Editing
Team Yankee
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===NATO=== {{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}} 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. ====United States of America==== {{topquote|I can no longer sit back and allow Communist infiltration, Communist indoctrination, Communist subversion and the international Communist conspiracy to sap and impurify all of our precious bodily fluids.|General Jack D. Ripper}} <u>Difficulty</u>: 1/5 (excellent for beginners!) They may not have shown up on time for the last two world wars, but they sure have brought some firepower into this one. The principal founder of NATO and its strongest military power, the United States moved immediately to bring its full strategic might to bear against the seemingly-endless masses charging west from behind the Iron Curtain. Three of the U.S.A.'s armed forces feature in this game, primarily their Army; the United States Army is one of the most technologically advanced forces on the Battlefield. An all-volunteer force, the average US Soldier is backed up by some of the most advanced weapon systems rumbling into war with them (including the first ever METUL BOX). Particularly the principal tank of the US forces in Europe, the M1 Abrams is arguably the most influential main battle tank of the 80s, influencing almost every other tank design in the Western world. ''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. For players concerned with historical accuracy, remember to toss out the Yorks, RDF/LTs and the Hueys (except for Marine Airborne)! Defining Units: [[M1 Abrams]], [[M163 VADS]] ;Strengths *Most versatile faction in the game, with options to fill almost all roles. *Ideal for Armored and combined arms playstyles, with the flexibility to attack or defend. *Decently easy to learn, and is rather straightforward. *Ability to upgrade entire force to carry AT23 TOW2s *Capitalism ;Weaknesses *Second most expensive faction in-game. *Poor cost efficiency compared to other NATO equivalents. *The TOW tax quickly adds up. *Capitalism. *Can't point out the enemy on a map. The Breakdown: Infantry: Solid and cost-efficient. 4/5 Transports: The best 'free' transports in the game. 3/5 Tanks: All the flavors of M1s. 4/5 Anti-Tank: No longer cost efficient, but packing serious heat. 4/5 Recon: Decent Army options, Good Marine options. 3/5 Artillery: Decent, if expensive mortars. 3/5 Aircraft: Best helicopters, mediocre aircraft. 4/5 Anti-Air: Overpriced. Where's the air force?? 2/5 {{US Forces in Team Yankee}} ====Great Britain==== {{topquote|Why do you suppose we went into it?"<br>"To strengthen the brotherhood of free western nations."<br>"Oh really, we went in to screw the French by splitting them off from the Germans.|Yes, Minister}} <u>Difficulty</u>: 2/5 (Good for beginners and vets!) Steadfast, courageous, and absolutely devoted to their time-honoured traditions of tea, crumpets, and silly hats, the British Armed Forces became a founding member of NATO after World War II, in which they earned great fame for their many triumphs over impossible odds. Two major commands, British Army of the Rhine and Royal Air Force Germany, were dedicated to stand guard against the threat of Soviet invasion and have dutifully done so for 40 years. The British military is well-known for its discipline, professionalism, and for actually showing up on time for world wars (not like those louts across the pond). Thanks to a little disagreement on the far side of the Atlantic in 1982 (not to mention the decades long troubles in Northern Ireland), the British military is one of only a few in NATO with combat veterans in its ranks going into the fight. They may not have the numbers or superpower status that they did in the glory days of the Empire, but as Argentina could tell you, they can still fight with the best of them. When the Warsaw Pact barged westward and brought war to Europe for the third time in a century, the British forces in West Germany stubbornly refused to give ground, forcing their enemy to bypass them rather than sacrifice the entire invasion's timetable. The rules for these tea-chugging bastards are found in “Iron Maiden” and updated rules can be found in "WW3: British". The Brits lack the cutting-edge advanced technology of the other NATO forces (Advanced Stabilisers, Thermal Imaging except on the Challenger) but compensate with sheer firepower and ridiculously well-armoured tanks. Thanks to their Assault 3+ Infantry and abundance of units which benefit from staying still and taking potshots like the Chieftain and Milan, the British excel on the defence; sipping tea and destroying anything which strolls into their fields of fire. Should the enemy fix bayonets, you