Yes, but that was my previous response wasn't it? It is hard to determine how a tactical module would affect other parts of the game if we don't know what we mean by "tactical module." So I guess I will ask in another way:Not what I was saying I was saying so there is that. You wanted to know why I thought it would be difficult and that was an element I would like to see but also an example of how such an element could touch on wide varieties of other design elements and that is a reason tactical elements tend to not be easy squeezy lemon peasy
1) What would you want in a tactical model.
2) What would you have to have to be considered a tactical module (without these things you wouldn't consider it a tactical module)?