With the release of D-Day: British comes the first of our Thermoplastic figures, the British Airborne.
Since Thermoplastic is a relatively new technology, and as working with it is slightly different to any of our other plastic figures, it’s worth taking you through a few primers on how Thermoplastic behaves and how you can get the most out of our new figures.
The process through which the new figures are cast is similar to other casting methods for the plastics we offer- injection moulding of heated plastic. The point of difference with the new Thermoplastic technology is that the figures are cast in flexible moulds. The flexible moulds allow for undercuts, which means more detail on the figures can be cast, and that detail is much truer to the original design. Flexible moulds also allow us to broaden the number of poses we can deliver with the range of figures, meaning our infantry forces are about to get more dynamic than ever before.
None of these technical details are truly that relevant to us as modellers, but it is important to know that this casting method holds the fine detail we’ve all come to expect from Battlefront figures
Thermoplastic is a lightweight plastic with a medium amount of flex. Thermoplastic figures come on a sprue similar to the flexible plastic infantry, with eight or so figures on a single strip of Thermoplastic. Before you get started on your infantry, there are a few key differences between Thermoplastic figures and other infantry materials
As is the case with all miniature casting processes, Thermoplastic casting can occasionally leave a little flash or sometimes lines where the two halves of the mould join together. To clean these up you need to run a sharp hobby blade along the mould lines to slice them off flush with the actual figure. Filing or scraping the figure isn’t recommended and will leave a feathery residue behind. The Thermoplastic material can be cut or drilled out the same as any other infantry figure, so if you want to do head swaps or any other conversions, you will be able to as usual.
Thermoplastic isn’t quite the same plastic as the stuff our hard plastic figures or vehicle kits are made of, and as such won’t weld with plastic cement. We recommend you use superglue to fix figures to their bases. You will also need to use super glue if you are doing any sorts of conversions on the figures themselves.
As always, it’s recommended to prime your figures before you paint them. Just like the flexible plastic figures, no paint will flake off the miniature with regular day-to-day flexing, however that doesn’t mean you shouldn’t prime the figures anyway to ensure paint adhesion. In any case, painting the new Thermoplastic figures offers no new difficulties or differences from your regular painting routine.
We are excited to get the first of our new figures out and in your hands for D-Day: British, and we are really looking forward to getting the most out of this new material as we refine and improve the process.
One of the key features of the Normandy Campaign was the bocage. A feature unique to that French countryside, bocage defined the combat of the Normandy breakout as Allied forces slogged their way through the thick vegetation, and German defenders sprung ambushes from every thicket and hedgerow.
To make the bocage battles of Normandy accessible to Flames Of War players everywhere, and following the wild success of our D-Day: Beach Assault Mission Terrain Pack, we’ve put together the D-Day: Bocage Mission Pack- over 8 metres of cardboard bocage to match the bocage missions found in D-Day: British.
Bocage Country Mission Terrain Pack offers enough bocage (40 pieces, to be exact) to fill a full 4′ x 4′ (120cm x 120cm) bocage table, with corners, straights, and bocage of varying length.
The bocage pieces are simple to assemble- so simple we already did it. All it takes to get started is to fold the bocage pieces into shape. Tabs and pre-run foldlines make setting up easy, and in ten minutes you have an entire table’s worth of bocage ready to set up in a variety of layouts.
Everything comes flat packed, and even when you’ve folded it all out for gaming, it fits away snugly in a file box for storage.
The pack also contains an 8-page bocage scenario booklet, giving you everything you need to get started playing right from the word go.
On June 6th, 1944 the Allied forces launched one of the largest amphibious assaults ever. This book follows the British and Commonwealth forces that overcame the German defences and claimed Sword, Gold, and Juno beaches as well as the breakout after. The forces in the book are broken down into three major groups: you have your regular war weary units that form the backbone of your forces, you have your Desert Rat veterans and lastly you have your elite troops like the Commandos and Airborne units. These options are perfect to build any list for D-Day and the breakout.
Tough and deadly troops, able to hit hard in Assaults and hold their own when assaulted. Extra anti-tank with up to two PIATs in each platoon.
Light unit with a good selection of integrated units, Anti-Tank, machine-guns and artillery, almost a whole army unto itself. Can parachute into battle in airborne assault missions. With the extra PIATs and access to 6pdrs and 17pdrs in the formation, this formation is one that tanks will need to be wary of.
Elite deadly troops the Airlanding Company will be a hard unit to shift.
