Tactics II
Tactics II Rulebook
Table of Contents
Table of Contents
- Components of Tactics II
- Chapter One — The Basic Game
- I. Introduction
- II. Purpose of the Game
- III. General Situation
- IV. Organization of Forces
- V. Command and Conduct of Play
- VI. Combat and Movement Factors
- VII. Movement
- VIII. Specialized Unit Movement and Terrain Limitations
- IX. Combat
- X. Determination of Odds
- XI. Reserve Units
- XII. Miscellaneous Rules
- XIII. Grid System
- Chapter Two — Optional Rules
- Chapter Three — Principles
- Chapter Four — Discussion of Plans
Components of Tactics II
- 1 — 28 by 22 inch mapboard
- 2 — Combat Results Tables
- 1 — Instruction Book
- 1 — Cubit
- 44 — RED Counters
- 44 — BLUE Counters
- 12 — Weather Situation Cards
- 2 — Boxes for Counters
- 1 — Registration Card
Chapter One — The Basic Game
I. Introduction
Thank you very much for your confidence in purchasing a "TACTICS II" set. You have joined a family of players that reaches around the World — the original version of this game, under the name "TACTICS", is played internationally. May we suggest that you fill in the Registration Card included in this set and mail it. By this step, you will become eligible for a two point service program ... first, you will be entitled to an explanation service which will answer any number of questions you may have concerning conduct of play ... second, you will be placed on an advisory list that will gain you full information about other new games that we plan to publish in the future.
For the benefit of present TACTICS players, we want to assure you that this latest version of your game does not in any way make your present set obsolete. The new and even more realistic regulations contained in this book can be applied to the old version with ease.
II. Purpose of the Game
TACTICS II is a full scale war game between two complete, opposing armies. The game is won by one army (a) eliminating the army of the opponent or (b) by one army occupying all of the cities of the opponent for at least one complete turn. TACTICS II is a completely realistic, all-skill game. The only elements of chance introduced into the conduct of play are those inherent in any military operation. The scope of play ranges from strategical to tactical (division level). No military experience is necessary ... one of the most profoundly true statements of all time was that of Clausewitz when he said strategy and tactics are "merely the application of common sense to the conduct of war."
III. General Situation
Each of the two armies represents the military strength of a nation. As is obvious from a study of the mapboard, the two nations — RED and BLUE — are land powers. Naval power and air power are not major factors in a conflict between these two nations. Consequently, the conduct of play assumes approximate parity of strength in these two arms and assumes that military strength is the primary factor in achieving a victory.
As will be developed, minor naval and air activities are possible through use of amphibious and airborne elements. Also, transfers of units by sea are possible.
At the beginning of play, each nation and its army occupies the half of the mapboard in which its capital appears. The boundary between the nations is the vertical fold line of the mapboard.
The basic game of TACTICS II is played by the rules and regulations in Chapter One of this book. The optional rules contained in Chapter Two may be added to the basic rules all or in part to make the conduct of play reach a degree of supreme realism. It is recommended, however, that a new player use the basic rules for his first few games and then slowly introduce the optional ones. Frankly, the first few games played will probably run three to four hours. However, once the players have become experienced, average time drops to two hours. It is imperative that a new player become conversant with the mechanics of play before becoming too concerned with the broad sweep of strategy. Each game will start slowly, then progress more quickly as the action begins. Patience, study, common sense and a thinking attitude will develop an expert player regardless of previous military background.
IV. Organization of Forces
Each army is made up of the following units, organized as shown:
- First Infantry Corps (IC) — consisting of Corps HQ marked IC, 1st armored division and 1st through 5th infantry divisions.
- Second Infantry Corps (IIC) — IIC Corps HQ, 2nd armored division and 6th through 10th infantry divisions.
- Third Infantry Corps (IIIC) — IIIC Corps HQ, 3d armored division and 11th through 15th infantry divisions.
- Fourth Infantry Corps (IVC) — IVC Corps HQ, 4th armored division and 16th through 20th infantry divisions.
- First Army — consisting of the IC and IIC mentioned above, 1st Army HQ, 1st parachute division, 1st mountain division and 1st amphibious division.
- Second Army — IIIC and IVC, 2nd Army HQ, 2d parachute division, 2d mountain division and 2d amphibious division.
- Replacement Center — consisting of 5th and 6th armored divisions and 21st through 25th infantry divisions.
- First Army Group — consisting of 1st AG HQ and all of the above mentioned units.
Totals:
- 1 Army Group HQs
- 2 Army HQs
- 4 Corps HQs
- 2 Parachute divisions
- 2 mountain divisions
- 2 amphibious divisions
- 6 armored divisions
- 25 infantry divisions
At the beginning of the game, each unit of each army is placed in the bivouac areas indicated on the mapboard. You will notice that these bivouac areas are identified by dotted lines and contain the designation of the units belonging there — IIIC meaning, for instance, the Third Infantry Corps. The make-up of each bivouac area is at the choice of the player insofar as the placement of units within that area is concerned and will be determined by the order in which the player wants to move the units in the first stage of the game. However, in the beginning stage of the game, the organization and components of each Corps and Army must be as indicated in the above notes.
