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		<title>Transformers</title>
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		<updated>2019-11-14T19:16:10Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C00:C130:31F2:C256:6938:7720: /* Tabletop Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Generation 1 by DonFig.jpg|800px|thumbnail|center|And these are just your characters from G1!]]&lt;br /&gt;
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&#039;&#039;&#039;Transformers&#039;&#039;&#039; is a series of Robot Toys created by [[Hasbro]] and Takara Tomy that typically turn into cars and other vehicles. Robots are cool, cars are cool and so they became popular. In 1984 they made some comics and a cartoon show. The comics show created a lot of toy sales and the toys kept the shows and comics popular. Over the years they changed things up to sell more toys and new series were made, some worked quite well (Beast Wars, Prime) others did not (Armada, Energon, Cybertron). &lt;br /&gt;
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Why has there never been a roleplaying game about this shit? Only [[/co/|comics, cartoons,]] [[/a/|anime,]] [[/v/|and finally video games.]] So much potential. Seriously, it&#039;s a setting about sentient, shapeshifting robots fighting a war that spans motivations from political to racial to theological. Fuck, there weren&#039;t &#039;&#039;any&#039;&#039; tabletop Transformers games beyond [[Ameritrash|the usual tie-in bullshit]] until 2018 when Hasbro announced an official Transformers TCG. How the fuck has nobody realised the money-making potential there?&lt;br /&gt;
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==Main Guys==&lt;br /&gt;
As the series come and go, a certain bevvy of characters seem to be archetypal to the Transformers. Not helped by the fact that, ever since the flop of &#039;&#039;Beast Machines&#039;&#039; and the riotous financial successes of the Bay, Hasbro seems to only ever stick with recycling Generation One, with some other characters jumping continuities. These are the Transformers who appear in some form or another in every iteration of the setting.&lt;br /&gt;
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*&#039;&#039;&#039;Optimus Prime&#039;&#039;&#039;: Leader of the Autobots, [[Lawful Good]] to the computer-core, the Big Red Hero-bot himself. There&#039;s always an Optimus leading the Autobots, and he usually turns into some kind of red truck or hauler.  His name is the Latin words for &amp;quot;best&amp;quot; and &amp;quot;first&amp;quot;, and he really is both. In the original show (and in the Michael Bay movies -- one of the decent things about them -- and Transformers Prime and the Cybertron games), he was voiced by Peter Cullen, whose awesome deep voice you probably hear in your head whenever you read any of his dialogue.  Check it out: &#039;&#039;&amp;quot;Freedom is the right of all sentient beings.&amp;quot;&#039;&#039;  Also has the record of dying the most times out of anyone ever, making one wonder how the hell the GM lets him get away with it each time. Might be because he always goes out fighting, never like a punk.&lt;br /&gt;
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*&#039;&#039;&#039;Megatron&#039;&#039;&#039;: If there&#039;s an Optimus Prime, there&#039;s always a Megatron, the Evil (of some flavor, depending on the series) to his Lawful Good. Megsy remains pretty consistent throughout his appearances, usually varying only in what level of honor he has (which usually depends on his backstory; sometimes he started as a charismatic gladiator turned freedom fighter against the corrupt Cybertronian government -- [[Angron]], anyone? -- but sometimes he&#039;s just nuts) and/or how much of a cold-blooded psychopath he is.  He used to turn into a gun (which could inexplicably shrink down to be small enough to be wielded by another Decepticon or even the occasional &#039;&#039;human&#039;&#039;), with the &amp;lt;s&amp;gt;barrel&amp;lt;/s&amp;gt; scope giving him a wicked arm cannon in robot mode, but nowadays he usually turns into a tank or a jet.  He was first voiced by Frank Welker, whose versatile voice was also used for just about every other Decepticon except for Starscream (and probably at least one role in just about every cartoon ever made). David Kaye did a bang-up job voicing Predcacon Leader Megatron in Beast Wars, &#039;&#039;Yeeesss&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Galvatron&#039;&#039;&#039;:Whenever there is a Megatron there is a Galvatron. He&#039;s everything you love about the M taken up to eleven. This guy is seriously bad news, he&#039;s probably insane and violent enough to give Doombreed pause and he&#039;s probably the strongest non-God transformer there is in G1 comics it takes a friggin&#039; time vortex to finally put him down. After a dying Megatron found himself adrift in space, he had a lovely chat with the physical Cybertronian God,Unicron who reconstructed him into this indentity. Didn&#039;t work for long though; Galvy kind of went off the reservation pretty quickly.&lt;br /&gt;
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*&#039;&#039;&#039;Bumblebee&#039;&#039;&#039;: The yellow kid-friendly one, he&#039;s usually the main one to interact with the resident token humans.  He usually turns into a sports car. Can be surprisingly badass in some adaptations -- his &#039;&#039;Beast Wars&#039;&#039; counterpart, Cheetor, went on to basically take Optimus Primal&#039;s place as leader of the Maximals in &#039;&#039;Beast Machines&#039;&#039;. In the Michael Bay movies, he became a mute who talks only in radio quotes/beeps and boops like a 60s robot which just got ANNOYING. His Prime Counterpart retained the mute quirk, but his voicebox was eventually repaired by the time of the sequel series. Then he starred in a prequel film which was so awesome, Hasbro decided to just reboot the Transformers film franchise. Way to go, little guy!&lt;br /&gt;
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*&#039;&#039;&#039;Grimlock&#039;&#039;&#039;: A fuckmothering [[AWESOME|robot Tyrannosaurus]] that usually breathes fire. He&#039;s the leader of a pack of other robot dinosaurs called the &#039;&#039;&#039;Dinobots&#039;&#039;&#039;.  He&#039;s not exactly smart (well sometimes, he&#039;s either a stupid beast or a no nonsense leader with a speech problem), but who cares about that?  HE&#039;LL FUCKING EAT YOU. No seriously he once ripped Shockwave&#039;s arm off and ate it.&lt;br /&gt;
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*&#039;&#039;&#039;Starscream&#039;&#039;&#039;: Megatron&#039;s loud-mouthed, whiny, scheming, sneaky, backstabbing second-in-command who always wants to lead the Decepticons. He is neither strong enough to bump Megsy off, [[Sindri Myr|smart enough to trick him to his death]], or [[Eliphas|charismatic enough to persuade others he&#039;s a better boss]].  Sometimes Megatron himself wonders why he keeps Starscream around, but (when the writers remember) he is actually an extremely competent air commander who leads The Seekers, Decepticons who are typically recolors of him with the most prominent being Skywarp and Thundercracker. In Animated, the Seekers were replaced by actual clones all named after classic Seekers with the only one original to the series being [[Rule 63]]. Starscream usually turns into the latest and greatest fighter jet (unless he&#039;s turning into some Cybertronian future-jet) historically an F-15, F-16, or F-22.  In the original cartoon, his catchphrase (delivered in the classic 80s-villain screech as his first voice actor also voiced the similarly screechy Cobra Commander in G.I. Joe) was probably &#039;&#039;&amp;quot;Decepticons, RETREEEAT!&amp;quot;&#039;&#039;  Was also voiced by fucking Tom &#039;&#039;&amp;quot;Spongebob Squarepants&amp;quot;&#039;&#039; Kenny in Animated; man, is that a blow to your dignity.  Nowadays, though, he&#039;s more consistently competent (and given a more menacing voice by [[Steve Blum]] in Transformers Prime). Is such a total backstabbing traitor that &amp;quot;The Starscream&amp;quot; has entered pop-culture as a term to describe someone who seems more dedicated to fucking his own team over in ostensible pursuit of power than to actually beating the guys he&#039;s supposed to fight.&lt;br /&gt;
