"The first quality that is needed is audacity."
- – Winston Churchill
The Combat Vehicle, Reconnaissance (Tracked) or CVRT is the successor of the Alvis Armored Car. Serving a huge variety of roles in the British Army, with SEVEN variants playable in Team Yankee. These are the Spartan APC (serving as a command vehicle for the Queen's Dragoon Guards, and as a transport for the Recce Support Troop), Spartan Blowpipe, Striker, Spartan MCT, Scorpion and Scimitar light tanks. All are distinguished by their airmobile capability, and their shared chassis components.
- 1 In Team Yankee
- 2 Spartan (Command)
- 3 Spartan (APC)
- 4 Striker
- 5 Spartan (Blowpipe)
- 6 Spartan MCT
- 7 Scimitar
- 8 Scorpion
In Team Yankee
Due to the common chassis, the following applies to all subsequent models of the CVRT. While the CVRT has a lackluster tactical speed of 10" (6" for the Scimitar and Scorpion), it has several key advantages over most other vehicles of the British Army. With a cross-country dash of 28", these vehicles are able to abuse their small profiles to great effect. Most variants feature some form of bonus to cover, namely Swingfire and Scout, allowing the vehicle to count as gone to ground even after firing or moving respectively. This translates to a 6+ to hit if used effectively.
Its armor is effectively non-existent, being vulnerable to almost every single REDFOR unit in the game. With its front rating of 2, it is best to rely on concealment and positioning as even BTRs can reliably take them out in the open.
In Team Yankee
Serving as the HQ unit for the Queen's Dragoon Guards in Team Yankee (rather than the FV105 Sultan), it serves as a harmless, yet essential component of the Recce Squadron. While it's vulnerability makes it a questionable choice to attach to a frontline unit let alone a spearhead, the improved stats make it a possible option should you decide that a unit must achieve certain orders without fail. Conversely, a concealed Command Spartan will only be hit on sixes or higher due to its scout ruling. You get 2 Spartans for 1 point; the formation commander and his
meatshield 2nd in command (2 IC).
Its 7.62mm AA machine gun can be used to engage enemy infantry or enemy helicopters in a worst-case scenario.
In Real Life
Unlike its in-game portrayal, the real-life command vehicle is different in almost every regard. While the option to give a vehicle troop 2+ skill is nice, no sane commander would field unarmed HQ vehicles in such a way. The main benefit of fielding such vehicles are improved C4I (Command, Control, Communications, Computers, and Intelligence) assets on the field, quickening the pace in which command is able to react to developing battlefield situations. Similarly, the vehicle used in real life was the FV105 Sultan; hugely different from the base Spartan APC. In addition to a far more spacious passenger spacing with room for tables and field maps, the Sultan features four radios, 4 times more than the average vehicle on the field.
In Team Yankee
Identical to the Command Spartan albeit without Scout, these APCs serve as transports for the Recce Support Troop. Employ them as suicide units to destroy enemy infantry teams, or to block narrow paths. If necessary, a group of APCs can be used as anti air, but only get one shot per MG with a firepower of 6+. You get 4 of them per Support Troop. One point to note is that unlike the FV432, they can only carry 1 passenger should you wish to remount infantry to claim or reinforce an objective.
The Spartan was primarily used as an APC for specialized troops such as ATGM teams carrying milans or recoilless rifles, or Blowpipe sections. Its smaller size and weight allowed for a faster road speed than the FV432, while its aluminium construction gave it marginally better durability than the 432.
In Team Yankee
The most expensive ATGM carrier of the British Army weighs in at 2.5 points, taken in a platoon of 2 or 4. Most notably, it is one of the few British units equipped with Thermal Vision. It also packs a guided 3+ Firepower AT23 missile; enough to guarantee the destruction of any vehicle it hits. As the profile reflects, these should be used in your backline to pop enemy tanks. With the Swingfire rule, these guys can remain gone to ground while firing, giving them a 6+ if concealed before any penalties for smoke or firing beyond 16 inches. It also packs a 7.62mm MG, ideal for use as a club against assaulting infantry.
Its restriction into the Queen's Dragoon Guards severely cripples players' ability to deploy it to the field, given that the Swingfire provides an identical missile with thermal vision, in addition to the Swingfire rule. Unless you are willing to pay 4 points for a 4th missile, the Swingfire Platoon of 3 carriers comes in at 6 points making the Striker a highly questionable choice. In the event that the player decides to play the meta cheese of British infantry, they have little reason to bring either Swingfires or Strikers, since Milans come in at 1 point per piece: you can either have 4 missiles which will kill any armor they hit or 10 Milans which will not only have far greater effect on target, but also be more effective at engaging enemy transports. Incredibly difficult unit to justify taking unless playing in a smoke heavy meta.
