes work).&lt;br /&gt;
*&#039;&#039;&#039;Prosecute at all haste&#039;&#039;&#039; allows your units to run and shoot in the first turn. Add in an Iron Sky Squadron battalion for +1 to the attacks of all missile weapons on the frigates. You now have 2 frigates with the firepower of 4 for a turn. Add in the command ability from your general and you have some reliable and dangerous shooting for a turn.&lt;br /&gt;
* Best models for Barak Mhornar: Aether Khemists further your Alpha Strike and Target Deletion style very well, letting you enhance your unit&#039;s weapons with both an extra attack and rerolling failures to hit against your target. Thunderers, Skyships, and Endrinriggers all get a ton out of this.&lt;br /&gt;
&lt;br /&gt;
===Barak Thryng Tactics===&lt;br /&gt;
* &#039;&#039;&#039;Settle Your Grudges&#039;&#039;&#039; lets you pick an enemy unit after everything&#039;s been set up, and for the rest of the game, you reroll 1s to hit against it! Hey look, we have a Grudge to settle with Nagash/Archaon/Alarielle/Celestant Prime/Morathi/That forty man blob of Tzaangors. Great for helping troubleshoot that one thing you know will be really obnoxious, but obviously makes you a little less flexible, and if the enemy knows you&#039;re going to bully that one target, they can simply hide it all game and deny you your power (whoever wrote that said it like it&#039;s a bad thing)&lt;br /&gt;
**Oh wait, you thought you could only pick ONE target for &#039;&#039;&#039;Settle Your Grudges&#039;&#039;&#039;? &#039;&#039;&#039;Log of Grudges&#039;&#039;&#039; lets you pick 3 GRUDGES INSTEAD! I&#039;m sure that one of those 60 zombies bite off the finger of my grand-grand-grandfather, while that freeguild general refuse to pay a bet after he loses at dices and that fucking cygor is looking mean at me! &lt;br /&gt;
*GYROCOPTERS! Always thought that those diabolic and insecure skyvessels make the ancestors grumbling? Go back into the skies with proofed and secure gyrobombers or gyrocopters. Quite perfect for kharadron armies, these little guys moves fast, shoot good and have a really terrifying possibility for deal a lot of mortal wounds. Grab 6 bombers for absolutely flat everything in your way, and finish the rest with frigates and heavy firepower. &lt;br /&gt;
• Fyreslayers are also useful. Especially with that deepsteike trick. Note that you need at least eight units to get a combo going which can suck in low level games (not quite true. You can still use Ally points to take the runesmith). All those melee tricks become heinous in the hands of teleporting Hearthguard.&lt;br /&gt;
* &#039;&#039;&#039;Honour The Gods, Just In Case&#039;&#039;&#039;: ... This is a little gem. Once for battle, in any phase, you can activate this footnote and for the rest of that phase every unmodified hit rolls of 6 deal two attacks instead of one. Really good for make your shooting phase even more shooty, but considering that you can bring some really good brawlers (like a warden king with a unit of hammers or ironbreakers, that deal 3 attacks each this way) can be useful to use it in the combat phase too, especially for the...&lt;br /&gt;
* &#039;&#039;&#039;supremely stubborn&#039;&#039;&#039;:  If a SKYFARER model dies, roll a dice. On a 4+ he can attack if he is at 3&amp;quot; from an enemy. This makes the footnot even more dangerous,  because you will attack again in the phase when you activate it, making your dwarfs dangerous even if dying. &lt;br /&gt;
* Lastly, you get the unique Artefact: &#039;&#039;&#039;Grudgehammer&#039;&#039;&#039;. This lets the hero it&#039;s equipped to add +1 to hit for one melee weapon, and unmodified wound rolls of 6 with that weapon that target a Grudge target also inflict D3 MWs. Pretty nice on an Admiral or an Endrinmaster, but probably a little weak on anyone else.&lt;br /&gt;
* Best models for Barak Thryng: Barak Thryng doesn&#039;t really specialize in any one thing, and is a decent all-arounder who&#039;s power isn&#039;t necessarily enhancing certain units. Play what you like with this one.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar:&#039;&#039;&#039; Tempest Eye allows Kharadron units to be part of their army, However we can only ally with units from the Dispossessed and Ironweld Arsenal. The Dispossessed has access to a very solid melee and the Runelord can help counter MORE magic. Meanwhile the Ironweld Arsenal provides cheaper artilery and flyers, as well as the occasional steam tank to help protect those gunlines. Battlemages can be good too, with their generic lore&#039;s spells for making your units faster/more durable or just deal mortals wounds.&lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals:&#039;&#039;&#039; They have Spellcasting, elite melee troops, and can help fill in some gaps in your army. The Sacrosanct Chamber in particular has access to some powerful spellcasting and solid melee troops. Lord-Ordinators are worth considering since all of your skyvessles are Order War Machines. &lt;br /&gt;
*&#039;&#039;&#039;Fyreslayers:&#039;&#039;&#039; Not only can you get some good melee troops, but you can force your opponent to choose between the looming Ironclad or the massive Magmadroth coming straight at them.&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls. More to the point he&#039;s a big Melee Behemoth. Compared to your ships who want to general stay away from the enemy he&#039;s all set to run in and start punching holes, filling up a hole (ironically) in your army.&lt;br /&gt;
&lt;br /&gt;
==Building an Army==&lt;br /&gt;
The 2020 Battletome gave these guys a much needed update that makes building an army much easier.&lt;br /&gt;
&lt;br /&gt;
Originally the Start Collecting box wasn’t an overly useful place to actually begin your own fleet, but now with the arrival of conditional battlelines for the various Skyports, this box now serves as a decent starting point for your army. You’ll most likely build an army around one of the aforementioned ports, but as a good rule of thumb, Arkanauts and Frigates will be your best friends and you can’t go wrong with having a couple of them in your fleet.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:1C0:4500:A540:2992:1C47:E8CE:335B</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Kharadron_Overlords&amp;diff=35282</id>
		<title>Age of Sigmar/Tactics/Order/Kharadron Overlords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Kharadron_Overlords&amp;diff=35282"/>
		<updated>2023-02-03T04:11:12Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:4500:A540:2992:1C47:E8CE:335B: /* Why Play Kharadron Overlords? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Kharadron Overlords|Logo=Kharadron-Overlords-Hero-1.jpg|Alliance=Order|Motto=Top hat, robotic monocle, curled mustache guns, and steam technology; the true essence of steampunk.}}&lt;br /&gt;
&lt;br /&gt;
Get ready to play some [[Dwarf Fortress]] in the sky! The [[Kharadron Overlords]] is one of the first truly new factions introduced to Age of Sigmar since the [[Stormcast Eternals]], and are also one of the most radically different from other AoS armies in play style, with a big focus on vehicles, guns, and tech.&lt;br /&gt;
&lt;br /&gt;
==Why Play Kharadron Overlords?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PROS:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Because you want to bring mad science and a [[dakka|&#039;&#039;lot&#039;&#039; of guns]] to the Age of Sigmar swords and sorcery fight.&lt;br /&gt;
* Because you want to laugh maniacally while you bomb melee armies to oblivion with an air navy, while the passengers fill the survivors with lead.&lt;br /&gt;
* Because you&#039;ve waited over 20 years for [[Squats]], and you&#039;re gonna take what you can get.&lt;br /&gt;
* Because you enjoyed the Iron Man films, but thought they&#039;d be better if Tony Stark was a 4-foot-tall sky-pirate.&lt;br /&gt;
* Because you loved Studio Ghibli films like &#039;&#039;Nausicaa of the Valley of the Wind&#039;&#039;, &#039;&#039;Porco Rosso&#039;&#039; and &#039;&#039;Castle in the Sky&#039;&#039;, and wanted to relive that sense of epic aeronautical adventure.&lt;br /&gt;
* Because you love your Imperial Guard, and want to play essentially the same thing in the Age of Sigmar. Only with [[awesome| flying]] [[baneblade|Baneblades.]]&lt;br /&gt;
* You Love to be the Strongest Shooting Faction. Your shooting is not only accurate, every single model in your army has some form of shooting attack, from your crummiest Arkanaut Company to your biggest, angriest ships, and almost all of it has rend -1 or better. In fact, Kharadron are one of the best anti-armor factions simply because almost every attack they care about has rend. Maggotkin, Ossiarch Bonereapers, Stormcast Eternals, and any other army that relies on their heavy armor to protect them will be very sad when your bullets just penetrate straight through.&lt;br /&gt;
* If you use your Fly High and Disengage abilities, you&#039;re fucking &#039;&#039;&#039;&#039;&#039;FAST&#039;&#039;&#039;&#039;&#039;. Any Skyvessel that&#039;s above roughly half health can just leave combat anytime and redeploy via deep strike, and then shoot. The Frigate and Gunhauler have a 12&amp;quot; move, and the mighty Ironclad has a respectable 10&amp;quot;. Your jump troops have move 12&amp;quot; as well, meaning that they can be where they need real damn fast. Get in an annoying fight with fast skirmishes hoping to tie you down while the real threats sprint up? Just leave combat while still shooting all your guns.&lt;br /&gt;
* You like having a near criminal number of aces up your sleeve to really screw with your opponent, in the form of a HUGE variety of gadgets, artifacts, command traits and one use items. Want a flying dwarf that has the potential to do continual MWs on a 2+ until you roll a 1? You got it with Phosphorite Bomblets!  Want a hammer that stacks massive amounts of bonuses against chosen targets? Take a Grudgehammer and give the finger to that pesky Bloodthirster!! Want to use any Endless Spell in the friggin game, with no restriction!?!? Say hello to the Spell in a Bottle!!!&lt;br /&gt;
* You like playing with Transports in Fantasy games, and they have gunports. Every ship that can transport troops is effectively Open-Topped, meaning that everyone inside gets a lovely day at the shooting range while they get scooted around the board. Even if the ship flies out of combat, both the ship and the people inside can still shoot no problem.&lt;br /&gt;