The Airlanding Company is well equipped with their own light mortar and up to two PIATs in each platoon. Has the option to take a fourth Airlanding Platoon. Can land by glider in airborne assault missions. Has access to two 6pdr Anti-tank platoons and a 17pdr platoon to give you all the anti-tank assets an Airlanding Rifle Company could want.
The Commando Troops are some of the most elite troops you can find. Being Fearless Vets is good, having Deadly on top of that makes them assault monsters hitting on a 2+, and that’s even better. The Commandos have the standard platoon layout but with the Commando stats this unit is far from standard. Commando Troops are small with only machine-guns and mortar units integrated into the formation. This makes them ideal to match up with another formation that could use some of the best troops backing them up. Commandos are good at pretty much anything they do. If you need to assault an Objective, hold an Objective, or take out a stubborn enemy platoon, there is no other unit in the book better suited to the job.
Two Rifle Companies The Desert Rats have less morale than the regulars, for this the Desert Rat troops are cheaper to field. The Rifle Companies make up the backbone of the British forces, they are reliable and well trained. Rifle Platoons are cost-effective platoons that are deadly in the assault. Rifle Platoons can choose to attack at night, giving your troops the cover of darkness while advancing. The Formation boasts loads of options, mortars, anti-tank guns, machine-guns, and Recon. The Universal Carrier Patrols of the Infantry Company gives your troops the edge by Spearheading your assaults. Wasps give your troops flamethrowers that can clear an Objective in a jiffy.
Easy to convert from Rifle Company in Fortress Europe. You can use the same models to play both the regular and the Desert Rat Rifle Companies.
Two Sherman Squadrons
The Sherman Armoured Squadron is your normal Sherman Company that has integrated Fireflies in your Sherman Troops, giving you the higher anti-tank of the Firefly tanks in each platoon. The Sherman DD Squadron is a unique formation that has your Firefly Armoured Troops formed into a single unit giving you a more focussed anti-tank unit. This leaves their normal Shermans on their own, with platoons of 3. Cost-effective medium tanks, the Sherman gives you a cheap tank that can hold its own in most tank duels. The Stuart Recce Patrol gives your tanks spearhead, and an effective light tank that can both screen infantry and other light tanks.
The Crusader AA gives you some much needed AA that can keep up with the tanks. Easy to convert from the M4 Sherman Tank Company in Fortress Europe.
Churchill Armoured Squadron
Heavy Tanks that can take on enemy tanks and infantry alike. Need more armour? You can upgrade one of your tanks in each troop to a Churchill (Late 75mm), this gives the Churchill a whooping front armour of 11!
Need more AT? You can take a 6pdr in each unit to up your Anti-Tank to 11.
If you have the points you can bring up to five platoons of Churchills, along with Stuart Recce and Crusader AA tanks, all this gives you a really tough force in just one Formation!
Cromwell Armoured Squadron The Cromwell Armoured Recce Squadron gains the Scout rule in each of their platoons. They also don’t have a firefly in their platoons giving them a different feel altogether than the Desert Rats Cromwell Armoured Squadron. Desert Rats Cromwell Armoured Squadron have reduced morale compared to the Recce Squadron. Each unit also has a Firefly tank integrated into their platoons giving them a heavy Anti-Tank tank within their Troops. The Cromwell is a fast tank that has great Terrain, Cross Country, and Road Dashes. Use these tanks to outflank an unwitting opponent or to speed to an Objective before their reinforcements have time to arrive.
Motor Companies Like the Rifle Companies there are two kinds of Motor Company, the Desert Rat and the regular Company. The Desert Cat Company has a lower morale rating, making them cheaper than the regular troops. Motor Platoons are small and cheap, this is the perfect Unit to add to another much larger Formation that needs to use up those last points. Motor troops are equipped with Bren guns making them ideal defenders, and giving them a lot more firepower than their small size would denote. Motor Companies are like miniature Rifle Companies, with lots of options to fill out your points and help round out your force.
Support The Armoured Car Troop gives recon assets to any Formation that needs them. The M10 SP Anti-Tank troop gives you mobile heavy anti-tank. The 17pdr boasts a massive anti-tank of 14 that can penetrate most everything your opponents will throw at you. The 17pdr Anti-Tank Troop is great on the defense, just dig them in and watch your opponent worry about their tanks the whole game.
The Crocodile tank is the ideal infantry killer, with its rate of fire 5 flamethrower! Coming in at 21 points for three these tanks are well worth it. Along with their flamethrower they also have a gun and massive front armour of a Churchill (Late 75mm).
