FEATURES
MOVEMENT
Units move during the combat phase according to their orders. A
particular unit's movement speed is affected by terrain and the
suppressive effect of enemy fire. All units have the same opportunity
to move, roughly simultaneously, in one scale-second increments.
In other words, every unit is checked every scale-second to see
if it qualifies to move at least one screen pixel - about ten meters.
If the unit qualifies for movement, its position will change.

Click to see full size screenshot
MASSIVELY MULTIPLAYER
Although TacOps can be played against a computer opponent, the most
exciting and most realistic way to play TacOps is to connect up
to 20 players via TCP/IP or LAN, with spectators as well as players.
The multiplayer mode of play allows an umpire and up to 19 networked
players/spectators to participate in the game. The players can be
on up to 8 teams, and the optional Friendly Fog of War feature
replicates the challenges of coordinating friendly forces by allowing players
to see only those teammates units that the player’s own units
can see.
Of course classic 2 player games via Internet or LAN (TCP/IP) can
be setup (with spectators) and with or without an umpire very easily.
CIVILIANS AND PARAMILITARY ORGANIZATIONS
Civilian units (combatant and non-combatant) can now be encountered
on the battlefield, including: ambulances, cars, firetrucks, trucks
(with and without weapons), civilians (unarmed), civilians (with
concealed weapon), dignitary, fireman, government, media, medical,
NGO (Non-government Organization), PVO (Private Voluntary Organization),
police (armed and unarmed), rescue, paramilitary/militia (with a
variety of small arms), bomb portable (user definable), and bomb
transportable (user definable).
AMPHIBIOUS OPERATIONS
TacOps comes complete with a wide variety of amphibious and waterborne
vehicles to move units into combat. This includes detailed loading
and unloading treatment of unit sizes and weights.
ENGINEERING OPERATIONS
TacOps 4 supports additional engineering functions and detail related
to the laying and breaching of mines, creating and breaching of
user definable obstacles (wire, ditch, and barricade), permanent
and vehicle deployed bridging, and helicopter landing zones.

AIR COMBAT & ARTILLERY SUPPORT
Off map artillery and air forces are usually available to support
on map combat units. The amount available will vary by scenario.
Air combat includes air to air, air to ground, and ground to air
engagements. Since the focus of TacOps 4 is ground combat, air and
artillery support operations are represented in a more conceptual
fashion than ground operations.

Click to see full size screenshot
IN GAME WEAPONS DATA BASE
At the touch of a button you can pull up detailed info on any unit
in TacOps. Not only are detailed stats presented, but pictures for
most as well. The color pictures on this Webpage were all taken
from this area. The current unit type total is now 506, consisting
of 173 US Army and US Marine Corps, 92 Canadian, 22 Australia/New
Zealand, 12 German Army and 151 OPFOR (Former Soviet Union, China,
North Korea etc.) and 56 civilian and paramilitary.

Click to see full size screenshot
CUSTOM SCENARIOS
You can create a custom scenario from a standard scenario by
simply adding optional units and or by deleting startup units
and saving
the result as a saved game. You can also create a custom scenario
from a custom scenario template. “Export/Import Order of Battle” menu
items allow an umpire or scenario designer to transfer order
of battle info from one scenario (saved game file) or map to
another,
and the map making utility has been improved as well.
MULTIPLE MONITOR SUPPORT
TacOps 4 fully supports the use of multiple monitors, including
the ability to simultaneously show two views at different scales
(the battle map and an overview map) into the TacOps 4 battle.