Decisive Action: Assets

Now that we have covered all the basics of Decisive Action, including fire combat, movement and opportunity fire, and activations and actions, it’s time for the piece de resistance: Assets. These are the combat multipliers available to the commander (i.e., you) to dispense with as he or she sees fit and include capabilities like Close Air Support (CAS) aircraft, UAVs, electronic warfare, and attack helicopters, as well as more colorful optional assets like chemical weapons and drone swarms.

A U.S. unmanned aerial vehicle (UAV) from the brigade (playtest art)

Of course, this smorgasbord of bellicose lethality is not an all-you-can-eat buffet: rather, you will have to make some tough decisions about what Assets you want served up to complete a particular mission, as well as when the serving is going to happen. Each mission provides a list of Assets you get pre-mission for free and a list of other Assets you can acquire with Operations Points (remember, Operations Points are an abstraction of the time and attention the staff and commander have to direct orders for changing Activation cards, calling in artillery, and, in this case, communicating with a higher echelon to request support). Assets can be “bought” either before the mission begins or while it’s taking place, but requesting them beforehand costs less Operations Points since the staff can focus all its attention on these tasks without getting distracted by Private Perkins umpteenth request for orders shouted over the radio above the din of artillery rounds going off. Nevertheless, the tactical situation may unexpectedly end up requiring a different tool, so you as the Commander will have to decide if you can live without that extra A-10 Close Air Support sortie or not.

Decisive Action: Movement and Opportunity Fire

by Evan Yoak and Joe Chacon

Last time we shot, this time we’ll move, next time we’ll communicate. Erm, we’ll shoot this time, too. Maybe communicate as well. Heck, we’re just going to do it all!

That said, we’re not going to cover movement in Decisive Action in any great depth since, if you’ve ever played a hex-and-counter game before (pretty likely if you’re reading a wargaming blog), you already know what’s going on. Instead, we’ll talk about two features that are different from your standard hex-and-counter fare.

Decisive Action: Fire Combat

Decisive Action is a game all about deep planning, tactical maneuver, and judicious use of combat multipliers like artillery and electronic warfare, as discussed previously. But this is war, and so, at the end of the day, you’ve got to put the pointy end of the stick into the other chap. Or rather, put the armor-piercing fin-stabilized discarding sabot round into the other chap’s explosive reactive turret armor, this being modern war. And so that’s what we’re going to talk about today: how combat works in Decisive Action.

Roots of Decisive Action

Flipping through the pages of Military Modeler magazine as a twelve-year-old kid, I and found scattered throughout ads for board wargames. Who would have thought that these games would help lead me down the path to becoming an Armored Cavalry officer and serve in the U.S. Army for twenty-five years? Then to a further career as a civilian working in the Department of Defense, then to design my own historical board wargames, and now finally to designing my own modern tactical wargame?

SPI game advertisement

Before all that, I had some lawns to mow. A lot of lawns.

When I finally saved up enough, the first game I ordered from one of those ads was MechWar ’77, a 1975 Simulations Publications, Inc. release by Jim Dunningan. I soloed it countless times, picturing myself fighting the Soviets in the fields of Cold War Germany. I also played Dunnigan’s Firefight (1976) and Mark Herman’s innovative MechWar 2 (1979), all piquing my fascination with modern tactical warfare. I entered the United States Military Academy in 1981, though it would be many more years before I would design my own game.