The AVRE is a deadly anti-infantry tank that can be devastating if your opponent lets it get close enough. The 25pdrs and the Priest Field Troop artillery give your forces some powerful artillery support on top of all your integrated artillery in your Formations. The Bofors Light AA Troop gives you AA in all of your formations, giving you protection from aircraft and a nice light anti-tank weapon in a pinch. The Typhoon Fighter-Bomber with its rockets can devastate even the heaviest of tanks. How Do The British Play?
The British have loads of interesting options that run the gambit from from the cheaper Desert Rat Motor Company to the most elite Commando Troops. It all comes down to your play style.
When you want to play defensively you will want to build your force around one of the Rifle Companies. These companies give you the core of what you need to be defensive, add in some of the Churchills and M10s to give you the armour you need to keep your enemy tanks at bay. Once dug in, a British Rifle Company is hard to shift, and scary to assault.
When you want to be aggressive you have loads of choices. For a more tank-focussed army the Cromwell tanks are fast but expensive, so you want to pair them with Motor Troops or Rifle Companies. If you go with Shermans you can better afford the more elite infantry choices like Airborne or Commandos. If you want to focus on infantry then the Airborne Companies and Commando Company are some of your best fighters, bring them and a unit of Cromwells in support and you will have a strong striking force. Normandy Campaign Missions D-Day: British book includes four more missions, three breakthrough Bocage missions and another Airborne mission. The first mission is the Brew Up mission, the defender is surrounded by attacking players who deploy in a random way.
The second mission Bocage Country is your normal Bocage mission that has the Attacker fighting their way though Bocage while the defenders try to hold them off as they wait for reserves.
The Third Bocage mission is The Meatgrinder mission. In this mission player deploy on either side of the table and both have to fight their way to a central objective that goes live on the sixth turn.
The last mission is an Airborne mission, Seize and Hold. In this mission we mix things up, with the Defenders having to attack into the Attackers who just air landed and took the objectives. The Defender will have to move quickly to as the the Attacker will win if they keep the Defenders at bay for six turns.
Warriors Of D-Day British
The British D-Day Command cards include six Warriors: Richard Pine-Coffin, Peter Young, Stan Hollis, Joe Ekins, David V. Currie, Sydney Valpy Radley-Walters.
Faced with defending Pegasus Bridge with only half of his battalion present, Lt-Colonel R. G. Pine-Coffin mounted a counterattack using available personnel to repel the German assault. Lt-Colonel R. G. Pine-Coffin is a Parachute Formation Commander that gives himself and any attached united better counter attack ratings. He also hits on a 2+ in Assaults.
To inspire his men’s confidence under fire, Lt-Colonel Peter Young told them that 15 feet of standing crops would stop a bullet. He may well have been right as none were hit. Either way, his men learned to make excellent use of any cover they could find. This Commando Formation Commander gives his unit the ability to go Go to Ground while on the move.
On D-Day, Company Sergeant Major (CSM) Stan Hollis saved D Company by single- handedly taking out two key HMG Bunkers and capturing 25 German defenders. This Rifle Company Formation Commander gives himself and units from his formation that are close-by improved Rally ratings.
Trooper Joe Ekins was a Firefly gunner who destroyed four tanks in a single day, including three Tiger tanks. One of the Tiger tanks he faced that day was commanded by Michael Wittmann, and some speculation would have it that Joe Ekins fired the shot that killed Wittmann, but that is still disputed to this day. This tank Warrior takes over a Firefly in one of your Sherman platoons. Ekins’ Firefly gains re-rolls To Hit, and he ignores the armour bonus on tanks he fires at that are over 16”/40cm away.
David V. Currie
Major David V Currie made a point of regularly checking on his men—whether they were his own tank company or another company that his tanks were working with. On several occasions he dismounted from his tank to lead his men under fire. This Sherman Tank Company Formation Commander gives himself boosted command range, and he may roll an additional dice when in assaults.
Sydney Valpy Radley-Walters
Major Sydney Valpy Radley-Walters has the distinction of being the western Allies’ top ace during the war. His tank squadron is one of many that claims to have taken out the German tank ace, Michael Wittmann. This Sherman Tank Company Formation Commander gives himself a better Blitz Move Order on a 3+ and forces any enemy tanks hit by him to re-roll successful armour saves. Command Cards
This set of command cards introduces a new type of Command Card to British forces, Title Cards. These cards have the title of a division and a special rule giving the division’s flavour. The key is that you can only have one title in your force.
