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Designing good TDGs

Don't wait for somebody else to furnish you the perfect TDG. Design your own, tailormade to the needs of your own organization.

Schmitt offers advice for desiging effective tactical decision games.

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The Enemy Over the Bridge

Tactical Decision Game #90-1 The following is an example of a tactical decision game like those in use at the Marine Corps University as a tool for developing military judgment and decisionmaking ability. The basic idea behind these deceptively simple games is to create a hypothetical battlefield dilemma of some sort and require the players

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Are You the Next Napoleon?

For tacticians at the tip of the spear

In war there is no substitute for experience, no substitute for the intuitive skill that comes from repeated practice. Tactical decision games are a practice field for the tactical leader. This article explains why and how. Think of the Great Captains of military history—Alexander, Hannibal, Frederick the Great, Napoleon, Genghis Khan. We hold these men

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TDG #7-16R

Defend the Airfield, Part I*

Situation: Beginning with the fall of communism in the early 1990s, the past several years have witnessed tremendous changes throughout the world.

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TDG #08-16R

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

This is a continuation of TDG 07-16R. You are the platoon leader for the 3d Platoon of the 3d Special Infantry Company of a provisional rifle battalion that has been deployed only recently to Dull Garrison Island in the Indian Ocean. Currently, you are located in the vicinity of the small village

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TDG #09-16R

Dull Garrison Chronicles, Part III: Last Stand

This is a continuation of TDG 08-16R. The enemy is continuing to press its assault of Dull Garrison Island. Against overwhelming odds and in the face of heavy casualties, the fight is not going well for our provisional battalion, which has begun to consolidate its survivors into a single perimeter

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TDG #10-16R

Dull Garrison Chronicles Part IV: Take the Airfield

Situation As the commanding officer BLT 2/8 (part of 26th MEU), you and your command are feeling pretty good about yourselves after Company G was able to rescue the American Ambassador. The general situation, however, has deteriorated further. The forces of BAD invaded Dull Island and are threatening to overrun the Marine garrison, which has

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TDG 11-16R

Dull Garrison Chronicles Part V: Company assault

  Situation The CO, 26th MEU was ordered to assault and secure Dull Garrison Island Airfield #2 so it can be used by follow-on forces arriving from the United States. The airfield is only being defended by one of the enemy’s small battalions (400 men). The battalion headquarters and one rifle company appear to be

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TDG #12-16R

Dull Garrison Chronicles Part VI: F-O-X Spells Relief

Situation The 26th MEU has been directed to retake Dull Garrison Island (DGI) from the forces of BAD in order to rescue the beleaguered Marine garrison and to establish a foothold for follow-on forces. Elements of the 82d Airborne Division have begun to arrive and have taken up defensive positions around DGI Airfield #2. Things

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TDG #1-17R

Dull Garrison Chronicles, Part VI: The “Guts”

Situation This is a continuation of the Dull Garrison Chronicles and takes place on the same terrain encountered in TDG #12-16R. It is the last of the Dull Garrison Chronicles. Currently, we find that through the skillful efforts of Company F, BLT 2/8 has pushed past the village of Al Bandi and is bearing down

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TDG #2-17

Part I: What now, Red Death Six?

Situation You are the CO, A Company, 1st Battalion, 1st Marines (1/1)—a storied unit in Marine Corps history affectionately known as “Red Death” to your Marines. Your company deployed ashore with the rest of your battalion task force in the former Republic of Al Ouaddiya, a failed state in the rare earth metals-rich archipelago of

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