have assault 3+ on most infantry and vehicles, a lynchpin that makes the entrenched British rifleman one of the most resilient units in the game. Also there is one other slight thing to mention with regard to the British during this time period: they are Troubled, the good Friday agreement which ended (or at least paused) The Troubles would not be signed for another 13 years (1998). What does that mean for team Yankee? well likely nothing but in real life you could bet your ass the Soviets would love to pour gasoline on that little fire to try and distract the Brits, so if we ever get a partisan list or something, maybe keep an eye open for that. Defining Units: [[Chieftain]], [[Milan Section (Mechanized)|Milan Section]] ;Strengths *One of the strongest factions on the defensive. *Best infantry in the game with plentiful ATGMs on human (and armored) platforms. *Ideal for defensive or infantry players. *Has the almost invincible, if overcosted, Challenger. ;Weaknesses *Lacks units that can effectively fight while on the move. *Seriously struggles to damage heavy MBTs. *Vulnerable to smoke and rushes; units rely on staying still to deliver the most firepower. *Commonly seen as the seal clubber's favorite due to superior infantry stats and milan spam, which makes new players ragequit. *Everything, absolutely ''everything'' stops for tea at four o'clock. The Breakdown: Infantry: Excellent defence and long ranged AT, poor offensive abilities. 4/5 Transports: Average APCs and IFVs alike. 3/5 Tanks: Expensive, armoured monsters with deadly firepower but incapable of mobile warfare. 4/5 Anti-Tank: Excellent options for dealing with previous generation tanks, struggles against 20+ armour. 3/5 Recon: Dangerous but squishy. 3/5 Artillery: Good mid-low caliber pieces. 4/5 Aircraft: Best bomber, overcosted helicopters. 3/5 Anti-Air: Excellent Rapier, ludicrously good Marksman, mediocre Spartan Blowpipe. 4/5 {{British Forces in Team Yankee}} ====West Germany==== {{topquote|Well that certainly doesn't apply to the Germans..."<br>"No no, they went in to cleanse themselves of genocide and apply for readmission to the human race.|Yes, Minister}} <u>Difficulty</u>: 4/5 (Challenging listbuilding.) Following the complete destruction of Nazi Germany in 1945, about half of the country was occupied by the British, French and Americans, who merged their three occupation zones to form the Federal Republic of Germany. From its capital in Bonn, West Germany's leaders have focused their efforts on redeeming (West) German standing in the world through a restored representative democracy, a careful and conservative foreign and defense policy, and some truly outstanding cars, wurst and beer. And thanks to their longstanding membership in the NATO alliance, (half of) Germany gets to be the ''good guys'' this time! West Germany was the first featured expansion in "Team Yankee," centering around the Bundeswehr's Heer, one of two current successors to the legendary German Army of the past. With their homeland invaded for a second time by their enemy from two previous world wars, the West Germans are intensely motivated and have all the tenacity, discipline and professionalism of their fathers and grandfathers. Their former countrymen, the East Germans, are among the leading forces of the Warsaw Pact, making the war especially personal as both German armies do their utmost to see that their cause triumphs. The West Germans are literally battling in their own streets, homes and fields, while the East Germans are leaping at their chance to forge a unified, socialist Germany. The Rules for the West Germans can be found in "West German", which replaced Leopard and Panzertruppen. The West Germans have continued the famous German tradition of quality over quantity and then some: their units rank among the very best (and most expensive) in the entire game. The perfect example is the Leopard 2, a monument to armoured superiority that costs eleven points per tank, as opposed to a mere four per tank for the East Germans' T-72M. One exception is the Leopard 1; your budget tank at 3 points. In addition to Thermal Imaging, they field devastating units like the Gepard Flakpanzer and the Panavia Tornado fighter-bomber, which can make their points back over several times in the hands of an effective commander. A well-balanced army capable of different playstyles, but ultimately held back by its inability to sustain losses. Expect to be outnumbered 2-1 against NATO, or 3-1 or even 4-1 against PACT forces. Defining Units: [[Leopard 2]], [[Marder II Zug]] ;Strengths *Strongest armoured units in the game. *Soviet-equivalent morale. *Ideal for aggressive or challenge-seeking players. *Hard-hitting units that can punish your opponent's mistakes very harshly. *Ex-Nazis. ;Weaknesses *Ex-Nazis. *Small units with some of the game's most expensive models. *Poorly suited to attrition tactics. *Forgot their cold-weather gear AGAIN. The Breakdown: Infantry: Effective, but few and expensive. 