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Team Yankee Quick Reference Sheet

STARTING STEP (P. 24) CHECK FORMATION MORALE (P. 65) PINNED DOWN UNITS (P. 50)
1 Check Formation Morale In Good Spirits if have at least one Unit Cannot Move closer to enemy in Line of
2 Check Victory Conditions In Good Spirits (see Unit Morale). Sight, cannot Shoot if they Move, and
3 Reveal Ambushes If not In Good Spirits, score Morale Shoot with their Moving ROF.
4 Roll for Strike Aircraft number or Formation is Destroyed. Score Rally number to Rally.
STARTING

5 Roll for Reserves VICTORY CONDITIONS (P. 99) BOGGED DOWN TANKS (P. 32)
6 Rally Pinned Down Units Game ends when player starts turn May not Move, Shoot, or Assault.
7 Free Bogged Down Tanks holding an Objective uncontested or Always Free at start of your turn.
8 Remount Bailed Out Tanks when opponent has no Formations left.
9 Remove Friendly Smoke Markers BAILED OUT TANKS (P. 47)
ROLL FOR STRIKE AIRCRAFT (P.71)
May not Move, Shoot, or Assault.
On a score of 4+, a Unit of Aircraft arrives
until the end of the turn. Score Remount number to Remount.

STAYING IN COMMAND (P. 31) PASSENGERS (P. 36) FOLLOW ME! AFTER MOVING
In Command if end movement: Dismount at the start or Mount at the Move Unit Leader forward 4/10cm, then
within 6/15cm of Unit Leader. end of movement. Score Courage number to Move Teams
within 16/40cm of Unit Leader, in Transports can Move at Dash speed after forward 4/10cm.
Line of Sight, and in line abreast. Passengers mount. Teams within 6/15cm and Line of Sight
of Unit Leader cannot Shoot.
OUT OF COMMAND (P. 31) TRANSPORT AIRCRAFT (P. 37)
If not In Command, must: Land at end of Move. Can only Shoot SHOOT AND SCOOT ASSAULT STEP
remain in place, Side-mounted weapons. Passengers Score Skill number to Move Teams that
move at Tactical with +1 penalty on Dismount next turn. did not Move, up to 4/10cm.
score to hit, or
Dash towards Unit Leader. MOVEMENT ORDERS (P. 34)
MOVEMENT

DIG IN MOVEMENT STEP


Unit Leader can issue one Order per turn Score Skill number to dig Foxholes.
DASH SPEED (P.30) to Teams within 6/15cm. Teams then shoot with Moving ROF and
Cannot Shoot or Assault and must end BLITZ MOVE BEFORE MOVING cannot fire Bombardments.
facing in direction of travel.
Score Skill number to Move Teams up
MINE CLEARING MOVEMENT STEP
AIRCRAFT LOITERING OFF TABLE (P. 30) to 4/10cm. Can only move at Tactical
speed this turn. If do not Move further, If not Pinned Down, remove Minefield
Aircraft can leave the table instead of within 2/5cm (after entering Minefield
Moving, returning next turn. Shoot with Halted ROF.
last turn). Cannot Shoot or Assault.
Otherwise, Teams from the Unit cannot
MOVING THROUGH TERRAIN (P. 32) Dash and suffer the +1 to hit penalty for CROSSING MINEFIELDS (P.67)
Move at Tactical and Shoot or Assault, Moving Out of Command.
Score Courage number to move within
or Move at Terrain Dash. 2/5cm of a Minefield marker.
CROSS HERE WHILE MOVING
DIFFICULT GOING (P. 32) Teams Crossing Difficult Going within Score Skill number to avoid mines,
6/15cm reduce Cross number by 1. otherwise hit (Anti-tank 5 and Firepower
Score Cross number or Bog Down. 1+ on Top armour if Armoured Tank).

