u/kaeptnkaputt

Hey all,

I’ve been working on a set of alternative rules for Team Yankee and I’m at the point where I really need broader playtesting beyond my local games.

Why I started this:

While I enjoy TY a lot, I felt the core system can become a bit static and “I-go-you-go” heavy. I wanted something that:

Feels more dynamic and reactive on the table

Reduces downtime between players

Encourages tactical decision-making over pure list optimization

Better represents modern combined arms (especially suppression, leadership, and reactions)

What’s different:

The system leans into alternating activations, a 2-action structure, and limited reactions to create more interaction during both players’ turns. I’ve also reworked suppression and command mechanics to avoid “lockout” situations while keeping tension high.

It’s still very much Team Yankee at its core—just with a bit more flow and decision density.

What I’m looking for:

Players willing to try a few games with the rules

Feedback on balance, pacing, and clarity

Edge cases I haven’t thought of yet

TY–BFE HYBRID RULESET (Playtest Draft v0.3)

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  1. Introduction

TY–BFE Hybrid is a platoon-level tabletop wargame system designed to combine the statistical framework of Team Yankee with an alternating activation engine and a strong emphasis on command, positioning, and local reactions.

The system aims to:

Increase player interaction through alternating activations

Reward maneuver and flanking over static play

Emphasize command structure and leadership

Reduce excessive marker tracking

Distinguish between tactical and operational fire support

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  1. Game Scale and Structure

Scale: Platoon-level

Recommended game size: 50–60 points

Table size: 4' x 4'

Typical force: 4–5 platoons per player

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  1. Turn Sequence

Each game round is resolved in the following order:

  1. Initiative Phase

  2. Activation Phase (Alternating)

  3. End Phase

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  1. Initiative Phase

Both players roll a die.

The winner chooses:

To activate first, or

To activate second

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  1. Activation Phase

5.1 Core Rule

Players alternate activating one platoon at a time.

Each platoon may be activated once per round

Continue alternating until all platoons have activated

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5.2 Activation Imbalance (Pass Tokens)

If one player has fewer platoons:

That player receives Pass Tokens equal to the difference

A Pass Token may be spent to skip an activation

Rules:

Pass Tokens may only be used while the player still has unactivated platoons

Multiple Pass Tokens may be used consecutively

All unused tokens are discarded at the end of the round

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5.3 Platoon Activation

When a platoon activates, it receives:

➡️ 2 Actions

These actions may be used freely unless restricted by status effects.

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  1. Actions

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6.1 Move

The platoon moves according to its standard movement rules.

Movement immediately cancels any Ready state

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6.2 Shoot

The platoon performs a shooting attack using standard weapon profiles.

Shooting may consume a Ready state (see below)

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6.3 Ready

Cost: 2 Actions

The platoon prepares for combat, entering a heightened state of readiness.

Effects:

+1 To Hit

Reaction range increases to 24"

Snapshot penalty is removed

Overwatch is enabled

Duration:

Persists until the platoon’s next activation

The Ready state ends immediately if:

The platoon moves

The platoon becomes suppressed

The platoon performs a Shoot action

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6.4 Rally

Cost: 1 Action

The platoon reorganizes and regains combat effectiveness.

Effects:

Removes Suppression

Removes all Jam markers

This action may be performed even if the platoon is suppressed.

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6.5 Reload

Cost: 1 Action

The platoon focuses on restoring weapon functionality.

