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TY QuickReference A4
TY QuickReference A4
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
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
©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 Team’s 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
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 Team’s 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
ASSAULT STEP (P. 57) OPPONENT’S 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 Opponent’s 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