Play Aids galore for…

Command Decision: Test of Battle is the 4th version of Frank Chadwick’s World War II land miniatures rules that date back to 1986 when published by GDW. They were updated as CD2 in 1992, CD3 in 1998 and the 4th version release in 2006 (rule book cover shown at right). This latest edition is typically call TOB rather than CD4 and is published by Test of Battle Games.

Then to produce a less-expensive, slimmed-down 4th version in 2012, they removed all play aids scenarios, TO&E (tables of organization & equipment), weapon charts and advanced rules—all of which are available free of charge for download at the the site. The links to those sections are shown in small blue letters under the main links in the header. For some reason I have to switch to Chrome from Firefox to see some items so try a different browser if you have trouble. It is important to note that the slimmed-down rules (cover shown at left, at top) are not different but some sections were rewritten to be more clear and errata from the 2006 version was incorporated.

Since the early ’90s CD2 edition, I have been producing free downloadable play aids and rule variants for CD and you will find them on this page. They may represent the Good, Bad and Ugly. I have frequently decided that my original idea was not so good after all. Rather than remove them, I figured you could make up your own mind about that. Maybe you will carry the idea another step to redevelop it into something better.

To get these “up” on the web I have pasted them from my original play aids page, and since there almost a dozen sections added over the decades it is possible that I may not have linked a PDF correctly. I suggest you join and alert me on  Command Decision’s excellent TestOfBattle forum so I can fix that. On the forum, a lot of experienced, worldwide CD fans answer questions about the game and debate ideas on how to improve the system.

My best contribution to CD is a Game Reference Card (GRC) that presents the various charts in Turn Sequence order with some tiny print of the rules needed as a mnemonic device. It is just a play aid, not a variant. Meaning there are no new rules to make it a variant; I just re-presented the charts in an order I felt was more usefl.

Important note to new players

I recommend playing Command Decision: Test of Battle “stock” several times without a lot of trouble to make “improved” accessories or try variants. I have found that a lot of fiddling is mostly wasted rather than saving time or making it more “realistic”. Then after you have see how the game works RAW (Rules As Written), you may want to try a few improvements after several games. The game is excellent enough that you can put up with some outsize chits or what you think is “weird” for a time.

Play Aids & Variants

1) Game Reference Card (play aid, no changes from rules)


I reorganized the Game’s Reference Chart (GRC) into (what I think of as) a logical order: turn sequence with sub-phases interspersed with the relevant charts and helpful reminders. Currently the identical charts come in three shapes:

Card with Advanced Rules incorporated: (updated 10/27/09)

New shape 2/28/14  “IOS” 1-column version (need Adobe Acrobat Reader app on your iPhone or iPad) on 1 super-long column. This way you just keep scrolling down rather what you have to do on a multi-column PDF: down, then over and back up, repeating for the third column, click here:

New shape 2/23/14 a Landscape (wide & shallow) version, click here:

Updated 10/27/09 the chart has had just a few small changes since 2006  (the 10/27/09 date should be shown at upper left on all versions). Notes of the last changes made:

  1. Added a last subphase to the turn “C5” which is to remind players to declare their Advanced Game commands (Road March, Entrench & Banzai),
  2. Corrected a typo re Ammo Depletion (I had said LESS than the Caliber divided by 10 & it should be equal to OR less than the caliber divided by 10
  3. On the Basic Version of the GRC, I blanked out some more Advanced Rules I’d missed earlier this year (Human Wave, morale modifiers for Road March/TOT).
  4. I have incorporated some advanced rules, clarified numerous points but not introduced variants or non-standard CD:TOB rules.
  5. Please note that if using a Inkjet printer that has a large non-printing margin at the bottom (mine is .56″), the 1 page LTR sized file has small top and bottom margins — so you may need to input about 96% in Page Setup.
  6. For our non-US comrades in miniature arms, I also had made an A4 (skinnier but taller) version of GRC. As I made this new page I realized that these charts were actually an older version so I have removed the A4 until I have the chance to update them to the latest, 10/27/09 edition.
  7. The Spotting section has been simplified. Only the 2 columns for the Recon Vehicle and Personnel are shown. One halves the number (except where italicized and yellow at right) for Non-Recon Vehicles. This makes the chart less busy but requires a calculation.
  8. And for Open Blocking I changed the Double to Half as it is above which seems more consistent terminology.

