Showing posts with label T-55. Show all posts
Showing posts with label T-55. Show all posts

Monday, October 1, 2018

The Czechoslovak People’s Army (ČSLA) in Team Yankee

Team Yankee has really captured my gaming imagination over the past couple of years and whilst I started with World War II and Napoleonics, the passion for WWIII has always lurked just under the surface (much like a Los Angeles submarine hunting its prey) waiting for a chance to burst out.

I have a few armies on the painting table and for the past few months I've been slowly putting together a plan to add a Czechoslovak force to that list. I cannot really explain why this particular force has captured my eye other than perhaps a strange liking of the Vz.61 Skorpion thanks to playing Twilight 2000 all those years ago?

The Czechoslovak People’s Army in Team Yankee is much like the other Warsaw Pact nations in that they have 2nd line tanks with the T-72M and T-55AM2, along with a few other (super cool looking) locally built vehicles like the DANA SP Artillery and OT-64 APC. They lack the really first line gear that the Soviets have but make up for by just being cool.

Other than gear, where the Czechoslovakians differ from their allies is their Courage and Skill ratings. They have a base Courage of 5+, whereas the East Germans have a 4+. This  represents a little less commitment to the cause than their allies and some long memories going back to 1968. They also have a slightly lower Counterattack (1 point less). This means that for a company of T-72Ms you are paying 1 point less at the bottom end with 3 for 6 points vs 7 points (for the East Germans) and 27 points for 10 tanks, vs 35 points.

When it comes to T-55AM2 Companies it is a similar story with 5 tanks costing 1 point less and 10 tanks being 3 points cheaper (at a total of 13 points).

My current plan is to finish building two T-55A2 Companies, each of 16 tanks. These would be supported with integral (min strength) infantry Companies in OT-64 armoured personnel carriers, small scout platoons with BRDM-2 and perhaps (depending on points) some AA in the form of some SA-9 Gaskins. Each of these companies come in at 28 points (or less depending on how I support the infantry). 
They would form the aggressive core of the force, pushing forward to get up close with the enemy and hopefully causing some casualties to the enemy support elements or even their tanks if I can hit the flanks. 

To give the Force a little more punch I'd add some T-72M tanks. Ten of these backed up with some infantry in BMP-2 APCs and BMP-1 Scouts are 35 points. In a 100 point game this doesn't leave me with much left over for support units, however I can either chose to play a bigger game, or drop a Tank Company (either the T-72Ms or T-55AM2s) or merge them by swapping the 3rd platoon in the T-55AM2 Companies with some T-72Ms. Assuming I get everything built and painted I'll have plenty of options to choose from!

To support the Force, I have a wealth of very nice options.
  • Hinds - yes please.
  • DANA SP 152mm guns - wait till you see what they look like.
  • RM-70 Rocket Launchers - oh why not!
  • Spandrels - because I can.
  • SU-25 Frogfoots - it would be rude not too as the Czechoslovakian Air Force was one of the few (in addition to the Soviets) that used them.
Hinds helicopters are problem solvers in my opinion. Their Spiral AT missiles are more than capable of knocking out enemy tanks whilst their save means they have a good chance of ignoring enemy ground fire. 

Because they are airborne they can move around the table with far more freedom than my ground based anti-armour assets and unlike all other helicopters they can move and shoot their missiles.

Plus, they look cool, and there are specific Czechoslovakian Hind decals! 

Next up are the DANA Self-propelled 152mm guns. As Leeloo said, "Big Badda Boom!" 

These look phenomenal and pack some fairly serious firepower with AT 4 vs top armour and 2+ Firepower. They also have the Autoloader rule which means you reduce the score to hit teams under the template by 1.

Oh, and did I mention the words Smoke Bombardment? Just another tool in their arsenal.

RM-70 Rocket Launchers are what you get when you take a Hail (or Grad) rocket system and put it on a much better-looking truck.

Thanks to their nice large Salvo template they should provide a useful option for taking on British Milan teams.

The addition of some Spandrels to the Force is a bit of a no-brainer to me as they come in at a very affordable 2 points for 3 vehicles and their AT 21 missiles are quite potent on the battlefield. Plus, they have wheels and in this force anything with wheels gets a look in.


Last, but certainly not least is the crowd favourite, the SU-25 Frogfoot.

Much like the Hind, they benefit from the ability to target models that think themselves safe hiding behind terrain. Their Kh-25 missiles are deadly with a capital D thanks to AT 27, Firepower 2+, and just to finish it off, Brutal, Guided and HEAT.

They will find you, and they will kill you. Of course, they only turn up half the time so a bad series of dice rolls could result in 21 points and 6 Frogfoots never turning up... so don't roll badly!

With so many projects that I want to work on I had better start planning my Christmas holidays!


