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Tactical decision game

Tactical decision game is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Tactical decision game rather than just read about it. In short: A tactical decision game is a decision game that puts students in the role of the commander of a tactical unit who is faced with a challenging problem. While most tactical decision games depict problems faced by the commanders of military units, a growing number deal with the situations of types dealt with by police and firefighting organizations .

Tactical decision game — main illustration
Tactical decision game — illustration

Key takeaways

  • Tactical decision game belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Tactical decision game to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Tactical decision game from memory before moving on to harder problems.

Reference excerpt

A tactical decision game is a decision game that puts students in the role of the commander of a tactical unit who is faced with a challenging problem. While most tactical decision games depict problems faced by the commanders of military units, a growing number deal with the situations of types dealt with by police and firefighting organizations . The tactical decision game is known by a variety of names. These include map problem, tactical problem, one-step war game, and tactical decision exercise. Like other types of decision games, tactical decision games may either be historical or fictional. If the scenario is based entirely upon a reliable historical narrative, a tactical decision game is also a decision-forcing case. (Such an exercise may also be called an historical map problem.) However, if any of the elements in the scenario of a tactical decision game is fictional, then the exercise is a kind of fictional decision game.

Tactical Decision Games Before 1800 In Chapter 14 of The Prince, Niccolò Machiavelli tells the story of the Greek general Philopoemon, who made extensive use of tactical decision games.

“Philopoemon, Prince of the Achaeans, among other praises which writers have bestowed on him, is commended because in time of peace he never had anything in his mind but the rules of war; and when he was in the country with friends, he often stopped and reasoned with them: “If the enemy should be upon that hill, and we should find ourselves here with our army, with whom would be the advantage? How should one best advance to meet him, keeping the ranks? If we should wish to re-treat, how ought we to set about it? If they should retreat, how ought we to pursue?” And he would set forth to them, as he went, all the chances that could befall an army; he would listen to their opinion and state his, confirming it with reasons, so that by these continual discussions there could never arise, in time of war, any unexpected circumstances that he could deal with.”

Tactical Decision Games in Prussia and Germany Helmuth von Moltke, who served as chief of the Prussian General Staff from 1857 to 1888, made extensive use of tactical decision games to train his subordinates and inform contingency planning. Called "tactical assignments" (taktische Aufgaben), these problems employed fictional scenarios in which ideal units were employed on actual terrain. Some of these games were gathered into a book, Moltkes taktische Aufgaben aus den Jahren 1858 bis 1882, which was published in 1892 as the second volume of a multi-volume set of Moltke's collected works. Two years later, an English translation of this book came out under the title Moltke's Tactical Problems from 1858 to 1882.

In sharp contrast to Moltke's tactical decision games, which had no direct connection to actual engagements, those published by Julius von Verdy du Vernois often made explicit use of real-world events. The problems contained in the first volume of Verdy's Kriegsgeschichtliche Studien nach der applikatorischen Methode (Military Historical Studies by means of the Applicatory Method) were all based on incidents of the battle that took place between Austrian and Italian forces on 24 June 1866. However, in an attempt to make the games more useful to German officers, he replaced the actual (Austrian and Italian) formations engaged in the battle with an imaginary German infantry division, thereby converting what would have been decision-forcing cases into fictional decision games. (Originally published in 1876, this work was later translated into English as A Tactical Study Based on the Battle of Custozza.)

In his earlier (and more famous) work, the four volume Studien über Truppen-Führung), Verdy also used historical events as the starting point for his games. However, in addition to fictionalizing orders of battle, he also changed the outcomes of particular engagements. (The word Truppen-Führung, which is often translated as "troop leading" or "the leading of troops", refers to the art of handling of combined arms formations: infantry divisions, cavalry divisions, and army corps.)

Tactical Decision Games in the United States Armed Forces In 1975, the Simulation Center of the 9th Infantry Division of the United States Army published a training package for junior leaders called What Now, Lieutenant?. Designed to be used in conjunction with a war game of the same name, this package consisted of scenarios that described situations faced by the commanders of battalions, companies, and platoons. In 1982, the Education Center of the United States Marine Corps Development and Education Command used this package as the starting point for a series of three "instructional pamphlets": Tactical Problems for Battalion Commanders, Tactical Problems for Platoon Leaders/Company Commanders, and Tactical Problems for Squad Leaders. In addition to twelve problems taken from What Now, Lieutenant?, the Tactical Problems ... series contained sixteen games that were written expressly for the series by Chief Warrant Officer Bryan N. Lavender, USMC. Like the scenarios in What Now, Lieutenant?, the games in the Tactical Problems ... series were based them on descriptions of actual engagements that took place between 1914 and 1953. Some of these were first-hand accounts written by S.L.A. Marshall, Erwin Rommel, and Friedrich von Mellenthin. Others were secondary works composed by military historians.) Regardless of the actual events that inspired them, all of the problems were modified to reflect the organization and equipment of the 1980s. Thus, none of these historically-inspired games can be classified as decision-forcing cases.)

References

Illustrations

Tactical decision game: Sergeant Daniel Smith, USMC, a squad leader with the Ground Combat Element, Security Cooperation Task Force, Africa Partnership Station 2011, conducts a tactical decision game for his Marines.
Sergeant Daniel Smith, USMC, a squad leader with the Ground Combat Element, Security Cooperation Task Force, Africa Partnership Station 2011, conducts a tactical decision game for his Marines.
Tactical decision game: Major Donald Vandergriff, US Army (Retired), teaches a tactical decision game at a meeting of the Defense Entrepreneurs Forum on 25 April 2015.
Major Donald Vandergriff, US Army (Retired), teaches a tactical decision game at a meeting of the Defense Entrepreneurs Forum on 25 April 2015.

Worked examples

Example 1 — a first encounter with Tactical decision game

Start with the simplest possible case. Write down what Tactical decision game claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Tactical decision game before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Tactical decision game ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Tactical decision game

In research
Tactical decision game appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Tactical decision game in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Tactical decision game is common in secondary-school and first-year university syllabi. It links to neighbouring topics Learning methods, Management education, Military education and training, so understanding it makes those chapters shorter.
In everyday life
Look for Tactical decision game outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Tactical decision game in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Tactical decision game means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Tactical decision game out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Tactical decision game in simple terms?

A tactical decision game is a decision game that puts students in the role of the commander of a tactical unit who is faced with a challenging problem. While most tactical decision games depict problems faced by the commanders of military units, a growing number deal with the situations of types de…

Why does Tactical decision game matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Tactical decision game?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Tactical decision game.

Tags

  • Learning methods
  • Management education
  • Military education and training
  • Military theory

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