2) HE Fire Templates (play aid, no changes from rules)

2 clear HE templaes with a T-pin stuck through the middle with “smoke” (gray & white cotton). Also seen: “Eliminated” smoke (multi-colored cotton) pushpins. My tables have styrofoam under felt so one can stick pins into it.

Some players cut Artillery blast effect areas, in CD called HE Fire Templates, out of scrap and others flock them with grass or craters. While both would look nice, you either have to lay them over the target stands or pickup the stands and place the templates under the stands. Seems like a lot hassle.

What I have done is stick a plume of cotton on a T-pin (wig store) through the center of a transparent template and let it hover over. Not ideal because it looks kind of odd but it works.

So anyway, I’m not very good at cutting a straight line so I made up pdf’s for CD’s 2 scales. Most artillery weapons have a 1″, 1.5″ or 2″ width template. The rockets are either 5″ or 8″. Normally CD is typically played with “inch scale” for 15mm and larger miniatures or “centimeter” scale for micro-armor.

Lately I prefer games with microarmor but inch scale. For the Inch scale, there is a separate file for the 8″ wide Katyushas (plus 4 bonus 2″ templates). The 8-cm. template fits nicely on the centimeter-scaled transparency. You don’t have to use transparency material; you could print on stock similar in color to your table (look at a scrapbook store) or try spray-painting the back of the transparency. I’m not sure it’s a good idea though, it’s likely to not stick or scratch off easily.

Note: when printing a PDF the size may shrink a bit. You might want to test this first on ordinary paper before printing on expensive stock. If you have problems with shrinkage, try changing the Page Scaling from “Fit to Paper” to “None”… in Windows I had to uncheck “Shrink oversized pages to paper size” & “Auto-rotate and center pages”. It was trying to keep from clipping the type at the bottom of the page which doesn’t need to print (my inkjet has a non-printing zone of .56″ at the bottom of the page).

PS My latest idea though I haven’t done it yet, is to put a pin through a “tile spacer” (shaped like a “+” plus sign, painted green). Then that fits between the stands and could show the extent (width) of the template without disturbing the stands.

3) “Little” Demi-Inches (scale change suggestion)

Attention Microarmor gamers! Have you considered a scale between Centimeters and Inches? Let’s call these little Demi-Inches and they could be 2 centimeters or 2/3 inches (about .78″ or .67″ respectively).

I have played several games on a 4×6′ table with .67″ ruler units. The reason I favor that is that I had a 4×6′ game table and that equates to a 6×9′ board that is common in CD scenarios! The game in the previous section about HE Templates was rescaled to a 4×6′ table size.

A 4×6′ table for the West Front Scenario 1. I used microarmor and rulers with 2/3″ ruler units instead of inches.

Incidentally, I also think that the centimeter scale is worthy because you can sit down the whole game! A typical 72×108′ scenario map equates then to 72×108 centimeters (about 31×46″) and would fit on nearly any table.

Benghazi Handicap Scenario #1 on a 72×108 centimeter board. This was with 3mm Pico Armor (each vehicle on a 1 cm square magnetic stand and 3 such platoons on a steel company stand).

Microarmor tanks are proportionately smaller (about 1/4) when used with centimeter-scale (about 40%) HE Templates vs. HO and Inch scale. This is more important than it sounds. Otherwise Microarmor used in Inch scale game with HE templates in Inches is substantially a different game: you increase the power of Direct Fire weapons by being able to concentrate more and reduce the power of IDF weapons by keeping them from hitting the same number of targets as in games played with 15mm or 20mm models.

Finally, you have a balance between the Inch scale where micro armor really looks like it’s firing at long range (a good thing) and the extra room to ramble of Centimeter scale (which is good to a point but can be curse if you make the units too large!)

So to recap, you don’t need to rebase your microarmor (if your vehicles are on bases at all), continue to use full sized Inch Scale HE Templates but reduce the ruler units to .78″.


