ABLE ARCHER 2 6mm Team Yankee

Schedule

Sat, 22 Aug, 2026 at 09:00 am to Sun, 23 Aug, 2026 at 05:00 pm

UTC+01:00

Location

Moor Park sports and social club | Preston, EN

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ABLE ARCHER 2
22nd/23rd August 2026
6mm Team Yankee
Venue
Moor Park Sports & Social Club
Blackpool Road
Fulwood
Preston
PR2 3AE
Event Details
£30 per player including lunch both days.. Tickets are available See rules pack
Full amount please by Friends & Family, so as to avoid paying PayPal's admin fees.(See Rules Pack for details https://lasercraftart.com//rw/aa2/able_archer_2.htm)
Please add your name or names if paying for more than one person in the PayPal message
100 dynamic points Team Yankee.
We will use a few modifications to make the rules work for 6mm. They relate to ground scale,
certain missions, reserves, hunter-killer helicopters and moving through tanks.
Details lower down and in the Rules Pack PDF
There will be four games, two on Saturday & two on Sunday. Games will be 2.5 hours each.
Saturday
8:30 - 9-30 Registration/Table set up
9:30 -12:00 Game 1
12:00 - 13:00 Lunch
13:00 - 15:30 Game 2
Sunday
9:30 - 12:00 Game 3
12:00 - 12:45 Lunch
12:45 - 15:15 Game 4
Take your force from any official source published prior to 8th August 2026. Please use the official Team Yankee Forces tool to build your force.
Please use Battlefront’s Dynamic Points. Be sure to select the dynamic points in Team Yankee Forces – the relevant button is on the Account page.
You may bring two forces, provided that one is WarPac (or allowed WarPac allies) and the other is NATO (or allowed NATO allies).
If you have two forces, use the one that will generate a red vs blue encounter.
If both players have two forces, roll dice and the higher scoring player will use WarPac.
Send army lists to [email protected]
Submit lists with eight or fewer eight aircraft (helicopters and strike) by Saturday 8th August 2026.
Submit lists with more than eight aircraft (helicopters and strike) by Saturday 1st August 2026.
I will immediately share such lists with the other players. In addition,
I will provide the opponents of such lists with one bonus AA unit.
(I will choose the unit and provide the models and card). This is because such aircraft-heavy list lists can lead to unbalanced games.
Bring a printed copy of your list to show your opponent before the game.
After exchanging lists, secretly choose your battle plan and then you and your opponent simultaneously reveal them.
Missions will be decided using a slightly modified version of the Extended Battle Plans matrix in the latest Team Yankee missions pack.
The missions pack is at:
https://www.battlefront-community.com/wp-content/uploads/2025/11/WWIII-Missions.pdf
We shall play modified versions of some missions to improve play at 6mm scale.
I shall provide a one-page handout at the event with the revised matrix and the modifications to some missions.
I shall randomly generate a number for use in the mission matrix before the start of each round.
There will be a different number each round (this is to limit mission repetition).
The FAQ document is at: https://www.battlefront-community.com/wp-content/uploads/2025/08/FM101-FAQ.pdf
Team Yankee 8-1 scoring system applies, tie-breakers: head-to-head, wins, then countback.
We will be using the Combat Command app for scoring, so players will be required to download the app for entering game results.
To download go to https://www.combatcommand.net/dashboard
Regards
Geoff Pearson & Peter Entwistle
Ribble Warriors
Rule Changes
Ground Scale
Halve all distances after deployment.
Deployment is per the missions document, as modified below, using unchanged measurements.
Limits on Spearhead moves also use unchanged measurements (e.g. not within 16” of enemy deployment area).
Limits on reserve arrival are also in unchanged measurements.
For all other purposes, distances are halved. For example, a 48” range is reduced to 24”.
Laser Craft Art sells rulers and templates in half size at https://lasercraftart.com/cube4/fow-style-game-accessories-/6mm-accessories.html.
Minefield diameter is halved. (You can find suitable 6cm diameter MDF discs on eBay.)
Confusion can arise over whether a distance is the book distance or the halved distance.
For example, in the picture below a player could refer to the tank moving 7” or 14”.
We therefore suggest using a simple convention.
Say “game reduced inch”, or “grinch” for short, when you are referring to a raw number from a book or card
or reading from a Lasercraft Art measure.
Say “inch” when you measure a distance with a standard tape measure.
The above tank has moved 14 grinches or 7 inches.