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*&#039;&#039;&#039;Soundwave&#039;&#039;&#039;: A major character for the Decepticons as Megatron&#039;s legitimately loyal number two.  Is also the biggest source of nostalgia because he turns into a fucking tapedeck. &amp;lt;strike&amp;gt;Even though he lacks a personality&amp;lt;/strike&amp;gt;&#039;&#039;&#039;SOUNDWAVE SUPERIOR; PAGE WRITER INFERIOR&#039;&#039;&#039;, he manages to be awesome merely through dogged determination and because he&#039;s the one guy who&#039;ll never give anyone any bullshit. He has a number of minions who turn into cassettes (or goddamn guitars in Animated&#039;s case), but the main ones are &#039;&#039;&#039;Rumble&#039;&#039;&#039; (Whose arms turn into piledrivers so he can cause earthquakes), &#039;&#039;&#039;Frenzy&#039;&#039;&#039; (Who has a sonic scream), &#039;&#039;&#039;Ravage&#039;&#039;&#039; (A fucking robot jaguar who turns into a cassette), &#039;&#039;&#039;Laserbeak&#039;&#039;&#039; and &#039;&#039;&#039;Buzzsaw&#039;&#039;&#039; (robot birds), and &#039;&#039;&#039;Ratbat&#039;&#039;&#039; (a robot bat). The IDW comic gave him an origin about how he used to be homeless due to his mind reading powers until Laserbeak and Ravage found him and helped him control them. In the Marvel G1 comics he acted as toady to whichever Decepticon had usurped Megatron that month while steadily scheming to increase his own power, making him like Starscream but actually competent. He also spoke in complete sentences and had a functioning mouth.&lt;br /&gt;
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*&#039;&#039;&#039;Shockwave&#039;&#039;&#039;: The real mad scientist of the Decepticons, whose arm is a gun and also turned into a gun in G1 (a giant flying gun).  While he&#039;s also pretty loyal to Megatron, he&#039;s nowhere near Soundwave levels because his true loyalty is to pure logic. There are several times where he became a bigger threat than Megatron, requiring both Autobots and Decepticons to stop him. Most series have him involved with the Dinobots, either by creating them, or just they have major beef with him (he doesn&#039;t give a shit as he has better things to do).  He&#039;s another guy who happened to be blessed by [[Steve Blum]] in the Cybertron series.  The IDW comics gave him an origin about how he used to be an idealistic Noblebright senator (and Optimus&#039; BFF) until he got unpersoned and mutilated by the corrupt Cybertronian government. Ouch. His Prime adaptation is fucking badass and intimidating, both in voice work and design, but unfortunately he suffers from Villain Incompetence Syndrome whenever the good guys show up, like so many other good bad guys.&lt;br /&gt;
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*&#039;&#039;&#039;Unicron&#039;&#039;&#039;: Unicron was originally introduced as the big bad for the &#039;86 movie, a planet-sized, planet-eating bringer of doom (basically, if Galactus was the Death Star), voiced by &#039;&#039;the&#039;&#039; Orson Welles in his last role. The third season episode &amp;quot;Call of the Primitives&amp;quot; revealed his original, long since abandoned, origin as a planet-destroying creation of an alien mad scientist. Later media, beginning with the Marvel comics, changed his origin to Transformers&#039; Satan, a god-like destroyer tricked into trapping himself inside a planet, but learned how to possess the world and reshape it into his own image. That fucking anime trilogy not only pulled this interpretation back, but made it &amp;quot;official&amp;quot;, saying there&#039;s only one Unicron in the entire multiverse - at least, they tried. The comics pay more attention to it, but the shows tend to avoid it; witness Prime, where Unicron is actually sleeping at the heart of Earth instead of running around eating planets.&lt;br /&gt;
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*&#039;&#039;&#039;Primus&#039;&#039;&#039;: The Emprah to Unicron&#039;s Chaos God, except he&#039;s an actual god... who actually transformed into a planet and fell asleep for a fuckton of years. In this form, he became Cybertron and created the Cybertronian race. Like his evil counterpart, Unicron, he hails from the 80&#039;s comics and didn&#039;t make an appearance on screen (other than references to a pseudo-Bible named the &amp;quot;Covenant of Primus&amp;quot; in &#039;&#039;Beast Wars&#039;&#039;) until the Energon Trilogy, which is where he&#039;s stayed.&lt;br /&gt;
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==Generation One==&lt;br /&gt;
The original, the alpha iteration, the place where it all to began. Sometimes mockingly called Geewun because of the nostalgia fags who hate on everything that come after it. No matter how good they are. At the time, it was just called &amp;quot;The Transformers&amp;quot;, with a &amp;quot;four-issue limited series&amp;quot; from Marvel that ended up running for 80 issues, a cartoon by the same name for three seasons (and two more seasons in Japan) from 1984-87 and the animated film &amp;quot;The Transformers: The Movie&amp;quot; in 1986.  The movie&#039;s soundtrack is awesomely 80&#039;s, and it features the amazing song &amp;quot;The Touch&amp;quot; when Optimus Prime fights Megatron. Quite literally, this movie shit all over Bay&#039;s multi-million crappers... and that&#039;s the problem; the movie was so good that it marked the peak for the young franchise and it began a downhill slide from there, with the show scrambling to cope with all the losses (yeah, lots of people died here, even Optimus), while the toys began getting gimmickier without getting better.&lt;br /&gt;
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The &amp;quot;Generation One&amp;quot; title was applied retroactively after Hasbro released the &amp;quot;Generation 2&amp;quot; line in 1993. By the way, G2 was the reason Transformers was considered dead for most of the 90&#039;s. The comic was that cheap sort of [[Edgy|&amp;quot;gritty for no real reason&amp;quot;]] the 90&#039;s was infamous for and the toys had pretty much burned themselves out and no gimmick could really help them on that. There was also a short-lived &amp;quot;Transformers G2&amp;quot; show, but it was just G1 with new CGI openings/endings and scene changes, so it only lasted a few episodes before flopping.&lt;br /&gt;
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Of note is that if you want to experience G1 without having to dig up the eps from some torrent or Netflix, you can get &#039;&#039;Transformers Devastation&#039;&#039;, which is essentially a G1 ep in vidya form produced by Platinum Studios, the guys responsible for balls-to-the-walls hypefests like &#039;&#039;Metal Gear Rising&#039;&#039;, &#039;&#039;Bayonetta&#039;&#039;, and &#039;&#039;The Wonderful 101&#039;&#039; (aka /m/ the game). Most of the actors are present, there&#039;s murderfests and speed, and big bosses. Also you get to run idiots over (but no pedestrians). Only letdown is the short length of the game and the lack of a Decepticon story and Abominus.&lt;br /&gt;
===Marvel&#039;s The Transformers===&lt;br /&gt;
What a lot of people who weren&#039;t kids in 1984 may not remember is that the first piece of long-form Transformers fiction ever was not the cartoon, but the Marvel comic book, produced in direct partnership with Hasbro as an expansion on the toy bios and character names that Marvel had already written to jam the random designs that had been licensed from Takara into a cohesive toyline. Most of the themes and tropes that people think of as &amp;quot;Transformers&amp;quot; were developed by Marvel, from the idea of living robots coming to Earth in search of energy to the most common origin for the planet-eating Unicron. Sometimes, Marvel published gripping stories exploring the dynamic of mechanical life forms adapting to an entirely alien environment and the humans caught in their crossfire. Sometimes they published stories about robot professional wrestling and evil car washes. Still, the stories had soul, and the comic ended up lasting a full year after the toyline it was made to promote ended in America. (As a sign of the times, one of the reasons the comic was canceled were its low sales of &#039;&#039;70,000 copies an issue.&#039;&#039;)&lt;br /&gt;
