geek
The Hotness
Games|People|Company
Rules | Subscriptions | Bookmarks | Search | Account | Moderators
Recommend
37
18 Posts
New Thread | Printer Friendly | Subscribe  sub options | Bookmark
Your Tags: Add tags
Popular Tags: tactiucs2 [+] [View All]
Michael Ziegler
United States

Pennsylvania
flag msg tools
Tactics II » Forums » Reviews
Tactics II: The first and most misunderstood Wargame
The great Charles S. Roberts was working out of his garage when he gave the world the first set of Avalon Hill titles. Tactics II was the noble son of an earlier work known as "Tactics" from 1954. Since that time, players have sought more historical battles then just the idea of "Red" versus "Blue".
However, having played this game now for over 50 years, and winning one of the tournaments in the mid-1990s where Tactics II was featured; I have come to know that almost no one really understands how to mobilize and use the units properly!
If we look back prior to 1973, and consult the 1958 and 1961 editions, it is a little more clear in the rules as to how "0-5 HQ" units and Specialists should be played. Now what brings me to this point? Well, quite frankly, players tend to spend the first turn leaving their initial set-up areas, move units to the middle of the board to defend bridges, waterways, etc. and then try to flank their way through into enemy territory. This concept generally will make the game rather tedious and long running, without the fireworks that were originally intended in the "Blitzkrieg" ideology.
This game should be fast moving! For example, if Red has the opening move, on the first turn the Blue Capital can be contested with ONE mountain unit. The extraction of this pressuring unit will take the best effort or luck to get rid of it.
Paratroop units and Amphibian units tend to be used by average players as a type of "Ranger". They will move them to an isolated beach and march them up to a city or take the paratroopers and use them to drop behind the main lines and increase odds from a "2 to 1" to a "3 to 1". Although this is OK, it is far better to use these units for the "isolation" rule or ensure destruction of an armored unit by surrounding it with ZOCs.

Headquarters units were originally a "span of control" counter for individual corps. They also carried the nuclear missile options and each was different in what effect they carried. Now, they are used to garrison lonely cities, front line drones, etc.
Mountain units are powerful. They can control roads, especially in that area on the left of "Reds" territory, where there is one lonely mountain next to a road. Remember: Mountain unit ZOCs cannot be entered. So it negates the road access. If a paratroop unit is dropped on the city on the first turn by Blue, then he can rush a ton of units down the area and cut off the Island while attacking the initial set-up areas of Red on that turn. Subsequent battles will be fed by back up troops continually coming in by sea to that city as the original rules set that there is NO LIMIT to the amount of units that can come in by sea to an uncontested city that is captured even in the same turn. (This is almost always forgotten by today's players)
So a sweep invasion that cuts off the Red Island can be done and those bridges are not as easy to take back as a player may believe. Units on the Island become trapped and eliminated in two turns!
I once witnessed a tournament player conduct an invasion on turn one with Red through the forest road! Of course he was bottled up quickly and his attempt to flank the Capital of Blue never succeeded. Simply the rule that allows you to bring in reinforcements by sea in an unlimited way will prevent any invading army from getting to you and splitting Blue in half. (Unless you contest the Capital on turn one with your mountain unit! SEE.....)
Also, remember in tournament play that there are NO replacements every third turn. So eliminated units never come back. What does this imply? The Armor units should be eliminated as soon as possible. I have seen opponents forget this basic idea and lose 5 Armored Divisions before they woke up! Then of course it was too late. Suicidal one to one attacks followed by "4 to 1 " or better attacks on my turn forced surrender very quickly.
So please fellow gamers! Before passing judgement on this game consider if you are really playing it right. Too many "Follow the Leader" ideas result in missed opportunity. Fluidity is the key to this game and most offensive minded people using the pieces properly will bring quick victory against average players.
On and on south of heaven
United States
Cleveland Heights
Ohio
flag msg tools
mbmbmbmbmb
Trelane wrote:
Fluidity is the key to this game and most offensive minded people using the pieces properly will bring quick victory against average players.


