OVERVIEW
TacOps 4 is the commercial
version of “TacOpsCav 4”, an officially issued standard
training device of the US Army. It is a simulation of contemporary
and near-future tactical, ground, combat between United States
(Army
and Marine), Canadian, New Zealand/Australian and German forces versus
various opposing forces (OPFOR), simulating the Former Soviet Union,
China, North Korea etc. Various civilian units and paramilitary
forces
are also included.

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TacOps 4 now supports massive multiplayer teamplay, by allowing up
to 19 players or spectators (on up to 8 teams) and an umpire to connect
and fight the same battle online via Internet or LAN (TCP/IP).

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size screenshot
Most of the vehicles, unit organizations, and weapons utilized in
today's world by these forces are present in the game. Some weapons
and capabilities that are likely to be available over the next ten
years are included as options, as well as some older organizations
and weapons. The movement and interaction of infantry and armor units
is treated with great detail. Supporting air and artillery activities
are treated more conceptually.

The primary simulation focus of TacOps 4 is ground operations from
the perspective of the battalion or regimental commander. You are
a commander, not a gunner. Your control of weapons fire is limited
to positioning your units with movement and disposition orders, setting
minimum or maximum engagement ranges, and designating priority targets
during the orders phase of a 60 second game turn. During the combat
phase, your units will automatically choose their actual targets.

TacOps 4 is played in turns. Each turn consists of two phases: an
orders phase and a combat phase. Each phase occurs simultaneously
for all players. During the combat phase the units of all forces,
under computer control, simultaneously carry out their orders for
movement and combat in four, fifteen second pulses. You only observe
during the combat phase; you can not give or change orders until
the next orders phase. In addition, "fog of war" is simulated
by showing enemy units (and friendly units from another team) only
if they are in the line of sight and visual range of one of your team’s
units. You may also choose to see all units at all times.

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