Title Cards for the British give you access to more unique and flavourful formations. These cards allow you to use existing formations from the book to create new lists that focus on particular units or formations. These cards also add in Canadian Divisions, Guard Divisions, Scottish Divisions, Polish Tanks, Welsh Divisions and more. With a simple card you can transform a unit like your British Rifle Company to a Welsh Division that has a different Last Stand and Dig In ratings while you are near an Objective. That’s the real cool thing about Title Cards, they let you take existing armies you may have, and by adding one card you have another army that works a bit differently than it did before.
Along with the new Titles you have everything you have come to expect in a Command Card set, new Formations and interesting upgrades to old ones.
As a special side bonus the pack also comes with one American Command Card for the 29th. Those who know me know that the 29th is one of my favorite companies in Flames Of War, and I really wanted to add the 29th Infantry Card to the American Command Card box but the timing was off. This card lets you bring in Crocodiles from the British book- Crocodiles that were not coming out till the British book, so I had to wait, and was able to sneak it into this set.
One of the newest, most exciting weapons featured in the British Army book is the Marksman Self Propelled Anti Aircraft Gun (SPAAG). Following the Falklands War, Prime Minister Margaret Thatcher was livid at the losses sustained by the Royal Navy and the British Army, in part due to issues with the Rapier towed antiaircraft missile systems. Problems were experienced due to the need to “zero” the system and calibrate after each road move or unloading from a Naval landing craft. This meant valuable time of 15 minutes was wasted while cables were laid, stabilising of the sights and the calibration of the Blindfire radars was done.
It was acknowledged that the British Army’s reliance on missile systems was overoptimistic and a few within the Ministry of Defence noted that the Argentines had been pleased to have available Swiss Oerlikon twin 35mm Antiaircraft weapons on ground mounts for the Falkland Island defences.
Some of these weapons had even been captured and pressed into use with the RAF Regiment, who were delighted to have a solid backup to the longer ranged but troubled Rapier system.
Thatcher met with Minister of Defence Michael Heseltine in 1985 to discuss options as tensions had historygrown extremely hot with the Soviets. When the Iron Lady asked about options, Heseltine’s private secretary had a brainstorm. He pointed out that the Finns had expressed interest in a Marconi systems private development, the Marksman. This was a modular turret that could be mated to almost any Main Battle Tank. The Finns had in fact ordered a prototype system to be tested and put onto a modified Polish made T55. Although the testing was in the preliminary stages, the weapon
had shown promise.
The Prime Minister jumped at the idea, especially when advised that 15 fire units of twin 35mm Oerlikon KDA guns that had been captured in perfect order from the Argentine Army and were still currently in use with RAF Regiment reservists of 1339 Royal Air Force Auxiliary Wing. These weapons were confiscated by Royal Ordinance Factory in short order and integrated with seven other sets of 35mm that were in testing along with the sole prototype unit. This gave the factory enough for seven batteries of three Marksman SPAAG’s as an initial production run. More guns would be forthcoming from Krauss Maffei who provided spares from their busy Gepard production lines.
With the Challenger tank coming on line and taking over from existing MBT regiments, two squadrons of recently replaced Chieftains were stripped of their turrets and assigned to the fledgling project. For the first time since the Crusader SPAAG of World War II, the British Army had access to a world
class self propelled anti aircraft gun. Done in complete secrecy, this weapon would even surprise the average “squaddie” who expressed their shock and admiration at the exciting new designs when displayed for the first time on Salisbury Plain.
The Marksman provide an outstanding gun platform and was noted to be even more stable than the T55 the Finns had provided for testing, as the Chieftain was larger and more robust for the heavy recoil of the twin cannons. Some wag tried to describe it as a Brit Gepard, which was shouted down by indignant Royal Ordinance Factory staff. One superintendent pointed out that not only was it better armoured than the Gepard, it also had a laser rangefinder for engaging ground targets out to 8 kilometres, Marconi radar enabling air targets to be engaged out to 12 kilometres and fully stabilised gun sights for the commander and gunner. British technology had actually improved on the work of the Bundeswehr’s prized SPAAG.
More than a few officers bemoaned the fact that it had taken the Cold War turning hot to get the stingy taps of the Treasury to open a little more to provide funds for this superb weapon. Having access to ammunition kindly provided by the Argentine Army had proved helpful in getting reluctant bean counters to sign off on the process.
