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====Combined Arms==== 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. 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. Want to muddy the mixture? Consider taking combat troops as allies with your ‘chosen’ nation providing nothing more than combat (and moral) support. Mandatory: 2-6 Combat Troops (2 platoons of tanks or infantry, 1 platoon of infantry/tanks) 1-2 Artillery (for smoke and pinning) 1-4 Recon (for spearheading and/or denying spearheads) 1-2 Air Defence (Multirole air defence acceptable below 26 points, dedicated air defence required above 30 points) Optional: 1-2 Air support (used as suicide units) 1-1 Armoured ATGM carriers (overlaps with combat troops)
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