2/5 Transports: Strongest transport in the game, but no built-in missile. 4/5 Tanks: Overcosted Leopard 2s, decent Leopard 1s. 2/5 Anti-Tank: ATGMs expensive and few. Role filled by Leopard 2s. 1/5 Recon: Cheap and dangerous. 3/5 Artillery: Solid NATO artillery. 4/5 Aircraft: Good bomber, overcosted helicopters. 2/5 Anti-Air: Versatile, competitive options. 4/5 {{West German Forces in Team Yankee}} ====France==== {{Topquote|Going to war without France is like going hunting without an accordion.|Jed Babben}} <u>Difficulty</u>: 3/5 (Beginner unfriendly, many glass cannons.) The gall of those cultureless, crass Americans! We hate all of them! Our king bankrupted us to save them in their "Revolutionary War," and now they make memes of us on the internet! 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's armies in the Great War, whereas the Americans couldn't be bothered to show up until 1917. France also <s>let the Germans take everything</s> 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 <s>those stupid English</s> their British allies from getting overrun by the Nazis, but maybe also the world. As explained in "Free Nations," France sort-of left NATO under Charles de Gaulle, a... very complicated man whose egomania could well have one-upped Douglas MacArthur if they hadn't been kept on totally separate sides of the planet. To summarize, de Gaulle fought nails and teeth (and all the rest too) to keep ''his'' France independent: politically, economically and militarily. This lead to France having its own military industry and designs and also lead to it leaving-but-not-really-leaving NATO and expelling all non-French military forces stationed on French soil. Secret agreements were made, however, and France retained the right to declare its re-integration into the NATO military alliance if it saw fit to do so; i.e. in case of WW3/something grave enough that would threaten France directly. The reasons for de Gaulle's stubbornness are multiple but the two main ones were that he wanted no part in what he fully expected to be "League of Nations II: Incompetence Boogaloo" or being pressured into sending his soldiers into conflicts where France had neither cause to nor interest in participating. Early in the events of "Team Yankee", 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 <s>as the Germans did</s> as they may expect, ''mon ami''. As of 1985, France is one of the few NATO nations with genuine combat experience after World War II, alongside the United Kingdom and the United States, and it has the third-largest number of atomic weapons in the world - a distant third behind USA and the USSR, mind you, but third-largest nonetheless. The French ORBAT is unlike any of the major military powers, with their early Cold War history covering the first and second Indochinese (Vietnam) wars and their different mission needs. The post-WWII/Indochine French army has a doctrine that can be summarized in one sentence: "Engage the enemy on your own terms; never his!". Lacking a tank capable of trading blows with any modern platform and near-universal <s>cowardice in the ranks</s> 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's force before taking significant damage. In fact, among the NATO nations, the French were the only ones to eventually adopt autoloaders for their main battle tanks (starting only with the Leclerc, though), but they also tend to come from the 'speed is armour' 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's balls and require a different playstyle to excel. They do have Milan spam if that's your thing though (you powergaming ''bâtard''). Defining Units: [[AMX-10 RC]], [[Gazelle Helicopter|Gazelle 20mm]] ;Strengths *Strong firepower on even the lightest units *Milan AT spam on par with the Brits. *Ideal for aggressive or experienced players. ;Weaknesses *Tissue-thin armour made from stale baguettes. *<s>Cowards</s> Unreliable (seriously, do NOT expect Morale 5+ troops to stay in the fight.) *Smell like bad cheese. The Breakdown: Infantry: Good firepower but unreliable morale. 3/5 Transports: You get what you pay for: very solid. 4/5 Tanks: Incapable of tanking damage for the army. 3/5 Anti-Tank: Milan spam just got stronger. 5/5 Recon: Deadliest 'recon' units in the game. 5/5 Artillery: Lacking in utility arty. 2/5 Aircraft: Fragile but VERY deadly when played well. 4/5 Anti-Air: Respectable, but expensive. 