This page has been set up to provide the latest updates on TacOps events such as tournaments, CPX and MBX games, and to provide a storage area for game materials while these games are in progress. If you have an event in mind and want to set up a special area for it, or if you have any questions or requests regarding this space, please e-mail me at RikkiTikki@nyc.rr.com

The first official 1999 TacOp Tournament, umpired by Matt Ohlmer, has finished at last, and we now have an official TacOps champion in our midst. Congratulations to Nick "Manic" Moran, who just barely squeaked by in the trials to go on and win the coveted title, plus a $50 prize in the form of free games from Battlefront.com (The donor has requested to remain anonymous) and a handsome trophy which will be on view in the Tropy Room here at the TacOps website for all to admire! For an overview of how the tournament was run and to read AARs from the players, see below.
Overview of the Tournament
The tournament will commence in August with a round of qualification games in which players will play against each other in three TacOps scenarios, each of which has been carefully chosen and modified by the umpire to test specific tactical skills (e.g., clearing an objective, conducting a mobile defense, etc.). Players will play a scenario once, then switch sides and replay the same scenario. Ranking will be determined by a comparison of scores, which will be based on factors such as time of mission completion, attrition, etc. (For more details on how points will be awarded during the qualification phase, see individual scenario descriptions.)
All qualification games will be conducted on IRC (Internet Relay Chat), generally during weekends. Using IRC very closely simulates a local network connection because it is played in real time and therefore will greatly expedite game play compared with PBEM. This will also allow non-participants to look on as spectators.
Spectators, by the way, are very much encouraged to join in the fun, and factor in greatly as an integral part of what should be a unique learning experience for everyone. In fact, the sharing of tactics and Lessons Learned could turn out to be even more rewarding than the competition itself. Besides, a tournament just isn't a tournament without a lot of people in the stands whooping it up!
For this reason, a special mailing list has been set up (TacOps-red) to keep everyone in the loop regarding the progress of the tournament. To join, send a blank email to join-tacops-red@telelists.com. Everybody who wants to follow the tournament is invited to join
Once the qualification trials are over, the umpire will announce the 8 finalists, who will duel their way through the Quarter-finals, Semi-Finals and finally the Championship game. This portion of the tournament will be played in normal PBEM mode, using boxed scenarios (announced shortly before games begin). Those who want to follow the action can still do so if they are on the TacOps-red mailing list, while those who do not join the mailing list can still check the progress of players by checking the Player Standings listed at this site.)
For complete details on tournament proceedures, read Matt Ohlmer's Game Plan.
Any questions, contact Matt Ohlmer.
Rules
The Rules for this tournament are presented here in the order that they were issued by Matt Ohlmer, the host for this event. From time to time there may be revisions or clarifications to these rules, which will appear here also.
Here is the first installment of the official tournament rules, as provided by Matt (with some editing help by Riki Tikki):
Gentlemen,
Generally I want to impose as few rules as possible, normal PBEM handling
should suffice, I feel.In case of doubt I will propose a solution, if this is opposed by players and
no alternative can be found, The Jury will have the final word.In the following I will describe the game specific rules for the qualification
round (the IRC games; for quarters, semi and final other rules might apply):1. Players are obliged to keep their setups, order files and game files until
qualification round has terminated.2. Group winners and the three best second players in the groups are qualified
for quarters. Should it come to equal points within a group or within second
best players, a decision game will take place between the players in question
(I have a scenario prepared for this case that I will disclose just before the
event; no training on this one <g>)3. Preferences for all qualification scenarios:
Preferences 5,6,7,9 are ON (OPFOR tanks and ATGMs *have* thermal sights,
improved warheads; *no* enemy OOBs)Preferences 3,4,8 are OFF (vehicle/arty smoke *does not* obscure thermals;
firing units are *not* automatically spotted)Normal/thermal visibility is set to 4000 (default)
4. Instant loading/unloading is approved, with the following restriction:
If a player uses instand-load, he may NOT instant-unload those same units again in the same orders phase. (This prevents players from artificially rendering a unit that has fired and is likely to be spotted to being invisible by quickly loading and unloading it in the same turn.)
If a player uses instant-unload, however, he may reload some or all of these troops using instant-load in the same orders phase. (This permits players to drop off a single unit, say a machine gun team, while keeping the other units inside the vehicle).
5. Joining units: No unsuppressed unit may be joined with a suppressed one; a
unit that has been firing may not be joined with a unit that didnt fire in the
turn before the orders phase in question (the idea being that the suppression
suffered should remain valid for the unit in question, the increased
visibility of a unit having fired as well).6. Players exchange every turn via DCC (as opposed to plotting two turns
before the exchange)Thats about it, I guess.
