Revision 2.08 of the TAC II Rules Online

I added a section for portable ATGMs that covers setup time and reloading time.

I’ve designated the setup time for portable ATGMs at 2 turns (2 minutes).  I realize that all systems are different and take different amounts of time to setup and many take 4-5 minutes in the best of conditions … but some smaller games only last 4 or 5 turns so I just decided that making the setup time for all portable ATGMs two minutes was the best playable solution.  This is not totally accurate but it works … this rule falls into the “relax dude, it’s just a game” category  🙂

You’ll find the new rule (Part 2, Section B, Rule 3F) on page 25 of the book.

Download it now from the Data Sheets and Rules page.

New Rule Proposal – HE Rounds into buildings and at walls

Very first draft of new rule.  Comments please

Firing into buildings

Often a player will know that there is a vehicle or troops hiding behind a building and they will want to fire their main gun at the building to destroy it or blow a hole through the building to gain a line of sight on the vehicle or troops behind the building.

For playability, buildings are consider cover and even when fired upon by main guns they will often remain standing or possibly fall into a huge pile of rubble that still cannot be seen through.

You can however shoot into a building at troops inside the building.

For the purposes of this game, when you fire an HE round into a building, the firing player specifies which floor of the building is being targeted and you apply the full conventional fire factors of the weapon(s) being fired to the personnel inside the building which are on the targeted floor and ½ the fire factors on the floor directly above and/or below the floor being targeted. However, the building is always considered still standing.

(Should there be a target card for buildings of various sizes or are buildings always considered to be hit every time?  Has a tank ever shot at a building and missed?  How about a small house at 3000 meters? I guess they could miss)

In the case of very tall buildings, if the firing vehicle(s) knows the location (which floor) the troops are on, they can concentrate their firepower on that floor. If the shooters suspect that there are troops within the building but have no idea which floor or are simply shooting at the building just in case anyone is in there, the referee may want to roll a die to randomly select which floor is being targeted as the firing crew would most likely choose a random floor without prior knowledge of where the troops are located.

As with all types of firing, all rounds fired in a fire phase are considered to be fired at the same target. A vehicle that can fire 4 rounds per phase cannot specify 4 different targets or in this case, 4 different floors of a building.

[Photo example of tank firing into one story building (first floor full CF factors, roof ½ CF factors.]

[Photo example of tank firing into second story of three-story building (second floor full CF factors, first and third floors ½ CF factors.]

[Photo example of tank firing into third story of three-story building (third floor full CF factors, second floor and roof ½ CF factors.]

Firing at concrete or block walls

Firing an HE round from a tank’s main gun at a wall will destroy a section of wall and eliminate any cover created by that section of wall. For the purposes of this game, Autcannons and chain guns have no effect on walls, only main tank guns 76mm and larger.  Once a section of wall is destroyed, tracked vehicles and foot troops can pass through using their Open Movement allowance without any movement penalty. Wheeled vehicles cannot pass through destroyed walls.

How much wall is destroyed by an HE tank round? This could get very complicated based on the size of the gun firing, distance, composition of the wall, etc .

To keep things as simple as possible the firing player places a marker at the point on the wall where he is shooting. Use the US HEMTT vehicle card as a target (Side, stationary) to see if the shooting vehicle hits the wall,,, it’s unlikely but they could miss. If a hit is achieved, use the chart below to determine how much of the wall is destroyed. This is one of the very few places we use inches instead of meters in these rules.

Scale being used                   Damaged area
6mm / 1/285th scale                3/4”
15mm                                     2”
20mm                                     3”
28mm                                     4”

If you have sections of destroyed wall, you can replace the sections,, otherwise simply placing a bit of smoke (cotton) in front of the wall can signify that it’s been destroyed.

Note to referees. If a player knows that there is vehicle behind a wall and wants to destroy the wall and reveal the vehicle behind, but the actual firing vehicle on the board would have no way of knowing exactly where the vehicle behind the was is (or if it’s even there at all) the referee may want to roll a die to determine where the firing crew decides to randomly shoot.  As with all types of firing, all rounds fired in a fire phase are considered to be fired at the same target. A vehicle that can fire 4 rounds per phase cannot specify 4 different targets or in this case, 4 different locations on the same wall.

I Could Use Your Help

ManualScanA player that is new to TAC II asked me if I had a document that lists all the vehicles with detailed short descriptions of them like what was in TACFORCE, Book 2 (see attached image).  I do not have anything like that but I think it would something nice to have for newer players or players that are not familiar with all the latest modern vehicles and their capabilities.

