Wargames can be powerful tools for experiential learning, giving participants an opportunity to explore new ideas, scenarios, and the dynamics of conflict. Wargaming has the potential to develop critical thinking and foresight, provides opportunities to exercise decision-making in a ‘safe-to-fail’ environment and helps to develop professional mastery. Wargaming can also assist individuals in developing ‘schemas’, or mental models, a key requirement of pattern matching and recognition primed decision making that underpins the Immediate Decision-Making Process (IDMP) explained in the latest ADF joint planning doctrine ADF-I-5 Decision Making and Planning Processes.

DG TRADOC's Professional Gaming List was released in 2022 (See DGTRADOC's Professional Gaming List 2022 | The Cove). It detailed a small range of either free, readily available (hardcopy print-and-play or online), commercial off-the-shelf (COTS) recreational wargames that were considered suitable to support professional development and education activities for all ranks, corps and SERCAT. The Army Battle Lab has reviewed this list and other COTS wargames to provide a wider selection of suitable manual wargames for this purpose.

Selecting the right recreational or serious wargame is often a difficult task, given the wide range of choices and considerations, especially when undertaken by someone with limited experience employing or playing wargames. There are literally hundreds of commercial board wargames and rules for miniature wargames available (including bespoke serious wargames); however, not all may be suitable for the chosen purpose. Selecting the ‘right game’ can therefore be quite a challenge for novice and expert alike.

The coach/facilitator/instructor should first determine the purpose of the wargame, in order to define the rational for employing a game and what it is intended to achieve. This should also be supported by outlining desired objectives which expands on the purpose of the wargame (these may be linked to specific learning objectives for example). Defining the purpose and objectives assists in the selection of a suitable wargame, with an appropriate theme and context, that will support the potential achievement of the desired learning outcomes. The Army Battle Lab list of wargames has been developed to aid this process. It has been compiled with the assistance of members of the ADC wargaming community of practice and select subject matter experts in Defence.

The list of wargames below is not meant to be exhaustive, but is rather representative of the types of wargames that are currently available. The list recommends wargames to introduce potential players to ‘manual education gaming’ and to suggest wargames that offer players learning opportunities as they explore different approaches to achieving victory in historical or “what if” warfighting scenarios. Some of the wargames on this list have been developed specifically to support educational or analytical purposes. The listed wargames have been grouped into a number of broad professional development themes to assist in selecting an appropriate wargame to meet players’ needs.

Each wargame entry has a brief description of the game, its level of complexity, the time required to play, and suggested number of players; as well as the game’s potential learning value and recommended training audience. Note that if a rank is not included in the recommended training audience this does not imply that personnel of that rank cannot play the game, but rather the learning value may not be as significant for those players. Further information on all the games listed and other wargames can also be found on the Board Game Geek web site at https://boardgamegeek.com/.

Ease of play or the “level of complexity” in this list is described as either Low, Medium, or High. These descriptors and their indicative meaning are outlined below:

  1. Low Complexity: A game that requires no previous wargame experience. The game can be learnt from the game manual or from online “How to Play” sources (e.g., YouTube or a Manufacturer’s Tutorial). The game may include stepped levels of play, advancing from basic rules to the general rules, and then to more advanced rules and game mechanics.
  2. Medium Complexity: A game that requires one of the players to have previous wargame experience who has played the game before; or a facilitator with a thorough understanding of the game rules and mechanics.
  3. High Complexity: A game that requires all of the players to have previous wargame experience, with one of the players having played the game before; or a facilitator with a thorough understanding of the game rules and mechanics and previous wargame experience.
Soldiers playing Littoral Command

Members of 1st Armoured Regiment play the manual wargame Littoral Commander: Indo-Pacific during a PME session

Serious or professional wargaming should not be perceived as a ‘nerdy’ or childish endeavour which oversimplifies the complexities of war; their utility as potential training tools should be acknowledged by all warfighting professionals. Wargames can be used to enhance our cognitive performance, develop our ability to out-think an adversary, to appreciate risk, to enhance our tactical acumen, and to practice decision making.

