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Command Decision: Test of Battle (2006) Board Game

Command Decision: Test of Battle is a board game released in 2006 by Test of Battle Games. It is a miniature wargame set during World War II, where players take on the roles of commanders making strategic decisions on the battlefield.

Game Components of Command Decision: Test of Battle

  • Rulebook: Detailed rules for gameplay, including combat, movement, and morale.
  • Scenario Books: Includes scenarios for late war US-German and Eastern Front battles.
  • Order of Battle Books: Provides historical unit compositions and details.
  • Campaign Guides: Additional resources for extended campaign play.
  • Miniature Figures: Players need to provide their own World War II miniatures.
  • Dice: Used for resolving combat, morale, and other game mechanics.
  • Markers: For tracking hits, morale, and other game states.

    How To Setup Command Decision: Test of Battle

    Setting up the game involves preparing the battlefield, deploying miniatures according to the chosen scenario, and initializing the command and morale states of the units. Players must read through the scenario brief to understand the objectives, starting positions, and any special rules. The game board or tabletop is set up to reflect the terrain and battlefield conditions outlined in the scenario.

    Gameplay Mechanics and Game Objective

  • Turn Structure: I go/You go system replacing the previous simultaneous movement.
  • Fire Phases: Simplified to a single die roll for resolving direct fire effects.
  • HE Fire: Suppressive fire mechanism to pin down enemy units.
  • Morale System: Simplified morale categories affecting unit behavior.
  • Command Phase: Now occurs before the morale phase at the end of the turn.
  • Objective: The primary goal is to achieve the scenario-specific objectives, such as capturing key terrain, destroying enemy units, or holding positions.

    Player Experience

    Players of Command Decision: Test of Battle engage in a fast-paced, yet historically grounded, World War II tactical game. The rules are designed to streamline gameplay, reducing table clutter and focusing on strategic decision-making. The game appeals to those who enjoy combined arms tactics and the complexities of command and control systems.

    Pros

  • Historical Accuracy: Grounded in historical unit compositions and battlefield scenarios.
  • Streamlined Rules: Faster gameplay without losing the strategic depth.
  • Scalability: Supports a variety of scenarios and campaign settings.
  • Flexibility: Compatible with earlier editions and other platoon-level games with minor adjustments.

    Cons

  • Complexity for New Players: While streamlined, the rules can still be daunting for newcomers to miniatures wargaming.
  • Points System: Initial printings included a points system, but later versions do not, which might confuse some players.
  • Dependence on Miniatures: Players must have their own miniatures, which can be a significant initial investment.

    Personal Thoughts on Command Decision: Test of Battle

    Command Decision: Test of Battle is ideal for experienced miniatures wargamers looking for a fast and historically rich World War II game. It is particularly suited for those who appreciate the nuances of command and control systems and the complexities of combined arms warfare. New players may find the rules challenging, but the game’s clarity and historical depth make it a rewarding experience for those willing to invest the time to learn it.

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