* Because (and this is the important one) they are [[awesome|&#039;&#039;&#039;steampunk power-armored sky pirate dwarfs&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONS:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The average steam-dorf absolutely SUCKS in melee. Knives and gun butts don&#039;t cut it against daemons, giant monsters or supersoldiers in magic suits of armour.  A 4+ save, good as it is, won&#039;t save you if you get charged by Blood Warriors or Ironguts.&lt;br /&gt;
* Even with some of the best mobility options in AoS, you&#039;ll always be in danger against fast units or faster-than-average factions like Nighthaunt, Beastclaw Raiders, some Soulblight Gravelords lists, etc.  You can&#039;t run forever, and if you spend the game trying all you&#039;ll end up doing is giving the opponent the run of the board. Also, if you ever get in melee with flying enemies, you lose your ability to Disengage, but you can still Fly High, since only the Disengage rule checks to see if there were flying units around.&lt;br /&gt;
* Other armies&#039; ranged weapons can be really dangerous, especially if they have artillery with heavy rend. You&#039;ll see that battleship going down hard in no time. &lt;br /&gt;
* If you can&#039;t cheat on movement, you&#039;re actually somewhat slow. Any dwarf not on a balloon caught shuffling on foot has a piddly 4&amp;quot; move, and if your Skyvessels take damage they not only lose their ability to redeploy via deep strike, they also get reduced movement, and a ship that can&#039;t bail on a bad fight is a dead ship. &lt;br /&gt;
* No wizards for you, although you do have a lot of spell unbinding options, and with the introduction of the Sacrosanct Chambers, Stormcast allies can fill this hole.  You&#039;ll still struggle to keep dangerous debuffs off your troops, and any Endless Spell that creates a LoS-blocking wall or grants cover will put a crimp in your perfect gunlines.&lt;br /&gt;
* Your mortal wound output is inconstant. If you put your mind to it you can spam mortal wound weapons in the form of the various drill guns on the Gunhauler and balloon troops, but your mortal wounds only trigger on a 6 for the balloonists or a 5+ for the gunhauler. You can&#039;t really spam mortal wounds like heavy magic armies or the Stormcast can. That being said, your rend makes up for it most of the time, but when you&#039;re fighting Nighthaunt, Lumineth or that one dickhead who brings Neferata and makes a Terrorgheist immune to rend, you&#039;ll wish you had more reliable mortal wounds to pass out.&lt;br /&gt;
* Your defense against mortal wounds is almost nonexistent. There&#039;s maybe two things in the book that give any sort of protection against mortal wounds, and one&#039;s a situational buff granted by Gunhaulers, and the other&#039;s a middling artifact for Admirals, and they both grant 6+ feel no pains.&lt;br /&gt;
* Being this elite is a double edged sword. Every model has high quality armor, weapons, and abilities, but you&#039;re paying for that quality, and the only real exception is Arkanaut Company, who are still 10 points per model. Even at 2000 points, you&#039;re probably unlikely to break 50 models, and will have a very hard time challenging hordes for control points unless you just kill them all. Almost any game you play, you&#039;ll have a 2-to-1 ratio of enemies to skydorfs.&lt;br /&gt;
* While your shooting has the above benefits, there are plenty of clever ways to break Line Of Sight through endless and non-endless spells as well as your opponent using terrain effectively. Play smart and this may not be a problem for you.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Kharadron Overlords (2020)}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
An army that has {{AOSKeyword|KHARADRON OVERLORDS}} allegiance can use the following rule:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STICK TO THE CODE:&#039;&#039;&#039;&lt;br /&gt;
When you choose a Kharadron Overlords army that isn&#039;t a Sky Port (more on that in a bit) Can choose an Artycle, Amendment, and Footnote from the tables below, Alternatively you can roll a dice for each table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artycle:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Honour is Everything:&#039;&#039;&#039; You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Kharadron Overlord Heroes}} that target a {{AOSKeyword|Hero}} or a {{AOSKeyword|Monster}}.&lt;br /&gt;
#&#039;&#039;&#039;Master of the Skies:&#039;&#039;&#039; You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Skyvessels}} that target a unit that can fly. &lt;br /&gt;
#&#039;&#039;&#039;Settle The Grudges:&#039;&#039;&#039; After armies are set up but before the first battle round begins, pick 1 enemy unit. You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Kharadron Overlord}} units that target that unit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amendment:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Always Take What You Are Owed:&#039;&#039;&#039; Pick up to D3 different {{AOSKeyword|Kharadron Overlord}} units in your army. Each of those units starts the battle with 1 share of Aether-Gold in addition to any they normally receive.&lt;br /&gt;
#&#039;&#039;&#039;Prosecute Wars With All Haste:&#039;&#039;&#039; On your first turn, friendly {{AOSKeyword|Kharadron Overlord}} units can run and still shoot later in their turn. &lt;br /&gt;
#&#039;&#039;&#039;Trust To Your Guns:&#039;&#039;&#039; Add 1 to the Bravery characteristic of friendly {{AOSKeyword|Kharadron Overlord}} units while they are more than 3&amp;quot; away from enemy units. &lt;br /&gt;
&#039;&#039;&#039;Footnote:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;There&#039;s No Reward Without Risk:&#039;&#039;&#039; Once per battle, you can re-roll a charge roll for a friendly {{AOSKeyword|Kharadron Overlords}} unit. &lt;br /&gt;
#&#039;&#039;&#039;There&#039;s No Trading With Some People:&#039;&#039;&#039; Once per battle, a friendly {{AOSKeyword|Kharadron Overlords}} unit that have run and/or retreated in the same turn can still shoot and/or charge. &lt;br /&gt;
#&#039;&#039;&#039;Without Our Ships We Are Naught:&#039;&#039;&#039; Once per battle, you can heal up to D3 wounds allocated to a friendly {{AOSKeyword|Skyvessels}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AETHER-GOLD:&#039;&#039;&#039;&lt;br /&gt;
Each {{AOSKeyword|Kharadron Overlords Hero, Skyvessel}} and {{AOSKeyword|Kharadron Overlords}} unit with 10 or more models starts a battle with 1 share of Aether-Gold. &lt;br /&gt;
Once per phase, you can say that 1 unit from your army that has any shares of Aether-Gold will spend 1 of them. If you do so, subtract 1 from that unit&#039;s Bravery characteristic for the rest of the battle, but you can pick a Triumph it is eligible to use and immediately apply its effect.&lt;br /&gt;
*Alright this is where all gets tricky. The negative effect does affect greatly the capacity for the Kharadron in exchange for a situational benefit. It doesn´t mean its bad, its just handy for your units to have an extra punch or survivability.&lt;br /&gt;
*Mind when you choose any triumph to be applied immediately to consider the odds of such benefit vs the penalty for the bravery (&#039;&#039;or just play Barak-Urbaz and don&#039;t worry about that&#039;&#039;). On the good side, this army won&#039;t lack on the capacity to have things like: triumphs now give +1 to wound, battleshock immunity, or a single rerolled charge. Think of all situations where these might come handy and you´ll see how greatly improved the units will be for a short period of time.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
A {{AOSKeyword|KHARADRON OVERLORDS}} General in a {{AOSKeyword|KHARADRON OVERLORDS}} allegiance and has chosen to take the {{AOSKeyword|KHARADRON OVERLORDS}} abilities can choose one of the following command traits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Generic&amp;quot;&amp;gt;&lt;br /&gt;
All leaders (save for the Navigator) share the first three traits. Navigators have the first two.&lt;br /&gt;
#&#039;&#039;&#039;Wealthy:&#039;&#039;&#039; Gain 2 Aethergold instead of 1.&lt;br /&gt;
#&#039;&#039;&#039;Tough as Old Boots:&#039;&#039;&#039; +2 wounds&lt;br /&gt;
#&#039;&#039;&#039;[[Thorgrim Grudgebearer|Grudgebearer]]:&#039;&#039;&#039; Pick an enemy hero before the first round, and your General deals double damage against them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of the Sky&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Arkanaut Admiral}} Only&lt;br /&gt;
#&#039;&#039;&#039;Cunning Fleetmaster:&#039;&#039;&#039; one Skyvessel can make a normal move, or a non-ironclad can Fly High before the first round. Lets ships claim objectives first turn, or bring your FLYING TRANSPORT into broadside range.&lt;br /&gt;
#&#039;&#039;&#039;War Wound:&#039;&#039;&#039; roll a dice each hero phase, 1s: -1 to his hit rolls until next hero phase, else gain a CP. Don&#039;t need to explain how Admirals like more CP.&lt;br /&gt;
#&#039;&#039;&#039;A Scholar and an Arkanaut:&#039;&#039;&#039; your army can take 2 footnotes instead of one.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Senior Endrineers&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Endrinmaster}} Only&lt;br /&gt;
#&#039;&#039;&#039;Grandmaster:&#039;&#039;&#039; General heals Skyvessels an extra +1W.&lt;br /&gt;
#&#039;&#039;&#039;Great Tinker:&#039;&#039;&#039; Endrinmaster&#039;s Gaze of Grungni now has 3 attacks. This can be combo&#039;d with Barak Zilfin&#039;s artefact that gives a +1 on the bearer&#039;s ranged weapon pretty interestingly, giving you 3 attacks that hit on 2+ and do D3 damage each.&lt;br /&gt;
#&#039;&#039;&#039;Endrinprofessor:&#039;&#039;&#039; Once in each of your hero phases, this general can use his warscroll command ability for free.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reader of the Guiding Winds&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aetheric Navigator}} Only&lt;br /&gt;
#&#039;&#039;&#039;Stormcaller:&#039;&#039;&#039; you can reroll Aetherstorms, to help guarantee an enemy flyer gets slowed or fish for mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Ride the Wind:&#039;&#039;&#039; A Skyvessel with this general in its garrison gains +3&amp;quot; Move.&lt;br /&gt;
#&#039;&#039;&#039;Skeptic:&#039;&#039;&#039; +1 dispel/unbinding.&lt;br /&gt;
#&#039;&#039;&#039;Diviner:&#039;&#039;&#039; After both armies are set up, pick 1 terrain feature or objective. Kharadron units wholly within 12&amp;quot; of that terrain feature or objective don&#039;t take battleshock tests. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Alchemical Innovators&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aether Khemist}} Only&lt;br /&gt;
#&#039;&#039;&#039;A Nose for Gold:&#039;&#039;&#039; Each hero phase, Aether Khemist gains Aethergold on 5+.&lt;br /&gt;
