If you want to get going in a TacOps battle, you need some basic knowledge about the units involved. Here is what a person familiar with WW2 equipment needs to know to play TacOps.
This guide also shows how TacOps represents these units. As you might have figured by the "Flaming Flaherty" report, gameplay can get quite hectic. Quickly recognizing units, especially enemy units, is important.
Well, modern tanks for WW buffs is easy, tanks are basically the same as in WW2.
In TacOps games, you will usually find that both sides have comparable tanks. At least up to 2500m, everyone can kill everyone else.
Recognizing the tank symbols on a TacOps battlefield is also not an
act of extreme mental abstraction:
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| Tank company approaching the rafinery on Map 14, NATO-style symbols |
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| Same situation, but TacOps-style symbols (press F4) |
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| Here is a red tank company advancing into unfriendly territory. From left to right: | TacOps-style symbols, also showing airplane. Stupidity is not shown, but one of the more important reasons of tank losses. |
I will give a more detailed description on weapons mounted on other AFVs than tanks later.
But then there is on-map artillery. In TacOps, artillery guns and vehicles can fire indirect just as off-map modules do. In multiplayer games, you often find on-map artillery instead of off-map, because umpires want to give players the opportunity to screw up and lose the artillery to airplanes or counterbattery fire.
Here is how to recognize on-map artillery units:
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| Artillery defending a harbour. From bottom to top: | TacOps-style symbols. |
In the usual TacOps game you will get much more artilley ammunition than in the typical Combat Mission game. You can often fire a 155mm module through most of the turns in the game.
In Combat Mission artillery play is usually focused on getting the spotters into LOS without getting them killed, carefully selecting the right time for the very few barrages you can place, and then waiting for the delay to pass. This is not neccessary in TacOps, as anybody can spot, the delays are less and you have more ammunition.
This doesn't make the TacOps artillery a no-brainer, though.
In TacOps the scarce resource is the module, the battery. One battery can only fire at one place at a time. Selecting a new target outside of adjust range causes the initial delay to restart, even when you have a TRP. Without TRP you lose 6-7 minutes until you are at max precision again. On a big may the opponent may deliberately trick you into targetting some remote spot and then breaking his main body out of cover kilometers away.
In addition, you usually have few ICM ammunition and deciding about the right moment to fire it is as complicated as for any scarce resource. You may also have spotter units (infantry or vehicles) which cut down the targetting delay, meaning you get into the same LOS game as in Combat Mission. As in Combat Mission, if you want smoke, you have to use an artillery module, except that since TacOps does not have direct fire for smoke, you cannot get smokescreens from direct-fire units.
You cannot split squads, but you will usually get special recon infantry, which are two-man teams (may come with or without a sniper rifle).
Unarmored vehicles die properly in TacOps. A CMBO-style jeep rush is not going to work.
Here is how they look like:
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Typical recon units in TacOps about to clash.
From left to right: | NATO-style symbols. |
Now, hold a minute. For a WW2 person, it is important to realize how different these units are. For the helicopter and the UAV it should be obvious, but consider the vehicles. The Hummer is wheeled and unarmored, its only weapon is a 7.62mm MG. The Bradley CFV on the other hand is a fully tracked, closed-top armored vehicle with 14.5mm-proof front plate. It is armed with dual newest-generation ATGM launcher, 25mm autocannon (very dangerous to infantry infantry), a coax machine gun and the crew has a rifle and a bazooka-class weapon ready ("crew has them" means this vehicle will fire these weapons on their own, as if the crew does it. You do not have to dismount the crew nor do you have to have extra infantry mounted). And the CFV carries a lot of ammunition. If you expose a too weak flank to approching vehicles of this kind they may very well shoot their way through.
In modern armies, much of the infantry is no longer riding in APC which are armed with MGs only. Instead, starting with the Soviet BMP1, a class of "infantry fighting vehicles" -IFVs- were introduced. These vehicles are usually better armored (actually they are formed better, with more angled plates) to make their front proof against heavy MG fire and they carry guns and ATGMs which can be fired without dismounting.
Here are typical APCs and IFVs in TacOps. The pictures look all the same, so I spare the bandwith here.
There is one important "care and feeding" tip about TacOps APC and IFVs when you come from Combat Mission: TacOps APCs are much more vulnerable to .50cal and 14.5mm MG rounds than CM APCs, due to improved ammunition. Thin APCs like the Soviet BTR series are vulnerable even to 7.62 MG fire from the sides and rear.Combat Misson has a very noticable bump in the effectivity of .50cal MGs on one hand and the autocannons (20mm, 37mm Flak, Bofors) on the other. There is no such fundamental difference between TacOps .50cal, 14.5mm MGs and the Flak and autocannon guns. All of them have normal AT firing performance data you can inspect.
Tanks can go through woods in TacOps. But that is very slow, especially since on the typical map you will have woods combined with more or less rough terrain. Think of TacOps woods as Combat Mission forests with paths of "scattered trees" crisscrossed through them. But Bazzoka-class weapons have about twice the range in TacOps, in fact visibility in TacOps woods is about the optimal range for Bazooka-class weapons :-)
In typical TacOps games you have tanks with effectiv range of 3000-3500m and ATGMs with 3750 to 4000 meters. The hit probablity of a tank cannon gets worse with distance, the ATGM has optimal hit probability starting from 1000 meters or so depending on the model. The range games you can play with this should be obvious.
On the other hand, the tank has a much better rate of fire and more ammunition. ATGM vehicles or IFVs gettinging into a prolonged engament with tanks inside both unit's effective range will lose in the end.