Initially, as the British Army was already heavily committed with the British Army of the Rhine, operators from the Royal Air Force Auxilary Regiment were integrated with British Army Chieftain crews to provide composite teams to operate the new equipment. This ensured a clever mix of
experienced gunners to operate the expensive new electronics and qualified drivers to maintain the frustrating Leyland engines of the Chieftain tanks. As Corps assets within British Army of the Rhine, the new vehicles were extremely popular and the seven batteries tended to see lots of action in the
Third World War. It was a particularly innovative weapon that took the battlefields in World War III as the Marksman. British troops soon found that the Marksman worked very well as a “backstop” support to the highly
successful Tracked Rapier. Occasionally ground commanders got overconfident and put the Marksman in the front line as a fire support weapon. Even with the thick hull armour of the Chieftain chassis, the vehicles didn’t stand up long against infantry RPG fire and cases are known of local commanders being castigated for such waste of scarce resources for inappropriate missions.
In game terms, you will find the system works very well as a complement to the existing missile systems as a mobile and well armoured platform capable of medium range effective AA support. As summarised to the troops on issue originally :
Keep the Marksman at range, behind the front line armoured forces it’s designed to protect.
Prioritise against air targets which are the bread and butter of the Marksman system.
Protect the Marksman with combined dismounted and armoured forces, ensuring it’s not swamped by enemy infantry.
Team up the Marksman with Tracked Rapier and if possible Blowpipe to ensure the full range of Air Defence assets are used appropriately. The key is to have Rapiers at the back, Blowpipe in concealing terrain scanning the skies while the Marksman keeps up with the armoured thrust forward.
Plan the use of the Marksman carefully, using it’s excellent rate of fire and mobility to provide an umbrella of firepower over your vulnerable armoured spearhead.
Risk the Marksman unit as a solo asset, remember you’re part of a larger team.
Assume that the Marksman is a dedicated armour killer. You only carry 20 rounds per gun of APFSDS ammunition. Make them count. Your primary mission must be air defence, the anti vehicle ammunition is not there for use as a primary choice.
Overestimate the range of the guns. Unlike the missile systems of the Rapier and Blowpipe that you’ve become used to, the Marksman is lethal – except at shorter ranges. Use the mobility of the vehicle to make the enemy pay. You have exceptional firepower and mobility and this should be used carefully.
Run the depleted formation, Marksman provide best support as a full unit.
Expose the Marksman to enemy fire until you’ve cleared the way. This secret weapon is priceless and not to be squandered in small scale efforts.
In conclusion, the combination of the two forces used here – Royal Tank Regiment and Royal Artillery – bring to mind the two mottos, which are respectively “Fear Naught” and “Ubique” (which translates as “Everywhere”) The Marksman truly allows your armoured crews to Fear Naught, Everywhere.
One of the things we’ve been most looking forward to with the release of WWIII: Team Yankee is the release of a selection of plastic aircraft to make bringing World War Three to the skies even easier!
After considering the customer feedback on the various aircraft in the WWIII: Team Yankee range, we explored the options available for getting plastic aircraft onto the table. As it turns out, there were a few ways we could get some of the aeroplanes of WWIII onto the table in plastic, and they included a variety of 1:144 scale model kits. To ensure that we weren’t adding a massive skill jump between Battlefront kits and these third party aircraft kits, it was up to Evan to run through each and every manufacturers kit and test out their ease of assembly, suitability to the theme, final look, and finally we settled on three kits to start with.
All three of these kits are manufactured by Academy, with a few additional resin cast pieces from us to make them suitable for combat in the skies above your WWIII: Team Yankee tabletop.
Being the first of the new WWIII: Team Yankee releases, the British are the first force to get their very own plastic aircraft, the Iron Division Harrier Close Air Support Flight. The famous ‘Jump Jet’ used by the British in World War III could swivel its exhaust nozzles down to allow it to take off vertically. As such, it was based out of supermarket car-parks, football fields, or other concealed locations close to the front line to reduce interference from Soviet intercepting aircraft, and to keep the rate of sorties higher than conventional aircraft.
The Harrier Close Air Support Flight is an effective attack aircraft, boasting both the 30mm Aden gun and the BL-755 cluster bombs. The Harrier’s role in destroying lighter vehicles, helicopters, and dropping cluster bombs on infantry is a key support role, made all the more easy to model, paint, and field, with the new plastic kit.
The SU-25 Frogfoot The Sukhoi Su-25 Frogfoot, known to its crew as the Grach (‘Rook’), is the modern-day equivalent of the legendary WWII Il-2 Shturmovik. It’s tough and sturdy, able to sustain multiple hits and still bring its pilot home. Flying low and slow, it can safely attack enemy troops in close proximity to its own. The SU-25 carries an impressive array of weaponry, including air-to-surface missiles and unguided rockets, on its ten under-wing hardpoints, as well as having a twin-barrelled GSh‑30-2 30mm cannon in the nose. The KH-25 Missiles come as a resin cast set of add-on pieces to make modelling your full kitted out Frogfoot easy.