#&#039;&#039;&#039;Genius in the Making:&#039;&#039;&#039;  Aetheric Augmentation has a range of 18&amp;quot; instead of 12&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Collector:&#039;&#039;&#039;If this hero gets an artefact, you can give one to another hero as well.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artefacts of Power===&lt;br /&gt;
One {{AOSKeyword|HERO}} in your army (+1 per battalion) can take a relic from the following tables:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Perks of Rank&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Arkanaut Admiral}} only&lt;br /&gt;
#&#039;&#039;&#039;Masterwrought Armour:&#039;&#039;&#039; Ignore wounds and MW on 6+. Solid and good, even if the Admiral doesn&#039;t really have the sheer health pool to really notice this a lot.&lt;br /&gt;
#&#039;&#039;&#039;Hammer of Aetheric Might:&#039;&#039;&#039; One melee weapon deals an additional MW on an unmodified hit roll of 6. Your hammer doesn&#039;t have a ton of attacks, so it&#039;s unlikely to net you big returns, but melee is where your Admiral wants to be so sure.&lt;br /&gt;
#&#039;&#039;&#039;Gattlesson&#039;s Endless Repeater:&#039;&#039;&#039; +2 attacks to volley pistol. 5 Shots make you put out almost half as much firepower as a minimum squad of Thunderers, at half range! Kinda alright, but there are more impactful artefacts.&lt;br /&gt;
#&#039;&#039;&#039;Rune of Mark:&#039;&#039;&#039; Before first battle round, pick an enemy Hero. If they are slain the 3 closest Kharadron Overlords units gain one Aethergold share. Weird and surprisingly good. There&#039;s essentially no range requirements on this, meaning that you can pick an enemy hero hiding in a corner and if he dies, whatever three closest units, even if they&#039;re all the way on the other side, get the Aether-Gold. Do you like gold? Of course, you do, now shoot that Chaos Sorcerer to death.&lt;br /&gt;
#&#039;&#039;&#039;Flask of Vintage Amberwhisky:&#039;&#039;&#039; Once per game during the hero phase, Admiral can heal 2 wounds or gamble with d6 wounds. Big healing potion, either take the safe 2 heal or risk a big ass full heal. You&#039;ll be unlikely to live at 1 health, but if you roll that 6 you&#039;re probably safe for the rest of the game.&lt;br /&gt;
#&#039;&#039;&#039;Proclamator Mask-Hailer:&#039;&#039;&#039; Once per round, Admiral can use one CA without using a CP. This one&#039;s fantastic, as the Admiral&#039;s got 4 different command abilities and wants to use them all. The Kharadron aren&#039;t really that command-ability centric, but this makes their biggest command point sink (the Admiral&#039;s wide array of CA&#039;s) much more efficient.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aethermatic Instruments&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aetheric Navigator}} only&lt;br /&gt;
#&#039;&#039;&#039;Cyclonic Aethometer:&#039;&#039;&#039; +1 to Aetherstorm rolls. Piss off every flyer your opponent brings by being 83% reliable on the slowing effect, and 33% reliable on the damage. Still reliant on the opponent bringing flyers in the first place, but if they are, you&#039;ll punish the shit out of them for it.&lt;br /&gt;
#&#039;&#039;&#039;Svaregg-Stein Illuminator Flarepistol:&#039;&#039;&#039; The first time the bearer&#039;s Pistol hit something, re-roll all hit rolls for Kharadron Overlords against that unit for rest of phase. Note that this is the first time this weapon hits ANYTHING EVER, meaning that you can&#039;t hold on to it for later while still firing that dinky ranging pistol. Save your markerlight for the perfect moment.&lt;br /&gt;
#&#039;&#039;&#039;Voidstone Orb:&#039;&#039;&#039; Once per battle, can auto-unbind/dispel using Aethersight. Hey, the Dispel Magic scroll from Warhammer Fantasy battles escaped into the Age of Sigmar! &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ingenious Gadgets&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Endrinmaster}} only&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endrinmaster with Endrinharness:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Cogmonculus:&#039;&#039;&#039; Once per &amp;lt;s&amp;gt;turn&amp;lt;/s&amp;gt;&amp;lt;i&amp;gt;phase&amp;lt;/i&amp;gt;, you can re-roll a single hit, wound, or save roll for the bearer. The Footslogging E-Master gets Master-Crafted everything. You like re-rolls? You get tons of them. Make &#039;em count!&lt;br /&gt;
#&#039;&#039;&#039;Aetherquarz Monolens:&#039;&#039;&#039; Increase range of Gaze of Grungni to 18&amp;quot;. Turn that lovely short-ranged shot into a long-range one! This lets an E-Master shoot out of a ship from long distance, as he&#039;s unlikely to have the range on anything he&#039;s not in melee with already without this artifact.&lt;br /&gt;
#&#039;&#039;&#039;Seismic Shock-gauntlets:&#039;&#039;&#039; After charging, one enemy takes D3 MW on a 2+. Cool, deal some mortals during a boarding action. Make that Frigate with 10 Arkanaut Company and your E-Master actually a threat!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endrinmaster with Dirigible Suit:&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Aether-injection Booster:&#039;&#039;&#039; When retreating, the user has the Disengage and Fly High ability. &lt;br /&gt;
#&#039;&#039;&#039;Phosphorite Bomblets:&#039;&#039;&#039; once per battle in the shooting phase, pick an enemy unit within 6&amp;quot; and roll a dice, on a 2+ inflict a mortal wound and roll again, stop when you roll a 1 or target unit is destroyed. &lt;br /&gt;
#&#039;&#039;&#039;Miniaturised Aethermatic Repulsion Field:&#039;&#039;&#039; ignore the effects of spells/endless spells on 3+. The E-Master in balloonsuit is expensive as hell, and burning to death under a torrent of arcane flame or shriveling under the weight of a vicious curse isn&#039;t a great way to die. Ensure he lives with this handy powerup.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aether-Gold Inventions&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Aether-Khemist}} only&lt;br /&gt;
#&#039;&#039;&#039;Emergency Ventplates:&#039;&#039;&#039; Once per battle, during the enemy shooting phase, all friendly units wholly within 6&amp;quot; are -1 to hit. Note that you can use this while in a garrison, so if the opponent&#039;s bringing great firepower too you can protect the ship you&#039;re on.&lt;br /&gt;
#&#039;&#039;&#039;Caustic Anatomiser:&#039;&#039;&#039; Once per battle, each the start of combat, each enemy model within 6&amp;quot; suffers an MW on a 5+. Like the Ventplates, nothing says you can&#039;t use this while garrisoned, so fart out that caustic cloud from the frigate&#039;s giant base size when you&#039;re charged by a big horde of infantry and cut their numbers down a bit.&lt;br /&gt;
#&#039;&#039;&#039;Spell in a Bottle:&#039;&#039;&#039; You can take an Endless Spell from any faction that can’t be unbound (but can still be dispelled in a subsequent turn) and can only be used once per battle. You still need to pay the point cost for the spell but for all the utility this can provide, it is very much worth your time. The endless spell ignores any of its normal casting restrictions, so feel free to pick the Stormcast Everblaze Comet, Skaven Warp Lightning Vortex, etc. (how you throw a bottle on the ground and a comet appear 5 kilometers away is everyone&#039;s guess). If you use it to cast Burning Sigil of Tzeentch, you can hypothetically end up with a Chaos Spawn *AAaggghhhh noo waitt agrrgh* of Tzeentch in your army. Not sure why you&#039;d do that, but it&#039;s probably just as planned.   Try using one of the Ossiarch Bonereaper spells in this thing.  As the soul-linked ability is part of the spell&#039;s warscroll (unlike, say, the bound endless spells the Serapohon can use), no-one can move the spell but you.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Endrinworks===&lt;br /&gt;
One {{AOSKeyword|Skyvessel}} (+1 per Battalion) in your army can be equipped with the following endrinwork:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ironclad Major Installations:&#039;&#039;&#039; {{AOSKeyword|Arkanaut Ironclad}} only&lt;br /&gt;
#&#039;&#039;&#039;The Last Word:&#039;&#039;&#039; When enemy ends charge within 3&amp;quot;, it can shoot its main gun at it. This is so fucking good. The main guns on the Ironclad are already its best weapon and letting them shoot for free before the charging unit gets to actually fight makes them seriously scary to approach.&lt;br /&gt;
#&#039;&#039;&#039;Hegssons Solutions &#039;Old Reliable&#039; Hullplates:&#039;&#039;&#039; +2 Wounds. Basic as shit, but making a supertough and easily healable ship have even more health is always good. Plus, nothing crushes the enemy&#039;s spirit like 20 wounds on a 3+ save backed up an Endrinmaster or two. &lt;br /&gt;
#&#039;&#039;&#039;Ebullient Buoyancy Aid:&#039;&#039;&#039; Ignore Garrison Limits for using Fly High or disengage. Become King of the Clown Cars! Hold truly impressive numbers of Bioshock dwarves and huck them into the meat grinder of war even faster! You probably don&#039;t want to have &#039;&#039;this&#039;&#039; many eggs in one ship-shaped basket, but if alpha strikes and the idea of redeploying 800+ points around the battlefield at will sounds fun, go for it. Note: this does not undo the halving of the Ironclad&#039;s movement characteristic, so being over-encumbered (currently) still reduces movement. Might also need errata addressing why disengaging was even brought up in the text, because there&#039;s nothing in the Flying Transport or Disengage rules that would seem to indicate that you can&#039;t disengage if over-encumbered. &lt;br /&gt;
#&#039;&#039;&#039;Prudency Chutes:&#039;&#039;&#039; If destroyed, you don&#039;t need to roll to see if the passengers die. Impossibly boring, and probably a waste of a Great Endrinwork. Bringing items that only affect minor things when you die is usually not great. Instead, bring something that makes the ship tougher or more dangerous!&lt;br /&gt;
#*Alternative take - sometimes it&#039;s hard to foresee bad stuff happening, and as each model is rolled for individually when a vessel is destroyed, this could potentially save a character or a unit&#039;s special weapon from an ignominious death.  &lt;br /&gt;
#&#039;&#039;&#039;Magnificent Omniscope:&#039;&#039;&#039; +2&amp;quot; Move. Basic as shit again, but on a ship as slow as the Ironclad this is still respectable. &lt;br /&gt;