As the game progresses, a player may at any time change the components of any corps or army. For instance, a player may want to organize an armored corps by consolidating all of his armored divisions. Any combination is allowable, providing that some basic corps and army organization is preserved.
During the game, the Replacement Center units may be used with any corps or army or as replacements.
V. Command and Conduct of Play
TACTICS II has been designed as a two-player game — each player commanding an army. There is not, however, any necessary limit on the total number of players.
Additional players may be assigned as Army and Corps commanders, operating under the orders of the one player who must be designated as the commander.
Instead of or in addition to this procedure, Army Group staff officers may be appointed. These appointments should follow normal military procedure — officers for personnel, for intelligence, for operations and for supply.
It is in the rare moments when eight or more experienced players can be gathered for a game that TACTICS II reaches it's full measure of enjoyment. In the interest of practicability, however, TACTICS II is basically a two-player game.
A more comprehensive discussion on command and staff functions appears in Chapter Three.
The game begins by each player throwing the cubit, the player with the highest number being the first to move. From then on, each player takes his turn in rotation. Each player must have a turn to achieve a COMPLETE TURN.
VI. Combat and Movement Factors
This section begins the explanation of the mechanics of play.
Each army contains six types of units — headquarters, infantry, armored, parachute, mountain and amphibious. The last three are specialized units.
Each of these units has a value, or COMBAT FACTOR. Armored divisions have a Combat Factor of 2 ... Infantry divisions and all specialized divisions have a Combat Factor of 1 ... headquarters units have a defensive Combat Factor of 1.
Each of these units also has a basic movement or mobility value which is called a BASIC TURN ALLOWANCE (BTA). Armored divisions have a BTA of 7 ... all other divisions and HQs units have a BTA of 5. The specialized divisions have additional movement characteristics which will be explained later.
Here is a recapitulation:
| Type of Unit | Combat Factor | Basic Turn Allowance |
|---|---|---|
| Army Group HQs | 1 — defensive only | 5 |
| Army HQs | 1 — defensive only | 5 |
| Corps HQs | 1 — defensive only | 5 |
| Armored divisions | 2 — defensive & offensive | 7 |
| Infantry divisions | 1 — defensive & offensive | 5 |
| Mountain divisions | 1 — defensive & offensive | 5 plus special |
| Amphibious divisions | 1 — defensive & offensive | 5 plus special |
| Parachute divisions | 1 — defensive & offensive | 5 plus special |
VII. Movement
You will notice that the mapboard is marked off in one-half inch squares. Each counter, representing a division or HQs, fits a square. All movement is based on these squares. Units may move vertically, horizontally or diagonally.
For each turn, each unit is allowed its BASIC TURN ALLOWANCE of squares, be it 5 or 7. Actually, however, each unit may move more or less than its number of BTA squares by considering the following:
- By following a Transportation Line (road or railroad) indicated by red lines on the mapboard, a player may move a unit a total of THREE SQUARES on the board for each square allowed in his BASIC TURN ALLOWANCE. For instance, he can move an infantry division 9 squares along a transportation line and only lose three squares from his Basic Turn Allowance. Of course, UNITS CANNOT PASS THROUGH OTHER UNITS — for instance, if a division moving along a road meets another division on the road, one or the other must leave the road thus consuming a square from its Basic Turn Allowance.
- Movement through city areas is computed the same as if the area were on a transportation line — in other words, a unit can move three squares through a city and yet only lose one square from its Basic Turn Allowance.
- Movement through Forest Areas, indicated in green on the mapboard, consume two squares from the BTA for each square moved on the board.
- Movement across river lines, indicated in blue on the mapboard, OTHER THAN AT A BRIDGE, consumes two squares from the BTA for each square moved on the board. Regular transportation line movements are not affected by river lines when the crossing is at a bridge.
- Normal cross-country movement is computed at the cost of one square from the BTA for each square moved on the mapboard.
It is suggested that you practice movement of units until you can function with facility. Lack of speed in movement will drag out games to an intolerable length.
VIII. Specialized Unit Movement and Terrain Limitations
Movement by sea and air are allowed under certain circumstances. Also, some units have special additional movement characteristics ... and certain terrain places limitations on all movement. These cases follow:
- MOUNTAIN AREAS. These areas are indicated on the mapboard by "splash" contours. Only mountain divisions can move in mountain areas. No other type unit can move in mountains. Mountain units move (in mountains) at the cost of one square from their BTA for each square moved on the mapboard.
- FOREST AREAS. Movement through Forest areas is possible. However, armored divisions cannot move through forest areas. All other divisions may, at the BTA cost indicated previously.
- AIR MOVEMENT. Parachute divisions may be moved by air from any location to any location without any loss from their BTA. However, these divisions can only be moved once during a player's turn.