In Real Life
As a CVRT chassis vehicle, the Striker typically serves in CVRT equipped units; generally cavalry regiments and certain armored divisions as a recon element. Using the long range of the Swingfire ATGM, they would set up positions overlooking potential locations for an armored push by PACT forces while Recon units skimmed the field. Carrying 5 missiles, the crew could technically reload the launchers outfield but would typically return to base in a combat situation (if not destroyed before).
In Team Yankee
A division level support unit granted to your lowly company of heroes, the Blowpipe Section (Battery in Real Life sizes, a section would mean 2 blowpipe operators with their assistants) provides a versatile choice for anti-air at 1.5 points per vehicle, taken in a unit of 2, 4 or 6. Compared to its direct opposite the Tracked Rapier, Blowpipes provide less shots per point with a firepower of 4+, compared to the Rapier's 3+. In addition, it also has a lower range of 48 inches compared to the Rapier's 64 inches.
So why take blowpipes in the first place? Two reasons: You've gone mad and decided to waste precious points, or you find Rapiers far too specialized for your meta. Due to the tunnel vision of Rapiers, they provide excellent anti-air but nothing else, meaning that these units are literally worse than useless when facing a force without any air assets. Blowpipes however, retain the ability to threaten light armored vehicles and infantry with their Blowpipe missile and 7.62mm MG. In essence, blowpipes are a versatile choice for those who require anti-air but are willing to sacrifice some of that specialization for versatility. A blowpipe can function as a worse, overcosted Milan section if your opponent hasn't called in their air support yet.
Despite the open hatch, it retains a top armor of 1 suggesting that Blowpipe operators are either made of steel or utterly drunk from all that Irish Guinness they've been drinking off duty.
In Real Life
Unlike the ingame models, the actual Blowpipe AA Battery would almost always dismount rather than fire while standing out of an open hatch. In addition to being far harder to aim in the confines of a vehicle, Spartans are incredibly poor at hiding (most vehicles are). A dismounted battery has the ability to reach ideal anti-air positions such as hilltops or forest clearings, giving additional stealth and sometimes giving an easier time aiming against the target. After firing a volley or until an order to fall back is given depending on the mission, the Battery would then remount and displace to the next location. In the event that troops actually needed to fire from the hatch, it would typically be a result of the aircraft being spotted far too late; air defense units would almost always get a heads-up to prepare for incoming aircraft from a certain direction.
The Blowpipe model comes separately, so you may consider basing him and an assistant on a 2 man base to represent the section dismounting rather than firing from the back. Treat the base as absent for all purposes; the models commit suicide should their favorite teapot meet an untimely end.
In Team Yankee
Effectively a more mobile but squishier Milan section, the MCT is an option available to players using an Irish Guards Company. Functionally, the FV432 Milan Section provides greater firepower and durability, as the APCs are able to fire their machine guns while the missile teams continue engaging enemy armor. Conversely, MCTs may fire twice as many machine guns (12 shots maximum) but would sacrifice their missile output to do so, meaning that they would most likely be used in defensive fire against assaulting Soviets or Hinds.
However, its ability to relocate up to 28" inches makes it a legitimate option, unlike the overcosted Striker and Lynx. A potential strategy in a hasty attack British List would be to dash the Milans to an alternative firing position since units count as moving on the first turn. While ultimately bested by the FV432 Milan Section due to the amazing 3+ infantry save along with any potential foxholes and concealment, its saving grace is its ability to be purchased IN ADDITION to the Milan Section, meaning that an Infantry Company could have 12 Milans if maximized.
In Team Yankee
The Scimitar is one of the two main options of British Recce, costing 1 point per vehicle. Sharing the same profile as the Scorpion, it has a 6" tactical move when firing the main gun, or 10" if not. The L21 Rarden gun functions similarly to German autocannons, except with an anti-tank value of 10 which auto-penetrates all vehicles in the game apart from main battle tanks. However, it suffers from a 5+ firepower making it a questionable choice to score kills against enemy units. However, it excels at forcing bails against vehicles, making it possible to support infantry by letting them automatically kill bailed vehicles with an assault. Supporting this option is the absence of HEAT, allowing it to bypass rules like Bazooka Skirts and BDD Armour: a unit of Scimitars could actually threaten battle tanks from the side, with enough shots.
As with other British vehicles, it has a weaker profile on the move which is buffered by a 3+ skill rating for orders. Oddly enough, its legitimate combat strength makes it an option as a light tank to fight from a distance, rather than being shoehorned as a suicide recce unit. It is one of the only autocannon-equipped vehicles capable of automatically penetrating IFVs and tanks from the side.
The Scimitar and Scorpion form the compulsory platoon options for a Recce Squadron, which could also represent almost any Cavalry Regiment of the British Army.
