Author: Philip J. Viverito
Copyright: December, 2017
Page count: 104
Retail price: $40.00 USD
(Currently Unavailable on Amazon)
It is now 2017, one hundred years since the United States entered the First World War on the side of the Allies in one of the most unnecessary and wasteful wars ever fought.
This book is about the First World War’s technological advances and the related tactics exemplified through a historical game system. Yanks and Tanks focuses on the later part of the war, circa 1917-1918, for the miniature historical gamer. Tanks and Yanks focuses on the two last great offensives of the war -- the German Kaiserschlacht (Kaiser’s Battle) and the Allied Hundred Day Offensive. The War had become more fluid.
The research that it took to create this game system was extensive. It’s not comprehensive in regard to the air war and ignores naval warfare altogether. This game system deals with American intervention and the technical devices of the World War; primarily tanks, Yanks, planes and tactics. The war was won with these identifiable things. This in no way diminishes the efforts and lessons of our Allies, the British, French, Italians among others.
It may be debatable about the actual value of Pershing and the A.E.F. It is not debatable about the result of our intervention into the war; victory. American manpower and American tactics quickly developed to deal with the dramatic power of the weapons employed. Our allies guided our troops in many different ways through the war. From this guidance the Americans were able in no small way to assist the Allies in overpowering the Central Powers.
The research required almost got in the way of the game system, with diagrams and illustrations. Consequently after many rewrites it was decided to create one book as a game system and another as a simple note book. Both over lap each other. It did seem necessary to describe the tactical techniques in some great detail. Fortunately there is plenty of information on how these weapons were used on the battlefield. This availability of information made it possible to transform information into a realistic game system. However incomplete as it may be, the rules still effectively cover only asmall part of the late ground war.
The game system includes supportive diagrams, illustrations, tactical notes and Quick Reference Sheets (Q.R.S.). The Turn Sequence and Turn Phases, once understood, make play easy and fast.
The system has two Turn Sequences one of which is optional and the other mandatory. Six basic Turn Phases move the game along to a conclusion. Manufacturers will be glad by the fact that the game is best played using lots of figures and models. Let us be glad that there are sources for figures and models.
Basic units are 12 figures for a platoon with four platoons making a company and three to four companies making a battalion. Figures can be mounted individually or on multiple stands. Morale is based on unit size and applicable modifiers. Movement is with a D-10 die roll for both infantry and tanks. Transport and field artillery movement is determined by the roll of a D-6. There are two Turn Phases in which players can shoot. Hand-to-hand combat is easily performed. Players are always encouraged to adjust the rules to suit their perceptions.
Currently this book which is 8.5 by 11 inches in size. Available only through RPGNow.com in printable pdf. In September it can be purchased from On Military Matters.
To me, Yanks and Tanks captures the flavor of the late war. I hope your games will be hard fought, yet fun, and the game system competes well with other similar systems.
~Philip J. Viverito