- SEA MOVEMENT. Movement by sea is possible without any loss from the BTA. However, ANY UNIT that moves by sea must leave from a FRIENDLY port's dock area, indicated by lines in coastal city areas, and land in the dock area of a FRIENDLY port. Land moves to and from ports must be counted — however, the actual movement on the water is done at no cost from the BTA. Note the emphasis on "friendly port." It is possible to seize the port of an opponent, and after gaining undisputed control, to move in regular land units to continue an offensive. An enemy port can be seized by several methods. First, of course, it can be seized by land forces. Second, it can be seized by parachute divisions. Third, it can be seized by amphibious divisions THAT HAVE LANDED ON BEACHES — AND BEACHES ONLY — near the port in question and have occupied the port. If a port to be attacked is defended by a player, all opposition must be eliminated or pushed out before the port can be considered friendly and regular forces moved in through the dock areas. Amphibious divisions must leave from a friendly port and can only land on beaches — not in a port proper. Of course, if the beach is undefended, the divisions can move from there to the port and, if the port is undefended, seize it and begin to move in regular land forces. To repeat, parachute divisions may directly seize a port.
IX. Combat
Units have closed for combat when they are on adjacent squares, either vertically, horizontally or diagonally or a combination thereof. In other words, a division controls a total of 9 squares, formed in a square ... the square it is on and the square on each side in any direction. Its control of those squares is questioned when an attacking unit moves into one of the 9 ... and combat results.
[Diagram: a 3 by 3 grid of squares with the UNIT in the centre square, showing the nine squares a division controls.]
The first step is to compute the odds at which the opposing units are fighting. For instance, if an armored division should attack an infantry division, the comparison of combat factors show two-to-one in favor of the armored division.
The cubit is rolled by the attacker and the number rolled plus the odds ratio are compared on the COMBAT RESULTS TABLE and a result given. An examination of the Combat Results Table is imperative. As this game attempts to be as realistic as possible, the Combat Results Table reflects the fact that an attacker must have a strength advantage in order to be reasonably sure of success ... and the degree of success is usually determined by the volume and weight of the attack. The more overwhelming the attacking force, the greater the chance for complete success. Please examine the Table very carefully.
A salient point to remember is that a unit is in contact with an enemy when he reaches the first square that the enemy controls. In order to envelop an enemy, there must be room beyond the area that the enemy controls.
There are two exceptions to the rule that combat results when units are adjacent. They follow:
- A river line can limit the number of squares that a unit controls. Units on a river line do not control the squares across the river. For instance, two opposing units can be facing each other over a river line without combat resulting. If one should attack the other, the attacking unit that is crossing the river — OTHER than at a bridge — looses one-half of its combat factor. Units attacking across a bridge retain their combat factor, but only one unit can cross a bridge at a time.
- Regular land units next to a mountain area do not control the squares actually in the mountains, with the exception, of course, of mountain divisions. When a mountain division, in a mountain area, is adjacent to a regular division which is in a normal position, the choice of attack is entirely that of the mountain division. Regular land units cannot attack mountain divisions so long as they remain in mountain areas — nor can they remain or pass through a square controlled by a mountain division.
X. Determination of Odds
Mention of the Combat Results Table and a rough description of odds computation was made in the preceding section. This section goes into the determination of odds in greater detail.
Almost all of the great victories in military history were the result of one army pinpointing its strength at an enemy's weakest point. This game, being as realistic as possible, gives an attacker with overwhelming strength a definite advantage. It does not, however, shun the defensive. An organized defense, elastic and with ample reserves, can often turn the attack of an impudent enemy into a disaster.
Previous sections have explained the combat factors of various types of units. When units have been engaged, the attacker has the choice of application of odds — however, all enemy units on adjacent squares must be engaged during the conflict. For instance, if 3 RED armored divisions attack 2 BLUE infantry divisions on a straight front, RED has a factor superiority of six-to-two. RED may divide up his factor superiority in any way he wants so long as he is dealing with all adjacent units. He could have 2 armored divisions attack 1 infantry division (odds of 4-1) and have 1 armored attack 1 infantry (odds of 2-1). It is easy to see how a major offensive involving perhaps twenty divisions could have several different ways of odds application possible. Illustrated examples follow:
[Diagram A: three RED armored divisions and two BLUE infantry divisions. The grouping marked 4-1 has two RED armored divisions against one BLUE infantry division; the grouping marked 2-1 has one RED armored division against one BLUE infantry division.]
[Diagram B, "ONE METHOD": a column of RED and BLUE armored and infantry units, with the engagement groupings marked 2-1, 3-1 and 3-1.]
[Diagram B, "ANOTHER METHOD": the same column of units divided into groupings marked 2-1, 2-1 and 4-1.]
[Diagram C: a larger column of RED and BLUE armored and infantry units divided into groupings marked 3-1, 3-1, 3-1 and 2-1. One BLUE infantry pair is marked "CANNOT BE REACHED BY ATTACKER."]
[Diagram, unlabelled: a 2 by 2 group of RED AR, a BLUE AR, a RED AR and a RED INF, marked "5-2 — convert to either 6-2 (3-1) or 4-2 (2-1) as explained."]