#&#039;&#039;&#039;Zonbarcorp &#039;Dealbreaker&#039; Battle Ram:&#039;&#039;&#039; Ogre charge. roll dices equal to charge roll, one enemy suffers MWs equal to each 4+. &amp;quot;I charge the Bloodthirster,&amp;quot; you say. Your opponent smiles. &#039;&#039;You fool,&#039;&#039; he whispers, &#039;&#039;melee is exactly where I want to be!&#039;&#039; You smile back, &amp;quot;I roll for charge, adding two for my Great Skyhook. That&#039;s a total of thirteen, now to roll for impact hits.&amp;quot; Your opponent isn&#039;t smiling any more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frigates Refittings:&#039;&#039;&#039; {{AOSKeyword|Arkanaut Frigate}} only&lt;br /&gt;
#&#039;&#039;&#039;Magnificent Omniscope:&#039;&#039;&#039; +2&amp;quot; Move. Still basic as shit, but a little nicer than on the Ironclad as this makes you superfast, rather than turning a mediocre speed into a good one.&lt;br /&gt;
#&#039;&#039;&#039;Prudency Chutes:&#039;&#039;&#039; Same as for the Ironclad. Still boring as shit and probably a waste. Just unload your troops before the ship dies, Admiral.&lt;br /&gt;
#&#039;&#039;&#039;Malefic Skymines:&#039;&#039;&#039; Once per battle, at start of combat phase, one unit that can Fly within 6&amp;quot; suffers D3 MW on roll of 2-3 or D6 on 4+. I sure hope you fight a lot of flyers that want to charge you! Otherwise this thing&#039;s totally worthless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gunhauler Modifications:&#039;&#039;&#039; {{AOSKeyword|Grundstok Gunhaulers}} only&lt;br /&gt;
#&#039;&#039;&#039;Iggrind-Kaz Surge-injection Endrin Mk.IV:&#039;&#039;&#039; Add +d3&amp;quot; to its normal move, or +2d3&amp;quot; but suffers a MW on doubles. Quite good, honestly. Worth the risk of mortal wounds because of the easy access to healing that the Kharadron have. The question still stands as to whether &amp;quot;rolling doubles&amp;quot; means a normal D6 double (i.e. rolling say two 5&#039;s), or a D3 double (i.e. rolling a 5 and a 6 both count as a D3 value of 3, effectively doubling your chance of triggering the mortal wound). This needs to either be errata&#039;ed or addressed in a designer&#039;s commentary update.  &lt;br /&gt;
#&#039;&#039;&#039;Zonbarcorp &#039;Debtsettler&#039; Spar Torpedo:&#039;&#039;&#039; Once per game, after the first charge move, one enemy within 1&amp;quot; takes D6 MW on a 2+. Deal some mortals on the charge, plus your bombs for some fairly reliable mortal output. As far as once-per-game artifacts go, this is pretty good.&lt;br /&gt;
#&#039;&#039;&#039;Coalbeard&#039;s Collapsible Compartments:&#039;&#039;&#039; Gunhauler can Garrison 5 models. Better in smaller games to move heroes or get buffed by admirals, or deliver a 5 man Thunderer squad with all special weapon options (giving them +1 to hit) right onto some poor unsuspecting cluster of enemies. Or plop a beefed-up Admiral loaded down with Aether-Gold to spend inside for a nasty melee punch.&lt;br /&gt;
&lt;br /&gt;
=== The City-Ports ===&lt;br /&gt;
&lt;br /&gt;
Alternatively, a player with the {{AOSKeyword|KHARADRON OVERLORDS}} Allegiance can instead choose to represent one of the Six Major Sky-Ports. Each one has their own fixed interpretation of the code, however, the player is given access to:&lt;br /&gt;
&lt;br /&gt;
*A unique ability&lt;br /&gt;
*A unique command trait and artefact/endrinwork &#039;&#039;(now mandatory)&#039;&#039;&lt;br /&gt;
*The &#039;&#039;&#039;&amp;lt;Sky-Port&amp;gt;&#039;&#039;&#039; keyword &lt;br /&gt;
*some Ports unlock additional battleline units&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Nar:&#039;&#039;&#039; &#039;&#039;Specializing in  unbinding, passing battleshock, generate CP, and spamming Thunderers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Respect Your Commanders:&#039;&#039;&#039; re-roll battleshock test for Barak-Nar unit wholly within 12&amp;quot; of a Barak-Nar hero.&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Trust Aethermatics, not Superstition:&#039;&#039;&#039; Each Barak-Nar hero can unbind +1 spells each turn.&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Through Knowledge, Power:&#039;&#039;&#039; +1 unbinding roll for Barak-Nar Heros&lt;br /&gt;
*&#039;&#039;&#039;Ability: Scholars and Commanders:&#039;&#039;&#039; At the start of the battle, roll a dice for each friendly &#039;&#039;&#039;Barak-Nar Hero&#039;&#039;&#039; on the battlefield or garrisoned. For each 4+ you receive an additional command point.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Champion of Progress:&#039;&#039;&#039; (General must take) Do not take battleshock for friendly &#039;&#039;&#039;Barak-Nar&#039;&#039;&#039; units while they&#039;re wholly within 12&amp;quot; of this general.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power:&#039;&#039;&#039; &#039;&#039;&#039;Aethercharged Rune:&#039;&#039;&#039; Once per battle you can change either 1 hit roll for an attack made by the bearer or 1 save roll for an attack that targets the bearer to the roll of your choice.&lt;br /&gt;
*Barak-Nar unlocks Thunderers as battlelines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Zilfin:&#039;&#039;&#039; &#039;&#039;A Skyvessel specialist port, with Speed, extra endrinwork, and destroying sky rivals&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Master Of The Skies:&#039;&#039;&#039; Re-roll hit rolls of 1 made by &#039;&#039;&#039;Skyvessel&#039;&#039;&#039; against flying units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Don&#039;t Argue With The Wind:&#039;&#039;&#039; Running Barak-Zilfin units add +6&amp;quot; instead of rolling +d6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - There&#039;s Always a Breeze if you look for it:&#039;&#039;&#039; Once per battle during hero phase, one Barak-Zilfin unit can make a normal move (can run, retreat or Disengage).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Magnificent Skyvessels:&#039;&#039;&#039; You can choose 1 extra &#039;&#039;&#039;Skyvessel&#039;&#039;&#039; in your army to have a great endrinwork. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait:&#039;&#039;&#039; &#039;&#039;&#039;Master Commander:&#039;&#039;&#039; &#039;&#039;(Arkanaut Admiral only and must take if the general is one)&#039;&#039; Each time you spend a command point to use a command ability on this general&#039;s warscroll, roll a dice. On a 5+, you receive 1 extra command point. Given your Admiral is going to be spending command points like they&#039;re on sale in this new book, the value of this Command Trait cannot be overstated. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power: Staff of Ocular Optimization:&#039;&#039;&#039; Pick 1 of the bearer&#039;s missile weapons. Add 1 to hit rolls for attacks made by that weapon.&lt;br /&gt;
&lt;br /&gt;
Barak-Zilfin unlocks Arkanaut Frigates as battleline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Zon:&#039;&#039;&#039; &#039;&#039;Turn SKYFARERs into better fighters.  Makes Skywardens really good.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Honour is Everything:&#039;&#039;&#039; Barak-Zon heroes re-roll hits of 1 against Heroes and Monsters&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Leave No Duardin Behind:&#039;&#039;&#039; +2 bravery to SKYFARER if wholly within 12&amp;quot; of Skyvessel&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Show them your Steel:&#039;&#039;&#039; Once per battle, in the hero phase, one of your units that are garrisoned in a vessel can immediately disembark.  &amp;lt;i&amp;gt;However&amp;lt;/i&amp;gt; the disembark is only 3&amp;quot; and must be more than 9&amp;quot; from any enemy which rather badly limits its effectiveness.  Sure it has its uses - you can disembark an Aether-Khemist and still use their abilities, and most of your troops will get an extra 1&amp;quot; of movement that turn as they should be able  to move in their movement phase too - and if you are running them that turn, the extra movement may be considerable - but generally you won&#039;t get a huge amount of extra flexibility from this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Deeds, Not Words:&#039;&#039;&#039; +1 to wound rolls if a SKYFARER and add +1 to hit for Skywardens during melee if they charged that turn. Gotta make sure that alpha strike hurts!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Bearer of the Ironstar:&#039;&#039;&#039; (General must take) first time general is slain, on a 2+, he is not, heals d3 wounds, and remaining allocated wounds are negated.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact Of Power: Aethersped Hammer:&#039;&#039;&#039; One user melee weapon gains 2 attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Urbaz:&#039;&#039;&#039; &#039;&#039;They are swimming in Aethergold and you should be spending some every phase&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Seek New Prospects:&#039;&#039;&#039; Barak-Urbaz units re-roll battleshock while wholly within enemy territory.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Always Take What You Are Owed:&#039;&#039;&#039; At the start of the game, D3 Barak-Urbaz units gain +1 Aethergold.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Where There&#039;s War, There&#039;s Gold:&#039;&#039;&#039; Once per battle, at end of combat, one SKYFARER unit that fought gains an Aethergold.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: The Market City:&#039;&#039;&#039; Ignore the -1 bravery penalty for using Aethergold.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Khemist Supreme:&#039;&#039;&#039; (an Aether khemist General must take this) The general&#039;s Aetheric Augmentation effects two units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Endrinwork: Breath of Morgrim:&#039;&#039;&#039; During the shooting phase, pick an enemy unit and roll a dice for each model within 6&amp;quot; of this unit, inflict a MW for each 6.&lt;br /&gt;
&lt;br /&gt;