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British kids got an additional treat in the form of original stories from Marvel&#039;s UK division, printed in between serialized edits of the US issues in weekly installments. Most of these were done by the inimitable &#039;&#039;&#039;Simon Furman,&#039;&#039;&#039; who went on to write the US Transformers comic as well and has become the most prolific writer of Transformers fiction in the world.&lt;br /&gt;
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==Beast Wars==&lt;br /&gt;
The first Western-released sequel to G1 (there were two Japanese-only continuations to G1 that never got released outside of Japan and the G2 comic mentioned above), a CGI show created by Mainframe (also responsible for ReBoot and [[War Planets]]). Set up as a &amp;quot;loose sequel&amp;quot; to G1, it involves new transformer races called &amp;quot;Maximals&amp;quot; (Autobots) and &amp;quot;Predacons&amp;quot; (Decepticons).&lt;br /&gt;
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A Predacon terrorist leader styling himself after the original Megatron, including taking his name, hijacks an artifact with a mysterious connection to Megatron the first and goes on the run into deep space with a band of terrorists, planning on restarting the Great War and this time causing a Predacon victory. A Maximal deep-space exploration vessel commanded by Optimus Primal attempts to intercept, and both vessels end up stranded on a mysterious alien world, where an overabundance of raw energon forces them to adopt the forms of local fauna to preserve themselves. The two forces promptly start trying to wipe each other out and then escape the planet. There&#039;s also a sideplot involving an ancient alien civilization that ends itself just before the Season 3 finale.&lt;br /&gt;
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They would eventually find out that this strange world was actually Earth, which was where Megatron II was trying to get all along, and they find the wreckage of the Ark of the original series, when new Megatron decides to headshot Prime in order to change the future for his benefit. It kinda flops when new Optimus takes part of old Optimus&#039;s soul, gets another upgrade, and becomes sorta-truck. It inspires Megatron II to try the same trick with his namesake, turning himself into a huge firebreathing dragon-bot.&lt;br /&gt;
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Though Hasbro would mostly consign this story to oblivion after Beast Machines, the characters of Blackarachnia (sexy spider-bot who changes from evil to good thanks to love) and Waspinator (the walking punching bag who the heroes almost invariably blow up only to be fixed later), along with the concept of the Spark (essentially, Transformers&#039; souls) would be re-used in later eras. More importantly, this show saved the franchise after Generation 2 almost killed it.&lt;br /&gt;
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==Beast Machines==&lt;br /&gt;
Sequel series to &#039;&#039;Beast Wars&#039;&#039;. On returning to Cybertron, our heroes are attacked by armies of transforming cookie-cutter drones. It eventually turns out that Megatron broke free from the Maximals&#039; prison and flew back to Cybertron before them; he infected the entire planet with a cyber-virus that put them all into comas, ripped out their hearts/souls and stashed them in some hidden bunker, and melted down their bodies to rebuild them into mindless robot slaves.&lt;br /&gt;
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Awesomely grimdark concept, but hampered by two huge flaws. Firstly, a super-annoying green aesop, which was very clumsily handled because this is a planet of talking robots, not nature. More importantly, major character derailment - it was made by a different team to &#039;&#039;Beast Wars&#039;&#039;, and they weren&#039;t even allowed to watch the first series to familiarize themselves with how the Maximals were supposed to behave, so it&#039;d be &amp;quot;more accessible&amp;quot;.&lt;br /&gt;
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Probably the reason why Hasbro only recycles G1 instead of trying to do its own thing with new shows, the way these two shows did. Even though it was their own damn fault, because they &#039;&#039;made&#039;&#039; this series into what it was. Time has been kinder to it, though, after the initial rage and denouncement.  It is kind of like the Alien/Terminator 3 of Transformers.  On its own its really damn good.  As a sequel to what most people think is the high point of its respective franchise?  Its a goddamned insult.&lt;br /&gt;
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==Robots in Disguise (2001)/Car Robots==&lt;br /&gt;
An obscure anime that came out roughly a few months before &#039;&#039;Armada&#039;&#039;. Best known for its gag dub and general comedic focus that makes it surprisingly laughable, and certainly more fun to watch than any of the &#039;&#039;Energon Trilogy&#039;&#039;. Usually forgotten about, except for the fact that Megatron here has six fucking modes of transformation (ten after upgrading to Galvatron). In this series Decepticons are instead Predacons like Beast Wars with actual Decepticons being created mid-series, starting with an evil clone of Optimus called &amp;quot;&#039;&#039;Scourge&#039;&#039;&amp;quot;. General consensus is that is far from the best or worst series, it&#039;s just &amp;quot;meh.&amp;quot;&lt;br /&gt;
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==Energon Trilogy==&lt;br /&gt;
Comprised of the shows &#039;&#039;Armada&#039;&#039;, &#039;&#039;Energon&#039;&#039;, and &#039;&#039;Cybertron&#039;&#039;, which are also called the &#039;&#039;Unicron Trilogy&#039;&#039; due to the antagonist&#039;s return to the spotlight after being virtually nonexistent since The Movie. Anime reinterpretation of G1, decaying from &amp;quot;poor but watchable&amp;quot; to &amp;quot;completely unwatchable drek&amp;quot; for all the reasons people hate [[/a/]]: bad dubbing, overly lengthy scenes of nothing, a shift to crappy CGI, and a plot that is so terribly paced and search-questy that you&#039;d be praying for your GM to be railroading this. On the plus-side: competent badass Starscream (who unfortunately inspired a whole generation of [[Edgy|Linkin Park listening wannabes]]). On the downside: far too much focus on humans and not enough on giant robots trying to kill each other. Kicker, from the later series, is considered one of the worst human sidekicks the Transformers have ever had. &lt;br /&gt;
It has been said that, for all the failings of &#039;&#039;Beast Machines&#039;&#039;, at least it&#039;s better than Armada and Energon.&lt;br /&gt;
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===Galaxy Force===&lt;br /&gt;
Transformers Galaxy Force, The show that was butchered into Transformers Cybertron is more fondly remembered by fans. As it made of the strange choice of dubbing a male character into a woman. While butchering most of the series by making it a gag-dub by giving [[derp| alien robots stupid accents]]. While putting dialouge over scenes that didn&#039;t require them.  The kids are also less annoying while the dub shoehorned in older versions of the Armada and Energon brats at the last minute during the final episode. This is because Gonzo created it as independent entry until Hazblow retconned it into the Energon trilogy with Takara Tomy following suit.&lt;br /&gt;
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==Michael Bay Films==&lt;br /&gt;
The dark force known as Michael Bay brought Transformers back as a series of live-action + CGI movies. Considered the [[Matt Ward]] of the Transformers universe, Bay&#039;s movies are rage-inducing [[fail]]s that have far too much focus on annoying human characters and on lowbrow humor. Seriously, in the first movie, we don&#039;t get to see an Autobot for, like, thirty minutes while dealing with very bland characters who get billed way too much, and we have to facepalm our way through an awful gag about Bumblebee basically &#039;&#039;pissing on a guy&#039;&#039;.  The second one is no better with two black/redneck stereotypes as &#039;&#039;heroes&#039;&#039;, a gag about balls, and a two-for-one gag about farting/incontinence - from a Transformer, no less.  Real classy, Bay.&lt;br /&gt;