All combat is done at the end of the attacker's turn. He cannot, for example, take half of his BTA, fight and then take the remainder.
Unusual odds — such as 3-2, 5-2, 7-2, etc. — that are not on the Combat Results Table can be handled by having each player throw the cubit once. The player with the highest number takes the advantage, such as converting 5-2 odds to 6-2, or 3-1.
In large scale attacks, odds determination becomes confusing and it is suggested that a side note be made of the divisions engaged before using the Combat Results Table.
Under no circumstances should a large scale attack involving many units be resolved with one throw of the cubit. Remember that an attacking unit must be in contact with a defender before his Combat Factor may be used.
XI. Reserve Units
Either player, at any time, may remove from the board the equivalent of an infantry corps (six divisions and a HQs) for use as a maneuver element, reserve or secondary defense line. This is accomplished by asking the opposing player to step away from the board. The remaining player moves his corps to the location he desires, makes a side record of the location and removes the counters from the board. He may place these units wherever he wants so long as they are in a location where he is positive there are no enemy units. If, in the course of the game, an enemy unit stumbles into contact with an "off the board" unit the player must place it on the board and either force the enemy to fight or allow him to fall back — whichever he chooses. He can move his reserve force by asking the opponent to step away, etc.
XII. Miscellaneous Rules
- As clarification, all units with a combat factor of one fight as infantry. Mountain, parachute and amphibious units, although they have special movement characteristics, still engage in combat as infantry.
- Corps HQ units must remain within five squares of the bulk of the units of their corps at all times. There are times when this is somewhat impractical and there is no specific penalty for not observing the rule, but in the interest of fair play it should be observed.
- The rules and regulations of the game seem lengthy, yet looked at "from a distance" they are mostly a simple application of logic. For instance, the Forest area rules ... infantry can certainly detruck and advance through a wooded area, but the advance would be longer in time. Hence the penalty in movement. And it is certainly logical to prohibit the use of armored divisions in thick woods. Another example is the river line rule. Any well-equipped infantry division can provide its own bridging but it is certainly more time consuming to erect a bridge than to simply cross one.
- For variety, players may use the horizontal line 20 as the boundary rather than the vertical fold line.
XIII. Grid System
In order to simplify location identification and to implement the optional Weather Rule described in Chapter Two, a simple military-style grid system has been incorporated into the mapboard.
You will notice that there are numbers running down the left edge and across the top edge of the mapboard.
All location numbers are given in two parts — for example, 15-5. The first number always represents the horizontal line and the second number the vertical line. The location referred to is always "northwest" of the intersection of the two lines identified.
The 15-5 example given is the square holding RED's First Army Group Headquarters. BLUE's 1st AG Hq is 25-44.
The easiest way to remember the grid system is to memorize the expression "READ RIGHT ON UP". Follow the first numbered line to the right until you reach the vertical line with the second number.
Two simple abbreviation methods may be used to further implement rapid location. Use the initials "RJ" to mean "ROAD JUNCTION". There are road junctions, for example, at RJ17-14, RJ27-16 and RJ38-45. Use the initial "C" to mean "City". In this case, the cities on the mapboard are already identified according to this system. BLUE CAPITAL, for example, is C23-43.
[Diagram: a grid of intersecting lines labelled "Location", with the example location 15-18 marked by a dashed arrow from the line 15 to the line 18.]
Chapter Two — Optional Rules
For more advanced players, the optional rules presented in this chapter may be employed in the game for even more realism. The game may be played without them, and there is certainly no need to employ all of the optional rules. Many players, for example, do not employ the nuclear capacity rule.
I. Prisoner Rule
Referring to the Combat Results Table, you will note that in several blocks the expression (1 Pris) appears. This indicates that, playing under the optional rule, the unit has been captured rather than eliminated. Prisoner units may be kept in any location that the captor desires. They must, however, be guarded.
The capturing army must supply one unit (combat or headquarters) for each five captured divisions as guards. Examples: 2 captured divisions require 1 guard unit; 6 require 2; 11 require 3 and so on.
It should be noted that these guards must be supplied by the captor as soon as the unit is captured. If the prisoners are to be moved to rear areas, they must be escorted by an appropriate number of guard units. Prisoners move at the usual BTA allowance ... the only exception being that at the end of the captor's turn, he receives a "bonus" BTA to enable him to remove the prisoner unit from the immediate battlefield.
Prisoner units may be liberated. However, in order for the liberating army to regain combat use of these units, they must be returned to the Replacement Center bivouac area for "refitting" and remain there for one complete turn.
Prisoner units are considered liberated when a friendly unit reaches the prisoner's adjacent square. Experience shows that there are occasions when prisoners are abandoned during a retreat and also there have been cases of an army forming a "flying column" to liberate prisoners.
Prisoners may be exchanged at any rate, providing both players approve.
II. Replacement Rule
This optional rule provides for the replacement of losses by recreation of eliminated units.
A replacement period occurs at the end of every third complete turn. The rate of replacement is determined by the number of friendly cities remaining in a player's hands. To qualify, there must be no enemy units in the city or within one square of the city.