What if you say: “I don’t have the patience to make up 6-10 rulers in odd increments”. (And this from someone who scratchbuild’s 21st Panzer “funnies”?!) Relax, I’ve made the downloadable PDF files for you! And in 6 colors… If you want to consider doing this, you’d need 3 things & think about a 4th:

  1. The above inch-scale HE Fire templates–but see point #4 first.
  2. A bunch of reduced-sized rulers that have those “little inches” …see below the diagram for files to download! A common CDtob measurement is 18″ and with Tabloid sized paper & inches @78.7% size (2 cms) you end up with a ruler about 15.75″ long that would other wise be 20″ in inch scale. Or if .67″ units, use Legal sized paper and each ruler of 20 units will be about 13.4″ long. If still unclear, download PDF: How To Make Demi-Inch Rulers.
  3. What else? Perhaps building templates shrunk to 4×4 Demi-Inches (3.14×3.14″ actual inches, if .78″ Demi-Inches are used).
  4. 4. I would never remake the size of troop stands! Your stand sizes are fine if they are consistent across the whole game. But without this ruler-size reduction, there really is something to be said for making the HE Fire Templates proportionally larger if your stands are proportionally smaller.

For example, the same tank in micro-scale takes up (let’s say) .5x.75″ in area (if on a base*)… and this works pretty well with centimeter-scale templates. But if you play with inch scale rulers then your tanks are about 20% the width of a 20mm scale tank. So using inch scale (not reduced) HE Fire templates with .67″ little inches may be more accurate!

Something to ponder: without changing ruler units, an Inch-Scale Tiger tank platoon parked nearly bogey wheel to bogey wheel is just under 1/2″ wide! And most gamers either don’t base their tanks at all, or if they do 1/2″, 3/4″ or 1″ wide stands are commonest. In actual practice, a platoon of German tanks would disperse to about 250 yards wide! (5″ in inch scale) This means that the HE templates either need to be bigger (because your tanks aren’t moving with only 2 yards between them), or to keep the HE templates the same Inch size, you must make the Ruler Measurement Units smaller. See the examples below for discussion of options:

Ready to make Demi-Inch Rulers? Click one of the links:

Why consider using bases for microarmor?

It’s practical for storing tanks on magnetic strips (if the bases are steel!)

And without bases, here’s another oddity in a game that has 1 vehicle representing 5: it is harder for an HE Fire template to hit several formations (platoons) of Pz II’s than Tigers. That’s because the models are smaller! But this really isn’t right. Putting all tanks on the same sized base (like .75x.75″ or .5x.75″) solves the problem by representing the “footprint” of the formation. Pz II’s don’t travel around in tighter formations than Tigers but are supposed to maintain the same minimum spacing between vehicles. So actually those smaller tank’s formation footprint may be smaller by only 1% due to the size of the vehicle.

If you are still puzzling about this, there is an exchange about this topic on the excellent CD TOB forum.

4) Alternate Order Chits (play aid, no changes from rules)


Here’s some of the thinking behind these magnetic order counters. I have tried a probably a dozen (or more) of different systems to consolidate or replace the order chits. The looks of the “stock” order chits’ are less objectionable in scales larger than micro. In micro scale the chits are ridiculous looking (like a city-block-size monolith from 2001 Space Odyssey) but c’est la guerre. Or read on for ideas, download PDFs…

The PDF’s above I made “magnetic” orders with all the orders’ initials arranged in an arrow and a colored steel paper disk (various colors to represent the different orderer types, punched out with a 1/8″ circular punch; sheet available from get slid over the appropriate order. They’re less trouble then rumaging for orders and a bit fiddly to those with fat fingers. It’s probably better to use steel paper for the order and a magnet disk (or the orders could adhere to steel stands; didn’t happen in the games we played but could.)

We had “order caps” (to cover the orders) but didn’t always use them! Most games we often don’t cover them because they’re small and who’s looking at the enemy when you’ve got your own stuff to do?

There are 2 extra reasons for the order caps:

  1. place the cap at the destination (may be further than could move but then the unit would just stop short
  2. to flip the cap to the reverse side that had a red spot which converted the Hasty Move to Entrenching or Travel March (you could tell the difference because the cap was either a destination or flipped next to the order).

I made my own order caps from board game counters sprayed a similar color to the terrain.

5) BUAs (Built Up Areas) Play Aid (clarifies rules; no change)

The way that the rulebook and some gamers draw their BUAs can be confusing to new players. The diagonal lines (interrupted by the square center sector) do not represent fields of fire! The diagonal lines are purely to help delineate which sector the stand is in.

Above are 2 adjacent Built Up Area’s (BUA) and their Fields of Fire (FOF).

The Yellow troops can see the 180° out from the top edge of the BUA, likewise the Red troops in the south sector can see the 180° out from the bottom (south) edge of the BUA. Same for the green to the left 180° & Blue troops to the right 180°.

It would be better to dispense with the diagonal lines when making up your BUAs and simply say that one stand in the center is in the center sector and 1 or 2 stands facing a given side is in that side’s sector.