My challenge now is, which game will you play today?
 

Battle Lab Logo

THE ARMY BATTLE LAB PROFESSIONAL GAMING LIST 2025

Table 1: Games for Team Building/Team Management Skills

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  1. Aftershock – A serious Humanitarian Crisis Game that explores the interagency cooperation needed to address a complex humanitarian crisis. It highlights how organisational objectives can often be at odds with mission outcomes and the problems of multi-agency cooperation.
    • Complexity: Medium
    • Number of players: 1 - 4 (or 4 teams of 2 - 3 players)
    • Time to play: 90 - 120 minutes
    • Learning Value: humanitarian assistance/disaster relief planning and execution, inter-agency cooperation, needs assessment, coordination across multiple actors, decision making
    • Potential training audience: CPL - LTCOL
    • Publisher: The Game Crafter
    • Vassal module: https://vassalengine.org/wiki/Module:AFTERSHOCK:_A_Humanitarian_Crisis_Game
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  1. 91 DSSB Staff Game – A serious modern logistics wargame designed by Brian Train that focuses on staff functions of the fictional US 91st Division Sustainment Support Battalion (DSSB) supporting a fictional 52nd Infantry Division. The Battalion’s main task in the game is organizing and maintaining daily resupply of the three Brigade Combat Teams by delivering Class I, III, IV, V supplies via convoy to respective Brigade Support Areas.
    • Complexity: Medium
    • Number of players: 3 (or 3 teams of 2 - 3 players)
    • Time to play: 120 minutes
    • Learning Value: logistic planning, CSSB HQ staff functions
    • Potential training audience: SGT - MAJ
    • Publisher: Brian Train; contact the Army Battle Lab for details on how to acquire this wargame: armybattlelab.landsimulationandwargaming@defence.gov.au
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  1. Root – A fast paced adventure game that models operational and strategic planning of asymmetric warfare in an unfamiliar setting (a vast woodland). Used at ADC and US CGSC in SAMS.
    • Complexity: Medium
    • Number of players: 4 (or 4 teams of 2 players)
    • Time to play: 120 minutes
    • Learning Value: planning asymmetric warfare in an unfamiliar context, SWOT analysis, diplomacy, negotiation
    • Potential training audience: LT - LTCOL
    • Publisher: Leder Games
    • Vassal module: https://vassalengine.org/wiki/Module:Root
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  1. This War of Mine – A cooperative board game from the perspective of civilians trying to survive in a war-torn city (the game is loosely based on the Siege of Sarajevo). It poses ethical dilemmas as the players struggle with lack of food, medicine, and constant danger from snipers and hostile scavengers.
    • Complexity: Low
    • Number of players: 1 to 6 (can be played solo)
    • Time to play: 45 - 120 minutes
    • Learning Value: Provides a different view of war and experience for the players, ethical decision making
    • Potential training audience: PTE - LTCOL
    • Publisher: Awaken Realms
    • Available on Steam[1]: https://store.steampowered.com/app/282070/This_War_of_Mine/

 