Effects:

Removes all Jam markers

The platoon may not perform any Shoot actions during this activation

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  1. Reactions

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7.1 Reaction Trigger

A platoon may react when:

➡️ An enemy platoon completes an action within 10"

Timing:

Reactions occur after the enemy action is fully resolved

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7.2 Reaction Limit

Each platoon may perform only one reaction per round

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7.3 Requirements

A platoon may only react if:

It is not suppressed

It has command access (within command range of its leader)

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7.4 Reaction Types

Snapshot

ROF: 1

To Hit: -1

If the platoon has Ready, this penalty is ignored

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Evade

The platoon immediately performs a Tactical Move

It may not perform further reactions this round

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  1. Ready Fire Risk (Jam System)

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8.1 Jam Trigger

If a platoon with a Ready marker performs a Shoot action:

Roll one die

Result:

On a natural 1, the platoon suffers a Jam

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8.2 Jam Effects

The platoon may not continue shooting during this activation

A Jam marker is applied

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8.3 Removing Jam

Jam is removed by:

Performing a Rally action

or

Performing a Reload action

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  1. Suppression

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9.1 Suppression Trigger

A platoon becomes suppressed if it suffers:

➡️ 2 or more hits during a single enemy activation

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9.2 Limits

A platoon may only have one Suppression marker

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9.3 Effects of Suppression

-1 Action (minimum 1 action remains)

-1 ROF

May not perform reactions

May still perform Ready

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9.4 Suppression Removal

If the Platoon Leader is alive:

Suppression is automatically removed at the end of the round

If the Platoon Leader is destroyed:

The platoon must perform a Rally action

Suppression is removed at the end of the round

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  1. Platoon Leader and Command

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10.1 Command Range

8" from the Platoon Leader

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10.2 Command Effects

A platoon within command range may:

Perform Ready

Perform Reactions

Automatically remove Suppression at end of round

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10.3 Leader Targeting

A Platoon Leader may be targeted if:

The attacker had a Ready marker from a previous activation

The attacker performs a Shoot action

Hit Requirement:

Only on a natural roll of 6

Effect:

The Platoon Leader is destroyed

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  1. Command Support

If a platoon loses its leader:

It may use a nearby friendly leader if:

Within 8"

In cohesion

Allowed:

Rally actions

Suppression removal

Not allowed:

Reactions

Ready

Leader targeting abilities

Limit:

One supporting leader per platoon per round

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  1. Combat Resolution

Hits are resolved normally

Saves are taken

Firepower tests are resolved

Casualties:

Removed immediately after resolution

Destroyed units:

Lose any unused reactions

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  1. Flanking

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13.1 Arc Definitions

Front: 180°

Rear: 90°

Side: remaining arcs

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13.2 Flanking Bonuses

Side Arc: → +1 Firepower

Rear Arc: → +1 Firepower

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  1. Terrain

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14.1 Density

Recommended: 40–45% table coverage

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14.2 Buildings

Structures have durability:

House: 2

Concrete building: 4

Bunker: 6

At 0:

Becomes rubble

Provides hard cover

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  1. Indirect Fire

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15.1 Mortars (On-table)

Use normal activation

Use standard bombardment rules

Smoke:

Blocks line of sight completely

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15.2 Artillery (Off-table)

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Call Procedure

  1. Call Fire (1 Action)

  2. Delay (resolves next round)

  3. Resolve bombardment

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Accuracy

Platoon Leader: standard accuracy

Forward Observer: improved accuracy

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Limits

Cooldown: 1 turn

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15.3 Counter Battery

When enemy calls artillery:

Roll D6:

1–3: no effect

4–5: -1 to hit next strike

6: strike is canceled

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15.4 Air Interdiction

Replaces a platoon activation.

Roll D6:

1–2: no effect

3–4: artillery suppressed next turn

5–6: artillery disabled for the game

Cost:

The unit performing the action is removed from play

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  1. End Phase

At the end of each round:

Suppression is removed (if conditions met)

Jam remains unless cleared

Pass Tokens are discarded

Status markers are checked

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  1. Core Gameplay Loop

The game revolves around:

Alternating activations

Tactical positioning

Reaction timing

Command dependency

Risk management (Ready vs Jam)

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Playtest Notes

This is a test version. Focus areas:

Is Ready too dominant?

Does Suppression create meaningful decisions?

Are Reactions impactful but not oppressive?

Does movement outperform static play?

Does Command loss feel meaningful but not crippling?

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u/kaeptnkaputt — 21 days ago