If it still is not clear from the colored lines is the drawing, how a stand’s placement and facing in a BUA does not matter. It faces out the 180° and the adjacent sectors.

For more info, click here: BUAdiagrams for a PDF explanation of how BUA/FOF works in CD TOB, OK? (Enough Acronyms for a single sentence!)

So what really is going on?

BUA’s are a bit abstracted to represent the point blank Fields of Fire of real built up areas. If it is not clear already, a model house on the game board may actually represent several blocks of buildings. If you have a hard time with the concept,  see the following to help illustrate what is actually being represented.

The following is a rough draft of a 2-kilometer-square area of Ouistreham which is adjacent to Sword Beach on D-Day. The black ink drawing is actual streets and buildings:

Black drawing is the streets and actual buildings. The green hexes are 1-kilometer wide. The red square is a Built Up Area (BUA) in CD TOB.

The square drawing is two hexes wide. That would be 40″ by 40″ in CD:TOB’s inch scale. The green hexes are 1-kilometer-wide from my D-Day Maps that come in other scales also (from 300 meters/hex to 1 mile/hex).

My D-Day maps abstract the towns further by using mostly black squares to give a feel for the outline of the town, not the actual number of BUA’s therein.

The red dotted line area is a typical 4″ square BUA as in CD TOB. It’s obvious that for larger towns, it takes many BUA’s to represent them. And the BUA’s could vary in positioning and modifiers as suggested in the rules.

6) Initiative Chits (variant)

If you want to experiment with using chits rather than a dice-roll to determine who goes first. Here are some ideas. First here’s a pdf that you can print to make 2 sets of 2-sided counters: CDchits. And the pdf looks like this:


First, I agree with everyone who likes to just play the game as written. But maybe you want to try a variant that changes the initiative roll to one that reflects each sides quality.

Originally posted by ThomasTheTank:

…let me re-suggest letting the side with higher troop quality decide to go first or second. It doesn’t favor any particular army… SNIP …(though I do let Germans break ties instead of just rolling for it). SNIP …but does avoid the die roll effect of poor quality troops being able to outmanuver better qualtiy about half the time.

Tom Combined with Shawn’s suggestion:

We did come up with a simple solution to the five minute argument about the winner of initiative choosing to move first or second.

The CinC of each side had to place a counter with a 1 or 2 under their command cap designating if they wanted to move first or second if they won the initiative. Consultation on the matter between was strictly forbidden between players and had to be done during the timed order placement phase. And I’d add that neither side can change that 1st vs 2nd counter once either side has rolled.

Then another idea is to have the commander of each place their counter (numbered 1 & 2 on the reverse) AND the side with higher overall troop quality gets to roll a die with more sides. Like-

Die sides / If average quality is: 6 Green 7 Trained 8 Regular 10 Experienced 12 Veteran 14 Elite

And the side with the die with FEWER sides wins ties! (So no need to reroll. Saves time and rebalances the odds a bit.) Math whizs can determine how this affects probability. This approach requires more time to set up (and thus best for referee-prepared games) but less time to play. Another big plus to this suggestion is that allows the typically insane wargamer who owns 46 different dice types to use them. Smile Yes the 5, 7, 14 & 16 sided dice do exist:

And you could adjust the die type used by morale or situation …you get the idea. And if you want to flatten the differences (making the range say 5-10), you could just make 2 cups worth of chits numbered 1-10 and remove the unneeded ones before the game.

(More on this discussion at CD Forum).

7) Hedgerows (clarification of what is represented, no changes from rules)

When making the maps of the entire Normandy bridgehead/Cotentin Peninsula, I could not find detailed maps of what ALL the bocage-edged fields looked like. There were areas around the beaches that were detailed enough but the vast majority was not mapped (so far as I could find).

Rather than ignore it all together, I provided a “sample hex”, 1-kilometer wide of what hedgerows would look like. You can see this sample below and the darker green fields are orchards with the white being normal crop land.


Now you know. Note that the general AREA of the bocage is noted on the my maps and I took this from wargames by both SPI/AH. And who knows what they used for their source material!

8) Terrain Key

The snippet (below) of the Terrain Key is from the full listing of CD TOB’s terrain for West Front scenario 1 (WF1) which I’m putting on as a training game several times.


