A GAME OF MODERN TACTICAL WARFARE

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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.