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About the only shallow redeeming qualities it has is that the CGI Transformers look amazing (even if some neckbeards have cracked up over how they&#039;re &amp;quot;not accurate&amp;quot; to the G1 character modes), the fight scenes are suitably glorious for giant alien death-machines ripping each other to pieces (when you can see it clearly), and most importantly is it has introduced Transformers to a whole new generation of fans, who can hopefully be shown the good stuff instead of thinking this garbage is the true representative of the setting.&lt;br /&gt;
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After the trilogy Bay made a fourth movie which actually manages to make some considerable improvements (not that it was that hard), like a lot more of focus on Optimus Prime, killing the scrappy comic relief during the first part of the movie and more consistent fighting scenes, plus DINOBOTS! charging the enemy. There is also more grimdark as Optimus finally decides enough is enough after having tried to protect mankind for more than five years while having his whole team slaughtered by those he sworn to protect, and pulls a gun against a human frakker who was teaming up with the mercenary Lockdown to kill Autobots and use their remains to make their own giant robots that turn into cars (except instead of literally creating Galvatron last time, this time it&#039;s like the T-1000 where they turn into nanobot swarms). On the downside, though, the humans are still pointless tagalongs (though this is a new set of humans, no Shia Lebouf to be found here, Thank God for that), there are more pointless stereotypes (Like Weeaboo Samurai-bot Drift, Crosshairs who gets a fucking trenchcoat when he transforms, and Hound, [[Awesome|who somehow has a cigar and a wire-beard]]), the Dinobots don&#039;t even show up until the last few minutes of the movie, and there&#039;s this ridiculous need to hammer in the &amp;quot;us vs. them&amp;quot; mentality between the humans making their own Transformers and Lockdown trying to kill Optimus because he&#039;s betrayed their makers by siding with the humans.&lt;br /&gt;
Than everything goes to shit during &amp;quot;The Last Knight&amp;quot;. While ripping off the &amp;quot;Earth is Unicron&amp;quot; thing from Transformers Prime.&lt;br /&gt;
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Then, in 2018, Bumblebee got his own spinoff movie about him crashing on Earth, losing his voice, making a friend and running from two decepticons and John Cena. To put it lightly it&#039;s one of the best Transformer films; the transformers themselves are accurate to their G1 forms, the storyline is coherent and the acting is spot on. This indicates that the film series may finally be going in the right direction. Shame that the series seem to be canceled.&lt;br /&gt;
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==Animated==&lt;br /&gt;
G1 inspired series with notoriously unusual but smooth animation.  This time, Optimus Prime and his crew are lowly space janitors who stumble across a superweapon from the Great War and have to defend it against Megatron (&#039;&#039;&#039;GIVING HIM A GODDAMN ENGLISH ACCENT FUCK YES&#039;&#039;&#039;), who seeks to use it to restart the war and this time ensure Decepticon victory. This version&#039;s Optimus is much younger and less experienced than usual; funnily enough, he was voiced by the actor who voiced Megatron in Beast Wars. Generally noted for having the best human sidekick (who turns out to really be part-transformer anyways). The other Autobots also tend to have some interesting characterizations from &amp;quot;Complete dumb muscle who surprisingly knows everything about building [[Webway|Space Bridges]]&amp;quot; Bulkhead to &amp;quot;[[Weeaboo]] Robo-Ninja&amp;quot; Prowl to &amp;quot;MY EGO IS AS BIG AS MY CHIN AND MY ASSHOLEITUDE IS EVEN BIGGER!&amp;quot; Sentinel Prime.  The Decepticons sometimes do better vis ze German schizophrenic Blitzwing, the [[Lorgar|borderline-religiously loyal]] Lugnut, and badass robo-Clint Eastwood Lockdown.&lt;br /&gt;
&lt;br /&gt;
The series was weird in that alongside the Decepticons were also some gimmicky human villains, from a Shakespearean Robin Hood knockoff, to a cute little girl who&#039;s a mad scientist, to another mad scientist who rips off Transformer heads to replicate an old G1 gimmick.  These villains were a bit ridiculous, but it helped break up the monotony of the constant &#039;con fighting, especially when Megatron was reduced to a state worse than [[Abaddon]] as a head. The creators came up with the idea to emphasize just how dangerous the &#039;cons are, compared to their Autobot opponents; when &#039;&#039;one&#039;&#039; &#039;con shows up, it&#039;s an emergency that takes the whole team to try and pull out a win. Hell, &#039;&#039;Starscream&#039;&#039; could beat up the entire Autobot team in his first few appearances before they figured out how to handle him.&lt;br /&gt;
&lt;br /&gt;
==Cybertron Series==&lt;br /&gt;
There were many, MANY, video games made for every part of the Transformers, but most of them ranged from forgettable to utter shit to [http://tfwiki.net/wiki/Transformers:_Mystery_of_Convoy memetically terrible.]  The closest we got to a good original game series (so no whining about the Movie-Games) were the games &#039;&#039;War for Cybertron&#039;&#039; and &#039;&#039;Fall of Cybertron&#039;&#039;, both made by High Moon Studios.&lt;br /&gt;
&lt;br /&gt;
These games act as the [[Horus Heresy]] to G1&#039;s 40k by explaining how Optimus became a leader and how Megatron became a dictator while their war and its demand eventually destroyed their homeworld. (These games are also technically part of the backstory for Hasbro&#039;s &amp;quot;Aligned continuity&amp;quot; shared with Transformers Prime and a couple prose stories, but as usual there are enough discrepancies to throw a wrench in that quite nicely.) While the gameplay itself isn&#039;t much more than a basic third-person shooter, the vast amount of references to the rest of the series and the rather well-written story and characters make it stand out. &#039;&#039;Fall of Cybertron&#039;&#039; may be considered one of the most grimdark settings to see wide release, while not being as totally ham-handed with it as Beast Machines. It also helps that the second game gave some bonus variety in some segments by giving you a level as MOTHERFUCKING GRIMLOCK, and another where you get to play as a combiner (who has an awesome helicopter-arm, but is otherwise not very memorable besides being huge.) Overall great fights, no crappy human sidekicks, an awesome OST and all the grimdarkness needed to make any neckbeard enjoy it quite much, also ESCALATION mode will ensure you endless hours of good bloodless carnage.&lt;br /&gt;
&lt;br /&gt;
There is a (sorta) third game called &#039;&#039;Rise of the Dark Spark&#039;&#039;, which decides to make the stupid decision of merging this series to the Bayformers continuity. It was released as tie in game with fourth movie and has less of budget, clearly shown with its number of glitches, lack of variety in levels (mostly just enemies till the game lets you move on) and downright ugly environments for the levels set on Earth. The only thing to remember is that the Cybertron segments are still awesome, while later parts will just shoehorn you with mutebee and Drift (who at least has an awesome special attack), with one level playing as Grimlock again and lacking any Decepticon plot post-Cybertron.  There is also the 3ds version with mostly the same story but is otherwise a turn based strategy game kind of like a really old and obscure mid-late 00s IOS game except you have to deal with Bayverse shit.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