  • Click here for a CD TOB: TerrainKey1 pdf for WF1 which is my first draft noting a cliff notes version of effects on Movement, Line of Sight, Combat, Morale and Misc.
  • See latest version for the North Africe Benghazi Handicap Scenario 1 (BH1) pdf: TerrainKeyBH1.

I had previously made a full listing of a CD3 “TEC” (Terrain Effects Chart, pdf):

  • Terrain1 …again, this is for the previous edition CD3, not CD:TOB

But in retrospect it was “too much information”. Most of the terrain listed was needed in a given scenario so the chart @11×17″ was too overwhelming. What I did this time was enter the terrain in a database and by entering the scenario code (WF1 in this case), get just the listings needed.

The larger question is “is it worth the trouble?” I leave that to you. But bear in mind that my goal is bring new players up to speed. Admittedly it is a sort of mnemonic device and could not take the place of the rules.

I noted items that really aren’t terrain per se (like HE template & Wrecks) but have a game board “terrain-like” impact. This was so I didn’t forget them!

9) The “88” Playtest

Tiger I 1943, 3rd Company sPzAbt.503, Russia–Bundesarchiv, Bild 101I-022-2935-10A / Wolff/Altvater / CC-BY-SA

OT (Glenn) on the forum has spent some time explaining why he feels CD’s realism could be improved by making some incremental changes in the AP performance… especially for high-velocity guns. Soon known as the infamous “88” topic, it came up again recently and I decided that I could playtest a portion of his suggested changes without too much trouble (my proposal came at the Post dated Thu May 17, 2012 @11:47 pm and continues through May 22 at least):

My playtest changes will be limited to High & Low Velocity AP weapons (not changing 75L40 Shermans and 76mm T-34’s)

HIGH VELOCITY, 75+mm & L56+ weapons:

  • Medium range extended to 50% of maximum
  • Long range = 75% Extreme range.

LOW VELOCITY, 75+mm & L24 or less weapons:

  • Extreme range reduced to 66.7% currently.

So no range adjusments for smaller caliber weapons or larger caliber weapons of L25 to L55. My variant is not playtesting all AP weapons as OT does and no +1 to hit and no increasing extreme range for the high velocity AP.

The main impact will be a few weapons in the desert and those open terrain situations in Russia. Bob had given some great input on rationale. Because of Dave’s calculations, I added a reduction in Extreme range for Low Velocity weapons. Assuming Dave’s gun accuracy tables and adjustments are “in the ballpark”, I freely admit that my simplistic range adjustments don’t match very well. However I think that they get one closer without having to go recalculate and retype hundreds of weapon listings.

As of May 23 postings on the CD Forum, here is a revised chart that adds a 3rd category of adjustments, with L56+ being called Super and the new High velocity being L46-L55:


Since the math of this new category is more of a pain, it occurred to me that it would be certainly easier for all math-phobes to just look at a chart on the wall that displays the 4 categories (4 if you include the unchanged L25-L45 for completeness). That’s called the Simple Math based on the rules to date with new category: New High being guns from L46-L55 and their Medium range being 1. Extreme reduced by -10% (drop fractions) 2. Medium increased to half of the new Extreme (drop fractions) 3. Long being the center-point between new Medium and Extreme. Then if you are going to have a chart on the wall, you need not live with uncorrected data and so I made a Nuanced version below the Simple Math version with Formulas for calculating on the fly the 2% of weapons that do not match the 48″ Extreme range for High/Super or 36″ for Low.

For playtest purposes here is a wall chart of the Nuanced & formula as a pdf, click here:

10) Command Cube Decoder Page

I made up a page that will help new players know which symbol is for each of 6 orders/commands and 2 bits of info: how that command affects movement… single or double BMA (Basic Movement Allowance) and Fire die roll modifier and some notes associated with certain orders.


  • Click here for a page size pdf: CommandCubeDecoderPage …that could be enlarged to any size you feel will be visible across the table like tabloid (actually short of 11×17: 11×14.3″) or 27.5×36″ at Staples or FedEx Kinkos!

