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Improve Your Tactical Expertise

In Armor Attacks: The Tank Platoon. active-duty U.S. Army tank officer [John F. Antal] has struck upon an extremely clever, curious, and innovative fictional form that is part tactical decision game (TDG), part combat adventure page-turner, and part The Defence of Duffer's Drift. Antal has created

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Dull Garrison Chronicles Part V: Company Assault

TDG #92-7

To accomplish his mission, the battalion commander assigned Company E the main effort and directed it to land by CRRC over Red Beach (immediately south of the mouth of South Creek) at L -5 hours, and move covertly toward Airfield #2. At L-hour Company E destroy the antiaircraft artillery (AAA) site

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Dull Garrison Chronicles, Part IV: Take the Airfield

TDG #92-6

Because of unfavorable beach conditions, the only suitable landing site for an amphibious assault is located at the mouth of North River, which is dry at this time of year. It is felt that the LCACs and AAVs will have no difficulty in overcoming any sandbars that may be located in this area.

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Improving the Tactical Decision Games

A veteran of World War II and Korea offers advice on making TDGs more realistic for today's and tomorrow's leaders.

A common weakness of many map problems is a failure to give a realistic statement of the friendly force's combat effectiveness. The general assumption is that it is at authorized strength, fully equipped, and rarin' to go chew up the enemy. But this is rarely, if ever, the happy situation a unit

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Dull Garrison Chronicles, Part III: Last Stand

TDG #92-5

The battalion commander's plan is to shrink the perimeter and fight a defensive battle within the town itself. The final stand will be a tight "shoulder-to-shoulder" position located at the very heart of Al Habib where the battalion command post (CP) is currently positioned. The 1st Company is

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Dull Garrison Chronicles, Part II: Buy Us Some Time, Lieutenant!

TDG #92-4

Your mission is to establish your first blocking position in the vicinity of Al Bandi. You are to disrupt and delay the enemy for as long as possible at this position without becoming decisively engaged. You are to fall back to your next position either when ordered to do so or when the local

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A Short History of TDGs

Almost immediately, however, this first generation of TDGs was "improved" by the importers. Whereas the Germans had stressed the content of a solution over the form, the Anglo-Saxon importers used the games as a means of teaching the format of orders. (The five-paragraph order was first designed by

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Defend the Airfield, Part I

TDG #92-3

Beginning with the fall of communism in the early 1990s, the past several years have witnessed tremendous changes throughout the world. You find yourself the commanding officer of the 1st Special Infantry Company in a provisional rifle battalion that has been formed recently and deployed (without

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Ambushed En Route

TDG #92-2

You are the commander of a Marine artillery battery of eight M198 howitzers. Your battalion is part of a brigade-sized task force exploiting past a defeated enemy defending force. The brigade's mission is to seize a strategic enemy city, which is presently lightly defended. Additional elements of

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Rescue the Ambassador!

TDG #92-1

You are the commanding officer Company G, Battalion Landing Team (BLT) 2/8, 26th MEU(SOC) currently embarked aboard amphibious shipping on your regularly scheduled deployment to the Mediterranean. You have been awakened from your early afternoon MORP and hurriedly summoned to the BLT commander's

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The Short End of the Stick, Part II

TDG #91-12

At 2145 you order all your patrols to pull back well south of the east-west road miming through the crossroads at Checkpoint 256 so that the mortar concentration requested by Company C can be fired. As the patrols return, you get more information. Company A reports that it encountered no enemy in

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