Table 2: Games for Negotiation and Influence Analysis/Skills

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  1. Churchill – A game about the inter-Allied conflicts that occurred over the conference table as each side vies to control the Allied agenda and the course of things to come. The players in the game take on the roles of Churchill, Roosevelt, or Stalin as they manoeuvre against each over the course of six conferences that determine who will lead the Allied forces, where those forces will be deployed, and how the Axis will be defeated. The player whose forces collectively have greater control over the surrendered Axis powers will win the peace and the game.
    • Complexity: High
    • Number of players: 1 - 3
    • Time to play: 1 to 3 hours
    • Learning Value: planning, psychology, negotiation, social interaction
    • Potential training audience: WO2 - LTCOL
    • Publisher: GMT games
    • Vassal module: https://vassalengine.org/wiki/Module:Churchill
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  1. Diplomacy – A multi-player board game of negotiation between the “Great Powers of Europe" in the years prior to World War I. Player negotiations are an essential part of play. With its simplistic movement mechanics fused to a significant negotiation element, this system is highly regarded by many players.
    • Complexity: Medium
    • Number of players: 2 - 7
    • Time to play: 4 - 12 hours
    • Learning Value: planning, psychology, negotiation, social interaction
    • Potential training audience: CPL - LTCOL
    • Publisher: Avalon Hill
    • Vassal module: https://vassalengine.org/wiki/Module:Diplomacy
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  1. Flashpoint: South China Sea – A card driven simulation of the complex geopolitical contest currently taking place between the United States and China in a disputed region of the South China Sea. The various cards capture developments taken from today’s headlines, provide context-setting reading of recent history, and capture a diverse range of potential future events. Influence instruments of national power – diplomatic, information, military and economic (DIME), regional hegemony, freedom of navigation, allegiance.
    • Complexity: Low
    • Number of players: 2
    • Time to play: 30 to 60 minutes
    • Learning Value: understanding instruments of national power, use of political, economic, and military resources, diplomacy and influence
    • Potential training audience: WO2 - LTCOL
    • Publisher: GMT Games
    • Vassal module: https://vassalengine.org/wiki/Module:Flashpoint_South_China_Sea
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  1. Root (with Riverfolk Expansion) – A fast paced adventure game that models operational and strategic planning of asymmetric warfare in an unfamiliar setting (a vast woodland). Used at ADC and US CGSC in SAMS.
    • Complexity: Medium
    • Number of players: 4 (or 4 teams of 2 players)
    • Time to play: 120 minutes
    • Learning Value: planning asymmetric warfare in an unfamiliar context, SWOT analysis, diplomacy, negotiation
    • Potential training audience: LT - LTCOL
    • Publisher: Leder Games
    • Vassal module: https://vassalengine.org/wiki/Module:Root
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  1. Zurmat – An abstract counter insurgency and stabilisation wargame set in Afghanistan pitting the Coalition against the Taliban within the District of Zurmat in 2008. The game covers counter insurgency, intelligence gathering, population control, and influence operations.
    • Complexity: Low
    • Number of players: 2 (or 2 teams of 2 - 3 players)
    • Time to play: 60 minutes
    • Learning Value: planning, intelligence led operations, prioritisation of effort, influence, population control, “hearts and minds”
    • Potential training audience: SGT - MAJ
    • Publisher: Catastrophe Games

 

Table 3 – Games for Understanding our Political/Historical Environment

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  1. Flashpoint: South China Sea – A card driven simulation of the complex geopolitical contest currently taking place between the United States and China in a disputed region of the South China Sea. The various cards capture developments taken from today’s headlines, provide context-setting reading of recent history, and capture a diverse range of potential future events. Influence instruments of national power – diplomatic, information, military and economic (DIME), regional hegemony, freedom of navigation, allegiance.
    • Complexity: Low
    • Number of players: 2
    • Time to play: 30 to 60 minutes
    • Learning Value: understanding instruments of national power, use of political, economic, and military resources, diplomacy and influence
    • Potential training audience: WO2 - LTCOL
    • Publisher: GMT Games
    • Vassal module: https://vassalengine.org/wiki/Module:Flashpoint_South_China_Sea
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  1. Twilight Struggle – A card driven strategic influence wargame set during the period of the cold war. The United States and Soviet Union contest each other's influence on the world map by using cards that correspond to historical events.
    • Complexity: Medium
    • Number of players: 2 (can be played solo)
    • Time to play: 2 - 3 hours
    • Learning Value: strategy, DIME, influence, decision making
    • Potential training audience: WO2, CAPT - LTCOL
    • Publisher: GMT
    • Vassal module: https://vassalengine.org/wiki/Module:Twilight_Struggle

 