11) Spotting (variant added 3/21/16)

Some people are uncomfortable with the Test of Battle’s “Deterministic Spotting” (100% chance of spotting a certain distances). Here is a simple variant to add two new die rolls that utilize the same 100% spot ranges in the table. Spotting is diced for with the following guidelines: (1D10)

  1. At 50% higher than printed deterministic (100% chance) range, a chance of 1-2 to spot
  2. At up to TOB’s printed range, a chance of 1-8 to spot.
  3. Example: a concealed, non-firing, non-moving vehicles is currently 100% spotted @12″ or less. With the variant, defender rolls to spot with a chance of 1-2 at 13-18″, and then as distance decreases, a chance of 1-8 at 12″ or less.
  4. I chose the 50% because it’s easy to calculate. You could nuance it in a variety of ways but best to keep it simple.
  5. This variant assumes you are playing with a hidden maps, double blind and/or a referee.
  6. Fog of war is enhanced. If playing with any hidden units, did you not get close enough or are you driving closer to a well-camouflaged ambush?

The previous edition, CD3, had very complex spotting criteria and rolls and I made a chart for that:

  • Click here for CD3 Spotting: Spot_v1

12) Naturalistic Status Markers

Instead of using abstract counters or cubes, I suggest trying “natural” looking markers. Ideally these could be made up out of bits of terrain. They look better than counters or cubes. While readily conveying status info, naturalistic markers give more of a diorama feel and convey information subtly.

Here’s some ideas:

  1. Small gravel rock for Pinned (weighs one down, see?)
  2. White mini-pompom (sprayed Gray) for Suppressed to represent explosions
  3. Big Green Bush (woodland scenics) for Shaken (to hide under)—I know other gamers have used a counter with figures hiding
  4. Green Pipe Cleaner for Overwatch (maybe a brown colored bush would be better)
  5. The best thing we did was make up several sets of these items in little compartments from a board game counter tray (chopped into about 6 sections) and spread the “marker depots” around the perimeter of the table.
  6. I had no visible Out of Ammo markers. This condition is not a common occurrence and Out of Ammo shouldn’t be marked “publicly” anyway–so the enemy doesn’t know for sure why you’re no longer shooting! So I also had some disks punched out thin magnetic material with a paper punch to be placed under the steel stand.

13) Regimental Commander (variant added 1/17/16)

Michael Krause made up a variant that he had no place to upload it to. I have not tried it. So here it is in:

14) D-Day Paratroop Scenario

A small, fictional scenario that we had a lot of fun with about US paratroopers under counterattack on D-Day. Originally designed for CD3, it could work CD:TOB too. Our original goal was just to test the beautiful terrain my friend had just finished. So it was called the Terrain Test (because he didn’t want to jinx it by calling it a game)!

We called it the Most Beautiful Game in the World.
Scratchbuilt French house, street lamps and telephone poles on pins (to stick through the felt into the styrofoam) and scattered model railroad ballast for roads).
More nice houses (pins in corners to stick into the table) and some troops.
P-47 on a green painted wire, sharpened to stick into the terrain

15) Fast & Furious Air Rules (variant added 5/5/11)

Made up by Vic Gregoire is a simplification and can be downloaded in the following formats:

16) CD Index (play aid added 2/5/10)


Compiled by Kelly Armstrong; go to the following post in this blog.

17) Battalion Commander (rules summary added 3/16/09)


Eight pages’ summary of the rules with a few diagams and GRC as a booklet that you could give to a new player to scan. Download link:

18) CD Play Aids in Excel Spreadsheet (updated 6/3/08)


I made up numerous play aids on various tabs of spreadsheet. Note that some pages may need to be adjusted to print from your printer (like “Fit To Page” in Page Setup or change from Portrait to Landscape etc.) Download the following:

  • Excel: CDplayaids (updated 2008 with small spacing issues corrected 7/31/17)

19) Command Radius Etc. Template (play aid added 11/2/07)


To help players determine Command Radius (6″ radius; so large that only a quarter or half portion is shown), 90° Fire Arc and Small Arms Target Area (4″ diameter), one can print this on transparency material. A portion of the 3-page PDF is shown above (the 1 & 2 centimeter scale versions).

Four 50-yard scales are provided: 1-inch, 2/3″ and 2-centimeter and 1-centimeter scale (the latter two are on the same page). Note that the .67″ & 2-cm scales are my idea and described in item #3, Little Demi-Inches, above). Download:

20) Order Summary (play aid added 9/23/07)


Above is a portion of a page describing how orders are placed and what they mean in the basic and advanced games. I use the small command cube faces order cap covers that I have tested as the example art. Download this chart:

Note: play aids and variants are not in chronological order because of my bizarre system that I had maintained on the original web page. Some where not numbered and so I have just added them to the end of the numbered section without changing the latter’s numbers.

Click here for my D-Day Map Series.

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