Tac-II-Rule-Book-v209.pdf

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TAC II
Allen Rockwell - ©1983-2016
War Gaming Rules For Modern Combat From The Cold War Era Through Today
Photo: Allen Rockwell Vehicles: GHQ Structures: GameCraft Miniatures
Vehicle Cards, charts and tables mentioned in this book can be downloaded for free at
www.tac2game.com
Copyright 1983-2016 Allen Rockwell
Revision 2.09
25 February 2016

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TAC II Introduction
Part 1: General Parameters
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Section A: Basics
Rule 1: Game Scale
A. Ground Scale vs Actual Scale
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Rule 2: The Referee
A. Generate the Scenario:
B. Prepare and Maintain the Turn Record:
C. Expedite Play:
D. Remain Neutral and Fair:
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Section B: The Battlefield
Rule 1: The Map
Rule 2: Terrain
A. Natural Contours:
B. Vegetation:
C. Man-Made Structures:
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Section C: General Game Mechanics
Rule 1: Sequence Of Play
A. Movement Phases:
B. Fire Phases:
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Rule 2: Movement
A. Movement Allowances:
B. Terrain Effects on Movement:
C. Movement Effects on Firing:
D. Set-Up Time:
E. Dismounting:
F. Facing and Backing Up:
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Rule 3: Visibility
Rule 4: Spotting
A. Which Units May Spot:
B. Spotting During Movement:
C. Spotting During Fire:
D. Spotting Procedure:
E. Alert to Presence of Enemy:
F. Hidden Units:
G. Handing Off Targets:
H. “Networked” Units:
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Rule 5: Recon By Fire
Rule 6: Morale
A. Determining Combat Proficiency (CP) Ratings:
B. Use of the CP Rating:
C. Morale Checks Due To Losses:
D. Surprise Fire:
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Part 2: Direct Fire
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Section A: Basics
Rule 1: Fire Priority
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A. Determining Base Fire Priority:
B. Order of Firing:
C. Multiple Shots:
D. ATGMs:
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Rule 2: Rate of Fire
Rule 3: Target Acquisition
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Section B: Anti-Armor Fire
Rule 1: Hit Procedure
A. General Procedure:
B. Anti Armor Fire Examples:
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Rule 2: Catastrophic Hits
Rule 3: Antitank Guided Missiles (ATGMs)
A. Spotting ATGMs:
B. Effects of Spotting an ATGM in Flight:
C. Suppression/Destruction:
D. First Generation ATGM Suppression:
E. Reloading:
F. Portable ATGMs:
G. ATGM Combat Examples:
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Rule 4: APC Bail-Out
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Section C: Conventional Fire
Rule 1: Firing Procedure
A. General Procedure:
B. Effects of Suppression:
C. Hidden Effects:
D. Pinning Fire:
E. Buttoning Up:
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Rule 2: Infantry Organization and Firepower
Rule 3: Heavy Weapons Firepower
Rule 4: Danger Space
Rule 5: Close Assault
A. General Restrictions:
B. Assaulting Non-Armored Units:
C. Assaulting Armored Units:
D. Drive-Through:
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Section D: Doctrine and Special Vehicles
Rule 1: Sagger Watch
A. Immediate Return Fire:
B. Target Priority:
C. Changes in Status:
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Rule 2: Overwatch
Rule 3: Soviet Platoon Fire (Cold War Era)
Rule 4: Vehicles With Stabilized Guns
Rule 5: Russian ATGM Vehicles
Part 3: Indirect Fire
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Section A: Basics
Rule 1: Movement and Deployment
A. Self-Propelled Artillery:
B. Hip Shots:
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Rule 2: Artillery Observation
A. U.S. Observers.
B. Opfor Observers.
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Rule 3: Mean Point of Impact
Rule 4: Deviation
A. General Procedure:
B. Subsequent Rounds:
C. Additional Sources of Deviation.
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Rule 5: Firing Sheaf
A. General Explanation:
B. U.S. / NATO Procedure:
C. Opfor/Russian Procedure:
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Rule 6: Rates of Fire
Rule 7: Registration
A. General Explanation:
B. Game Effects:
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Section B: Fire Missions
Rule 1: Planned Fire
A. General Description:
B. Eligible Target Points:
C. Calling the Fire Mission:
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Rule 2: Opportunity Fire
Rule 3: Adjust
A. General Procedure:
B. Corrections:
C. Check Firing:
D. Blind Fire:
E. Observer Location:
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Rule 4: Final Protective Fire
A. Explanation:
B. Which Units May Be Assigned a Final Protective Fire:
C. Assigning the Mission:
D. Authorization to Call the Mission:
E. Calling the Mission:
F. Response Time:
G. Fire procedure:
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Rule 5: Counterfire
A. Target Acquisition:
B. On-Board Counterfire:
C. Off-Board Counterfire:
D. Flat Trajectory Guns:
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Rule 6: Special Mission Orders
A. Repeat:
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