Table 4 – Games for Understanding Modern Conflict – Combat Decisions in Battle

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  1. Take That Hill – A low complexity manual wargame of infantry minor tactics designed by Phil Sabin and developed by the British Army to introduce non-gamers to board wargames.
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  1. Australian Platoon Commander – A serious wargame concerning contemporary platoon to combat team combined arms warfighting developed by the Australian Army Battle Lab originally for use as part of the OCP at the Royal Military College – Duntroon.
    • Complexity: Low
    • Number of players: 2 (or 2 teams of 3 - 4 players)
    • Time to play: 90 to 120 minutes
    • Learning Value: planning, development of tactical acumen, post H hour decision making
    • Potential training audience: CPL - CAPT
    • Publisher: Army Battle Lab
    • Available for down load from the Army Wargame Repository on the Defence Intranet: http://drnet/Army/LSW/Documents/230804-Instr-RMC-D_Wargame-AUSPLCOMD_v0.8.pdf
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  1. Donetsk – A hex and counter modern wargame set in Ukraine in 2014. The Russians and Separatist forces attempt to seize and hold the Donetsk airport from Ukrainian forces. Contemporary Combined Arms warfighting at close range in amongst urban clutter involving AFVs, Infantry and Indirect Fire Support.
    • Complexity: Low
    • Number of players: 2 (or 2 teams of 2 - 3 players)
    • Time to play: 60 to 90 minutes
    • Learning Value: tactical planning, combined arms operations, urban warfare, post H hour decision making
    • Potential training audience: SGT - MAJ
    • Publisher: Flying Pig Games
    • The print and play version is available for purchase as a PDF at https://www.wargamevault.com/product/214499/Yaah-Magazine-and-Complete-Wargame-9
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  1. Littoral Commander Indo Pacific (and the expansion Littoral Commander Australia) – A 'grand tactical' wargame about a potential future conflict in the Indo-Pacific region involving littoral warfighting, multi-domain operations, long range strike, integrated air and missile defence and sustainment. The game is a mix of the traditional hex and counter wargame with the fog-of-war and friction found in card-driven board-games.
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  1. Team Yankee - A board wargame of modern combat team battles during the cold war based on the book Team Yankee by Harold Coyle. Rules use a programmed-learning approach through eight scenarios and also include instructions on creating your own scenarios.
    • Complexity: Low
    • Number of players: 2 (or 2 teams of 2 - 3 players)
    • Time to play: 60 to 120 minutes
    • Learning Value: combined arms planning, development of tactical acumen, post H hour decision making
    • Potential training audience: CPL - CAPT
    • Publisher: Game Designers Workshop
    • Vassal module: https://vassalengine.org/wiki/Module:Team_Yankee
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  1. We are Coming Nineveh – An area, block wargame of the final phase of the pivotal 8-month long battle for the Iraqi Security Forces to retake Mosul – Iraq’s second largest city – from the Islamic State in Iraq and Syria (ISIS) from February – July 2017.
    • Complexity: Medium
    • Number of players: 2 (or 2 teams of 3 - 4 players) Can be played solitaire.
    • Time to play: 60 to 120 minutes
    • Learning Value: planning, warfighting in complex terrain, development of tactical acumen and post H hour decision making
    • Potential training audience: WO2 - LTCOL
    • Publisher: Ares Games (Nuts! Publishing)
    • Available on Steam
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  1. Urban Operations – A block wargame that explores modern company-sized infantry and combined arms operations in urban terrain. Designed by LTCOL Sébastien de Peyret, of the French Military Academy at St. Cyr and the French Army’s urban warfare training centre as both a recreational and a serious educational game.
    • Complexity: Medium
    • Number of players: 2 (or 2 teams of 3 - 4 players) Can be played solitaire.
    • Time to play: 60 to 120 minutes
    • Learning Value: tactical planning, warfighting in complex terrain, development of tactical acumen and post H hour decision making
    • Potential training audience: LCPL - MAJ
    • Publisher: Ares Games (Nuts! Publishing)
    • Vassal module: https://vassalengine.org/wiki/Module:Urban_Operations
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  1. Zurmat – An abstract counter insurgency and stabilisation wargame set in Afghanistan pitting the Coalition against the Taliban within the District of Zurmat in 2008. The game covers counter insurgency, intelligence gathering, population control and influence operations.
    • Complexity: Low
    • Number of players: 2 (or 2 teams of 2 - 3 players)
    • Time to play: 60 minutes
    • Learning Value: planning, intelligence led operations, prioritisation of effort, influence, population control, “hearts and minds”
    • Potential training audience: SGT - MAJ
    • Publisher: Catastrophe Games

