alternating series of "I Go, You Go" turns, where one player moves as many units as desired and then attacks, followed by the other player. Counters include armored units, headquarters units, regular infantry units, and specialized units consisting of mountaineers, paratroopers, and amphibious units. There are special rules for roads, hidden movement, aphibious units, mountaineering units and paratroops. There are also optional rules for nuclear weapons, reinforcements, supply, and weather. Reception The UK magazine Games & Puzzles admitted that this game was "much criticized", and that "its main shortcoming was the use of a square grid rather than a hex grid." Nonetheless, it was "a useful tool in teaching the rudiments of serious board wargaming. [...] the game allows experimentation with a large number of war game techniques and is in itself an interesting strategic game which is easier to play than most of the games from [Avalon Hill]." In The Guide to Simulations/Games for Education and Training, Martin Campion noted that this game was one of the two original commercial wargames, "and many old-timers have a soft spot in their hearts for it." He also commented that "It is sometimes recommended as an introductory game and in fact has served that function for many wargamers, but it has a square grid that makes its geography somewhat different from that of the now standard hexagon grid board." Campion concluded, "It has little historical interest because its representation of World War II conditions is so oversimplified." References External links Tactics II (1963 version) American board games Avalon Hill games Board games introduced in 1954 Board wargames Charles S. Roberts games