Barak-Urbaz unlocks Gunhauler as battleline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Mhornar:&#039;&#039;&#039; &#039;&#039;Blitzers, getting right into enemy faces to decimate them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Seek New Prospects:&#039;&#039;&#039; Barak-Mhornar units re-roll battleshock while wholly within enemy territory.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Prosecute Wars With All Haste:&#039;&#039;&#039; During the first turn, Barak-Mhornar units can run &amp;amp; shoot&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Who Strikes First, Strikes Hardest:&#039;&#039;&#039;Once per battle, a Barak-Mhornar unit can fight at the start of combat phase instead of normally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Fearsome Raiders:&#039;&#039;&#039; -1 bravery for Enemy within 6” of a &#039;&#039;&#039;Barak-Mhornar&#039;&#039;&#039; unit. Awesome.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Opportunistic Privateers:&#039;&#039;&#039;  (General must take) the Skyvessel the general is in can redeploy anywhere (more than 9&amp;quot; from enemy units and more than 1&amp;quot; from objectives) before the first battle round but can&#039;t move or disembark that turn.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power: Galeforce Stave:&#039;&#039;&#039; (Navigator only) At the start of enemy charge phase, halve charge roll for one unit within 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barak-Thryng:&#039;&#039;&#039; &#039;&#039; The most Dawi port, having grudges, revenge killing, and having classic dwarf units + Magmadroths.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artycle - Chronicle of Grudges:&#039;&#039;&#039; pick up to 3 enemy units before the first battle round, Barak-Thryng re-roll hit rolls of 1 against the chosen units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amendment - Take Help Where You Can Get It:&#039;&#039;&#039; 1 in 4 units can be any DUARDIN unit, (become Barak-Thryng units, can&#039;t be general, don&#039;t count for battleline). Very flexible and are a lot of different DUARDIN units to pick. Remember that even though they don&#039;t get the Faction Allegiance, they&#039;re not counted as allies according to GW&#039;s official army builder.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Footnote - Honour The Gods, Just In Case:&#039;&#039;&#039; Once per battle, in any phase, hit rolls of 6 by 1 Barak-Thryng unit score 2 hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ability: Incredibly Stubborn:&#039;&#039;&#039; Each slain SKYFARER model within 3&amp;quot; of an enemy can fight before being removed on 4+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Supremely Stubborn:&#039;&#039;&#039; (General must take) Incredibly Stubborn triggers on 2+ instead of 4+&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power: Grudgehammer:&#039;&#039;&#039; (Skyfarer only) +1 to hit for one melee weapon, and unmodified wounds rolls of 6 with that weapon against a Grudge target also inflict D3 MWs.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords for these warscrolls are: &#039;&#039;&#039;ORDER&#039;&#039;&#039;, &#039;&#039;&#039;DUARDIN&#039;&#039;&#039;, and &#039;&#039;&#039;KHARADRON OVERLORDS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Brokk-Grungsson-en.pdf Brokk Grungsson]:&#039;&#039;&#039; (SKYFARER 200pts) 200 points of angry, overpowered dwarfen pain. Eight wounds, a 3+ save, three guns, and with a flying movement value of 12&amp;quot; he&#039;s much faster than most of your other heroes who can only footslog 4&amp;quot;. He can hit hard in melee - four attacks at -2 rend d3 damage, inflicting d3 MW on a 6 to-hit instead. His command ability lets all your nearby &#039;&#039;&#039;Barak Nar&#039;&#039;&#039; dudes reroll charges. Interesting to note is that while he&#039;s the Lord-Magnate of Barak-Nar, feel free to run him in whichever Skyport you like (you just won&#039;t get their port abilities for him).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Admiral-en.pdf Arkanaut Admiral]:&#039;&#039;&#039; (SKYFARER, MARINE 125pts) His melee weapon has good hit and wound rolls (with re-rolls of 1 against heroes or monsters), 3A, -2 rend, 2 Damage. His attacks are quite reliable, particularly against monsters and heroes due to his &amp;quot;if you want a job doing&amp;quot; rule, making him a decent duelist. Putting him on an Ironclad is going to see that expensive ship punch even harder. Also useful is that those within 3&amp;quot; with at least 5 models &amp;lt;s&amp;gt;can&amp;lt;/s&amp;gt; must also be used as bodyguard fodder on a 3+. His aether-powered munitions give a choice between slowing a monster down for a turn, ignoring ward saves on a unit for a turn on a 2+ and improving a unit&#039;s rend by 1 (probably your best option unless you&#039;re facing demons or other-ward reliant units or desperately want to reduce the charge roll of a monster that&#039;s already within 12 inches.)&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Aetheric-Navigator-en.pdf Aetheric Navigator]:&#039;&#039;&#039; (SKYFARER, MARINE 95pts) He has the ability to cut the movement of one enemy flying unit within 36&amp;quot; into half, there is also a 1 in 6 chance they suffer D3 mortal wounds. He could be handy to mess with enemies like Nighthaunt, and big flying monsters will hate you. The Navigator is also a source of spell and endless spell unbinding without the use of a relic or Code amendment, and he allows Skyvessels to re-roll run or charge rolls if he didn&#039;t use his Aetherstorm ability. He also has access to a pretty good selection of artefacts, all of which make him much more useful than he was in the previous book. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Aether-Khemist-en.pdf Aether-Khemist]:&#039;&#039;&#039; (SKYFARER, MARINE 90pts) The main reason you take this guy letting a &#039;&#039;&#039;Skyfarers&#039;&#039;&#039; unit re-roll wound rolls of 1. The Khemist has a defensive ability too - in melee, enemy models within 3 inches of him suffer -1 to hit with any attacks. He&#039;d rather not be in melee though. Lastly, his shooting weapon is 3d6 attacks on average hit and wound, and -2 rend, a brutal anti-infantry weapon, and just all-around nasty to approach. Stick him in a Skyvessel with some Thunderers and laugh at your opponent&#039;s tears. (You can&#039;t use his abilities while on a skyvessel though)&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinmaster-with-Endrinharness-en.pdf Endrinmaster with Endrinharness]:&#039;&#039;&#039; (SKYFARER, MARINE 95pts) A foot engineer that can heal a Skyvessel for D3 wounds every hero phase, a nice addition to any Ironclad. Besides that he&#039;s a decent combat character with a respectable hammer that can deal 3 MWs if he rolls an unmodified 6 to hit and d3 Damage at -1 Rend otherwise. His command ability also lets a unit of Endrinriggers re-roll their chances to heal. Between his hammer and gaze of grungni, an Endrinmaster can put out up to 12 wounds with -1 rend a turn, not bad for 95 points.  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinmaster-with-Dirigible-Suit-en.pdf Endrinmaster with Dirigible Suit]:&#039;&#039;&#039; (SKYFARER 180pts) Now you have a stuntie on a man-sized hot air balloon. This gives the guy a straight upgrade, repair now heals a straight 3 wounds and has two new weapons (a rapid-fire weapons suite and a stronger Aethercannon), as well as a saw that&#039;s got a better rend than the hammer, but lacks the chance for MWs. What he gets instead is the ability to hitch a ride with any Skyvessel when they Fly High, making him way more mobile and thus more useful as a direct support HQ. Interesting potential quirk with getting Skyriggers as Battleline if he&#039;s your general: unlike virtually every other Pitched Battle Profile out there, this ability doesn&#039;t explicitly say it depends on having Kharadron Overlords allegiance. Though this might seem like an insignificant detail, if you are running either a Grand Alliance: Order or Lethisian Defenders army (from the Forbidden Power expansion) or Tempest&#039;s Eye (Cities of Sigmar), this Endrinmaster&#039;s ability gives you the rare option of having more choices for Battleline than the standard vanilla options. Again, not that this comes up very often, but I wouldn&#039;t be surprised if GW errata&#039;ed this in the future (fingers-crossed they don&#039;t though, because having more options is always nice). &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-thundriks-profiteers-en.pdf Bjorgen Thundrik]:&#039;&#039;&#039; (SKYFARER, MARINE 150pts) The Shadespire Warband but is legal for use in AoS too. You get Bjorgen and his unit of four Profiteers. Bjorgen is similar to a regular Khemist but his buff gives re-roll 1s to hit, not to wound. He has one extra attack with his melee weapon over a normal Khemist, but he&#039;s still not good in melee. More importantly, he is a named character, so he can&#039;t be given an artefact or command trait.&lt;br /&gt;
**His Profiteers are a unit of four: you get a motley crew of one (single wound) Thunderer with a buffed up aethershot rifle, one Skywarden with skypike, and two Arkanaut Company dudes one of whom has a volleygun. Given that a standard Aether-Khemist is 90pts, you&#039;re basically paying 50pts for this unit of four mismatched dudes. However, given the lack of +1 to hit in our book, their rule is one of the only way to have guns on 2+ to hit. 50 pts for 14 shots (6 on 2+) is not that bad.  They and Bjorgen do fit neatly in a Gunhauler with the collapsible compartments endrinwork if you want to have some fun with that (they are all marines so even the skywarden will fit inside).&lt;br /&gt;
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===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Company-en.pdf Arkanaut Company]:&#039;&#039;&#039; (Battline; Skyfarer, Marine Min:10 Max:40 90pts) Always battleline no matter which skyport or who the general is. They&#039;re rather average in combat and human Bravery, but are a reasonably cheap option for holding objectives since they reroll battleshock and get +1 to hit if wholly within 9&amp;quot; of an objective (and not in a garrison). Their pistols are okay, although short-ranged, and you can also include one of each following heavy weapon per ten dwarfs - Skypike (2&amp;quot;/2/4+/4+/-1/D3), Light Skyhook (18&amp;quot;/1/4+/3+/-2/D3), and Aethermatic Volleygun (12&amp;quot;/6/5+/4+/-1/1).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Grundstok-Thunderers-en.pdf Grundstok Thunderers]&#039;&#039;&#039;: (Conditional battleline: Barak-Nar Army; Skyfarer, Marine Min:5 Max:20 120pts) Unless going all rifles for the decent range, Thunderers rely on the synergy between the special weapons to do their damage at a 12&amp;quot; range - having at least one cannon, mortar and decksweeper gives those weapons +1 to hit.  The unit still puts out a respectable weight of fire, and if everything clicks they can shred pretty much anything that doesn&#039;t have a 3+ base save. Their defenses aren&#039;t amazing, with a 4+ armor save and 2 wounds apiece, but honestly, it doesn&#039;t matter because they&#039;re not supposed to be in combat, but if they do they gain +1 attack to their ranged weapons if they risk sticking it out and having Fumigators will help them survive.&lt;br /&gt;