G1 inspired CGI series that somehow salvages the fairly decent elements of Michael Bay&#039;s crapfest movies (e.g. Peter Cullen and Frank Welker reprising their respective roles, artstyle, some character elements/background lore, [[Rip and Tear]]), takes place in the same universe as the Cybertron games and crafts an awesome show out of it. Animation is fucking amazing, with fight scenes that rival if not trump the Michael Bay films. Very dark and gritty as well, where one of the Autobots [[Awesome|(voiced by the Rock himself, mind you)]], gets whacked in &#039;&#039;the first episode.&#039;&#039; The Autobots are not only outnumbered and outgunned by the Decepticons, but they also have to contend with MECH, a human terrorist organization that seeks to cannibalize Cybertronians for their advanced technology.&lt;br /&gt;
&lt;br /&gt;
The biggest problem with this series is Miko, who competes with Kicker (from the abovementioned &#039;&#039;Energon Trilogy&#039;&#039;) for the title of worst human character in Transformers history. Obnoxiously gung-ho and always charging off into danger, even when told not to, invariably making things worse for the Autobots in the process. Still, this series easily has some of the best human characters otherwise, most notably Agent Fowler, who in the company of giant alien killing machines manages to be a badass in his own right. Even Miko managed to get better as the series went on, learning from her mistakes and not being such a load. She even managed to take out a Decepticon at one point.&lt;br /&gt;
&lt;br /&gt;
Then there&#039;s Predacons Rising; the made-for-tv movie meant to serve as a series finale... it was questionable at best. Plot holes everywhere, very little focus on the actual Predacons in the title, and characters doing stupid and random things to simply fit the plot. It was basically a segue into the next series; Robots in Disguise.  There were some Dinobot focused IDW comics in between.  They are pretty awesome.  And mostly ignored.  Because we don&#039;t deserve good things in Transformers.&lt;br /&gt;
&lt;br /&gt;
===Robots in Disguise===&lt;br /&gt;
In this series Prime&#039;s relegated mentor-figure role, while Bumblebee (once again with a voice) has to take command of an ex-con, a stickler, and a slightly-smarter Grimlock in helping some kid and his dad&#039;s junkyard and detaining runaway Decepticon inmates, all of whom aren&#039;t related to the main bads, so this series was more original than most of the kiddie-aimed series. There was a &#039;con in it called Slapper. The show really doesn&#039;t become good until the Starscream miniseries after season three, and the Soundwave/Autobot Counsel arc of the fourth season. Which also introduces combiners into the Prime/Cybertron continuity.&lt;br /&gt;
&lt;br /&gt;
==Cyberverse==&lt;br /&gt;
G1 inspired CGI series. Jam packed with references all across the franchise.&lt;br /&gt;
&lt;br /&gt;
==Oddities==&lt;br /&gt;
There have been a &#039;&#039;lot&#039;&#039; of Transformers series out there. Many of them are just spinoffs of G1 or silly throwaways like [[What|Transformers Mr. Potato Head,]] but some of them are good enough or just weird enough to be worth mentioning here. For full details, see TFWiki below.&lt;br /&gt;
===Transformers Rescue Bots===&lt;br /&gt;
The 30-minute toy commercial for the preschool-focused &amp;quot;Rescue Bots&amp;quot; toyline. In the same continuity as Transformers Prime above, which would lead to much lulz if the writers ever had the balls to let them cross over to any significant degree. Features four young Autobots who slept through the whole war in stasis and were recalled to Earth by Optimus Prime; being too inexperienced to handle the rigors of war with the Decepticons, they were assigned to the &#039;&#039;[[wikipedia:Eureka (U.S. TV series)|Eureka]]&#039;&#039;-esque island of Griffin Rock, where they perform rescue operations with their human partners. Instead of open combat, the &#039;bots and their human partners battle with out-of-control inventions and mundane disasters; the only true antagonist of the series is the [[steampunk]] gentleman-scientist Doctor Morocco, voiced by [[Slaanesh| &amp;lt;s&amp;gt;Slaanesh&amp;lt;/s&amp;gt; Tim Curry.]] Surprisingly watchable for a kids&#039; show due to solid humor, &#039;&#039;Rescue Bots&#039;&#039; has the distinction of being the longest-running Transformers cartoon ever, with four full seasons and a sequel series on track to air in 2019.&lt;br /&gt;
&lt;br /&gt;
===Unit: E===&lt;br /&gt;
In the third season of Transformers Prime, the writers started dropping references to other Hasbro properties like &#039;&#039;M.A.S.K.&#039;&#039; and &#039;&#039;G.I. Joe&#039;&#039; in connection with a government agency called &amp;quot;Unit E.&amp;quot; This was intended to be a &amp;quot;backdoor launch&amp;quot; to a whole shared universe in the vein of the massively profitable Marvel Cinematic Universe, consisting of just about every brand Hasbro owns that has ever been remotely popular with any demographic, ever. These ranged from the sensible (&#039;&#039;M.A.S.K.&#039;&#039; was another transforming-toy brand from the 80s that Hasbro absorbed, and &#039;&#039;G.I. Joe&#039;&#039; has a long history of Transformers crossovers) to the oddball but justifiable (&#039;&#039;Jem and the Holograms&#039;&#039; was Hasbro&#039;s big new girl-toy push in the 80s and was occasionally used as a sight gag in the G1 cartoon) to blatant halo-effect attempts that made no sense at all ([[Dungeons &amp;amp; Dragons]]? Stretch Armstrong? &#039;&#039;&#039;&#039;&#039;Candy Land?!&#039;&#039;&#039;&#039;&#039;) The framing device for this insanity was the eponymous Unit: E, a group of explorers who scanned the multiverse for &amp;quot;the Eerie, the Else, the Eternities of Infinity&amp;quot; from an installation placed in the &amp;quot;slipstream&amp;quot; outside of reality. ([[Quest:TG_Meta_Quest|Sounds kinda familiar, don&#039;t it?]])&lt;br /&gt;
&lt;br /&gt;
Perhaps fortunately for all involved, this product of Marketing&#039;s cocaine-fueled fever dreams did a faceplant into the sun and nothing came of it except for a one-shot comic book released at Comic-Con and the aforementioned namedrops in Prime. Hasbro never let go of the idea of seeing if their properties would blend, though, and in 2016 IDW was given the green light to weld their previously-separate licensed comics (including Transformers, Joe, Micronauts, Rom: Spaceknight, and yes, Jem) together through a &#039;&#039;Secret Wars&#039;&#039;-style crossover event called &#039;&#039;Revolution.&#039;&#039; From this point IDW&#039;s comics are set in the &#039;&#039;&#039;Hasbro Universe,&#039;&#039;&#039; with such fiction-bending events as the Decepticon Skywarp joining G.I. Joe and a multi-property superhero team called the Revolutionaries joining forces.&lt;br /&gt;
&lt;br /&gt;
Except now said universe is being rebooted while currently going FULL TOMINO via our pal Unicron and some really stupid ass deaths in the crossover comic with the Visionaries of all fucking things.  YET NO GODDAMNED INHUMANOIDS WHICH IS HASBRO CALL OF CTHULHU BUT WITH POWERED ARMOR SCIENTISTS FIGHTING THE EVIL UNDER THE EARTH.  Kup shouldn&#039;t die to a goddamn Visionary.  Not when motherfucking D&#039;Compose exists.  Goddamnit now I want an Inhumanoids mod for Call of Cthulhu....&lt;br /&gt;
&lt;br /&gt;
===Transformers: Kiss Players===&lt;br /&gt;