I have to ashamedly admit that I was one of those 'average' players. This was one of my first wargames, I played a few times in my teens and stopped playing when I purchased Blitzkrieg. I was under the misconception that Tactics II devolved into a a huge fight in the middle with little depth in general. I thought Blitzkrieg was the game that fixed those faults. I see from you post that I may have missed some of the more subtle aspects of the game (I was a kid afterall), and now I want to try it again to see if what you say is true.
Troy Losse
United States
Winston-Salem
North Carolina
flag msg tools
Nice review. My father collected AH games when I was a kid. I used to play with the pieces before I understood the game, but this was the first wargame I actually played correctly. I used it just this year to teach my younger brother into wargames.
Guy Riessen
United States
petaluma
California
flag msg tools
designer
Avatar
patron05070809
mbmbmbmbmb
Thanks for reviewing this and bringing it back to mind--it's been 30 years since I last played it. Your reminder has made me want to break it out again. I think even more than not understanding how to play (now) it's more a case of people not remembering correctly how they played, or as with many "first" games, actually were playing it incorrectly in their youth.

Out of curiosity, how long does it take you to play a game (using the tournament, no reinforcement rules)?
Isaac Citrom
Canada
Montreal
Quebec
flag msg tools
Avatar
patron060708
mbmbmbmbmb

An underappreciated game. Good review. Time to pull it out again.
.
Michael Ziegler
United States

Pennsylvania
flag msg tools
Guy in answer to your Tactics II tournament competition question, the average took only 1 to 2 hours to conclude. In fact, in my final I was Blue. I did NOT have the first turn. (Generally very bad!). I noted the rules of no replacements and went after the Armor units and Specialists. During the entire game I did not get once into Red territory! Yet the game was won near the Blue Capital with 4 to 1 odds in my favor, forcing the surrender of my opponent. (Who had already won 4 of the 7 tournaments of AH classics that week!) He did not understand how he lost until I told him.
Andreas E. Gebhardt
Germany
Birkenwerder
flag msg tools
Avatar
mbmbmbmbmb
Trelane wrote:
So please fellow gamers! Before passing judgement on this game consider if you are really playing it right.


Michael,
I really appreciate your review! Tactics II was may very first wargame which I did understand entirly and played it everlasting solitair AND with friends during my time at university!!! Even the fact that I advanced into new fields of wargaming during the following 30+ years, didn't change my opinion to agree with your view of how to use the different units during an planned invasion. I was always sorry about geeks who downgraded this lovely piece just because it was "born" some decades ago! I rated it a 9 !!!

Cheers to you

Andy (521tiger)
Last edited on 2008-05-15 06:30:48 CST (Total Number of Edits: 1)
Michael Ziegler
United States

Pennsylvania
flag msg tools
Joe: Just a note to let you know how a Mountain unit can contest the Blue Capital on Turn one- Mountain unit is moved to Sea port city C 13-16. Paratroop unit is dropped on Blue Capital, Sea movement of Mountain unit transfers to Blue Capital and is moved onto Mountain near the edge of the Capital with a choice of negating the road or using the river to add to the defensive position. You then withdraw the paratroop unit (it can still move using road movement back toward Reds own lines!) Then you try to mount pressure in the center using Red forces to split Blue in half. Also, the beauty of the 1958 rules booklet, the "Reserve" units. Effectively a "secret army" that can be posted on the most forward area of your lines! Very effective!
Red Island Isolation?(Unlike the Blue Capital, the Red Capital is garrisoned by a HQ unit of First Army group on the initial set up) So, take Blue Paratroop and drop it on turn one on the city at C8-16 or C13-16, start moving units in by sea (easiest place is Blue Capital as it it centrally located) and place them on the mainland side of the bridges, march the paratroop unit up the road to the remaining city and bring in more troops, use C 13-16 as your main bridgehead and bring in more troops by sea to attack against First Army set up area and units in IIC set up area and "Replacements" area. Use other paratroop unit to capture C3-28, bring in a mountain unit by sea, capture the isolated mountain to negate the road and use an infantry unit to secure the bridge in the forest area and also the forest area near (diagonally, that is) the road (remember, no Armor can enter a forest!) the road between the mountain and forest will be immune from attack by an armored unit so the odds against your loss will be less. Use this to fill that road and the others with more infantry and armor down the roads to attack the units on the other side of the island still sitting in their initial set up areas and to keep up the pressure on the isolated island. Red units will find it tough to control the area if Blue keeps the pressure up by pouring units in and eventually that Island will fall with 3 cities possibly lost already! (You can also use your Amphibious units to invade the beaches (either one on the island, one each) and perform the same action as the paratroop unit.
Last edited on 2008-05-14 16:53:15 CST (Total Number of Edits: 1)
Randy Dreger
Australia
Ballarat
Victoria
flag msg tools
Avatar
patron09
mbmbmbmbmb
Gosh, I gotta play this again. Our games in the early 80's tended to end up two giant lines facing each other with each line trying to outflank the other. Underestimated indeed!
Richard Diosi
Canada
Newcastle
Ontario
flag msg tools
Avatar
patron06070809
mbmbmbmbmb
Ahhh the memories this brings back...Tactics...Tactics II and Blitzkrieg. I need to dust them all off for a quick run. Thanks.
Michael Ziegler
United States