The Tornado is the third plastic kit being made available right off the bat for WWIII: Team Yankee. The Tornado is a two spruce plastic kit, with a plastic cockipit, and a resin MW-1 Submunition Dispenser cast by us to add to the kit. The main role of the Tornado is as an Interdictor Strike (IDS) aircraft. The Tornado is armed with two internally mounted 27mm Mauser BK-27 auto-cannons and two AIM-9 Sidewinder missiles for self-defence. It can carry a variety of conventional bombs, as well as the MW-1 submunition dispenser that drops a variety of munitions, including the KB44 anti tank bomblet.
We are really excited to get plastic aeroplanes into WWIII: Team Yankee and we know you’ll all enjoy updating your airforce from hefty metal to sleek, lightweight plastic.
As many of you will know, the new British book for World War III : Team Yankee brings many fascinating and exciting new units.
Today I’d like to discuss one of the most radical changes of all – the Fox.
Firstly, there is a very exciting turning point happening in the game. One thing not many people have picked up on is the Fox. Yes, it’s a new reconnaissance vehicle for the British Army. But what people haven’t noticed is that this is NOT a regular British Army vehicle. The vehicle was run entirely in combat roles by Territorial Army units. This is reflected in the Fox’s statistics with Skill 4+ and Morale 5+ reflecting “Part Time” Army personnel. For the first time, you can see the difference between NATO full time professional troops and their reservist counterparts. Personally I can’t wait to see how National Guard and Army Reserve can be covered for US Army and USMC…
Of course, you get all of the advantages of a Scimitar with the same good armour front and side, same gun and night fighting gear but with road mobility and one point cheaper for four vehicles.
As a cost effective scout vehicle, the Fox hits hard.
With AT10 and coaxial machine gun like the Scimitar, you enjoy the same hard hitting ability on the same front armour 2, side armour 1 but with top armour 0 reflecting the increased vulnerability of the four wheel chassis over the tracked Scimitar.
Where the stats really change is mobility. Like the real vehicle, the Fox has same tactical move of 6”/15cm (or 10”/25cm with Sneak and Peek, due to the commander also being loader and radio operator) while the cross country dash drops to 12”/30cm and terrain dash drops to 20”/50cm and (compared to Scimitar on 20”/50cm and 28”/70cm).
Where the Fox really shines is Road Dash of 48”/120cm compared to Scimitar 36”/90cm. With huge road networks in western Europe, this road dash is a fantastic improvement and really helps with the improved points level. There is no reason you should be going offroad as the road mobility
makes this vehicle so invaluable.
The Fox is designed first and foremost as a reconnaissance asset and should be used as such. As I’ve heard from many current and former armoured reconnaissance crews, if you have to fight enemy for information with your (lightly armed and armoured) vehicle, then you’ve already lost.
One fun fact about the Fox is that small numbers were used for airmobile support of British airborne forces. You can do this by choosing the support box option as noted above and use in support of an Airmobile Formation. Historically the Fox could even be parachuted into an operational area, giving the British Army a lightweight and fast support vehicle for their light airmobile forces.
The Fox fulfils its role nicely and provides an excellent new tool for the discerning British Commander. Consider using a troop as a support option for your new Challenger or Warrior formations, leading the way and finding the best road routes for the heavier and slower tracked assets of the BAOR.
As the eyes and ears of the Regular Army, let your TA legends show how it’s really done. And best of all, do it in style in a fantastic new vehicle.
Inside our new British book for World War III: Team Yankee you will find a lot that is familiar for those with the original British book, Iron Maiden. However, we have added a whole lot more including new equipment like Challenger tanks and Warrior infantry fighting vehicles, their units and formations, as well as new support and new background.
Formations World War III: British gives you seven different Formations to field in your Force.
Challenger Armoured Squadron
The first Formation you will encounter is the Challenger Armoured Squadron. This allows to field 2 to 4 Challenger Armoured Troops, with either a Swingfire or Warrior anti-tank unit, a Warrior or FV432 Mechanised Platoon, an Abbot Field Battery, and a Scorpion Recce Troop.
The Challenger was introduced in 1983, and was being introduced to the British Armoured Regiments stationed in West Germany, first with the 1st Armoured Division. It was fundamentally a super-Chieftain, with an improved engine and transmission, improved armour incorporating Chobham composite armour plates, and the TOGS thermal imaging system.