After the ignominious conclusion of the Energon Trilogy, Takara decided to make their next installment of the Transformers franchise smaller and more adult-focused. Welding the bits of their various G1-sequel lines (including the &amp;quot;collector&#039;s choice&amp;quot; &#039;&#039;Binaltech&#039;&#039; line and the grab-bag &#039;&#039;Robotmasters&#039;&#039; line) with the G1 cartoon and their own anime into a single (confusing as all hell) timeline, Transformers Kiss Players takes place immediately after the events of the 1986 movie. After Unicron exploded in 2005, the broken body of Galvatron was sent hurtling towards Earth where it (what else?) destroyed Tokyo. In response, the Earth Defense Command was formed to kick the Transformers off the goddamn planet before they blew up any other national capitals, which they did with a Transformer-hostile energy field and using the tech from Galvatron&#039;s corpse to make mass-produced Autorooper mecha. Unfortunately for them, Galvatron&#039;s reentry scattered fragments of his and Unicron&#039;s life-force into Earth&#039;s atmosphere, fragments that activated in 2006. The &amp;quot;Galvatron cells&amp;quot; fused with whatever they touched, turning them into biomechanical monsters called the Legion. Humans who came in contact with the Galvatron cells inexplicably did not turn into monsters, but instead could fuse with both Autoroopers and Transformers by &#039;&#039;kissing them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You see, Kiss Players was written by longtime Transformers fan and freelance toy designer Yuki Ohshima, who took Takara&#039;s desire for an otaku-targeted series as an invitation to &#039;&#039;freak the fuck out of people&#039;&#039; and gave them a freaky-ass magical girl horror story in the vein of &#039;&#039;Narutaru&#039;&#039; and Madoka Magica that just happened to have Transformers in it. [[Loli|A bunch of suspiciously young-looking women]] got dropped into a psychosexual nightmare in the name of shock value, and the Western Transformers fanbase crapped their pants over &amp;quot;pedophilia&amp;quot; showing up next to &amp;quot;their&amp;quot; childhood toys, accusing Oshima of wanting to [[Chris Orksen|diddle the kiddle.]] The Japanese fans, for their part, were mostly apologetic towards the Western fanbase and confused as to why the hell Takara thought that Freudian horror and moe were at all compatible with giant robots whaling on each other. The second part of the line (&#039;&#039;Kiss Players Position&#039;&#039;) dumped the original fiction&#039;s baggage in favor of taking cute girls on a whirlwind tour of the Transformers universe, but by that point the Western fans had already made up their mind. To this day Kiss Players is still the go-to acceptable target for &amp;quot;at least it&#039;s not as bad as...&amp;quot; jokes on TFWiki. The toys themselves were decent at least, being retools of the well-received &#039;&#039;Binaltech&#039;&#039;/&#039;&#039;Alternators&#039;&#039; collectible toys with vinyl loli figures packaged in the box, so picking those up is perfectly fine if you&#039;re willing to deal with faggots calling you a weeb.&lt;br /&gt;
&lt;br /&gt;
==Tabletop Games==&lt;br /&gt;
Despite not having a licensed RPG Transformers is no stranger to tabletop games. None have been particularly amazing or well-known in the past, but Hasbro has aggressively been expanding the brand in the late 2010&#039;s and going towards the 2020&#039;s  have managed to finally make a success.&lt;br /&gt;
&lt;br /&gt;
* (The usual pallet-swap games)&lt;br /&gt;
&lt;br /&gt;
Monopoly, Risk, Chess, Stratego, Connect 4, Uno, memory cards, playing cards, you know the drill.&lt;br /&gt;
&lt;br /&gt;
* Heroclix&lt;br /&gt;
&lt;br /&gt;
You fucking know what these are. Enjoy your game of Optimus Prime, Harley Quinn, Jean Grey, and Drizzt VS Master Splinter, Freddy Krueger, a Xenomorph, and Bilbo Baggins. Wait, that does sound cool actually...&lt;br /&gt;
&lt;br /&gt;
* Transformers Robot Warrior Game&lt;br /&gt;
&lt;br /&gt;
Released in 1985, its redeco Snakes/Chutes &amp;amp; Ladders except you have two pieces to divide die rolls between, and an outer board to progress around as a vehicle before transforming to robot mode and making your way through as usual. Since all players control cars, its technically all Autobot players trying to reach their base during a battle with the Decepticons&lt;br /&gt;
&lt;br /&gt;
* The Transformers Game&lt;br /&gt;
&lt;br /&gt;
Released in 1986. Despite impressive wargame-style box art, its a very simple game for small children. No real strategy, both players are trying to reach the end goal to destroy the enemy base and all movement is determined by dice rolls after the first move where you choose to go left or right (both ways are mirrored, offering only the illusion of a choice), and after that point you only decide whether to move forward or back. The board resembles outer space and the enemy base is on Earth, and all pieces are Seekers meaning both players are Decepticons interestingly enough. When a piece for both players land on the same space they draw cards from a deck which interestingly all depict Autobots, highest number wins and best of three wins the battle. Winner transforms to robot mode, loser goes back to start. Only robot modes can enter the enemy base. First player to have all three of their team in the enemy base wins.&lt;br /&gt;
&lt;br /&gt;
* Transformers Adventure Game: Defeat the Decepticons&lt;br /&gt;
&lt;br /&gt;
* Transformers G1 Decoys Board Game&lt;br /&gt;
&lt;br /&gt;
* Transformers: Beast Wars&lt;br /&gt;
&lt;br /&gt;
Released in 1999 in Japan, based on the entire Beast Wars line at the time (including the Japanese-only cartoon).&lt;br /&gt;
&lt;br /&gt;
* Transformers Armada: Battle For Cybertron&lt;br /&gt;
&lt;br /&gt;
A redeco of Star Wars: Epic Duels, with some rules simplified and new modes. Generally considered a casual strategy game, with a lower learning curve. Instead of one hero and two minions, you only have one hero. Four characters per faction, each having their own combat deck and rules. They aren’t equal in strength, Megatron and Optimus predictably outclass everyone. There are four different maps to fight on with their own cover and terrain, and character start locations mitigate the strength difference in characters to a small degree. 2v2, faction mixing, and FFA game modes are available.&lt;br /&gt;
&lt;br /&gt;
* Transformers: Revenge of the Fallen Robot Heroes Game&lt;br /&gt;
&lt;br /&gt;
* Transformers Revenge Of The Fallen Missile Mania&lt;br /&gt;
&lt;br /&gt;
* Jogo Dos Transformers: Una Aventura Emocionante Com Os Robos-Herois Do Futuro&lt;br /&gt;
&lt;br /&gt;
A licensed Brazilian Transformers game made by Estrela. Estrela made up its own Transformers continuity based entirely on Minis. The game is extremely rare, so good luck finding the rules, let alone a copy. &lt;br /&gt;
&lt;br /&gt;
* [[Transformers Trading Card Game]]&lt;br /&gt;
Deserves its own page. This is that aforementioned success.&lt;br /&gt;
&lt;br /&gt;
* Battlechanger.&lt;br /&gt;
&lt;br /&gt;
A pair of RPG&#039;s designed to emulate and recreate transformers in IP neutral, (IE: Don&#039;t sue us we just have transforming robots from other planet that are in two factions and are locked in a war but there not called Autobots Decepticon). Battlechanger uses a unique Diceless RPG engine to run it&#039;s system, while Battle Changers: Ironworks uses a variant of the D&amp;amp;D 3.5 ruleset while also being pathfinder comparable. So what&#039;s the catch? Well they were both made by Otherverse Games. Yes: the [[Black Tokyo]] People. Thankfully there is no cross contamination between the two, while Battle Changes show up in Black Tokyo, Black Tokyo definitely does not show up here.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
The idea of &amp;quot;giant robots turning into vehicles&amp;quot; is so cool that lots of homebrew and independent mecha RPGs include mechas or characters that are &amp;quot;totally not Transformers&amp;quot; to fill the void that Hasbro has seemingly refused to fill themselves.  For example:&lt;br /&gt;
&lt;br /&gt;
* [[Giant Guardian Generation]]&lt;br /&gt;
* [[Horizon]] - Mechamorphosis is literally &amp;quot;Transformers with the serial numbers filed off, done by way of [[Dungeons &amp;amp; Dragons]] 3.5&amp;quot;.&lt;br /&gt;
* [[Mechagenasis]] - Another &amp;quot;Transformers with the serial numbers filed off&amp;quot; game, this time done for [[True20]].&lt;br /&gt;
* [[Battlechangers]] - Blatantly Transformers-based RPG, in both an original version and a [[Pathfinder]] version (Battlechangers Ironworks).&lt;br /&gt;
* [[Mekton]] - Extremely flexible with what it can do: the rules for transforming are simple (as far as Mekton goes anyway) and adapting to a Transformers setting is as easy as actually reading up on them, but the game&#039;s hilariously broken.&lt;br /&gt;
* [[Rifts]] - Some homebrew stuff floating around on the net for playing Transformers exists. Pity it relies on the godawful RIFTS mechanics...&lt;br /&gt;
* [[Codex: Transformers]] - A case of 1d4chan getting shit done, adapting Transformers into yet another [[Warhammer 40000]] faction.&lt;br /&gt;
* [[Setting:Transformers]] - A tie-in article to the above trying to develop the lore to explain why Codex: Transformers is a thing.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://tfwiki.net/wiki/Main_Page TFWiki.net], the unofficial Transformers wiki.&lt;br /&gt;