An army receives one recreated armored division per replacement period if his capital and his replacement center are in friendly hands. An army receives one infantry division for each city (other than the capital) remaining in his hands. One — and only one — of these recreated infantry divisions may be a specialized unit. The units are placed on the board in the city involved.
Thus the optimum replacement rate per period for RED is 1 armored, 1 specialized and 5 infantry divisions. The rate for BLUE is 1 armored, 1 specialized and 3 infantry divisions. The real rate, of course, is determined by the number of cities remaining in friendly hands.
Capture of enemy cities and replacement center decreases the opponent's rate of replacement, but does not increase the winner's. No army can ever exceed full first-turn strength, nor can replacement "credits" be accumulated. The only source for replacement units can be from the "eliminated" pile. Captured units are not redeemable.
III. Isolation Rule
If units of one army completely surround units of the opponent for at least two complete turns without interruption, all of the surrounded units are regarded as captured. It is essential that, in order to be regarded as genuinely surrounded, the isolated units be cut off from all possible routes of reinforcement. For example, units in a port that are encircled by an enemy are not surrounded under the meaning of this rule. They could receive reinforcement through the port.
Also, if the units in question are in a city which was on their side of the mapboard at the beginning of the game, they cannot be classed as surrounded within the meaning of this rule.
IV. Nuclear Capacity
Under this optional rule, a nuclear capacity is added to both armies. These weapons are of two types — atomic and hydrogen. Their allocation, characteristics, etc., follow:
| Unit Holding | Number | Type | Delivery | Range | Destroyed Area |
|---|---|---|---|---|---|
| Corps HQ | 1 each | Atomic | Artillery | 4 squares | 1 square |
| Army HQs | 1 each | Hydrogen | Rocket | 7 squares | 4 squares in a square shape |
| Army Group | 1 | Hydrogen | ICBM | Full length & width of Mapboard | 4 squares in a square shape |
It is assumed that use of these weapons will present no fallout or radioactivity problem and that units can enter bombed areas immediately after the explosion.
These weapons may be employed at the beginning of a player's turn. A record must be kept showing which HQs unit has expended its weapon, so that it will be known if that HQs should be captured. Obviously, captured weapons may be used by the captor.
There is no replacement factor for these weapons. They may be used on the first turn.
Any unit caught in a destroyed square is eliminated.
If players decide to use these weapons, they should take into full account the dispersion problems entailed. This is discussed in Chapter Four.
V. Handicap Rule
In cases where players do not feel that their experience with the game is comparable, they may establish handicaps by removing units from the board before the game begins according to their agreement.
One such recommended handicap is to require, say, BLUE to eliminate his Replacement Forces, but to give him the opportunity on his first turn to move all units he desires according to the RESERVE rule so long as he does not cross the frontier.
VI. Weather Rule
One of the most important introductions of chance into any military operation is the effect of weather. Under this rule, weather becomes a distinct factor.
You will notice that there are twelve "weather situation" cards included in the set ... in four color combinations. The colors represent the season of the year — white for winter, blue for spring, green for summer and brown for fall.
For the purposes of this game, the months of the year are divided into seasons as follows:
- Dec, Jan, Feb, Mar — WINTER
- Apr, May — SPRING
- Jun, Jul, Aug, Sep — SUMMER
- Oct, Nov — FALL
Examination of each card shows a weather situation affecting the entire mapboard, and the resultant effect on the BTA of units operating in various zones.
It is assumed, under this rule, that each COMPLETE TURN consumes a total of one month.
First, the player who has gained the first turn must decide in which month he wants to begin his campaign.
Second, each of the four separate groups of cards must be shuffled so that neither player knows in what order they remain.
Third, the cards — complete by color groups — must be put in seasonal order, beginning on top with the month in which the campaign is to start. Then, a card is turned up at the beginning of each Complete Turn and the various weather effects taken into account.
For example, let us assume that the opening player decides to start his campaign in April. After shuffling, the cards will be in the following order from top to bottom:
- 2 BLUE
- 4 GREEN
- 2 BROWN
- 4 WHITE
If, however, he should decide to begin a winter campaign in January, the cards will be in this order:
- 3 WHITE
- 2 BLUE
- 4 GREEN
- 2 BROWN
- 1 WHITE
At the end of a year, the cards must be reshuffled and put back into order by color group in the same manner ... and so on.
The importance of maintaining the seasonal color groups should be obvious. If a player begins a campaign in April, he does so in the certainty that he need not worry about snow for 8 months. Consequently, the cards must be in seasonal order.
The uncertainties are introduced by the shuffling of cards within a season. For example, under this system a player knows that he must expect snow in a winter campaign, but he does not know where and when.
We most heartily recommend that this optional rule be included in play as early as possible in a player's career ... it makes TACTICS II immensely more interesting.
VII. Supply Rule
This rule introduces the vital factor of logistics. Very simply, it provides penalties to units which do not have an uninterrupted transportation line to a friendly city or port.
