Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on April 05, 2026, 08:18:09 PM

Title: Decision Point: Battlegroup Operational Simulator
Post by: Asid on April 05, 2026, 08:18:09 PM
(https://shared.fastly.steamstatic.com/store_item_assets/steam/apps/3824590/55511894677313a6a08b4ecbbb0356e9a987c8b6/header.jpg?t=1775224357)

Plans meet friction in Decision Point, a wargame where you issue NATO-standard orders, observe AI execution in real time, and adapt as the battlefield evolves. At key Decision Points, the action pauses—giving you time to reassess, redirect your forces, and outmanoeuvre the enemy.


Product page: Here (https://store.steampowered.com/app/3824590/Decision_Point_Battlegroup_Operational_Simulator/)
Official forum:


Complexity:
Period: Cold War
Manual:
Editor: Yes.
Theatre: real-world terrain maps
Turns: Real Time Pausable
Unit Scale:
AI: Yes
Single-player: Yes
Online PvP: Yes
Steam Workshop: Yes

Trailer


About This Game

(https://shared.fastly.steamstatic.com/store_item_assets/steam/apps/3824590/extras/341b26e0910b5aaa02dc5fc6dc2aca91.avif?t=1775224357)

Decision Point: Battlegroup Operational Simulator is a tactical wargame about intent, action, and reaction.

Players issue NATO-standard, intent-based orders using authentic AAP-6C terminology, marking clear objectives and operational guidance directly onto real-world terrain maps. Subordinate units interpret and execute these plans autonomously in real time, adapting dynamically to terrain, threats, and evolving battlefield conditions.

At its core, Decision Point simulates the full operational planning cycle—where players apply doctrinal intent to orders, observe autonomous execution, and react to unfolding enemy plans through dynamic adaptation. When contact occurs, operations pause—giving commanders a critical moment to reassess, adapt, and issue updated orders.

Decision Point models the friction of warfare, challenging commanders to continually reshape their plans in response to enemy actions, terrain constraints, and operational uncertainty.

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Core Features


Command Through Intent

Issue doctrinally grounded orders using AAP-6C terminology. Define operational objectives directly on the map, communicating mission purpose. Orders flow through the chain of command—from broad company-level guidance to detailed tasking at platoon and section level.


AI-Executed Plans

Once orders are given, subordinate AI elements interpret and carry them out autonomously. Units manoeuvre, coordinate, and adapt based on terrain, threat, and mission context. Plans unfold in real time, allowing players to observe their intent executed across the battlespace and plan their next response to changing situations.


Dynamic Decision Points

No plan survives first contact. When enemy contact occurs, the simulation pauses at a Decision Point. These pauses give commanders the opportunity to reassess their plan and respond before execution resumes—creating a natural rhythm of planning, action, and adaptation.


Real-World Terrain

Every map is built using real-world geographic data, including road networks, elevation, rivers, forests, and urban structures. These terrain features directly influence visibility, movement, positioning, and firing positions—mirroring the real-world tactical and operational constraints of the environment.


Operational Objectives: Main Supply Routes (MSRs)

Main Supply Routes and junctions are treated as critical terrain. Attackers must secure and sustain MSRs to maintain operational momentum. Defenders can contest key corridors to disrupt logistics and collapse offensive plans. Success is measured not only by ground held, but by whether operations can be sustained through it.



Powerful Scenario Editor

Design tightly focused engagements or large-scale operations. Define the area of operations, assign forces and roles, and build layered AI-driven battleplans with timed manoeuvres and reactive logic. Scenarios can be played solo against advanced AI or online in competitive player-versus-player matches. Combined with real-world maps and flexible mission design, this offers extensive replayability and strategic challenge.

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Release Information

Decision Point: Battlegroup Operational Simulator is scheduled for release in Q1 2027


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Title: Re: Decision Point: Battlegroup Operational Simulator
Post by: Asid on April 05, 2026, 08:31:40 PM
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Title: Re: Decision Point: Battlegroup Operational Simulator
Post by: Asid on April 05, 2026, 08:45:37 PM
Announcement Trailer and 1st Dev Diary
Fri, August 8, 2025

(https://clan.fastly.steamstatic.com/images/45729354/da914a977e2b669996472d2ec55e1a2aaa3a3c84.png)

Welcome to the announcement trailer and 1st development diary for Decision Point: Battlegroup Operational Simulator, a tactical wargame about intent, action, and reaction.

Players issue NATO-standard, intent-based orders using authentic AAP-6C terminology, marking objectives and guidance directly onto real-world terrain maps. Subordinate units interpret and execute these plans autonomously in real time, adapting to terrain, threats, and evolving conditions. When contact occurs or the tactical situation shifts, operations pause at a Decision Point—allowing commanders to reassess, adapt, and issue updated orders.