Have fun!
Matt
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The Scenarios
The following is a brief description of the scenarios which will be used in the tournament. Clicking on scenarios below will bring up the complete set of rules for the scenario as well as any accompanying graphics.
NOTE: Recent revisions have been made and may continue to be made throughout the tournament. Players are advised to read the complete rules carefully just prior to starting a game to make sure their setup is correct. All recent revisions can be found under the heading "Ammendments" at the bottom of the set of rules for each scenario.
The three scenarios that will be used for the qualification rounds are as follows:
- Scenario #1. Modified Team Krempp -- 25 minutes. (Map 6)
- SITUATION:
A US border patrol must clear a poorly supported OPFOR motorized
rifle platoon from high ground overlooking a road junction.
MISSIONS:
US - Clear Objective A of all enemy forces, optimally within 25
minutes and losses not exeeding 35%.
OPFOR - Occupy Objective A. There must always be at least one OPFOR
unit on Objective A.
Admin Note: US wins instantly if at any time there is not at least
one OPFOR unit on Objective A.- Scenario #2. Modified Team Hall -- 20 minutes. (Map 5)
SITUATION:
Two (2) US Armored Cav troops must penetrate platoon sized flank
screening elements of an OPFOR Motorized Rifle Division and clear it from a town.MISSIONS:
US - Rapidly penetrate OPFOR screen. Clear town in center of Map from all OPFOR units AND exit optimally 65 percent of original force across eastern edge of the map in optimally 20 minutes.
OPFOR - Delay US penetration. Hold town AND prevent exit of
significant enemy force across eastern edge of the map.
Scenario #3. Modified Team Slocomb -- 20 minutes. (Map3)
SITUATION:
One USMC infantry platoon (mech) supported by two Cobra helicopters forms the rear guard of a withdrawing battalion. The platoon must slow the advance of OPFOR and defend the last intact bridge in the sector. OPFOR has a tank battalion (+) three to five kilometers east of the town racing to seize the bridge. Leading OPFOR units will cross the east edge of the map around 1000.
MISSIONS:
USMC - Hold the bridge as long as possible and attrit OPFOR as good as you can.
OPFOR - Seize the bridge as quickly as possible.
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Players Roster
Players have been divided into four groups, as follows:
---------------------------------------------
(Updated 8/31/99)Group A: cancelled
Group B:
1. Jammer Six (GMT-7)
2. Jerry Hall (GMT-6)
3. Tim Harmon (GMT-5)
4. Scott Mortimer (GMT+10)Group C:
1. Riki Tiki (GMT-4)
2. Joe Brunetti (GMT-4)
3. Dave Anderson (GMT-4)
4. Chris Dingman (GM-4)Group D:
1. Nick Moran (GMT+1)
2. John Crawford (GMT-4)
3. Chris Simon (GMT+2)
4. Marcus N (GMT-5)Group E:
1. Jeremy Trabue
2. Matt Lye
3. JC Anderson
4. Frank Petitta (GMT-8)Player Matchups
Here is how the players will match up during the Qualification Round, as explained by Matt:
-----------------------
Gentlemen!
Die are rolled, the groups are matched, fluctuation has still some influence,
find the latest roster version (making obsolete the old ones) included.As you will see the groups have positions now (determined by dice), each group
is played out the following way:Scenario 1:
Pos 1 : Pos 2 (Pos 1 plays US first)
Pos 3 : Pos 4 (Pos 4 plays US first)Scenario 2:
Pos 1 : Pos 3 (Pos 1 plays US first)
Pos 2 : Pos 4 (Pos 2 plays US first)Scenario 3
Pos 1 : Pos 4 (Pos 1 plays US first)
Pos 2 : Pos 3 (Pos 3 plays US first)
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Elimination Trials:
Group A - Cancelled




Read After Action Reports Finals:
The winners of the Semi-finals then advanced to the Finals, while the remaining two would play another game for 3rd place honors. The two contestants were:
Riki Tikki vs. Nick Moran The scenario that the Finalists would play, previously chosen by Matt at the beginning of the tournament, was the custom scenario called the Motherland. Because this scenario was created by Riki Tikki, Matt gave Nick Moran the choice of sides. He chose the U.S.
The Winner!
Finally, after a two-day IRC marathon, the winner was decided:
***** Nick "Manic" Moran ***** Nick is the official winner of the 1999 TacOps Tournament, a $50 shopping spree at Battlefront.com, and most importantly, a handsome trophy to be envied by all! Congratulations, Nick!
Read After Action Reports View Trophy