&lt;br /&gt;
[[Category:Not related]][[Category:Approved Media]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C00:C130:31F2:C256:6938:7720</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Team_Yankee&amp;diff=471545</id>
		<title>Team Yankee</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Team_Yankee&amp;diff=471545"/>
		<updated>2019-11-14T19:03:03Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5C00:C130:31F2:C256:6938:7720: /* 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;
&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.&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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
===List Building===&lt;br /&gt;
Note that all lists are based off historically based equipment at a specific point of 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: armoure 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 in their respective pages.&lt;br /&gt;
&lt;br /&gt;
NATO armies to 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) it can be used in four armies. &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&#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 like 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 listbuilding 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;
&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;
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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 table top. [[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;
&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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 Frogfeet 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;
&lt;br /&gt;
====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 20mm|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 [[Rapiers|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;
&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;
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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;
&#039;&#039;&amp;quot;War&#039;s very object is victory, not prolonged indecision. In war there is no substitute for victory.&amp;quot;&#039;&#039; -Douglas MacArthur &lt;br /&gt;
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Difficulty: 1/5 (excellent for beginners!)&lt;br /&gt;
&lt;br /&gt;
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.. Unfortunately, in the same time period, they wore something known as the [[Flak Armor| PASGT.]] Adding to that, the ISAPO didn&#039;t appear until 1998. Why does this matter? This means infantry couldn&#039;t survive shots from rifles, just pistols.&lt;br /&gt;
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Stripes 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 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;
&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;
*Capitalism.&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: Good against PACT, poor against NATO. 4/5&lt;br /&gt;
 Anti-Tank: Cost-efficient, but small units. 2/5&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: Expensive but essential. 3/5&lt;br /&gt;
&lt;br /&gt;
{{US Forces in Team Yankee}}&lt;br /&gt;
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====Great Britain====&lt;br /&gt;
&#039;&#039;&amp;quot;For Queen and Country!&amp;quot;&#039;&#039;&lt;br /&gt;
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Difficulty: 2/5 (Good for beginners and vets!)&lt;br /&gt;
&lt;br /&gt;
The British Army of the Rhine has carefully guarded the border between the East and West for 40 years. When war came to Europe for the third time in a century, the British stubbornly held their ground as the Soviet Hoards swept over the continent, forcing the commies to bypass them.  The rules for these tea-chugging bastards are found in “Iron Maiden”.&lt;br /&gt;
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The Brits lack the advanced technology of the other NATO forces (Advanced Stabilisers, Thermal Imaging, Artillery-Minelets) but compensate with sheer firepower. 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;
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Defining Units: [[Chieftain]], [[Milan Section (Mechanized)|Milan Section]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*One of the strongest factions in firepower, when on the defensive.&lt;br /&gt;
*Best infantry in the game with plentiful ATGMs on armored and human platforms.&lt;br /&gt;
*Ideal for infantry or defensive players.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Lacks units that can effectively fight while on the move.&lt;br /&gt;
*Vulnerable to smoke and rushes; units rely on staying still to deliver the most firepower.&lt;br /&gt;
*Wankers.&lt;br /&gt;
&lt;br /&gt;
 The Breakdown: &lt;br /&gt;
 Infantry: Meta-defining, but contested. 4/5&lt;br /&gt;
 Transports: It&#039;s cute... but harmless. 2/5&lt;br /&gt;
 Tanks: Incapable of maneuver warfare. 3/5&lt;br /&gt;
 Anti-Tank: Meta still defined by Milan spam. 5/5&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: Cost-ineffective or specialized. 3/5&lt;br /&gt;
&lt;br /&gt;
{{British Forces in Team Yankee}}&lt;br /&gt;
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====West Germany====&lt;br /&gt;
&#039;&#039;&amp;quot;We’re the Good Guys for once!&amp;quot;&#039;&#039; &lt;br /&gt;
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Difficulty: 4/5 (Challenging listbuilding.)&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Heer&#039;&#039; of the Federal Republic of Germany were the first expansion for Team Yankee.  Once again fighting the Russians Dogs, the army of West Germany is a powerhouse indeed. The Rules for the West Germans can be found in “Leopard” and the subsequent expansion “Panzertruppen”.&lt;br /&gt;
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The West Germans have the most costly units in the game (11 points per Leopard 2, compared with the 4 points per T-72), making their units superior to most other NATO counterparts, but paying far more points to compensate. 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 Tornado Bombers 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]], [[Leopard 1]]&lt;br /&gt;
&lt;br /&gt;
;Strengths&lt;br /&gt;
*Strongest armoured units in the game. 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;
&lt;br /&gt;
 The Breakdown:&lt;br /&gt;
 Infantry: Effective, but few and expensive. 2/5&lt;br /&gt;
 Transports: Overcosted for what you get. 3/5&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. 3/5&lt;br /&gt;
 Anit-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;
&#039;&#039;&amp;quot;Allons enfants de la Patrie,&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; &#039;&#039;Le jour de gloire est arrivé!&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; &#039;&#039;Contre nous de la tyrannie&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; &#039;&#039;L&#039;étendard sanglant est levé!&amp;quot; -- La Marsellaise&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Difficulty: 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 man whose egomania could well have one-upped Douglas MacArthur if they hadn&#039;t been kept on totally separate sides of the planet. France officially disavowed its military commitment to NATO but didn&#039;t actually leave, and expelled 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 they saw fit to do so. 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 only 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.&lt;br /&gt;
&lt;br /&gt;
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 French army had a doctrine emphasizing mobility with lighter motorized units, creating a 1985 doctrine of maneuver warfare with lightly armoured units. 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 adopt autoloaders for their main battle tanks, 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;
{{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}}&lt;br /&gt;
&lt;br /&gt;
Difficulty: 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; appears to have brought the devices specifically for turning BMPs and their contents into communist confetti.&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 apologise for their borrowing of American and German units, such as aircraft and heavy tank platoons.&lt;br /&gt;