It is assumed that a single transportation line is capable of sustaining any number of units. Once, however, a transportation line is controlled by an enemy unit (either astride it or alongside of it) all the units supplied by that line immediately lose one half of their combat factors (because of lack of ammunition) and 2 moves from their BTA (because of lack of fuel).
It is assumed that parachute units are unaffected by this rule because they are normally resupplied by air.
It should be noted that this rule might also apply, under proper circumstances, to the unit blocking the transportation line.
This rule should be used in conjunction with the ISOLATION RULE.
In order to have this rule take effect, it should be remembered that the penalties are incurred only if the sole transportation line supplying the units is cut. If there are two possible lines leading to these units, cutting one does not penalize them — both (or all) must be cut.
This rule does not in any way imply that units off a transportation line incur the penalty.
Only two divisions may be sustained by a beach entrance.
VIII. Short Game
As was emphasized earlier in this book, new players should not be discouraged when their first games consume a lot of time. Seldom, in fact, do players ever complete their first game.
Players should remember that, once they have mastered the mechanics of play, games move quickly. Also, as the play progresses, more and more units become casualties, thus reducing the time required to complete a turn.
For those who desire a shorter game, a good method is to simply reduce the number of units to be used at the beginning of the game according to a mutual agreement. The Replacement Center units may be eliminated. Also, corps may be reduced by several infantry divisions apiece.
The best method of insuring a shorter game is for each player to rehearse his plan of operations before the game begins. By doing this, the normally slow first turns of a game will progress rapidly and the total time materially reduced.
Some players prefer to put a three minute time limit on each turn.
Chapter Three — Principles
I. The Principles of War
This chapter is not intended to be a textbook on the subject of military strategy and tactics. The game TACTICS II in and of itself will present the player with the problems of military action — it is up to him to apply thought to these problems and to effect solutions. As the player gains experience, he will naturally become more proficient.
However, some guideposts are necessary for the player without military experience. Consequently, this chapter is devoted to a short summary of the basic principles of war. Use these principles as a checklist against your plan of play.
The generally accepted principles of war are:
- objective
- simplicity
- unity of command
- offensive
- maneuver
- mass
- economy of forces
- surprise
- security
First, the military commander must have a plan. This plan must have a principal objective from which he must not waver until the last extremity. And the plan itself must be predicated on simplicity. In order to achieve his objectives, he must have unity of command. All the myriad elements of his force must be directed as one toward the ultimate objective.
In order to achieve his objectives, the commander must sooner or later revert to the offensive and his entire attention must be devoted to that end, although he may have to defend in order to prepare for the offensive. To succeed, he must employ prudent maneuver in order to place his combat units into a mass in a place when he can achieve a decisive local superiority. He must effect economy of force in all areas so that his mass is as powerful as possible at the decisive point. This mass, or center of gravity, must appear as a surprise to his opponent so that his opponent is caught off balance. And the commander must maintain a minimum degree of security in less vital areas so that he himself is not surprised and caught off balance by his opponent's attempts at creating a center of gravity.
II. The Staff and its Relationship to Command
To assist him with information which he cannot gain himself, the commander employs a staff with four separate and basic functions ... personnel, intelligence, operations and supply.
Personnel advises him on administration and general matters pertaining to his units. Intelligence informs him about the enemy ... his situation, capabilities and intentions. Operations plans, organizes and details the military action itself and is the prime staff position. Supply informs the commander about the effect of supply on his plans.
Staff positions carry no command responsibilities.
III. The Mechanics of War
Literally thousands of books have been written on the basic tactics that support the principles of war, command and staff. It would be absurd to attempt to describe them all here. A brief glossary-style explanation, however, might prove of assistance to the new player.
There is no particular order of importance in the following.
- Frontal Assault — an attack that rushes the enemy frontally, only to be used if no other type of assault is possible.
- Flank Assault — an "around the corner" operation that pits the bulk of the attacker at a weak shoulder of the defender. A successful flank attack enables the attacker to "roll up" the linear position of the defender from the end(s).
- Envelopment — a wide flank attack that brings the attacker to the rear of the defender.
- Pincers — a wide envelopment that does not turn back upon the defender, but attempts to encircle him.
- Reserves — the extra forces held in a central location by both sides for use when the center of gravity seems to be located. The decision to commit reserves is one of the most difficult and conclusive of all military moves.
- Outpost Line — a line of connected, but thinly scattered units used by a defender to force an attacker to deploy in front of the defender's main line of resistance so that the defender may both delay the attacker and attempt to determine his intentions.
[Diagrams accompany each glossary entry, showing the arrows and battle lines for frontal, flank, envelopment, pincers, reserve and outpost-line movements.]
- Capability — that which an enemy is capable of doing.
- Intention — that which an enemy intends to do. This seems like a play on words, but do not miss the importance contained in this simplicity. You must ascertain just what your enemy is capable and not capable of doing ... then, having established that to the best of your ability, attempt to feel out his intentions.
- Defeat in Detail — the breaking-up of a large enemy into smaller units so that you may deal with them one at a time with a large local superiority.
