Originally posted on American Partisan on July 12, 2022
A TDG is a Tactical Decision Game, a mental wargaming exercise designed to get you practice making tactically sound decisions in a hypothetical scenario. The ability to make sound and timely decisions based off incomplete and imperfect information is a critical skill to have, especially as a team leader.
You will be given a scenario, confronted with a tactical problem, and given a time limit to think about and write out your answer. The time limit is to simulate the pressure of a real-world tactical decision, where you must quickly assess the information you are given and come up with the best answer you can. Then comment below with your answer so you can discuss each others’ solutions.
TDG 16: The Long Road Home
2 months into WROL. State and federal authorities are still struggling to regain control of the nation. County officials, small towns, and individual communities have been forced to take charge of their own well-being and work with each other to the point where you have somewhat re-established order. Your small town is one of these, and has stood up an impromptu militia force to keep the wandering bands of thugs at bay.
Your town has trade agreements with the neighboring communities and towns to get whatever items you need. These trade agreements are done through vehicle convoys between towns, which must be executed very carefully. Anything on the roads at this point draws a lot of attention, so the militia is tasked with protecting the convoys.

YOU are the second squad leader in the latest convoy to the town of Fairfield, about 20 miles East of your home town. Prior to departure, the convoy commander tells everyone the plan.
“The town is low on gasoline, so to save fuel we are only taking two vehicles this time instead of our usual three. We are going to use primarily gravel country roads to avoid the highways, which is where bandits like to set ambushes. 1st squad will take point in Josh’s van, because it has better observation from the higher windows. 2d squad, you guys will follow with the cargo in Jose’s station wagon, about 1km back. You can get closer if you need to, just stay within line of sight. 3d Squad will be on standby here as QRF in the third vehicle in case something happens. I will be with 1st squad.”
Each of your 6-man squads is equipped with the following:
- 5x AR-15s
- 1x .308 DMR (FAL, PTR, or AR-10)
- 2x CB radios (1x mounted in the vehicle, 1x handheld for dismounts)
- 6x smoke grenades
The trip to Fairfield is uneventful, and you make the transaction successfully. As planned, the precious cargo of medicines, bleach, and electrical components is loaded into the back of your vehicle and you begin the trip home.

On the way home you are heading West along 320th St approaching a planned right turn onto Merino Ave. Suddenly you hear a crackle of gunfire ahead, and you see Josh’s van come to a halt about 75m short of the intersection. You tell your driver to halt the vehicle, and order the rest of your squad to dismount and set security. You hear the occasional snap and whine of ricochets whistling past you from very far ahead.
As you are pondering what to do, the CB radio comes to life. “It’s an ambush! They’re in the treeline to our front! My driver is dead and I’m hit! You’ve got to help us! They’re chewing us up!”

You consider your options. Your home is 5 miles NW from you, where 3d squad is standing by as QRF. You call them, but it will take them a while to get here on the back roads, you estimate they’re probably 10 minutes out.
In a time limit of 5 minutes, draft the frag order that you would issue to your squad. Write down any special instructions you would give to the QRF and provide a brief rationale for your actions.


