&lt;br /&gt;
Defining Units: [[Leopard 1#Canada|Leopard C1]], [[ADATS]]&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;
Difficulty: 2/5 (Versatile units with some drawbacks. Beginner viable.)&lt;br /&gt;
&lt;br /&gt;
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. Clearly influenced by the Wehrmacht of yesteryear, the Royal Netherlands Army boasts one of the toughest mechanized lists around, less advanced than their alcoholic West German brothers but 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;
*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;
Difficulty: 4/5 (Beginner unfriendly. Vet recommended.)&lt;br /&gt;
&lt;br /&gt;
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. 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 we 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+.&lt;br /&gt;
&lt;br /&gt;
The ANZACS have British support units such as the Tracked Rapier and Harrier, in exchange for spending their jail time in combat.&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;
Difficulty: 3/5 (Tough to learn, easier to master.)&lt;br /&gt;
&lt;br /&gt;
The Armies of the Soviet Union were some of the most feared in the west.  The thought of thousands of Soviet tanks storming the border backed up by thousands of APCs carrying hundreds of thousands of the noble sons of the motherland was almost enough to make any NATO strategic thinker quake in his books. Rules for the Soviet Hordes can be found in the Team Yankee Rulebook and “Red Thunder”.&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 are the best infantry that the PACT can buy.&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.&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;
&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;
Difficulty: 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 Nationalvolksarmee (National People&#039;s Army), 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;
&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;
*Wehrmacht-influenced Communists.&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;
Difficulty: 4.5/5 (Specialized units and weak list. 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, and Poland has become a plaything for the powers of Europe. Poland was the first country the Nazis occupied, 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. The People&#039;s Republic of Poland has one of the largest and strongest armies in Eastern Europe short of the Soviets, and possesses its own arms industry, manufacturing more cheap tanks and guns than anybody except the USSR. Their foreign customers include the East Germans and those fun guys in North Korea. The People&#039;s Republic of Poland has been highly aggressive in its preparations for doing battle with the armies of NATO; Polish war plans feature almost no details for a defense of Poland at all. If the assault into western Europe goes well, no problem, but this lack of defensive planning could come back to haunt Poland if NATO&#039;s forces do not fall to the Communist hordes.&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]]&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;
Difficulty: 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;
===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 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. Iran and Iraq are Islamic republics and have sworn holy war against Israel in a conflict going back centuries, and Israel is democratic-religious state that has staked out a claim for a Jewish homeland and will give it up for &#039;&#039;nobody&#039;&#039;. The Saudi&#039;s, Egyptions and Turks are (for the moment) sitting WWIII out which is espically notable for Saudi Arabia, who hate Iran, and are friendly to the America.&lt;br /&gt;
&lt;br /&gt;
World War III has started new fighting in the Middle East, but it has also put some battles on hold. You will note that, with Israel and Iraq taking NATO formations, the greater war has, for the moment, swept up the regional conflicts. Iraq and Israel both hate each other, but Iran&#039;s getting USSR rubles and tanks and so it&#039;s the enemy that they fight against... for now. Which is why they are a category unto themselves: not quite apple pie, not quite vodka. The Iranians, historians will remember, got American hardware when they were still shooting at Soviet-supplied Iraq, so some strange shifts in who is backing up who and trying to kill who have definitely happened.&lt;br /&gt;
&lt;br /&gt;
In terms of equipment, Middle Eastern powers use a strange mix of stuff from both sides of the Iron Curtain. Iraq, for example, has Western aircraft but Eastern tanks, while Iran flips it. Meanwhile, Israel has a few homemade vehicles; lots of Western stuff, and the odd[[Looted|Soviet vehicle]], captured from one of its many wars in the past.&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;
Difficulty: 2/5 (Good for beginners and vets alike!)&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.&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, used &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 will 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, and you only have a handful of specialized units capable of punching through Leopard 2s and M1IP Abrams. 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;
&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;
*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;
Difficulty: 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]], [[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;
*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;
Difficulty: 4/5 (Excels in the hands of veterans, unfriendly to beginners.) &lt;br /&gt;
&lt;br /&gt;
The underdogs of the Middle East, the Iranian military lack the combat experience of the Israelis or the raw numbers of the Iraqis. By the Iran-Iraq War, the Iranian military was only able to repel invading Iraqi forces thanks to foreign equipment. 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. Then again, common enemies tend to make strange bedfellows, as was often the case during the Cold War.&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. Statwise, the Iranians are even more fanatical than Soviets with 3+ across the board, except for 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. You won&#039;t outnumber the Soviets, but you have a chance to outnumber the infidel Westerners more often than they&#039;d like.&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.   &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;
*Basiji infantry which can assault by turn 1 most of the time.&lt;br /&gt;
*Insanely cheap platoons that let you bring several companies easily.&lt;br /&gt;
*Units will almost never break after taking casualties.&lt;br /&gt;
&lt;br /&gt;
;Weaknesses&lt;br /&gt;
*Extremely squishy armour capped at 3-4 vehicles.&lt;br /&gt;
*Atrocious anti-armour capability.&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;
===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;
Officially a neutral faction in the 20th century, the Swedes weren’t members of NATO despite their neighbours Denmark and Norway being among the first to sign up. 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;
The Swedes fought with some of the most distinctive weapons of the Cold War thanks to their homegrown military industry. Designs, like the Stridsvagn 103 (or &#039;S&#039; tank) and the Saab 35 &#039;Draken&#039; were strange even for the time. The Draken was of the first aircraft to successfully implement a delta-wing configuration; the design used in modern interceptor aircraft like the Rafael and the Typhoon fighter jets.&lt;br /&gt;
&lt;br /&gt;
As with other Scandinavian armies, their forces were rather small: which 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;
==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;
&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;
&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;
[[Category:Wargames]]&lt;br /&gt;
[[Category:Battlefont Miniatures]]&lt;br /&gt;
[[Category:Team Yankee]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5C00:C130:31F2:C256:6938:7720</name></author>
	</entry>
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