- Interior and Exterior Lines — Imagine a small circle within a large circle. The force on the inside may shift his mass quickly and easily from point to point — hence he is on "interior lines", a highly desirable position. Conversely, the force on the outside circle faces a long, drawn out operation in shifting his mass around the outside rim of the field.
- Retrograde Movement — a planned movement to the rear. Used to shorten lines, to gain time and space.
- Delaying Action — During a retrograde movement, it is necessary to leave a light rear guard to delay your pursuer so that you may gain time. A sort of "outpost" in reverse. This does not necessarily imply sacrifice of the unit, although sometimes such an unpleasant task is obligatory.
- Line of Departure — an imaginary line on the ground which is a starting point for an attack.
- Attack Position — a central point just behind the line of departure where the attacking forces converge just before the attack.
- Approach to Contact — a forward movement (the leading unit is the "point" or "advance guard") used in attack when the opponent's position is not positively known.
Chapter Four — Discussion of Plans
I. Terrain, Strength & Initiative Evaluation
The two nations involved each have a different set of terrain and strength advantages and disadvantages. In addition, the player who enjoys the first turn gains the advantage of initiative.
a. TERRAIN — From a defensive standpoint, BLUE has a distinct advantage. Almost without exception, the nation is divided by easily defended terrain features such as forests, mountains, bays and river lines. In RED's case, the opposite is true. RED is characterized by large open areas with long river lines that are hard to defend. Almost all channels of attack from BLUE to RED emphasize this situation. Experience shows that if BLUE can initiate breakthroughs-in-strength, RED will be hardpressed to defend most of her land area and will be forced to abandon large areas. RED does gain two advantages from this, however — first, as her lines contract she becomes an interior form, and second, the supply lines of her attacker lengthen if she is able to keep vital ports in her hands. And, of course, RED has a superb last redoubt in her northwestern island.
BLUE's terrain does have two disadvantageous factors. She can be easily divided into two parts by a center thrust from RED, and her north-south transportation lines constrict in the capital. Experience shows that if RED can seize the capital and divide BLUE's forces, she has an excellent opportunity to defeat in detail. Also, BLUE's northern country is almost impossible to defend once the forests have been pierced.
b. STRENGTH — In this area, RED has sharp advantages. She has seven cities to BLUE's five. She has port facilities for twelve divisions to BLUE's seven.
c. INITIATIVE — Almost all military experience establishes that an attacker must have a superiority of three to one over the defender to hold an optimum chance of success. TACTICS II is based on this premise. Consequently, when you consider that in this game each army begins with equal strength, the defensive seems to be the favored form. This rule of three to one, however, is vastly misleading. The important thing is where your strength is in terms of time and space. A vastly inferior army (in strength) can gain victories by being superior locally — and it is in the shades of variations of this salient fact that wars are won.
And the principal ingredient in achieving local superiority is initiative. The army which seizes and holds the initiative forces his opponent to be constantly countering his moves and thus forces the enemy to his will.
So it can be seen that, in reality, RED and BLUE are inherently equal in total effect and that the skill of the player will determine the result.
II. Problems of Nuclear Warfare
Quite contrary to the writings of inexpert commentators, the introduction of a nuclear capacity to warfare does not by any means eliminate the basic wisdom in the Principles of War.
Obviously, certain adjustments must be made in tactical concepts to meet the new threat, and also to employ the new weapons as efficiently as possible.
Changes such as these, however, have occurred regularly in the evolution of the art of war — in fact, every time new weapons have been introduced.
An examination of the nuclear rule clearly shows that each side has a massive casualty producing weapon. One hydrogen blast, well placed, could destroy 4 divisions and rip a terrible hole in a defensive line or an imprudently massed attacking force.
The only possible counter to the high destructive efficiency of these weapons is the art of compact dispersion — keeping one's forces far apart in space and close together in time.
In attack, when mass is needed, the attacker must be sure that his units do not converge until they are in contact with the enemy — thus forcing the enemy to destroy his own units if he wishes to destroy yours.
In defense, a delicately extended series of strongpoints are necessary — small enough so that an enemy would not waste nuclear weapons to destroy them, yet large enough to give battle to conventional forces. Defensive tactics must canalize the attacker so that he becomes a worthwhile nuclear target.
Actually, the introduction of nuclear weapons into the game provides the player with an opportunity to experiment in an untested area in the field of experience. Nuclear weapons make the game even a greater test of the player's skill ... effects of time and space become even more vital, and each player must carefully calculate his opponent's reaction to each and every move.
It is because nuclear weapons introduce the need for a high level of skill that we recommend that new players utilize this rule only after they have had long experience with all of the other optional rules.
III. Operation Overbrook
Only the opening phases of this sample plan will be detailed because subsequent phases must be developed according to enemy reaction. The presentation will be in the format of a high command directive. All optional rules are used except nuclear.
TO: BLUE Army and Corps Commanders FROM: BLUE Army Group Headquarters SUBJECT: Operation Overbrook DIRECTIVE: No. 1
It has been decided to attack RED as early as possible in April of this year. The plan of operations is timed so that our primary objective will be accomplished before the possibility of severe winter weather occurs in early December.