We have also included the option for ROMOR armour, which consisted of explosive reactive armour added to the front hull armour, and Chobham composite skirts in place of the bazooka skirts. This is an armoured package that was developed to apply to the Challenger in times of war to give the tank further protection.
The Challenger still has the powerful 120mm L11 gun like the Chieftain, with its long range and excellent armour penetration.
The new Challenger Plastic model comes with all the parts to either the Challenger or the Challenger (ROMOR).
Warrior Mechanised Company The second Formation in the book is the Warrior Mechanised Company. The formation contains 2 to 3 Warrior Mechanised Platoons, a Warrior Milan Section or Warrior Anti-tank Section, a Spartan Mobile Milan Section, a FV432 Mortar Platoon, a Abbot Field Battery, and either a Challenger Armoured Troop or Chieftain Armoured Troop.
The mechanised infantry are armed with up to 4 GPMG teams and 3 Carl Gustav anti-tank teams, a 2” Mortar team, and 4 Warriors. Each GPMG and Carl Gustav team is additionally armed with 66mm (LAW) anti-tank weapon. This makes the Mechanised Platoon as good sized unit with plenty of firepower.
The Warrior was also used to carry the battalions Milan anti-tank guided missile teams. These two units either allow you to field the Warrior as a transport of the Milan missiles, or with the Milan mounted on the Warriors to be fired from the vehicle. The Warrior Anti-tank Section has the additional armour of the Up armoured version of the IFV as the Milan mounts were introduced with the additional armour package.
Chieftain Armoured Squadron The Chieftain Armoured Squadron has a similar organisation to the Challenger squadron, but only has the Swingfire as its anti-tank option. Despite its age the Chieftain is still a formidable tank, and with its Stillbrew armour upgrade is well-protected from many Soviet weapons. The Swingfire Guided Weapons Troop provides the squadron additional anti-tank firepower with its long range and high anti-tank rating.
FV432 Mechanised Company The bulk of the British mechanised infantry are still mounted in the reliable FV432 armoured personnel carrier. The infantry is organised the same as the Warrior Mechanised Company above.
Like their Warrior mounted comrades they have their own mortar support with the 81mm mortar carrying FV432 APC. These provide them with immediate artillery support.
The FV432 Milan Section adds more Milan missile teams to provide additional anti-tank firepower. The Milan is a very effective medium range anti-tank guided missile with a range up to 36”/90cm and an HEAT anti-tank of 21.
For more Milan missiles they can also field the Spartan MCT Mobile Milan Section. This mounts a two tube Milan missile launcher on a small Spartan APC.
The Abbot Field Battery lends even more in-formation artillery support. These little self-propelled guns mount a 105mm gun on a FV432 chassis providing more punch than the mortar and a handy direct fire anti-tank capability.
Lynx Airmobile Company
The Lynx Airmobile Company provides the British player with a highly mobile formation that can be dropped anywhere on a table to seize an objective or key terrain at short notice.
The formation comes with two Lynx Airmobile Platoons and a Lynx Milan Platoon for anti-tank support. The Lynx Airmobile Platoons have the same composition as the Mechanised Platoon, replacing the armoured transports with Lynx Transport Helicopters.
Medium Recce Squadron
The Medium Recce Squadrons use various Combat Vehicle Reconnaissance (Tracked) or CVR(T) vehicles, including the Scimitar, Scorpion, Striker, and Spartan APC. These light vehicles are idea for probing the enemy’s positions. You can use the Spearhead ability of the Scorpion and Scimitar to infiltrate your main attacking force forward. With the 30mm Rarden of the Scimitar or the 76mm gun of the Scorpion they have enough firepower, or smoke in the case of the Scorpion, to extract themselves for any sticky situation they encounter.
The squadron also contains a Striker Guided Weapons Troop. This troop takes the very effective Swingfire anti-tank guided missile and mounts it on the light weight CRV(T) chassis.
Infantry is provided to the squadron by the Spartan Support Troop which mounts 4 GPMG teams with 66mm anti-tank weapons in 4 Spartan CRV(T) based APCs.
Wheeled recce Squadron
The new Fox armoured car is a reconnaissance vehicle based on many of the design principals as the CRV(T), but obviously wheeled rather than tracked.
The Wheeled Recce Squadron has 2 to 5 Fox Recce Troops and a Spartan Support Troop.
The fox is lightly armoured, but is armed with the excellent 30mm Rarden gun. Support Units
The British have a good selection of support units that include artillery, anti-aircraft weapons, and aircraft.
The M109 Field Battery lets you field 2 to 8 hard hitting M109 self-propelled 155mm howitzers.