Modifications to Missions in 6mm
In some missions, it can be hard for the attacker to reach an objective placed by the defender, so we’ve altered the objective placement.
In some missions, reserves arrive in places where it can be hard for them to influence the game, so we have relaxed the restrictions on reserve arrival.
A few missions require units to move so far, sometimes from reserve or even delayed reserve, that they are impractical to play in 6mm.
We will not use these missions.
For attack vs defend balance, we modify the distance for repelling an attack (where applicable).
Below are the mission-specific changes:
Annihilation – none. (It is never played anyway.)
Breakthrough – both sides’ reserves arrive within 20” of corners.
Bridgehead – scattered reserves arriving from a corner may arrive within 20” of that corner.
Bypass – do not play it. Play Escape in A/M or Cornered in M/D.
Cornered – no change.
Counterattack – do not play it. Play Counterstrike instead.
Counterstrike – reserves arrive within 20” of the corner.
Covering Force – no change.
Dogfight – objectives must be at least 12” from the defender’s short table edge.
Scattered reserves may arrive on the table edge corresponding to the dice roll or on the adjacent edge, within 16” of the common corner.
Dust-Up – objectives must be at least 12” from table edges.
Encirclement - do not play it. Play Hold the Pocket instead.
Encounter – scattered reserves arriving from a corner may arrive within 20” of that corner.
Escape – objectives must be at least 12” from the defender’s short table edge.
Fighting Withdrawal – do not play it. Use Covering Force instead.
Free For All – no change.
Gauntlet – do not play it. It is not in the matrix.
Hold the Pocket – no change.
It’s a Trap – do not play it. Use Killing Ground instead.
Killing Ground - scattered reserves may arrive on the table edge corresponding to the dice roll or on the adjacent edge,
within 16” of the common corner in the defender’s deployment area.
No Retreat – objectives must be at least 12” from the defender’s short table edge.
Outflanked – do not play it. Play Outmaneuvered instead.
Outmaneuvered – reserves arrive within 20” of the corner.
Probe – do not play it. Play Free for All.
Scouts Out – no change.
Spearpoint - do not play it. Play Escape in A/M or Cornered in M/D.
Valley of Death – attacker’s reserves may arrive on his short table edge or on an adjacent edge, within 16” of the common corner.
Defender’s reserves may arrive on the table edge corresponding to the dice roll or on the adjacent short edge, within 16” of the common corner.
Vanguard – none. (It is never played anyway.)
The distance for repelling an attack (where applicable) is modified as follows:
· Turn 6: 16 grinches
· Turn 7: 8 grinches
· Turn 8+: 4 grinches
Reserves
Reserves have a long way to go in 6mm so we shall use the following reserves rules:
Turn 1 (turn 2 for delayed): roll a D6 and a reserve arrives on a 6
Turn 2 (turn 3 for delayed): a reserve arrives, roll a D6 and a further reserve arrives on a 6
Turn 3 (turn 4 for delayed): a reserve arrives, roll a D6 and a further reserve arrives on a 6
Turn 4 (turn 5 for delayed): all remaining reserves arrive.
(Note that we dice for delayed reserves one turn earlier than in the TY mission pack.)
Movement Through Vehicles
Tank teams may move through other tank teams – friendly or enemy.
This reflects that 6mm models are too large for the ground scale (cf. weapon ranges).
It prevents the formation of conga lines to block enemy movement.
Hunter-Killer and Gunslinger Special Rules
The hunter-killer special rule is modified by the addition of a new sentence: “Hunter-killer helicopters have a 24 grinch blitz move.”
The French gunslinger special rule is modified by the addition of a new sentence: “Gunslinger helicopters have a 24 grinch blitz move.”
Team Yankee differentiates helicopter tactical doctrines.
Soviet-doctrine helicopters have a moving rate of fire for missiles,
while western-doctrine helicopters get the hunter-killer rule, longer ranges and no moving rate of fire for missiles.
With halved ranges, less of the table will be in range of the missiles of a stationary western-doctrine helicopter and so their utility is reduced without the above change.
The Gazelle 20mm patrouille d’helicoptères d’attaque, while not missile-armed (uniquely among western helicopters), is given the same rule for consistency.
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Where is it happening?

Moor Park sports and social club, 11 Lower Bank Road, Preston, PR2 8NS, United Kingdom

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