Friday, May 25, 2018

Know Your Team Yankee T-55

Earlier this year Battlefront released the much-anticipated plastic T-54/T-55 tank, one of the most widely used tanks in the world. In Team Yankee you can currently field the T-55AM2 variant with your East German forces in Volksarmee, or the T-54 with your NVA (North Vietnamese Army) in ‘Nam, and very shortly the Syrians and Egyptians in Fate Of A Nation.

The T-54 and T-55 tanks were a result of the continuing development process for the T-34 (and T-44) during the closing years of World War II. 


A series of developments and improvements saw the design go into production in the late 1940’s. Over the intervening years the T-54/T-55 would be continuously updated and upgraded with improved engines, NBC (Nuclear, Biological, Chemical) protection, sights, radios and so on.

From a Team Yankee in-game perspective, the majority of these changes had very little or no impact however in the late 1970’s operators began upgrading some of their tanks to the new T-55AM version.

T-55 tank at Panzermuseum Munster
From an external perspective there are some very obvious ways to tell the two models apart. The modernised AM tanks have (in my opinion) a very interesting looking turret as the addition of BDD armour adds extra bulges around the cheeks, whilst the laser rangefinder above the gun barrel adds another very visible element.

The hull has also seen some additions which make the two versions easy to tell apart, first up the front of the hull comes out a little further due to the addition of extra armour and rubber skirts have been added to the side of the hull to provide protection from RPGs (and similar weapons) after experiences in Afghanistan.

T-55AM2 tank at Panzermuseum Munster
Below you can see the T-55 plastic sprue and I’ve highlighted the hull front or glacis plate, turret tops, skirts (for the T-55AM2) and gun barrels so you can see the differences. Highlighted in red are the T-55 components, whilst highlighted in yellow are the T-55AM2 specific pieces.

Battlefront Miniatures T-55 Plastic Sprue
So What Do These Differences Mean In Team Yankee?
For this comparison we will take a look at the North Vietnamese Army K-2 (T-54 or T-55) from ‘Nam and compare it with the Volksarmee T-55AM2. Looking at the cards (below) we that:



The front armour improves from 13 to 14, whilst the side and top armour stay the same.

The T-55AM2 has picked up Bazooka Skirts giving it side armour 10 vs HEAT weapons. This isn’t a massive improvement over the native 9 but when the American made LAW (which almost every US infantry team has) is AT 12, even 1 point makes a difference.

We also see that the AM2 variant picks up one additional AT on it’s main gun, going from 16 to 17. This is more about the difference between the two time periods rather than any upgrade to the tank itself. The ‘Nam versions are firing older generations of 100mm gun rounds (from the 60’s and 70’s), whereas the East Germans have access to more modern ammunition.

Lastly, (and sticking with the gun line on the unit card) the T-55AM2 picks up a Laser Rangefinder. This means that the modernised version doesn’t suffer a To Hit penalty for long range. This may not give much of a benefit when shooting enemy main battle tanks where AT 17 won’t do much, but it does make them a little more reliable when shooting up support vehicles as your tanks push in to close range to attack the enemy armour.

Why Use the T-55AM2?
On the surface the T-55AM2 looks like a suboptimal choice as it cannot hurt most enemy tanks in a head to head duel. When guided missile carriers like the M901 ITV, Swingfire and Jaguar have missiles quite capable of knocking out a T-55AM2, and thanks to their higher To Hit number and the likelihood of firing from cover are less likely to be hit by any return fire, especially if the T-55AM2 is moving.

Of course, one of the advantages of a wargame over reality is that no real-world battlefield commander wants to fight a battle where the odds are not in their favour, while games have a points system to balance everything out and so this is where the T-55AM2 (along with other older generation tanks like M60 and Leopard 1 tanks) can shine.


A full strength East German T-55AM2 Panzer Company comes in at only 16 points, or 1.6 points per tank. This average points value actually drops quite notably when you look at the smaller platoon sizes . I won’t dive into the pros and cons of MSU because I don’t consider myself an expert on the theory but having found myself on the receiving end a number of times it is definitely an option as it is challenging for a force composed primarily of modern tanks (Abrams, Leopard 2, or Chieftain tanks) to kill enough before the T-55AM2 tanks start making their side shots count.

MSU And You!
For some people the acronym MSU will be something very new and depending on who you ask it means; Many Small Units, Multiple Small Units, Minimum Size Units, or something along these lines. The theory (in brief) is that a large number of relatively cheap units will overwhelm a defender’s ability to kill the attackers fast enough, resulting in the swarm killing the enemy, losing more models but less overall points.

To Swarm Or Not To Swarm
This one really comes down to you. Team Yankee has a very diverse and growing range of list theming options for players making the days of one true list to rule them all less likely. However, I suspect that there will always be a place for someone that wants to put 20-30 (or more) cheap T-55 tanks backed up by some Hinds, infantry in BMPs or BTRs and a few specialist assets on the battlefield. I know I’ve already started creating a stash of models for a future project once I have finished my Canadian Leopard 1 Company and French AMX-10RC Companies!