The new MLRS Medium Rocket Battery provides a powerful salvo rocket weapon. To represent the saturation that this devastating weapon system can lay down on its target area each MLRS counts as two weapons when firing a bombardment. They can also fire Minelets to seed a minefield on the tabletop.
To guide these and other British artillery systems on to their targets you can take a FV432 FOO. This specialist observer improves your chances of Ranging In.
Another new Unit is the Chieftain Marksman AA Battery. This was an anti-aircraft turret developed by the British company Marconi as an export weapon that could be fitted a variety of main battle tanks. We have the British adopting the Marksman to fit to the Chieftain. The Marksman turret is armed with a pair of 35mm guns, the same weapons as the West German Gepard. It also as a similar radar system for tracking aircraft targets.
The British also have the Spartan Blowpipe SAM Section that mounts the Blowpipe surface to air missile in a Spartan APC for protection and mobility. For longer range and more destructive force the Tracked Rapier SAM Section mounts the long range Rapier surface to air missile on tracked carrier.
To destroy tanks from the air the British also employ the TOW Lynx HELARM Flight. The Lynx HELARM is armed with the American TOW anti-tank guided missile with an HEAT anti-tank rating of 21. The Lynx HELARM uses the Hunter-killer rule that allows it to use terrain for concealment and remain Gone to Ground unless it shoots.
The final support unit is the Harrier Close Air Support Flight. The Harrier can take off from very short runways, allowing them to operate from car parks and highways. This translates into them turning up on a 3+ rather than a 4+ when your role for Strike Aircraft as they can be stationed closer to the front line. They are armed with cluster bombs, giving them a Salvo template for their bombardment, and a 30mm Aden gun.
A major change from Iron Maiden is that you can now take a Combat Unit from a Black Box as a Support Unit for your Force. Of course this is only if you haven’t already got one of these units in your Force already in one of your Formations (see page 79 of World War III: Team Yankee)
We already have a lot of excellent mode ls in the World War III: British range: the plastic Chieftain tank, FV432/Swingfire, Lynx helicopter, Scimitar/Scorpion, and Spartan/Striker; and the metal and resin Abbot, Tracked Rapier, Mechanised Company, Mechanised Platoon, and Milan Group.
Added to all those great models we have also replaced the metal and resin M109 SP Howitzer and Harrier with plastic kits.
More completely new plastic models include the Challenger tank with options to make the Challenger (ROMOR), the Warrior transport with options to make the Uparmoured and Milan anti-tank options, the M270 MLRS rocket launcher, and the FOX armoured car!
The release of World War III: British will also see the release of a metal and resin Marksman turret that combines with Chieftain plastic kit to make the Chieftain Marksman.
Other Content The book is packed full of additional background for World War III, the development of the Challenger, and a brief history of the British in the 1990 to 1991 Gulf War.
We have expanded our history of World War III to include the exploits of the 1st Armoured Division during the opening weeks of the campaign as the fight to hold the advance of the Soviet 35th Guards Motor Rifle and 7th Guards Armoured Divisions.
We also include three British World War III scenarios and a multi-player mega-game scenario to end the scenarios played as a campaign.
There is plenty inside World War III: British to interest existing players and those new to the British and the world of World War III: Team Yankee. Enjoy!
The Sd Kfz 250 was the light armoured personnel carrier of the Wehrmacht, providing a smaller but faster counterpart to the Sd Kfz 251. The shorter wheelbase made it less capable in crossing obstacles, but its greater speed was an asset for armoured reconnaissance battalions. Each transport
could hold 4 or 5 men, also known as a Halbgruppe (half-group).
The chassis was also ideal for carrying support weapons that could keep up with the motorised infantry, including 8cm mortars, as well as 3.7cm and 7.5cm guns. A total of 7,500 units were built by the end of the war in a wide range of variants, including Erwin Rommel’s famed command vehicle,
View from the Factory
After this kit was developed, the factory team had a field day, test assembling the full range of variants and checking parts for quality and compatibility. MG details had to be just right, and the 2cm turret had to fit together correctly. I think we did a pretty good job, if I do say so myself.
The Sd Kfz 250 sprue has a tremendous amount of flexibility, and we’re quite proud of how many different versions you can build from one kit. You can add Sd Kfz 250/9 armoured cars in a Scout Troop to provide your force with Spearhead capability, or support your Reconnaissance Company
with 8cm mortar carriers, while the 7.5cm gun half-track version can help you reduce machine-gun nests and gun positions.
You can also build a 3.7cm gun version to add a bit of punch to Reconnaissance Platoons.