SHOOTING STEP (P. 38) SHOOTING AT AIRCRAFT (P. 39) LINE OF SIGHT (P. 40)
1 Check Range Only Anti-aircraft (AA) weapons can shoot Tall terrain blocks Line of Sight after
2 Check Line of Sight at Strike Aircraft. 2/5cm unless Range is 6/15cm or less.
3 Declare Targets AA, Anti-helicopter, and Guided weapons Buildings and Hills block Line of Sight.
and Infantry (not Heavy Weapons) can Nothing blocks Line of Sight for Aircraft.
4 Rotate to Face
5 Roll to Hit shoot at flying Helicopters.
CONCEALMENT (P. 41)
6 Assign Hits Can shoot in own Shooting Step or
immediately before Aircraft shoots in Concealed if entirely behind or in Tall or
7 Roll Saves Short terrain, or at least half hidden by
SHOOTING

enemy Shooting Step. If they shoot


in enemy Shooting Step, they cannot Buildings or Hills.
WHICH WEAPONS CAN FIRE (P. 38) Defensive Fire, Shoot next Shooting Stationary Infantry are Concealed.
A Tank or Aircraft Team may either fire: Step, or Assault next Assault Step. Aircraft are only affected by terrain
all of its Machine-guns, or Guided missiles (other than Guided AA) within 4/10cm of ground troops.
one other weapon. can only shoot in own Shooting Step. Hunter-killers are Concealed by Tall
An Infantry Team may fire one weapon. terrain, Buildings, or Hills within 4/10cm.
ANTI-AIRCRAFT ROF (P.44)
Dedicated AA, Guided AA, and Aircraft GONE TO GROUND (P. 44)
weapons shoot at full ROF. Teams that dont Move, Shoot, or
Other weapons shoot at ROF 1, with +1 Assault are Gone to Ground. Scout
to hit if already ROF 1. teams and Hunter-killer helicopters can
Move and still be Gone to Ground.

Battlefront Miniatures Ltd. 2015 Permission granted to print for personal use only. www.Team-Yankee.com
Team Yankee Quick Reference Sheet
RATE OF FIRE (P. 44) MISTAKEN TARGET (P. 45) OTHER SAVES (P. 48)
Roll one die per point of ROF. Halted On 3+ target player can swap all swap- Score Save and unharmed, otherwise
ROF if did not Move and not Pinned pable hits between two Teams. If they Destroyed. If Infantry in Bulletproof
Down, otherwise Moving ROF. succeed, they can roll again to swap hits Cover or Aircraft, shooter must score
between another pair. Tanks must be Firepower to Destroy. Re-roll Firepower
SCORE TO HIT (P. 44) more than 8/20cm and Infantry more if Infantry (other than Heavy Weapons)
Target Teams Is Hit On number: than 4/10cm away to swap. Shooting at Aircraft.
Add +1 to score needed if:
HIT FRONT OR SIDE ARMOUR (P. 46) DESTROYED UNIT LEADERS (P. 49)
Range is over 16/40cm
Concealed (but not Gone to Ground) Front if in front of line across front of hull and Appoint another Team from the Unit
Shooter moved Out of Command turret. Side if behind both lines. within 6/15cm as the Unit Leader.
Shooting through Smoke Roll if front and side both visible:
SHOOTING

Shooting at Night PINNED DOWN (P. 50)


1 to 3hit hull
Add +2 to score needed if: 4 to 6hit turret Pinned Down if take a total of 5 hits. If at
least 12 Teams, only Pinned Down if
Concealed and Gone to Ground take a total of 8 hits.
ROLL ARMOUR SAVES (P. 46)
7+ OR MORE TO HIT (P. 44) Target player rolls and adds: Armoured Tank Teams and Aircraft
If need 7+, must roll 6 followed by 5+ Armour rating cannot be Pinned Down.
If need 8+, must roll 6 followed by 6 +1 if range is over 16/40cm
CHECK UNIT MORALE (P. 64)
Outcome:
ASSIGN HITS (P. 45) If less than Anti-tank, roll Firepower to End of Shooting or Assault Step unless:
First hit must be assigned to target. Destroy tank, otherwise Bail Out. No Teams Bailed Out or Destroyed, or
If equal to Anti-tank, roll Firepower 3+ Infantry Teams remain, or
Remaining hits assigned evenly to: 2+ Tank Teams (not Bailed Out), or
Valid targets Test to Bail Out tank.
Otherwise, no effect. 2+ Aircraft Teams remain
Part of same Unit as target Team Score Morale number or Destroyed.
Same type as target Team
Within 6/15cm of target Team