So, what I was thinking is that if any of you have a little time on your hands and want write up some short vehicle descriptions, about one paragraph long, and then send them to me, I’ll start putting together a document that includes all of them.  This document will be something that continues to grow over time so there is no need to worry about doing all the vehicles at one time.

So, if you’d like to help with this, please go to the Vehicle Data Card page and pick a few vehicles that you’d like to write up. Not too many, this should be a chore.  You can pick more later.  Look at the page I’ve scanned from the original TACFORCE manual to get an idea of what a short description should look like.  Most of the info you need can be found on Wikipedia, but avoid simply cutting and pasting from the site, try to use your own words a bit to make it more personal.

When you get a few done, email your document to me at and I’ll start compiling the master document.

Leave a reply on this post below telling others which ones you’ll be doing so that they do not double up on the ones you have picked.

Russian T-90 Vehicle Card Updated

T90The T-90 vehicle card has been updated to version 2 and now includes data for the AT-11 Sniper missile.  The AT-11 Sniper is fired through the 125mm smooth barrel of the main gun and must be fired from a full stop.  Also during any fire phase when the AT-11 is fired, the main gun cannot be used for conventional anti-armor rounds.  The AT-11 is a laser beam riding missile that is controlled by the gunner as he keeps a laser spot on his target until the missile hits the target.  The AT-11 plays like any other ATGM, it is declared at the beginning of the fire phase and it is resolved at the end of the phase.  If the firing vehicle is destroyed or suppressed, the missile does not hit it’s target.

Special thanks to Anthony Beav for contributing info on this topic.

Argentinian TAM Tank

argentina-flagToday I created and uploaded a vehicle data card for the Argentinian TAM tank.  These are the medium tanks used by the Argentinian Army.  The vehicle is based on the Marder APC with a turret that is based on the Leopard 1A4.

I also made a few minis of the TAM for myself.  To make these I used GHQ Marders (N41) and turrets from GHQ Leopard 1A4s (N72).  In reality the turret on the TAM has a slightly different shape to the back half of the turret, but the standard GHQ Leopard 1A4 is close enough in my opinion.

The TAM tank is actually a pretty special vehicle in TAC II history.  Way back in 1983 or 1984 I was playing TACFORCE at Fort Sill Oklahoma with a friend of mine when he said “I really like the Argentinian TAM tank and I wish I could use it in this game.”  That was the exact moment that I decided that I needed to figure out a way to expand TACFORCE and keep it current with new vehicles …. and TAC II was born on that day.  It only took 32 years … but we finally have a TAM card and I have a few miniatures also.  Perhaps I should try to find my old friend George and let him know that he play his TAMs now if he wants 🙂

Russian T-14 Armata

Today I added a card for the new Russian T-14 Armata Main Battle Tank.  You can find it in the “Vehicle Cards” section.

There is relatively little known about this new tank and lot of the information available is good educated guesses at best.  So please understand that the data on the T-14 card is not guaranteed to totally accurate, but it’s certainly close enough to be playable.  As more info becomes available and/or the design of the vehicle changes, I’ll do my best to keep up with the most current data and update the card.

The T-14 is a monster vehicle, slightly larger than any of the M1 variants, it also has very impressive armor.  The T-14 will be slightly harder to penetrate than the M1 but due to it’s larger size it will be slightly easier to hit than an M1.   While the T-14 uses a 125mm smooth bore gun just like the T-72, T-80 and T-90, it has an improved autoloader system. As a result the T-14s rate of fire is 8 rounds per turn (4 per fire phase) just like the Abrams.

In a head to head battle between a T-14 and M1A2, neither of the tanks is going to penetrate the other’s front armor … but if either one gets oblique or side shots on the other, there will be problems 🙂

If you need to take out a T-14 from the front, a Hellfire missile might be your best bet.

T-14 Data Card

Playing with myself again ,,, Playtesting that is

Just did a little playtesting tonight with emphasis on Conventional Fire Factors and Infantry.  I personally prefer tank vs tank games in this scale, I find that using infantry bogs down the game a bit …. but still I like to have it as an option so did some work in that area tonight.  Everything went well, I found a minor error on the infantry card for the 3rd World Infantry so I corrected that and I also discovered that the Rifle Squad conventional fire data assumed a squad with a Light MG, so I added a row on the card for a rifle squad without  Light MG,,, just in case that ever comes up.
For the purposes of this test game, each figure represented a Fire Team.