


WIP of my first Blackhawk
It's an old and OOP Revell Kit in 1/100



It's an old and OOP Revell Kit in 1/100
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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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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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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Each game round is resolved in the following order:
Initiative Phase
Activation Phase (Alternating)
End Phase
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Both players roll a die.
The winner chooses:
To activate first, or
To activate second
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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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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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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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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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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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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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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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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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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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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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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
Call Fire (1 Action)
Delay (resolves next round)
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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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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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?