** They are good candidates to have min unit armed with only Aethershot Rifle backfield or placed in skyships with mixed weapons to give them more firepower, as it will get them within 9&amp;quot; (but unit bonuses won&#039;t work when garrisoned).&lt;br /&gt;
*** Combine the -1 to being hit from the fumigators with the -1 that the Khemist provides and this guys will be durable enough in CC to make use of their 3&amp;quot; ability. It&#039;s something worth considering.&lt;br /&gt;
****This particular combo can be used to save other high-value units in your army.  Remember, they inflict -2 to hit on the opponent.  Ironclad too wounded to retreat? Have the thunderers and khemist hop out, and inflict that glorious -2 to hit on whatever is punching your boat.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Skywardens-en.pdf Skywardens]:&#039;&#039;&#039; (Conditional battleline: General is Endrinmaster with Dirigible Suit; Skyfarer, Min:3 Max:12 105pts) DUARDIN warriors with a balloon strapped to their backs. Are armed with Vulcaniser Pistol and skypikes (2&amp;quot;/2/4+/3+/-1/D3d). Skypikes&#039; 2&amp;quot; range lets you fight in two ranks, so you can bunch up and present a narrower frontage to the enemy, maybe taking fewer attacks back from them. The Vulcaniser pistols though are a mixed bag. There not bad on the face of it, (3+/3+/-1/d1) so there better then the Arkanaut Company pistols and so can Unleash hell pretty effectively. The issue is there range: 9 inches. When using there Hitchers ability to deep strike around the board with an airship, they have to stay more then 9 inches away, so out of range. If you want to shoot with an airship when it teleports around the board then t they can also be armed with bigger guns. 1 in 3 can get a Volley gun and 1 in 3 can get a Drill Launcher, Grapnel Launcher or Skyhook (all hits hard and either: have extra rend and could deal MW, prevents enemies from fleeing, or add +1 to charge rolls). Skywardens also inflict MW when they retreat or get charged by flyers.  Amusingly, it doesn&#039;t matter if you only have one left in the unit, their skymines will still roll to damage every enemy model in the unit.  Most importantly, like other Balloon DUARDIN, they can redeploy with a ship when it Flys High to get into charge range first turn (Skyhook will help with this of course). They may not be that survivable with 2W and 4+Sv but are good shock assaulters especially when they pop an Aethergold and they can potentially inflict a lot of damage with their 2 attacks that deal d3 damage. &lt;br /&gt;
**Skywardens are melee specialists, so loading them with ranged weapons may not be the most effective use of units with normally 2 attacks, though the mortal wounds they can cause may help discourage enemies.  &lt;br /&gt;
**take a unit of 6+, with Grapnel Launcher and Skyhook, charging and holding in melee is easier.&lt;br /&gt;
**Having one surviving Skywarden retreat from combat can potentially hit every close by enemy unit for D3 mortal wounds.  If you&#039;re reduced to one model in melee, it may be worth burning a command point or aether-gold to auto-pass battleshock just for this chance.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinriggers-en.pdf Endrinriggers]:&#039;&#039;&#039; (Conditional battleline: General is Endrinmaster with Dirigible Suit; Skyfarer, Min:3 Max:12 100pts) They ensure that your boats stay up in one piece, and are armed well enough to discourage the enemy - each Endrinrigger has a 12&amp;quot; range 3 shot pistol, and [[Rip and Tear|Aethermatic Saws]] which, compared to the skypikes, are 1 attack but has better to-hit, wound, and -2 rend, making it easier to land those attacks and better statically better than skypikes when fighting 4+Sv. Endrinriggers would prefer to stay near boats and may range it out by taking the same 1 in 3 option as Skywardens. You may want to range things out and stay with the boat with a Rapid-fire Rivet Gun, Drill Launcher and Aethermatic Volley Gun. So broadly speaking, you have two good ways to run this unit: either kit them out for melee, keep the saws and maybe add a grapnel launcher for elite fighting, &amp;lt;i&amp;gt;or&amp;lt;/i&amp;gt; tool them up for shooting by giving one-third of them drill cannons, another third of them volleyguns. This will give you a very mobile unit with 24&amp;quot; range guns. Finally, as their main role, Endrinriggers have a chance for each model to repair a wound on a skyvessels if the unit is within 1&amp;quot; of the boat.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Grundstok-Gunhauler-en.pdf Grundstok Gunhauler]:&#039;&#039;&#039; (Conditional battleline: Barak-Urbaz Army; War Machine, Skyvessel, 130pts) A supporting corvette for your airfleet, has a good damage output and movement value and neither are affected by wounds taken, which is good because this thing can negate damage on any other non-Gunhauler Skyvessel within 3&amp;quot; on a roll of 6 (subsequently drawing the fire). It can be armed with either a Skycannon (a rapid fire or big accurate shot option) or a Drill cannon (36&amp;quot;/1/3+/3+/-3/D3d, and on a 5+ to hit will inflict 3 MW), both are equally good choices so just pick whichever you think your army needs most. Like all other SKYVESSEL, they have MW bombs thrown at an enemy that tries to tie it down, able to retreat from anything without fly and still shoot, and they can Fly High, redeploying anywhere 9&amp;quot; away from enemies.&lt;br /&gt;
** Most people lean towards the Skycannon for damage output, but the Drill cannon is very good at sniping big targets from far away. If you take 3 gunhaulers with the Drill cannon and the Grundstok Escort Wing Battalion (which you probably are already), you combo that together to give 3 shots from 36 inches away that have reroll 1s to hit an give 3 mortal wounds on unmodified 5s to HIT. This is amazing because it is not uncommon at all to pick out an enemy character with a -1 to hit them, but still get a couple 5s and outright kill them. Even if you don&#039;t get the 5s, you hit them and pretty reliably wound them on a 3+ with -3 rend. With the range on the guns, you can easily spread them out and hold back field objectives, and the battalion doesn&#039;t need the gunhaulers to be close to a hero or anything to get their reroll 1s. You just declare at the start of the turn and go nuts sniping support characters all game. As an added bonus, if you really need to nuke something, shoot these three guns into the target and then charge it with all three gunhaulers for their bomb racks. Odds are, you&#039;ll get close to 10 mortals if you&#039;re even a little lucky.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
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A note on garrisons - the rules for garrisoned units are... lacking in detail, but consider the following.  According to the core rules, garrisoned models &amp;quot;can attack or be attacked, cast or unbind spells, and use abilities&amp;quot;.  Notably lacking from this description is if they can be affected by spells or abilities.  In particular, certain spells and abilities require you to check how many models in a unit are within a certain range, which is impossible to check with a garrison.  RAW therefore seems to indicate they cannot be the target of spells or abilities unless specifically stated - such as the admiral&#039;s Repel Boarders! command ability (although even that ability targets the skyvessel rather than the garrison).  Possibly to make up for this, several Kharadron abilities state they can&#039;t be used by a garrisoned unit.  &amp;lt;i&amp;gt;However&amp;lt;/i&amp;gt;, the FAQ&#039;s say that, unless stated otherwise, all ranges that would normally be measured to and from a model are instead measured to and from the vessel they are garrisoned in, and confirms that the Look Out Sir rule does apply (although note that is a rule, not an ability) - so does this mean that as long as part of the skyvessel is within range then every single garrisoned model also is within range?  This seems to be the way it plays at the moment, but it could definitely be clearer.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Frigate-en.pdf Arkanaut Frigate]:&#039;&#039;&#039; (Conditional battleline: Barak-Zilfin Army, War Machine, Skyvessel, 220pts) The bulk of any Skyfleet, a basic transport, and gunboat. It can carry up to 15 Duardin, but going over 10 halves its movement, heal one wound each hero phase, and reroll run rolls. Armed with hull-mounted Aethershot Carbines (12&amp;quot;/4/3+/3+/-1/2D). And it can take a heavy weapon on its forecastle, you can choose between a Heavy Skycannon (have a horde killing and monster-slaying option), and Heavy Skyhook (same as Heavy Skycannon&#039;s monster-slaying shell except for shorter range, but also add +2 to charges, so your passengers can drive closer and hit them with their swords and then pull back to rapid-fire them).  With Sky High, it can relocate 9&amp;quot; from any enemy models and because Garrisoned units can shoot, you can let several contingents of Grundstok Thunderers devastate first turn with their 12+&amp;quot; weapons. Getting into close combat isn&#039;t as much of a death sentence as it has been before. It has six 4+/4+/-/1 attacks and it can generate D3 mortal wounds every close combat phase (so twice per round), and now has a shiny 4+ save. Sure, its not a close combat monster but this and the attacks from the crew inside should be enough to survive until your own movement phase, where you can just disengage and start blasting them!&lt;br /&gt;