3/5 <div class="toccolours mw-collapsible mw-collapsed" style="100%"> A Quick Note About the Morale Thing <div class="mw-collapsible-content"> Almost universally in Team Yankee, the French have ''shit'' morale, and this is a little weird at first glance. After all, the "ha ha, France = surrender monkeys" meme is about as nuanced and accurate as a company of Soviet motor rifles - especially by 1985. The French army has more actual recent combat experience than nearly any other playable nation, and previous morale crises have only improved the ''Armée de Terre'''s ability to deal with such issues. So, what gives? Turns out, much like a few other terms for various Battlefront franchises, "Morale" is a slight misnomer. To be precise, the poor roll value that the French have isn't to represent that they are somehow more cowardly (the parallel 3+ Courage roll indicates as much), but rather to integrate French doctrine into the game, since most nation-specific special rules have been removed in order to streamline the rules. You see, in older FoW versions there used to be a dozen different special rules indicating unique attributes that would modify the two base values for specific traits. Courage, Rally, Assault and Counterattack are all new, and were created so as to whittle down the truly obscene rules clutter that was starting to really drag down games of FoW. But that still doesn't answer the question ''"Why are my goddamn frogs running away so much?"''. The answer is simple: <s>the chemicals in the water turned them gay</s> they're being ordered to retreat: the French just don't stick around for a slugging match they fully know they simply can't win! If the French learned anything from the various wars of the 20th century, it's that they have to be able to give ground for time and that they absolutely do not have the ability to engage in attritional slogs and trade casualties for the same. As they quickly realized going solo meant they would never be able to field armor in the same volumes the Soviets could, the French army doctrine evolved into a very mobile and elastic thing that put their entire emphasis on high mobility with lighter motorized units, creating a 1985 doctrine of maneuver warfare with lightly armoured units. [[skub|The more callous say they just mixed Guderian's ''blitzkrieg'' with Model's ''schild und schwert'']], however nobody can deny they are very efficient at what they do best: hit hard, fast and overwhelmingly where the enemy doesn't expect it then redeploy before they can strike back. This is well-represented in-game by the French having good skill but poor morale scores. This is also why the Czechoslovaks, despite being far less motivated than the French in every respect, have a better Morale rating despite literally having worse morale. Such a broad and encompassing term as Morale isn't restricted to the one stat that shares its name, and is technically the collective sum of all the stats on the left half of the base section since it was broken into those three in the first place. </div> </div> {{French Forces in Team Yankee}} ====Canada==== {{topquote|I know a lot of you are going through separation anxiety... but there's nothing I can do about getting a Tim Hortons in Kabul.|Col. Al Howard (FYI, they did eventually get a Tim Hortons in a trailer)}} <u>Difficulty</u>: 3/5 (Limited unit variety, technical playstyle.) [[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 ''4th CMBG'' showed up to the fight with a [[Leopard 1#Canada|tree grinder]], intending to reenact that scene from Fargo. While you'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. The Canadians apologize for borrowing American and German units, such as aircraft and heavy tank platoons. <s>Defining Units</s> ''Standard List in BMP/T-55 Meta'': [[ADATS]] and as many [[Leopard 1#Canada|Leopard C1's]] as you can take ;Strengths *Units tend to be agile, multi-purpose or hard-hitting. Sometimes, all three. *Ideal for offensive and maneuver-minded players. *Actually pretty good at fighting. ;Weaknesses *Glass cannons whose vehicles can cost a pretty pound of points. *The Americans don't like you for some reason. *Apologize every time they shoot at anybody. The Breakdown: Infantry: Jack-of-all-trades, master of none. 3/5 Transports: It's cheap, it's free! 3/5 Tanks: Best generation-two tanks, and you can take a LOT of them. 4/5 Anti-Tank: Enough TOW platforms to do damage, plus the spillover from AA. 3/5 Recon: Sneaky, but not much else. 2/5 Artillery: Some mortars, some howitzers. Nothing special. 3/5 Aircraft: Grounded by lack of parts. -/5 Anti-Air: Your primary AA platform also cracks open heavy tanks... for a price. 