The primary objective is to destroy as many enemy formations as possible in the southern and central plains of RED by attacking from the south. The secondary objective is, concurrently with the main objective, to seize as many cities in this area as possible in order to reduce RED's industrial and replacement capacity.
It must be recognized that RED commander is a highly skillful enemy, and is well-known for his surprising and somewhat bizarre adventures. All units must be alert to unusual enemy maneuvers that could compromise or embarrass the main effort.
First Phase
A minor feint operation will take place in the north early in April for the purpose of seizing and holding C3-28 and drawing enemy reserves to that area. Under no conditions will northern units move south of line horizontal 8 without Army Group approval.
All operations north of line 31 and east of line 23 will be under command of First Army. Units under First Army command will be First Corps, Second Corps, Third Corps (all reduced).
All operations in RED's southern area will be under command of Second Army. Units under Second Army command will be Fourth Corps (reinforced) and Replacement Units (reinforced).
First Mountain Division and First Parachute Division are released to 1A (First Army). Second Parachute Division is released to 2A for initial assault on C43-16. All other specialized units will be under AG command.
It is our intention to make the southern thrust appear as a feint. To achieve this, IA is commanded to attack across river line vertical 26 in IIC and IIIC areas. Movements will not go further west than vertical line 23. Under pressure, IIC and IIIC may withdraw east of river 26 when casualties approach level where river line defense is endangered. 1A must realize that no reinforcements will be available under midsummer at the earliest.
Units operating in northern area around C3-28 will at maximum consist of IC HQ, 1 MnDiv and one InfDiv. Bridge 10-27 will be covered by one InfDiv, under IC control.
1A will have no strategic reserve.
During April, only 4C will appear to enemy in the south. Replacement Units consisting of two ArmDivs and four InfDivs will be in reserve and out of enemy sight north of C43-16 and west of river. Strategic reserve consisting of 2A HQ, three ArmDivs, one MnDivs and four InfDivs will remain at sea off the port C43-16.
Second Phase
By early May, it is expected that 4C will have engaged RED 4C and forced them to form a defensive line south of horizontal line 34.
The Replacement Units will then attack westerly in the area bridge 35-18 and attempt to envelop RED 4C. To assist, 4C will attack RED 4C frontally.
Units at sea will move in to reserve area vacated by Replacement Units and hold themselves in readiness for attack.
Third Phase
It is expected that enemy reaction will be to split their reserves so as to be fairly strong in all areas. There should be no way for enemy to determine focal point of attack. It is expected, however, that enemy will retain some strategic reserve in the central area of his country.
It is hoped that enemy will regard our southern activities as a feint in force as late as May, since they will not have located our eight divisions of strategic reserve.
In any event, however, in June we will commit all forces in 2A to drive generally northwesterly toward C28-10.
Fourth Phase
2A will cross river in general area C28-10 with support of our two AmpDiv which will land west of that city. Main effort of 2A will be to swing northeasterly in an attempt to cut off and eliminate all enemy units in the Central Plain.
Later Phases
Planning for operations in late summer and fall will depend upon results in the Central Plain and swiftness of enemy reaction to our thrusts. We will, however, assume that major effort will be north of C28-10 to C13-16.
General Notes
Parachute units will be used by AG during midsummer as necessary. All replacements will be detailed to 2A.
Order of Battle — Operation Overbrook
Army Group Control: 1 AmpDiv; 2 AmpDiv; 1 ParDiv; 2 ParDiv
First Army Control:
- IC — 1 MnDiv; 1 InfDiv; 2 InfDiv
- IIC — 6 InfDiv; 7 InfDiv; 8 InfDiv; 9 InfDiv; 10 InfDiv
- IIIC — 11 InfDiv; 12 InfDiv; 13 InfDiv; 14 InfDiv; 15 InfDiv
Second Army Control:
- IVC — 4 ArmDiv; 16 InfDiv; 17 InfDiv; 18 InfDiv; 19 InfDiv; 20 InfDiv
Replacement Units: 1 ArmDiv; 2 ArmDiv; 3 InfDiv; 4 InfDiv; 5 InfDiv; 22 InfDiv
Strategic Reserve: 3 ArmDiv; 5 ArmDiv; 6 ArmDiv; 2 MnDiv; 21 InfDiv; 23 InfDiv; 24 InfDiv; 25 InfDiv
[Map diagram (printed rotated on the page): the Operation Overbrook deployment on the mapboard, showing the IC, IIC, IIIC and IVC corps positions, the Replacement Units area, the RESERVE marker and the "2A RESERVE" square.]
[Map diagram (printed rotated on the page): a second Operation Overbrook deployment map, showing the IC, IIC, IIIC and IVC positions with the RU (Replacement Units) and 2A markers and the RESERVE marker.]
[Map diagram (printed rotated on the page): a third Operation Overbrook map, showing the IC, IIC and IIIC positions with the IVC, 2A and AMP (amphibious) markers and the RESERVE marker.]