**Note that the frigate and Ironclad can only disengage and fly high if they haven&#039;t taken too much damage.  An Endrinmaster or some Endrinriggers can offset this as they get to fix a skyvessel before it moves, and of course they get a built in heal of one wound a round nowadays too, but don&#039;t get cocky, kid.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Ironclad-en.pdf Arkanaut Ironclad]:&#039;&#039;&#039; (War Machine, Skyvessel, 480pts) [[Awesome|A flying Baneblade.]] This ship has everything: guns, armour, health, troop capacity, this ship makes the Adeptus Mechanicus shit themselves in envy. Carries up to 25 infantry in its hull, with 16+ models slowing it. Of all the clown cars the Kharadron have, this one is the slowest (only a 10-inch move, degrading with damage), but also the toughest and hardest hitting armed with Torpedoes, Carbines and one of three choices of hull-mounted turret: either the Great Sky Cannon, as above, the Great Skyhook, as above, and the Aethermatic Volley Cannon, essentially a [[Dakka|minigun Cannon]], with 4D6 shots hitting on 3s, wounding the same, and rend -1, a fantastic dakka option. The great skycannon also has its use. Unlike its smaller cousin on the frigate, the one on the Ironclad always hits for 6 damage. 30&amp;quot; range and -2 rend means you can threaten those squishy backfield wizards.  GW finally realized that something called &amp;quot;Ironclad&amp;quot; shouldn&#039;t die to a stiff breeze and gave it a 3+ save.&lt;br /&gt;
**This beefy motherfucker can party down with the baddest things the enemy can throw at them, and barely feel a scratch. Mangler Squigs, Slaughterbrutes, Gryphons, Manticores, the Ironclad will kick the shit out of all of them and hardly feel the tickle of their ineffective claws. Hardly any of this monster&#039;s combat capability is decreased by taking wounds, and it loses absolutely none of it&#039;s artillery firepower, meaning it can sit there firing all 480 points of guns at anything it damn well pleases until it&#039;s lost every wound.&lt;br /&gt;
**The Great Sky Cannon is probably the best overall option as it&#039;s the most versatile with two firing modes. The Single-Shot cannonball is useful for popping those tiny, shitty heroes that sit in the backline, and for pretty much everything else, the Grapeshot Mode will mow down opponents. It&#039;s notable that the Cannonball has a 30&amp;quot; range, and the grapeshot has 24&amp;quot;, so fire away from long distances without fear.&lt;br /&gt;
**The Great Skyhook does just as much damage as the Sky Cannon&#039;s Cannonballs, but has only a 24&amp;quot; range and adds two to charge rolls instead. Most ironclad probably don&#039;t care about charging into melee (having pretty mediocre melee attacks) but if you bring the &#039;&#039;&#039;Zonbarcorp &#039;Dealbreaker&#039; Battle Ram&#039;&#039;&#039;, you can live a truly hilarious meme. -For lolz add a few Endrinmasters for self-healing and mortal wound output and go demon hunting. Then make it even more cancerous by choosing Barak Thryng as your skyport, give one of your heroes onboard the Grudgehammer artifact, and then designate the big baddie in your opponent&#039;s army as your Grudge target.&lt;br /&gt;
***Another little thing in favour of a Skyhook since this thing can be garrisoned this can be an effective way to get a big squad into combat faster since they can fight from inside the Ironclad, thus turning two separate charge rolls into just one with +2 to charge. Something to consider.&lt;br /&gt;
**The Great Volley Cannon, though with far less reach at 18&amp;quot; and less damage per shot than other options, is a good (albeit somewhat swingy) armament with the proper support. On 4d6 you&#039;re looking at an average of about 14 shots per volley, but this you can almost certainly guarantee those shots with the amount of rare re-roll 1 support that Kharadron gets. Stacking All-Out-Attack/Damned/Vigilor ally support, in combination with using the boat&#039;s aether-gold on the Inspired Triumph, and using an Aether-Khemist&#039;s Large-Caliber Augmentation triumph, leads to you getting an average of 14 shots at 2+/2+/-1 re-rolling both hits and wounds, in combination with boosting the rest of the weapon profile as well. This can synergize even &#039;&#039;further&#039;&#039; by stacking Barak-Thryng&#039;s &#039;&#039;&#039;Honour the Gods, Just In Case&#039;&#039;&#039; to make every 6 an exploding one versus a grudged target to turn your alpha-strikes up to 11. Assuming, of course, you don&#039;t roll 4 attacks on it and do all this work for nothing.&lt;br /&gt;
***Additionally, &#039;&#039;&#039;The Last Word&#039;&#039;&#039; doesn&#039;t replace your normal unleash hell, meaning you can potentially have 8d6 volley-gun shots (albeit with 4d6 of them being at -1 to hit) against anything that &#039;&#039;dares&#039;&#039; try and get between a proper Duardin vessel and their gold.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and doodads are going to be likely added to the faction rules as default.&lt;br /&gt;
===Grand Armada===&lt;br /&gt;
&#039;&#039;&#039;(90pts, Min: 3090pts Max:)&#039;&#039;&#039; &#039;&#039;1 Arkanaut Admiral or Brokk, 1 Iron Sky Command, 1 Iron Sky Attack Squadron, and 1 Grundstok Escort Wing&#039;&#039;. &lt;br /&gt;
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&amp;quot;Constitutional Experts&amp;quot;, Keep your Admiral/Brokk Hero from this battalion on the battlefield you can re-use your footnotes once per battle.&lt;br /&gt;
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===Grundstok Escort Wing===&lt;br /&gt;
&#039;&#039;&#039;(120pts, Min: 810pts Max: 2780pts)&#039;&#039;&#039; &#039;&#039;2-3 Grundstock Gunhaulers; 1 Arkanaut Frigate or Ironclad; 1 Grundstock Thunderers, &amp;amp; 0-3 units of Skywardens.&#039;&#039;&lt;br /&gt;
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&amp;quot;Focused Fire&amp;quot;, at the start of your shooting phase choose an enemy unit.  Re-roll 1s to hit for this battalion against that unit when shooting this phase.&lt;br /&gt;
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===Iron Sky Command===&lt;br /&gt;
&#039;&#039;&#039;(110pts, Min: 1100pts, Max: 3100pts)&#039;&#039;&#039; &#039;&#039;0-1 Arkanaut Admiral or Brokk Grungsson; 1 Arkanaut Ironclad; 3 heroes in any combination (Aether-Khemist, Aetheric Navigator, and either Endrinmaster); 1 Arkanaut Company; 1-3 units of Endrinriggers&#039;&#039; &lt;br /&gt;
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Kharadron Overlords wholly within 18&amp;quot; of the Arkanaut Ironclad from this battalion does not take battleshock tests.&lt;br /&gt;
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===Iron Sky Attack Squadron===&lt;br /&gt;
&#039;&#039;&#039;(100pts, Min: 720pts, Max:)&#039;&#039;&#039; &#039;&#039;2+ Arkanaut Frigates &amp;amp; 1 Arkanaut Company for each frigate in the same battalion.&#039;&#039;&lt;br /&gt;
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When an Arkanaut Company disembarks from a Frigate from the same battalion it can decide to leave before or after the vessel has moved. In addition, roll 3D6 instead of 2D6 when charging for Arkanaut companies that disembarked from Frigates of the same battalion in the movement phase during the same turn.&lt;br /&gt;
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*For what is worth this Battalion might be extremely important for a few reasons.&lt;br /&gt;
**1- Got frigates that are worthy vessels to take in for their point cost.&lt;br /&gt;
**2- Gives the Kharadron the much-needed flexibility of moving around and disembark wherever the winds take to profit from the maximum use of the boat speed + the capacity to: disembark and take objectives, allowing the short-range weaponry to be within range. And as of last resort, you can make quite some impressive charges that despite Arkanauts not being ideal shock troops, it hurts no one if that charge help finishes some unit off to allow your Arkanauts to capture points. (probably this is the main reason this battalion is really good).&lt;br /&gt;
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Intrepid prospectors: this battalion was removed in GHB 2020.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
===General Tactics===&lt;br /&gt;
* The name of the game is mobility and objective taking.  With the ability to take an entire army that flys and flies high every turn, it is possible to be anywhere you want, whenever you want to be there.  Combined with some wargear and tactics that help to slow your opponent and the long(ish) range of some of the weapons in the army, you should be able to wear down your opponent and grab objectives when you need them most.  &lt;br /&gt;
* Learn to love your clown cars. You can stuff a surprising number of duardin in each vessel. Stuff 15 thunderers in an ironclad will give you at will deep striking and a wall of dakka to anything within range. Garrisoned units don&#039;t count toward holding objectives, but you can still land all over the board, open up the clown car, have the shooty soldiers pile out with the skyvessel between them and their enemies, and freely shoot through your own vessel because it&#039;s flying, while being nice and safe from charges, who will have to go through the tough skyvessel first, essentially a less shitty and unbalanced version of the [[Fish of Fury]]. (note: units cannot disembark after a ship has flown high unless otherwise stated by a faction ability or artifact; so counting those models toward an objective would be delayed a turn)- with the exception of Iron Sky Attack squadron.(see above)&lt;br /&gt;
**As a sub-note, bringing empty ships is an option, but even stuffing a single squad of min-size Arkanauts or Thunderers into a ship immediately improves the ship&#039;s overall performance, especially in melee. The ships have far better range than your foot soldiers, but enemies will be wary of approaching your ships too close or risk being unloaded on by pistols or Thunderer special weapons. No one wants to take Aethercannons to the face.&lt;br /&gt;
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===Barak Nar Tactics===&lt;br /&gt;
*All heroes may unbind spells, which they do with a +1. Once per game, all heroes may unbind an additional spell. Goodbye spell-casting; if I don&#039;t have any wizards, my opponent isn&#039;t gonna have any either!&lt;br /&gt;
*May also bring additional navigators, which is of dubious usefulness.&lt;br /&gt;
*Plenty of abilities that enhance your Battleshock tests, too. This makes Barak-Nar one of the better Skyports for never failing battleshock tests. [[Dakka|You&#039;re still probably better off blasting your opponent into quivering jelly before they even get a chance to force Battleshock tests on you.]]&lt;br /&gt;
* Best models for Barak Nar: Heroes of any type (They get to freely try to dispell, and they gain leadership-enhancing auras), and big blobs of Arkanaut Company.&lt;br /&gt;
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===Barak Zilfin Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Aetherspheric Endrins&#039;&#039;&#039; has been replaced with &#039;&#039;&#039;Magnificent Skyvessels&#039;&#039;&#039; so there goes deep-striking a fully loaded-up Ironclad. Always take at least two Skyvessels and pimp them both, you are taking more than a single Skyvessel in a Kharadron Overlord list right?&lt;br /&gt;
*&#039;&#039;&#039;There&#039;s Always A Breeze If You Look For It&#039;&#039;&#039; then gives you the ability to move another Skyvessel up the field incredibly quickly to support your Deep Striking Skyvessel (Bringing a Gunhauler 24&amp;quot; up to support your badass Ironclad seems like a good plan all around). Alternatively, you can use this to get your important ship way the fuck out of danger, or into a better tactical position. Never underestimate the power of rocketing your Frigate across the board to somewhere your opponent thought they were safe. Models can also Disembark after TAABIYLFI normally, making it great for quick tactical jumps from which your Endrinriggers can hop out and fuck some shit up.&lt;br /&gt;
