Field Manual

Tactical Decision Games

Train the decision, not the plan

August 2, 2026 · Phaseline Team

Ask a squad leader what went wrong on the last operation and you will rarely hear "I didn't know the tactics." You will hear that the decision came too late, or that it was made and never transmitted, or that three people heard three different versions of it. The knowledge was there. What failed was the act of deciding under time pressure and making the decision travel.

That is a separate skill from knowing doctrine, and it is trainable. The cheapest tool for training it is a tactical decision game — a TDG. One situation, one hard problem, a short clock, and an order you have to say out loud. No terrain, no troops, no server, no live-fire budget. One picture and twenty minutes.

What a TDG actually is

A TDG is not a quiz and not a scenario in the wargame sense. It has four parts, and dropping any one of them turns it back into a discussion.

And one thing it deliberately does not have: a printed solution. There is no answer key, because the objective is not to be right. It is to be fast, to be clear, and to be able to say why.

An overlay of a hamlet at a road junction with the four components of a tactical decision game numbered on it: your squad on the dirt route, the suspected enemy area with a question mark, the last-light annotation, and the requirement box.
Four parts. Remove the clock or add an answer key and it stops being a decision game. Open this scene in Phaseline

Where they come from

The format is not new and it is not improvised. It is a compressed version of the Prussian applicatory method — teaching by making the student apply doctrine to a concrete situation rather than recite it.

Helmuth von Moltke, chief of the Prussian General Staff from 1857 to 1888, set his officers what he called taktische Aufgaben — tactical assignments. The construction is worth noting, because it is exactly what this site publishes: fictional units placed on real terrain. The collection was printed in 1892 as Moltkes taktische Aufgaben aus den Jahren 1858 bis 1882, and translated two years later as Moltke's Tactical Problems. Julius von Verdy du Vernois named the method in the title of his 1876 Kriegsgeschichtliche Studien nach der applikatorischen Methode, which took real battles — Custozza, 1866 — and re-fought them with different formations to see what else the ground would have permitted.

Verdy is also the man who broke Kriegsspiel open. The Prussian wargame had accumulated dice, casualty tables and a rulebook thick enough to need a specialist; his contribution was to throw them out and hand adjudication to an umpire, who ruled on where the tactical advantage lay. That is the decision the whole tradition keeps making, in every era: the value is in the experience of deciding, not in the fidelity of the model or in who wins.

The chain into the present is short:

A hundred and sixty years of soldiers have converged on the same austere thing — a situation, a map, a clock, and an argument afterwards — while every richer and more expensive method has come and gone around it.

The other survivors are worth knowing, because they trade cost against fidelity:

The TDG sits at the cheap end on purpose. That is its advantage, not its compromise: it is the only one of the four you can run every week.

Why it works

The mechanism is well documented outside the military. Gary Klein's research on fireground commanders — twenty-six of them, averaging over twenty years' experience — found that they did not generate options and compare them. In roughly 80% of the decisions studied, the commander recognised the situation as an instance of a pattern he had seen before, retrieved the typical response, mentally simulated it to check it would work, and acted. He considered exactly one course of action. That is the recognition-primed decision model, and Klein set it out in Sources of Power in 1998.

The consequence for training is direct. If expertise under time pressure is a library of recognised patterns, then the way to build it is volume of exposure to varied situations, not more theory about any one of them. A leader who has worked through forty tactical problems has forty prototypes to recognise. A leader who has read forty pages about the flanking attack has one.

TDGs are how you buy those reps at a price you can actually pay. A field exercise gives your squad leader one or two decision points in a day. A stack of TDGs gives them ten in an evening.

Running one, in twenty minutes

The loop is short enough to run in a briefing room, a Discord voice channel, or the back of a truck.

Four facilitation rules make the difference between training and a chat:

Scale the problem to the chair

A TDG trains one specific person. Handing a fire team leader a problem that requires committing the platoon's reserve trains nobody — they will answer as a platoon commander, which is not the job they will be doing on Saturday.

The most useful thing a unit can do is run the same map at all three scales on the same evening. The FTL's sixty seconds and the commander's timeline are the same event seen from different chairs, and hearing the other two chairs argue is where junior leaders learn what their orders sounded like from below.

For the leader who trains offline

If you run a cadet detachment, a reserve section, a reenactment group, or an airsoft or milsim team that meets in person, the TDG solves a scheduling problem you already have. Leadership repetitions normally cost you a full turnout: terrain, transport, everyone present, weather. A TDG costs one printed overlay and the twenty minutes you were going to spend on admin anyway.

Concretely, the slots that work:

The same argument applies to anyone else who owns a decision under time pressure with incomplete information: fire and rescue crews, mountain rescue and SAR teams, ski patrol, event and site security. Klein's original subjects were firefighters, not soldiers. Swap the situation, keep the four parts.

For the leader who trains online

If you lead a squad in an Arma, Reforger, Squad or Hell Let Loose unit, your problem is sharper still. Every leadership repetition currently costs you a full server: forty people, a scheduled operation night, and one squad leader who gets to practise while the other thirty-nine wait on him. That is an expensive way to find out that your new FTL freezes when the plan breaks.

A TDG needs one image and a voice channel. That changes what you can train and when:

The requirement should be answered the way it would be transmitted: on voice, to the net, in your unit's order format. Typing the answer in chat trains the wrong muscle.

Writing your own

A good TDG is a dilemma, not a puzzle. A puzzle has a solution you have hidden; the player's job is to guess what you were thinking. A dilemma has two or three defensible courses that cannot all be taken, and the player's job is to choose and own it. If you can write down the right answer while designing the problem, you have written a puzzle — put another force on the board until you can't.

Four things to build in deliberately:

The series

We publish these as tactical decision games on this site, one situation at a time. Each one ships with the overlay as a picture and as an editable Phaseline scene, so you can project it, print it for the table, or open it and change it into your own problem.

The scenes carry two phases: Initial Situation, which is what the players see, and a blank second phase where the player draws their own solution — the overlay sketch the requirement asks for, on the same ground, with the same tools.

Start with Last Light at the Aqueduct. Run it with your team leaders this week. Then open the scene, move the enemy, and hand them a problem they have never seen.

Sources

Scenes in this post

Each diagram above is a real, editable TacMap scene. Open it in the editor or download the file.

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