Data Sheets and Rules

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Rules

TAC II Rule Book v212 – Revision 2.12 – 19 May 2021

Version 2.12
5/19/21 Fixed formatting error in version 2.11 that caused table of contents “Section:” labels to not print.
5/19/21 Made slight changes to Part 2, Section C, Rule 1, B – Effect Of Suppression

The rule book is a “work in progress” and may have typos, incorrect information, mistakes, bad grammar, rules that suck, etc.  If you see something wrong, let me know.

Data Sheets

The following charts and tables are needed for game play

Artillery Deviation Chart – 16 July 2015 – Initial Public Release

Conventional Fire Combat Results Table – 16 July 2015 – Initial Public Release

Turn Record Sheet – 17 July 2015 – Initial Public Release

Spotting Table – 25 April 20165 – Added elevation modifiers

Combat Proficiency (CP) Ratings Table – 11 April 2016 –
Use with Rule Book 1, Part 1, Sec. C, Rule 6 A

Vehicle Cost Table – April 2016 – Useful for generating forces based on point system

Sample Player Unit Record – This is a player unit record sheet that is already filled out with all the information you need to start playing right away.  The forces are almost perfectly balanced so that neither side has an advantage.  Just roll for CP ratings and then create Fire Priority ratings and start playing.  For a blank Player Unit Record, see the next item below.

Player Unit Record – 24 July 2015 – To be filled out by referee before game and given to each player.  Includes information on players forces and vehicles.

US Air Defense Data

Russian Air Defense Data

TAC II Overview – 4 Dec 2011

Aircraft Speed Data – 8 Dec 2011 – Initial Public Release

27 thoughts on “Data Sheets and Rules

    • Coming. There are an almost infinite number of vehicle cards yet to make and many charts and tables yet to make. This is a work in progress. I’ve only been at it for about 30 years … give me some time 🙂
      I game in 1/285th scale so I rarely use infantry … so it’s been low on my priority list … I’ll see if I can get some infantry stuff online pretty soon.

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      • Hey! If you could make infantry sheets that would be great!!! I’m looking for a modern table top game with aircraft, vehicles as infantry mixed. I’d love to see this game with more infantry. I’d be very interested in assisting you if I can!

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      • Trevor, Look at the “Vehicle Cards” page under 3rd World, USA, and Russia. (yes, I know Infantry is not a vehicle … but it made sense to put them there) There are now infantry cards under each of those listings. They list conventional fire factors for squads with and without Light MGs and also conventional fire factors (and anti-armor data) for larger MGs. You’ll also want to download the Conventional Fire Combat Results Table from this page and then read the rules regarding Conventional fire in the TAC II Rules, Book 1 ({art 2, Section C)

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  1. Hey Allen,
    Thanks I found the sheets. And it makes sense to put the infantry in with the rest of the vehicle sheets. Why make a whole new page just for 2 sheets. Also I greatly appreciate this page! There are a few modern table top rules online. Much fewer with infantry and even more so a good set of rule with them! I like these rule and better yet it’s free! I will promote this page and the game to my friends! I have VERY few complaints about this game being a critic! Great game!!

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    • For 6mm I use 1″ = 50 meters … so for 3mm 1″ = 100 meters should be perfect and that makes the math super easy.

      If you have a lot of space you could do something like 2″ = 100 meters or even 3″ = 100 meters.

      If I’m doing my math right, an actual 1/300th ground scale would be 6.5″ = 100 meters … but that’s just getting silly. At that scale, a weapon that can fire 3000 meters would fire 195″ or just over 16 feet 🙂 But that really shows how far these weapons fire in real life in relation to the size of the vehicles.

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    • You could certainly say one tank represents one platoon. But that assumes all tanks in a platoon are all facing the same direction, firing at the same targets, with the same ammo, against the same armor, etc …. personally I’ve never liked that system of play, but I know a lot of people do. So,,, yes you could do that if you wanted to.

      A WWII version would really just be adding vehicle data cards for WWII tanks and ignoring things like ATGMS. I suppose that’s an option but (correct me if I’m wrong) I think there are already a lot of really good WWII games already out there.

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  4. Pingback: Vehicle Cost Table Updated | TAC II

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  7. Hi Allen,

    Is there a formula for calculating unit points? There are some missing units on the cost sheets/unit sheets that I would love to add. An example: M1 Abrams (105mm), Striker Tow, LAV Tow, etc. If there is a formula you use I would love to add the units to the game, and if you would like send you my spreadsheet so you can take a look and if you agree add them to the “official” game.

    Thanks!
    Cyrus

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    • The vehicle cost formula is very simple;

      Start with a base of 50
      Add all armor values
      Multiply the gun (mm) x Rate of Fire
      Add 240 points if there is an ATGM also (like on Bradley, BMP, etc)

      For example, the M1A1 with 120 gun looks like this:

      50 + (190 + 120 + 60 + 190 + 50 + 40) + (120 x 8) = 1660

      The M2 Bradley looks like this:

      50 + (50 + 30 + 20 + 40 + 10 + 10) + (25 x 4) + 240 = 550
      (note the 240 added for the TOW missile)

      If you come up with vehicle point costs that you would like added to the “official” list, please email them to me at allen@gcmini.com

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  8. I am reading through the rules and really like what I see. Back in the 1970s, I was introduced to micro armor by a friend in the neighborhood and enjoyed playing modern and WW2 1/285 scale battles. I do not recall the rule sets that we used, but I still have some of the GHQ micro armor I bought from my friend over 40 years ago. I recently decided to get back into this hobby, and will likely update my M60s and Sheridans with some more modern micro armor. I have been looking for a modern rules set, and I think this set will do nicely. Thanks for maintaining this site!

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  9. Hi, thanks for the wonderful rules and all the work you put into it. I’m getting into the hobby in a small way (skirmish sized units) after many years. ( Wonder who owns my old CnC and GHQ models I sold so many years ago. Geesh these things are expensive)
    If you don’t mind, I’m gonna use your vehicle cards and a few rules, and merge them with Cold War Commander rules and see what happens….

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  11. Hello There! Don’t understand how different terrain are handled in the game, I can’t find the rules that explain how terrain affect firing and cover. Thanks

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    • Terrain mainly effects spotting. Vehicles or infantry under cover are harder to see. However once you are spotted, the terrain has no effect on shooting,,, if you can see it, you can shoot it. The only exception to this is Defilade, that effects the chance to hit.

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    • Ok thanks. But why when they wrote TacForce they haven’t created rules for cover beyond the spotting aspect. For example can’t understand why a squad behind a wall don’t get the benefit of the cover provided by the wall itself.

      I’m just trying to see the logic behind it that lead the creators to this choice 👍

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      • I would say that if they are behind a wall, you do not have line of sight and cannot shoot. You can only shoot what you can see. If a previously spotted unit moves behind terrain, you can no long get line of sight and can no longer shoot.
        My rule of thumb is “if you can see it, you can shoot it”. So, terrain definitely effects firing.

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  12. Hello Allen! Wanted to ask you about thermal Image systems. In the rules there are not specific paragraph about these means of obervation. In the spotting chart I see that a buttoned up nato vehicle observing to front has a malus a +20 and a warpac +30. What is the purpose of this rule?

    Would it be correct, in your opinion, to add a visibility class of the spotted target, if the spotter is equipped with thermal imaging devices?

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