*Zilfin is the thinking man&#039;s Barak. None of Zilfin&#039;s powers directly increase your army&#039;s survivability, only their mobility, making Zilfin incredibly fast, to the point that most people won&#039;t expect it.&lt;br /&gt;
* Best models for Barak Zilfin: Any Skyship. All your powers revolve around them. Endriggers and either Endrinmaster are essential support.&lt;br /&gt;
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===Barak Zon Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Show Them Your Steel:&#039;&#039;&#039; Once per battle, in your hero phase, one embarked SKYFARER can immediately disembark and attempt to charge as if it were the charge phase. Not sure why this rule even exists, really - why not just move first and then charge in the charge phase? (Note: because enemy can’t use “unleash hell” in hero phase)&lt;br /&gt;
* Barak Zon&#039;s abilities all revolve around aggression. Their heroes get to reroll 1s when targeting &#039;&#039;&#039;Heroes&#039;&#039;&#039; or &#039;&#039;&#039;Monsters&#039;&#039;&#039;, you reroll 1s to wound after a charge, and you can take a magic item that gives you Always Strikes First.&lt;br /&gt;
* Best models for Barak Zon: Endrinriggers, Arkanaut Company with Skypikes, Arkanaut Admirals, and Endrinmasters.&lt;br /&gt;
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===Barak Urbaz Tactics===&lt;br /&gt;
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*Using &#039;&#039;&#039;Khemists Supreme&#039;&#039;&#039;, This lets your Khemists double up on their buffing, making them very useful in a gunline. Sit him next to 20 Arkanauts and 10 Grundstok Thunderers. Buff them both, and let the monster-killing shots fly while anything in range gets shredded. If you like Gunlines, this is the Barak for you, as even in the biggest armies you&#039;ll probably need no more than 1 or 2 Khemists to buff your best units.&lt;br /&gt;
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*You can also completely forgo the Khemist since his nerf and you wont be that bad off without him. One of the great thing about this city is that you don&#039;t have to use the master khemist command trait (wether you have a khemist or not, you only are forced to use it if your general is a khemist) and there&#039;s no forced artefact either, just an exclusive underwhelming great endrinwork). &lt;br /&gt;
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*Seemingly the generalist Barak, almost anything works well with extra no-drawback Aethergold.&lt;br /&gt;
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*Best models for Barak Urbaz: Aether Khemists, Thunderers, Arkanaut Company, Gunhaulers.&lt;br /&gt;
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===Barak Mhornar Tactics===&lt;br /&gt;
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*Make sure you&#039;re getting the most out of &#039;&#039;&#039;Opportunistic Privateers&#039;&#039;&#039;. In your &#039;&#039;&#039;shooting&#039;&#039;&#039; phase you select one enemy unit and any of your units who target that unit and are within 3&amp;quot; of your general can re-roll misses. This ability is amazing. It makes weapons that seem underwhelming such as Volley guns much more viable. For example, your Arkanaut Company targets a hero or Monster giving them +1 to hit (now on 4+) then re-rolling those misses with the command trait and suddenly your 18 shot -1 rend 1 damage are going to do some serious damage. This translates well to other units, of course, Skyships normally have weak to-hit rolls, but rerolling misses makes them more reliable, and Thunderers get much more reliable if you take the full weapon array or even just Rifles.&lt;br /&gt;
*Our Artycle &#039;&#039;&#039;Seek New Prospects&#039;&#039;&#039; allows you to re-roll battleshock tests while in your opponent&#039;s territory. This ability is very dependent on what you are facing. Against other ranged armies, this may be useful as you move up or if you need to secure an objective on the other side of the board. Most of the time, however, it will not be very useful. Luckily we are the only Barak with access to &#039;&#039;&#039;These are Just Guidelines&#039;&#039;&#039; allowing you to swap your Artycle in the hero phase. Some people are saying you must roll for it while others say you may pick so its a bit up in the air at the moment. Either way, it gives you the opportunity to potentially get something more useful. (Note: the 2020 Battletome changed the way Footnotes work).&lt;br /&gt;
*&#039;&#039;&#039;Prosecute at all haste&#039;&#039;&#039; allows your units to run and shoot in the first turn. Add in an Iron Sky Squadron battalion for +1 to the attacks of all missile weapons on the frigates. You now have 2 frigates with the firepower of 4 for a turn. Add in the command ability from your general and you have some reliable and dangerous shooting for a turn.&lt;br /&gt;
* Best models for Barak Mhornar: Aether Khemists further your Alpha Strike and Target Deletion style very well, letting you enhance your unit&#039;s weapons with both an extra attack and rerolling failures to hit against your target. Thunderers, Skyships, and Endrinriggers all get a ton out of this.&lt;br /&gt;
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===Barak Thryng Tactics===&lt;br /&gt;
* &#039;&#039;&#039;Settle Your Grudges&#039;&#039;&#039; lets you pick an enemy unit after everything&#039;s been set up, and for the rest of the game, you reroll 1s to hit against it! Hey look, we have a Grudge to settle with Nagash/Archaon/Alarielle/Celestant Prime/Morathi/That forty man blob of Tzaangors. Great for helping troubleshoot that one thing you know will be really obnoxious, but obviously makes you a little less flexible, and if the enemy knows you&#039;re going to bully that one target, they can simply hide it all game and deny you your power (whoever wrote that said it like it&#039;s a bad thing)&lt;br /&gt;
**Oh wait, you thought you could only pick ONE target for &#039;&#039;&#039;Settle Your Grudges&#039;&#039;&#039;? &#039;&#039;&#039;Log of Grudges&#039;&#039;&#039; lets you pick 3 GRUDGES INSTEAD! I&#039;m sure that one of those 60 zombies bite off the finger of my grand-grand-grandfather, while that freeguild general refuse to pay a bet after he loses at dices and that fucking cygor is looking mean at me! &lt;br /&gt;
*GYROCOPTERS! Always thought that those diabolic and insecure skyvessels make the ancestors grumbling? Go back into the skies with proofed and secure gyrobombers or gyrocopters. Quite perfect for kharadron armies, these little guys moves fast, shoot good and have a really terrifying possibility for deal a lot of mortal wounds. Grab 6 bombers for absolutely flat everything in your way, and finish the rest with frigates and heavy firepower. &lt;br /&gt;
• Fyreslayers are also useful. Especially with that deepsteike trick. Note that you need at least eight units to get a combo going which can suck in low level games (not quite true. You can still use Ally points to take the runesmith). All those melee tricks become heinous in the hands of teleporting Hearthguard.&lt;br /&gt;
* &#039;&#039;&#039;Honour The Gods, Just In Case&#039;&#039;&#039;: ... This is a little gem. Once for battle, in any phase, you can activate this footnote and for the rest of that phase every unmodified hit rolls of 6 deal two attacks instead of one. Really good for make your shooting phase even more shooty, but considering that you can bring some really good brawlers (like a warden king with a unit of hammers or ironbreakers, that deal 3 attacks each this way) can be useful to use it in the combat phase too, especially for the...&lt;br /&gt;
* &#039;&#039;&#039;supremely stubborn&#039;&#039;&#039;:  If a SKYFARER model dies, roll a dice. On a 4+ he can attack if he is at 3&amp;quot; from an enemy. This makes the footnot even more dangerous,  because you will attack again in the phase when you activate it, making your dwarfs dangerous even if dying. &lt;br /&gt;
* Lastly, you get the unique Artefact: &#039;&#039;&#039;Grudgehammer&#039;&#039;&#039;. This lets the hero it&#039;s equipped to add +1 to hit for one melee weapon, and unmodified wound rolls of 6 with that weapon that target a Grudge target also inflict D3 MWs. Pretty nice on an Admiral or an Endrinmaster, but probably a little weak on anyone else.&lt;br /&gt;
* Best models for Barak Thryng: Barak Thryng doesn&#039;t really specialize in any one thing, and is a decent all-arounder who&#039;s power isn&#039;t necessarily enhancing certain units. Play what you like with this one.&lt;br /&gt;
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==Allied Armies==&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar:&#039;&#039;&#039; Tempest Eye allows Kharadron units to be part of their army, However we can only ally with units from the Dispossessed and Ironweld Arsenal. The Dispossessed has access to a very solid melee and the Runelord can help counter MORE magic. Meanwhile the Ironweld Arsenal provides cheaper artilery and flyers, as well as the occasional steam tank to help protect those gunlines. Battlemages can be good too, with their generic lore&#039;s spells for making your units faster/more durable or just deal mortals wounds.&lt;br /&gt;
*&#039;&#039;&#039;Stormcast Eternals:&#039;&#039;&#039; They have Spellcasting, elite melee troops, and can help fill in some gaps in your army. The Sacrosanct Chamber in particular has access to some powerful spellcasting and solid melee troops. Lord-Ordinators are worth considering since all of your skyvessles are Order War Machines. &lt;br /&gt;
*&#039;&#039;&#039;Fyreslayers:&#039;&#039;&#039; Not only can you get some good melee troops, but you can force your opponent to choose between the looming Ironclad or the massive Magmadroth coming straight at them.&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
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==Building an Army==&lt;br /&gt;
The 2020 Battletome gave these guys a much needed update that makes building an army much easier.&lt;br /&gt;
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Originally the Start Collecting box wasn’t an overly useful place to actually begin your own fleet, but now with the arrival of conditional battlelines for the various Skyports, this box now serves as a decent starting point for your army. You’ll most likely build an army around one of the aforementioned ports, but as a good rule of thumb, Arkanauts and Frigates will be your best friends and you can’t go wrong with having a couple of them in your fleet.&lt;br /&gt;
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{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
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