In Real Life
A descendant of the Cavalry tank of World War Two, the Scimitar the father of the CVRT family. Its name comes from its role as an armed reconnaissance vehicle. Unlike traditional recce units whose mission is to observe while being unseen, armed recce units are deployed when there is a need to 'fight for information', according to their US cousins; the Cavalry branch of service. Simply put, such units are deployed in order to force the enemy to reveal their hand. Probing units of Scimitars can engage enemy recce units, either forcing the enemy spearhead to fall back (thus giving the BLUFOR commander more control of the battlefield), or forcing enemy units to expose their positions through movement to rescue their own recce units.
Scimitars are equipped with a 30mm Rarden autocannon, identical to the autocannon of the Warrior Infantry Fighting Vehicle. Despite its use from the Cold War, modernized versions remain in use by various units like the Queen's Yeomanry and Royal Lancers. Some units have even replaced their Challenger 2 tanks with Scimitars due to budget costs.
The Scorpion is the second option of the two British Recce choices, costing 1 point per vehicle. While almost identical to the Scimitar, the Scorpion features a gun similar to the Chieftain. With an anti-tank of 14, it will auto-pen any vehicle apart from main battle tanks. However, it is able to defeat generation 2 battle tanks like the Chieftain and T-55AM2 due to their use of bazooka skirts (Side armor 10 against HEAT weapons) rather than more modern armor designs. The main difference that sets the Scorpion apart from the Scimitar is the presence of 2+ firepower in its main gun, making it a superior choice when the player prefers to destroy vehicles rather than simply mass-bailing vehicles. Increased firepower also makes it a smarter choice to destroy infantry in cover, with a 2+ firepower almost guaranteeing that any infantry who fail their 3+ save will meet a splattery, fiery end.
The main drawback of the Scorpion is how reliant it is on being stationary to effectively employ its main gun. With a moving ROF of 1, the Scorpion is a relatively poor choice for players opting for a mobile playstyle for their recce units. In fact, players might even consider using Scorpions as budget Chieftains to destroy enemy vehicles, while missile equipped units destroy enemy tanks. Consider your options carefully.
As with other British vehicles, it has a weaker profile on the move which is buffered by a 3+ skill rating for orders. Oddly enough, its legitimate combat strength makes it an option as a light tank to fight from a distance, rather than being shoehorned as a suicide recce unit.
The ANZAC Scorpion is nearly identical to the British Scorpion with the same point cost: 2 points for 2 Scorpions or 4 points for 4. However, it trades Infrared and Scout for 3+ Courage and a 4+ Counterattack (apparently their officers do wish to hit things with their sword...). Unlike the Brits, however, your Scorpions are better suited for the armoured pushes that the ANZAC can pull off. While your Leopard 1s rush forward, your Scorpions might serve as flank defence as they need to be stationary for maximum firepower.
When played correctly, you are left with a hammer and tiny hammer combo: anything that tries to escape your Leopard 1s will be hit by Scorpions.
In Real Life
A descendant of the Cavalry tank of World War Two, the Scorpion was a descendent of the Scimitar. Its name comes from its role as an armed reconnaissance vehicle. Unlike traditional recce units whose mission is to observe while remaining unseen, armed recce units are deployed when there is a need to 'fight for information', according to their US cousins; the Cavalry branch of service. Simply put, such units are deployed in order to force the enemy to reveal their hand. Probing units of Scorpions can employ their HESH warheads to destroy enemy vehicles without the need for sustained fire as with autocannons who fire repeatedly until a lucky shot strikes somewhere squishy.
Scorpions are armed with a 76mm L23 gun, performing similarly to a typical main battle tank of World War Two. Unfortunately, the Scorpion has been phased out of the British Army in 1994 due to budgetary reasons; it holds a middle ground between the light and mobile Scimitar and the hulking Challenger, lacking a rate of fire to destroy light vehicles and a gun incapable of engaging heavy armor.
|British Forces in Team Yankee|
|Transports:||Spartan Transport - FV432 Transport - Lynx Transport|
|Infantry:||Mechanized Company - Milan Section (Mechanized) - Airmobile Company - Milan Platoon (Airmobile) - Support Troop|
|Artillery:||Abbot Field Battery - M109 Field Battery - FV432 Mortar Carrier|
|Anti-Aircraft:||Spartan Blowpipe - Tracked Rapier|
|Tank Hunters:||Striker - Spartan MCT - Swingfire|
|Recon:||FV432 FOO - Scorpion - Scimitar|
|Aircraft:||Harrier Jump Jet - Lynx HELARM|
|ANZAC Forces in Team Yankee|
|Infantry:||ANZAC Mechanized Platoon - Milan AT Section|
|Artillery:||M125 Mortar Platoon|
|Anti-Aircraft:||M113 Redeye SAM section|
|Tank Hunters:||AT Land Rover|
|Recon:||Scorpion - M113 MRV - M113 LRV|