Command Decision 3 Stolberg Campaign and Revised Campaign Map

I have opted to try the Stolberg Campaign with Command Decision 3 . This campaign came in the 1st and 2nd editions of the Command Decision rules. You will need those rules to fully understand the campaign. I have also converted the 1st edition map to a hex map, with 1 hex = 1200 yards. The unit locations in the orders of battle relate to my revised hex map (of the 1st edition map). I have also posted a copy of the map from the 1st edition of Command Decision.

While Command Decision: Test of Battle is a good set of wargaming rules for World War Two, it just never inspired me. I disliked the deterministic spotting, the ammunition rules, the longer turn times, and the 6″/12″/18″ close/medium/long range bands for all stands. I did like the prep fire/suppressive fire rules and will use some aspects of them in my games. I might also try out the new Hit Result Chart as well.

I’ve had my teaching job work load expanded as I have to take over another professor’s course in addition to my already heavy course load, so don’t expect much more about the campaign other than possibly some very basic campaign rules until this summer. While I have to create a new course and revise another one, I won’t be teaching (which is a nice change). Over the next few months, I hope to rebase my 1/285th scale figures and paint the additional figures I need.

Here are the orders of battle:

American forces: American CD3 Game OB Stolberg

German forces: German CD3 Game OB Stolberg

Here is a link to the Command Decision Test of Battle version of these orders of battle:

Here is a copy of my revised 1st edition map with hexes, 1 hex = 1200 yards (click for a larger map):

Stolberg 4 1 inch = 1200 yards

Here is the original campaign map from Command Decision 1:



3 Responses to Command Decision 3 Stolberg Campaign and Revised Campaign Map

  1. Bill Owen says:

    Good for you! I am a big fan of campaigns. But since I have few players now might do the campaign as a Great Battles of WWII scenario. Those rules are designed for larger multi-day battles out of the box and might finish in a game day.

    I really like the TOB version except for your two concerns and here are my variant suggestions of how to address those:

    1. Spotting is diced for with the following guidelines @50% higher than printed range (than TOB’s 100%), a chance of 1-2 to spot …or at TOB’s range 1-8 to spot at up to printed range. This would be easy to adjust to suit. Example: a concealed, non-firing, non-moving vehicles is currently spotted @12″ or less. With the variant, roll to spot with a chance of 1-2 at 13-18″ then a chance of 1-8 at 12″ or less.

    2. I reworked the Fire Chart for 4 weapon typical velocity ranges at …there is a simple math you could do on the fly and a nuanced version that is more “realistic”. This is any more effort than looking up the CD3 listing for each weapon. Perhaps easier because you merely hang this page* on the wall and just need to look up the L## and refer to the chart.

    You can see a bit more at The “88” controversy (high velocity weapons not effective enough) has raged on the forum for years and so I proposed the above simple band-aid to fix it.


    • jdglasco says:

      I have also thought about doing the campaign as either a Piquet or Piquet Field of Battle game, both of which would allow me to do the campaign as a long game rather than a series of battles.


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