GDW

WWII Rules: Command Decision

by John Drye

Command Decision (CD) consists of a rules booklet, national vehicle data and organizational charts for the major combatants of WWII. The national data charts include most of the vehicles which saw action in WWII. The organizational charts include data for the infantry, armored, panzer, panzer- grenadier, and airborne divisions of each side. Also included is a campaign game booklet containing additional organizational data, maps and rules. CD also contains one sheet of die cut counters used to record unit orders and status during the game and a card summarizing combat effects charts.

CD is designed to place the gamer at a higher level of command than other WWII Tactical Rules such as "Tank Charts" or the classic "Tractics". The effect is to place the gamer in command of battalions and regiments, rather than platoons and companies. CD achieves this effect through its choice of game scale and mechanics. The ground scale is 50 meters to the inch; each vehicle, gun, or infantry stand represents a platoon of about five vehicles or guns, or about 40 infantry; and the game turn represents 15 minutes of action. The game mechanics for fire combat are fairly conventional, with single die rolls to spot targets and to achieve one or more hits (depending on rate of fire). Combat results are a little different, clut to the platoon level vehicle scale. Results vary from catastrophic destruction of the unit to forcing the unit to retire.

The revolutionary aspect of CD is its command control system. In CD, units are organized with command elements at (usually) company level and higher. These command elements issue orders to their subordinate units by placing a counter representing one of several permitted orders next to the vehicles or weapons to which the command is to be issued. This process is conducted by both sides at the beginning of each game turn, and determines the action performed by units during the turn.

CD's system results in a simulation that has the fluid feel of tactical combat. The simple combat mechanics combined with the command control system allow a 15 minute game turn to be played out by players familiar with the rules in 15 minutes of real time. CD provides for the recreation of all aspects of WWII tactical warfare. The fluidity of the simulation takes some getting used to; factors such as reserves and reconnaissance play the critical part they do historically. Command Decision is the best simulation I have seen for WWII tactical combat. It is highly recommended.


Back to Table of Contents -- Courier Vol. VII #4
To Courier List of Issues
To MagWeb Master Magazine List
© Copyright 1987 by The Courier Publishing Company.
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web.
Other military history articles and gaming articles are available at http://www.magweb.com