 

Table 5 – Games for Understanding Modern Conflict – Military Decisions on Campaign

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  1. The Operational Wargame Series (OWS) Assassin’s Mace – A serious manual wargame that simulates combat in the Indo-Pacific region in the near future (2025 to 2050). The game is focused on the operational level of war and ties in the effects of military capabilities across all domains.
    • Complexity: High
    • Number of players: 2 (or 2 teams of 3 - 4 players)
    • Time to play: 60 to 120 minutes
    • Learning Value: operational planning, decision making
    • Potential training audience: CAPT - LTCOL
    • Publisher: United States Marine Corps University; contact the Army Battle Lab for details on how to acquire this wargame: armybattlelab.landsimulationandwargaming@defence.gov.au

 

Table 6 – Games for Understanding Decision-Making in History – Combat Decisions in Battle

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  1. Battle for Moscow – A low complexity historical wargame of the German Army's struggle to defeat the Soviet Army and capture Moscow in 1941. The game was designed by Frank Chadwick to introduce non-gamers to traditional manual wargames.
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  1. Memoir 44 – A low complexity historical combined arms wargame set in the Western European theatre during WW2 covering D-Day to the Battle of the Bulge.
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  1. 1944: Race to the Rhine (and 1941: Race to Moscow) – Two WW2 themed “Eurogames” that emphasize logistics planning during the historical events of either the Allied advance to the River Rhine in 1944, or the German offensive into Russia, Operation Barbarossa, in 1941.
    • Complexity: Medium
    • Number of players: 3 (or 3 teams of 2 - 3 players)
    • Time to play: 90 - 120 minutes
    • Learning Value: logistics planning, cooperation, coordination, decision making
    • Potential training audience: CPL - MAJ
    • Publisher: Phalanx Games
    • Available via Tabletopia: https://tabletopia.com
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  1. Enduring Freedom: US Operations in Afghanistan  A solitaire wargame of the invasion of Afghanistan following the 9/11 terrorist attacks. The player controls Coalition forces (brigades, battalions, FOBs, and air strikes) in a joint theatre of operations. The game system controls opposing Islamist units and leaders (Al Qaeda, Taliban, and Pakistani volunteers).
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  1. Fallujah, 2004: City Fighting in Iraq – A solitaire wargame system covering the Coalition fight to retake the city of Fallujah from Iraqi insurgents in 2004. The player controls Coalition forces while the game system controls the Opposition forces.
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  1. Into a Bear Trap: The Battle for Grozny January 1995 – Intriguing game of the Russian attempt to subdue the Chechyan capital of Grozny in 1995 by occupying it with what they considered to be overwhelming mechanized force, thus cowering the population as in 1991. But the Chechnya rebels prepared for the occupation with well-armed snipers, tank killer teams, mortars, etc. The initial assault resulted in considerable Russian casualties and demoralization of the Russian forces. It took another two months of heavy fighting, and a change in Russian tactics, before the Russian Army was able to capture Grozny.
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  1. Napoleon 1806 – A corps level card driven “Eurogame” representing the clashes between the Prussian and French forces at the heart of the imperial conquests of Napoleon the 1st.
    • Complexity: Low
    • Number of players: 2 (or 2 teams of 3 - 4 players)
    • Time to play: 60 to 120 minutes
    • Learning Value: strategy, managing fatigue and losses, decision making
    • Potential training audience: CPL - CAPT
    • Publisher: Shakos Games
    • Vassal module: https://vassalengine.org/wiki/Module:Napol%C3%A9on_1806
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  1. Sands of War – Battle Group to Brigade level combined arms combat in the Middle East: 1941-1991. The game is meticulously researched and one of the most accessible tactical games published. It was used by DSTL to develop “Strike!” an MOD serious analytical wargame.
    • Complexity: Low
    • Number of players: 2 (or 2 teams of 2 - 3 players)
    • Time to play: 60 to 120 minutes
    • Learning Value: planning, development of tactical acumen and post H hour decision making
    • Potential training audience: WO2 - LTCOL
    • Publisher: Games Designer's Workshop
    • Vassal module: https://vassalengine.org/wiki/Module:The_Sands_of_War
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  1. Strike of the Eagle – A “block” wargame of the battles and historical events of the Polish-Soviet War (1919-1920). The simplified combat system means that the emphasis is on the ability to deduce the enemy’s plans and identifying when and where to employ limited strategic assets.
    • Complexity: Medium
    • Number of players: 2 - 4
    • Time to play: 60 minutes (up to 2 hours for full campaign)
    • Learning Value: understanding the opposing force, synchronisation, decision making
    • Potential training audience: CPL - LTCOL
    • Publisher: Academy Games
    • Vassal module: https://vassalengine.org/wiki/Module:Strike_of_the_Eagle

