Reviewed by Bill Rutherford
Published by TAC Publications and distributed. by Irregular Miniatures,TAC WWI consists of a 44 page tape-bound book, a single sheet of (cut yourself) information counters, and two plastic-coated sheets of game charts. TAC's emphasis is on doctrinal and other "soft" distinctions between forces morale, training, etc., are more important than the minutiae of equipment detail found in many other rule sets. Game scales are 1 cm = 40 meters (100 yards per inch), 1 turn = 15 20 minutes, and one stand or model = 1 platoon. All units are rated numerically for tactical ability and roll against their tac rating whenever they attempt a variety of tasks such as changing direction of movement, recover from neutralization, etc. Movement is generic and is broken into 11 categories, e.g., slow wheeled vehicles go so fast, fast tracked vehicles go so fast, infantry go so fast, etc., with various terrain modifiers. TAC includes extensive weather tables which influence movement, visibility, and generally a nuisance to the troops on the game board. The pre-game setup sequence is extensive and detailed; Chris Pringle, the author, is of a mind that as many games are ruined during setup as are during play TAC uses written orders for battalions and larger units, and incorporates fairly detailed rules for transmission and receipt of orders. The play sequence is quite involved, with activities taking place during a given phase movement, direct fire, morale, etc. being strictly sequenced, depending on various situational factors. Movement is simultaneous, though the choice is given of allowing units with better tac ratings to move before, or after, their lesser-rated foes, at their option. Within the battalions, companies adopt one of a number of formations, or modes. The various modes (march, bold attack, defense, etc.) allow units to move and fire within various restrictions. Units' tac factors play a part here because when a battalion receives a change of orders, say, from defend to attack, it must make tac rolls for it's subordinate companies to get them to go over to the attack, with the obvious potential for foul-ups. Spotting is probabilistic and ranged and adds to the "fog factor" troops playing under these rules will suffer. Direct fire is probabilistic, too, with the attacker's to-hit number based on range and modified by target type, target armor (if applicable), etc. An appendix provides armor classes for most of the major AFVs of WW II. Combat results include neutralization and destruction. Indirect fire is similar, with added complications for getting the fire mission started, determining the beaten zone, etc. Getting a battery on-target is neatly handled through use of cumulative modifiers to a simple tac roll. Air-to-air and air-to-ground combat are handled in adequate detail to make them useful but also to keep them on the periphery of the game. Likewise, airborne, amphibious, and engineer operations are detailed, but only to the extent that they contribute to the game. Companies and battalions take morale checks based on component casualties and may go to ground, retreat, or even disintegrate as a result. One thing conspicuous by its absence was any mention of close combat. The author's feeling on this is that at this scale, close combat really represents close-range fire combat, since neutralized units will surrender to enemies who move close enough to them. TAC:WW II's mechanics are simple and quick enough to allow the player to focus on formations and maneuvers without being completely devoid of tactical flavor. Recommended, at $15 or so from your FLGS or, failing that, for £8.00 plus shipping directly from the distributor, Caliver Books, 816-818 London Road, Leigh on Sea, Essex, England SS9 3NH. They do take credit cards More Courier Reviews
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