4/5 {{Canadian Forces in Team Yankee}} ====The Netherlands==== ''"Lucas, get out of the lingerie!"'' <u>Difficulty</u>: 2/5 (Versatile units with some drawbacks. Beginner viable.) The Netherlands! A country so friendly and fun to visit that when World War III finally kicked off in August 1985, the Warsaw Pact drove a spear right through West Germany and brought the party to them. High on weed and hookah, the Dutch wade blindly into battle with a combination of dated equipment from the early 60s and the cutting edge of modern weaponry. Clearly influenced by the Wehrmacht of yesteryear, the Royal Netherlands Army boasts one of the toughest mechanized lists around. With the holy trifecta of Leopard 2s, IFVs and Carl Gustavs, Dutch lists have few weaknesses, with numbers and the ability to deal with armour from just about any range and IFV hordes. They are less advanced than their alcoholic West German brothers (infrared), but are considerably cheaper. 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 "Dutch Gepard". Your units have training similar to the Americans rather than the underequipped West Germans. 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. Defining Units: [[Leopard 2]], [[YPR-765]] ;Strengths *Able to spam IFVs with infantry to boot. *Ideal for mechanized players or jacks of all trades. ;Weaknesses *Long ranged anti-tank capability only from Leopard 2s. *Jack-of-all-trades faction without any overpowered units. *Drug peddlers. The Breakdown: Infantry: decent, but made deadly by virtue of their transports. 4/5 Transports: It's cheap, and also the best NATO IFV. 4/5 Tanks: Not great, but you don't have any other AT options. 3/5 Anti-Tank: Expensive, fragile and mediocre. 2/5 Recon: Does the job, but nothing more. 3/5 Artillery: Below-average, but still passable. 3/5 Aircraft: Our pilots are still in rehab. -/5 Anti-Air: Weaker than the West Germans, but still very strong. 4/5 {{Dutch Forces in Team Yankee}} ====Denmark==== {{Danish Forces in Team Yankee}} ====Norway==== {{Norwegian Forces in Team Yankee}} ====ANZAC==== ''"Oi! Mate! Get off the fekkin' gun and stab the bloody cunt!"'' <u>Difficulty</u>: 4/5 (Beginner unfriendly. Vet recommended.) Legendary for their daring, elan and professionalism, the armed forces of Australia have a long record of making somebody ''very'' sorry that they picked a fight with the Empire. Or with Australia. Or that there was a fight going on, and the Australians heard about it and showed up. Where Canada runs in circles around the enemy and France runs away from the enemy, the Aussies and Kiwis run ''at'' the enemy. By all accounts they really shouldn't be present, they aren't even officially part of NATO (due to that whole "North Atlantic" thing), yet here they are in 1980's Germany. Down-under magic? Down-under magic. The Queen calling for aid? Or maybe has something to do with the complicated system of alliances in the pacific that were thrown around very early on in the cold war. The Aussies and Kiwis both had actually signed a treaty referred to as the ANZUS with the US in the 50'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's Nuclear-Free stance putting it at odds with the United States). Your PACT players are going to be wondering: "Wait, aren't ''we'' supposed to be ones who're invading?". 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 '''not''' fly. But looking at their stats, that's specifically what they're here to do. Skilled, courageous, all while packing lots of tools designed for staring the dirty communist in the eyes as you kill him. Your infantry may not be amazing, but your scorpions and leopards can literally roll over the communists with assault 3+. The Australians may not actually be in NATO at all, but having decided to show up anyway, they're polite, they're efficient, and they have a plan to kill everyone they meet. The ANZACS have British support units such as the Tracked Rapier and Harrier, thanks to their plea deal with the crown. Defining Units: [[CVRT#Kiwi Variant|Scorpion]], [[AT Land Rover]] ;Strengths *'Tank' units are nearly unmatched in close quarters, and set to win damn near ''every'' melee they enter. *Ideal for you melee junkies out there. ;Weaknesses *Suffers from yet another serious lack of organic support. *Units are few as is, but a lack of variety can seriously limit flexibility. *Can't handle cold. The Breakdown: Infantry: Average NATO infantry, but essential in any list. 3/5 Transports: It's free I guess.... 3/5 Tanks: Your tanks can shred light armor on the move while running infantry over. 4/5 Anti-Tank: Good against light armor, terrible against high-end tanks. 3/5 Recon: Kiwis go ''hard''. 2/5 Artillery: Mortars only, but the Brits can help you out! 2/5 Aircraft: They haven't discovered aviation yet. -/5 Anti-Air: It's bad. It's REALLY bad. 1/5 {{ANZAC Forces in Team Yankee}}
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information