 

Table 7 – Games for Understanding Decision-Making in History – Military Decisions on Campaign

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  1. 1944: Race to the Rhine (and 1941: Race to Moscow) – Two WW2 themed “Eurogames” that emphasize logistics planning during the historical events of either the Allied advance to the River Rhine in 1944, or the German offensive into Russia, Operation Barbarossa, in 1941.
    • Complexity: Medium
    • Number of players: 3 (or 3 teams of 2 - 3 players)
    • Time to play: 90 - 120 minutes
    • Learning Value: logistics planning, cooperation, coordination, decision making
    • Potential training audience: CPL - MAJ
    • Publisher: Phalanx Games
    • Available via Tabletopia: https://tabletopia.com
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  1. Enduring Freedom: US Operations in Afghanistan  A solitaire wargame of the invasion of Afghanistan following the 9/11 terrorist attacks. The player controls Coalition forces (brigades, battalions, FOBs, and air strikes) in a joint theatre of operations. The game system controls opposing Islamist units and leaders (Al Qaeda, Taliban, and Pakistani volunteers).

 

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  1. Strike of the Eagle – A “block” wargame of the battles and historical events of the Polish-Soviet War (1919-1920). The simplified combat system means that the emphasis is on the ability to deduce the enemy’s plans and identifying when and where to employ limited strategic assets.
    • Complexity: Medium
    • Number of players: 2 - 4
    • Time to play: 60 minutes (up to 2 hours for full campaign)
    • Learning Value: understanding the opposing force, synchronisation, decision making
    • Potential training audience: CPL - LTCOL
    • Publisher: Academy Games
    • Vassal module: https://vassalengine.org/wiki/Module:Strike_of_the_Eagle

 

Table 8 – Games for Understanding Decision-Making in History – National Decisions in War

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  1. Twilight Struggle – A card driven strategic influence wargame set during the period of the cold war. The United States and Soviet Union contest each other's influence on the world map by using cards that correspond to historical events.
    • Complexity: Medium
    • Number of players: 2 (can be played solo)
    • Time to play: 2 - 3 hours
    • Learning Value: strategy, DIME, influence, decision making
    • Potential training audience: WO2, CAPT - LTCOL
    • Publisher: GMT
    • Vassal module: https://vassalengine.org/wiki/Module:Twilight_Struggle


End Notes

[1] Steam is a digital platform that offers thousands of games and software for PC users.

[2] Vassal is a game engine for building and playing online adaptations of board games and card games. Players can use Vassal to play in real time over the Internet or by email. Vassal runs on all platforms and is free, open-source software.