How to Play Team Yankee Part Two

แชร์
ฝัง
  • เผยแพร่เมื่อ 11 ธ.ค. 2015
  • Rules designer Phil Yates tells you how to play Team Yankee. In Part Two he covers the rules for shooting and morale.
  • เกม

ความคิดเห็น • 10

  • @christopherfriend7402
    @christopherfriend7402 5 ปีที่แล้ว +2

    So here I am four years later and I think it's an excellent video.

  • @floydkeimiii303
    @floydkeimiii303 8 ปีที่แล้ว +14

    Something about seeing modern tanks that close feels a little off.

    • @ethan5354
      @ethan5354 3 ปีที่แล้ว +2

      I agree, these beasts are meant to engage each other at distances of almost a kilometer, but having a board that represents those massive ranges probably isn't very practical.

  • @gswinney1533
    @gswinney1533 ปีที่แล้ว

    gotta admit, the unit card was out of shot when you was talking about the turret armour. couldnt get to see where on the card it was.

  • @PMMagro
    @PMMagro 8 ปีที่แล้ว

    Whopsie daisy what is with the sound?

  • @oldguy360gaming4
    @oldguy360gaming4 11 หลายเดือนก่อน +1

    Why do you have ads enabled on a tutorial on the game you’re selling?

  • @MXKnight
    @MXKnight 8 ปีที่แล้ว

    whoop second comment

  • @kfeltenberger
    @kfeltenberger 3 ปีที่แล้ว +1

    I'm not sure how to take TY...is it trying to be a serious game or one that only becomes semi-serious with beer and pretzels. There's no range scale, yet weapons have ranges. There's no value in having a well trained crew and good equipment because the sole determinate on what you need to hit is based solely on the target (and range/situation mods), but your well trained crew means nothing. It's mentioned that this "hit on number" is based on crew skill (to stay hidden, use terrain) and other things such as maneuvering and using smoke, yet there's no rules for the tank to deploy smoke. A base Western tank is easier to hit (because it's larger) than a Soviet tank (they're smaller and have a lower/smaller silhouette). Short range AA missiles (Stinger) have a range on the board of 48", a M-109 has a range of 96 inches, and yet in real life the Stinger had a max range of 7.8km and the M-109A1 has a range of 18.1 km. Something doesn't add up.
    I really want to like this game and want to play it. The lack of scale (time and distance), the weird ways to hit (don't get me started on the *target* getting to tell the shooter they didn't hit the target they aimed at...), the questionable stats on the vehicle and vehicle systems, and I'm having trouble. This would best be a game played at 1/285th scale with a bit more time spent on fully fleshing out what the vehicles can really do and are capable of.
    I've been playing modern micro-armor since I was in middle school/high school in the late 70s/early 80s, and have played most of the rules produced though the mid 90s, and then several of the ones produced after that point, and while they were a little more complex, they were complex in a way that made the game better and showed the strengths and weaknesses of the vehicles by allowing them to do the things they were capable of doing.
    Again, I want to like this and play it, I'm just having issues with the game logic and concepts.

  • @CwenUK
    @CwenUK 8 ปีที่แล้ว

    Woop 1st comment =)