ROLL TO RANGE IN (P. 53) ROLL TO HIT (P. 54) ROLL SAVES (P. 54)
Three attempts to Range In on Skill . Roll to hit all Teams under Template. Roll saves as for Shooting, except
Base score is target Teams Is Hit On vehicles use Top armour, and no
NUMBER OF WEAPONS FIRING number, modified by the Number of Bulletproof Cover behind terrain.
NUMBER MODIFIER Weapons Firing and the following:
SMOKE (P.50 & 56)
ARTILLERY

1 +2 Add +1 to score needed if: Shooting places 2/5cm Smoke ball.


2 +1 Ranged in on Second Attempt
Target Team is Gone to Ground Bombardment places Smoke Screen
3 or 4 - 4/10cm long for each weapon firing.
Target Team is not in Line of Sight
5 to 6 -1 Shooting through Smoke Bombardment must be fired at the
7 or more -2 Shooting at Night beginning of Shooting Step.
Add +2 to score needed if: Smoke Screens block Line of Sight
PINNED DOWN (P. 54) unless Range is 6/15cm or less.
Ranged In on Third Attempt.
Infantry and Unarmoured Tank Units are
Pinned Down by 1 hit.

ASSAULT STEP (P. 57) OPPONENTS DEFENSIVE FIRE (P. 59) ROLL SAVES (P. 61)
1 Charge into Contact Defending Teams within 8/20cm of No saves for Infantry or Unarmoured.
2 Opponents Defensive Fire Assaulting Teams fire at Halted ROF Choose to hit Side armour with
3 Roll to Hit (Moving ROF if Pinned Down). Anti-tank rating, or Top armour with
4 Roll Saves Tanks cannot Defensive Fire if Contacted Anti-tank 2 and Firepower 1+.
5 Push into Enemy Positions by Infantry that did not Move or Shoot
and were Concealed. CHECK IF ASSAULT IS OVER (P. 62)
6 Check if Assault is Over
Defensive Fire hits Side armour. Assaulter wins if Defenders within 4/10cm
7 Test to Counterattack are Bailed Out or Bogged Down.
ASSAULT

8 Counterattack or Break Off FALL BACK FROM DEFENSIVE FIRE (P. 60) Move victorious Unit up to 4/10cm.
Fall Back and Pinned Down if take a total
CHARGE INTO CONTACT (P.57)
of 5 hits. If at least 12 Teams, only Fall TEST TO COUNTERATTACK (P. 62)
Assaulting Teams move up to 4/10cm Back and Pinned Down if take 8 hits. Score Counterattack number to
into Contact with the enemy. Infantry
Tanks with Top armour 1 or 2 only Fall Counterattack, otherwise Break Off.
Teams can move into Contact with an
Infantry Team that is in Contact. Back if 2+ are Bailed Out or Destroyed.
COUNTERATTACK (P. 63)
Fall Back 2/5cm from Defenders. Defenders become Assaulters Charge
ASSAULTING ACROSS TERRAIN (P. 58) into Contact. No Defensive Fire.
Score Cross number to cross Difficult ROLL TO HIT (P. 60)
Going, otherwise not Bogged Down, All assaulting teams in Contact must OR BREAK OFF
instead, fall back 2/5cm. score Assault number to hit. Defenders retire 4/10cm or Destroyed.

Battlefront Miniatures Ltd. 2015 Permission granted to print for personal use only. www.Team-Yankee.com

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