Pennsylvania
flag msg tools
Also Randy, players forget that if piece "A" can march down the road from an initial set up area for 15 squares then infantry "B" immediately behind it can also make it down the road and pull up right behind or beside piece "A". Time and again, I watch people waste time by counting each unit as if they need to do this action, especially when they move the Armor divisions. (18, 19, 20, 21, oops! I lost count... let me do that again! Oh boy!) Also, some players try to form "killer packs" of Armor units. This is a mistake. Armor units in this game are designed to be with their own individual groups as odds increasers in company with their own infantry and specialists. It is more important to insure destruction of a unit by surrounding it with ZOCs on a Defender Back 2 or D-elim than trying to punch a line stalemate hole that can be plugged on the opponents turn and you never leave that "middle" giant line that you spoke of!
John Di Ponio
United States
Warren
Michigan
flag msg tools
Avatar
mbmbmbmbmb
This was my first AH game along with 1776 Christmas of 1976. Still a GREAT game....i keep it on the shelf and pull it out from time to time to introduce my kids to wargaming.
Michael Ziegler
United States

Pennsylvania
flag msg tools
One other point. The rules for the 1958 edition are far superior to the 1973 edition. For example, the Replacement rule in the 1958 edition limits the nature of what you can replace every third turn. The rate 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 IF his Capital AND his replacement center are in friendly hands!
An army receives on infantry division for each city other than the capital remaining but ONE and ONLY ONE of the divisions recreated may be a SPECIALIST.
The 1973 rules define what a captured city means (physical presence inside without an enemy unit also inside the city) They mention nothing about the ZOC.
The 1958 rules also state under Miscellaneous rules #2 that Corps HQ units must remain within 5 squares of the BULK of their corps at all times, however it is not always practical and no specific penalty is implied if this requirement is not met. (73 rules only talk about set up with the proper HQ in the Bivouac areas and their role is nothing after that unless you are using atomic weapons).
The rules of 1958 also cover "RESERVE UNITS" -Either player, AT ANY TIME, may remove from the board the equivalent of an infantry corps (six divisions and an HQ) for use as a maneuver element. This is done by asking the opponent to step away from the board. The player moves his corps to the location he desires, notes the location and removes them from the board. The area cannot be in enemy contact. IF the enemy stumbles into the corps that is hidden, the army is placed on the board. The real fun in this is that the army can be placed in the area where your forces have made the most gain! So a player can have an offensive weapon at hand ready to pounce on a position!
The 1973 rules mention nothing at all and expect you to place the units in the replacement area, which was never meant for that purpose. The replacement area in the rules of 1958 was the starting area for replacements! (not one per city in a city)
So friends, THROW OUT those 1973 rules, which limit this game and go back to 1958! You will rediscover the "Blitzkrieg" inherent in the game as it was originally intended.
On and on south of heaven
United States
Cleveland Heights
Ohio
flag msg tools
mbmbmbmbmb
That reserve rule sounds awesome.
Jon
United States
Vancouver
WA
flag msg tools
Avatar
mbmbmbmbmb
Where can I find the 1958 rules?
Michael Ziegler
United States

Pennsylvania
flag msg tools
quozl wrote:
Where can I find the 1958 rules?
Well Johnathan, Tactics II is so cheap on e-bay you can probably get a whole game from '58 for around 7 to 12 dollars.
Derek H
South Africa
Durban
flag msg tools
Avatar
patron0507
mbmbmbmb
Trelane wrote:
quozl wrote:
Where can I find the 1958 rules?
Well Johnathan, Tactics II is so cheap on e-bay you can probably get a whole game from '58 for around 7 to 12 dollars.

Maybe, for those of us who already have a more recent copy of the game, some kind soul could create a scan of the 1958 rules?
Andreas E. Gebhardt
Germany
Birkenwerder
flag msg tools
Avatar
mbmbmbmbmb
Well, that sounds like a good idea!!!:D
Andy (521tiger) star
Front Page | Welcome | Contact | Privacy Policy | Advertise | Support BGG | Feeds RSS
BoardGameGeek and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.