Decision Point simulates the friction of warfare, challenging commanders to reshape plans in response to enemy actions, environmental constraints, and uncertainty.

Read the 1st Dev Diary giving an overview of the game systems.


Dev Diary #1 — Inside Decision Point: A Wargame About Intent, Action, and Reaction
Welcome to the first development diary for Decision Point: Battlegroup Operational Simulator, a tactical wargame about intent, action, and reaction.

Players issue NATO-standard, intent-based orders using authentic AAP-6C terminology, marking objectives and guidance directly onto real-world terrain maps. Subordinate units interpret and execute these plans autonomously in real time, adapting to terrain, threats, and evolving conditions. When contact occurs or the tactical situation shifts, operations pause at a Decision Point—allowing commanders to reassess, adapt, and issue updated orders.

Decision Point simulates the friction of warfare, challenging commanders to reshape plans in response to enemy actions, environmental constraints, and uncertainty.
This series will explore the game's systems, development, and design philosophy as we build towards its planned Q1 2027 release.


A Wargame Built Around Intent, Execution, and Adaptation

At its core, Decision Point models how real-world operations are planned, issued, and adjusted over time. Players command a combined-arms battlegroup by assigning doctrinal objectives and intents, which are then executed by AI subordinates in real time.

When combat occurs or movement is disrupted, the simulation pauses at a Decision Point. These moments give players the opportunity to react to unfolding conditions—reissuing orders or adapting plans to reflect the new battlefield reality.

This rhythm of planning, contact, and adaptation defines the operational tempo.


Intent-Based Orders Using Real Doctrine

Orders in Decision Point use NATO AAP-6C terminology. Players issue orders on the map that communicate both intent and desired outcomes, such as:


These orders are interpreted and executed by AI subordinates based on tactical feasibility, terrain, and enemy presence. Players can operate at any level of granularity, from broad battlegroup intent to specific platoon-level directives.


Real-World Terrain as Operational Foundation
Every map is based on real-world geographic data—roads, elevation, rivers, forests, and urban features all influence how operations unfold:


These features aren't just visual—they define how units move, engage, and observe across the battlespace.


Main Supply Routes as Operational Objectives
In Decision Point , MSRs and junctions are central to operational success:


The goal isn't just to seize ground—but to sustain operations through it.


Scenario Editor and Multiplayer Operations
The built-in editor supports a range of mission scales and complexities. Scenario designers can:


Scenarios can be played solo against AI or online in competitive player-vs-player matches. Future support for community-made content is planned to expand replayability.


What's Next



Watch the Announcement Trailer here:


Title: Re: Decision Point: Battlegroup Operational Simulator
Post by: Asid on April 05, 2026, 08:55:47 PM
Dev Diary #2 — Welcome Back to Decision Point
Fri, April 3, 2026

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Welcome back to Decision Point.

It has been some time since the first development diary. Shortly after that post, the project received a publishing offer, and much of the period since has been spent in discussions and negotiations about its future.


Those discussions have now been concluded, and I'm happy to say that Decision Point is being published by Matrix Games.

This allows the project to be developed with the level of time and support that wouldn't have been possible otherwise. As a result, the release window has moved to Q1 2027, giving more time to properly develop the systems and improve the overall presentation.


Core Direction

Decision Point continues to be built around intent-based orders using NATO doctrine, AI subordinates that execute those orders in real time, and Decision Points that allow the player to react when combat or disruption changes the situation.

Real-world terrain, operational objectives, Main Supply Routes, scenario creation, and multiplayer remain central parts of the experience. For a fuller introduction to these systems, readers can look back at the first development diary.


Setting and Scope

Decision Point will feature near-future ORBATs for the US, British, Ukrainian, and Polish Armies against those of the Russian and Belarusian Armies, across battlefields in Eastern Ukraine and the Suwałki Gap area of Poland.

The aim remains the same: to create a tactical wargame built around intent, execution, and adaptation on an evolving battlefield.


What the Upcoming Dev Diaries Will Cover
Development has continued throughout this period, and the next series of dev diaries will begin to show much more of the game in detail.


These diaries will cover:


The Graphical Style of Decision Point
In particular, the use of NATO symbology to create the feeling of commanding forces from a real command post or C2 station.

The Order Creation Process
How players issue intent to the AI, plan operations, and respond when enemy contact changes the situation.

Battlegroup Organisation
How Decision Point structures a battlegroup into task-based Companies, Platoons, and Squads, and how that organisation supports command and control.

Terrain, Time of Day, and Battlefield Interpretation
A closer look at how terrain is visualised, how time of day affects gameplay, and what tools are available to help players read and understand the battlespace.

Combat
An overview of combat from detection to engagement, including the influence of armour and terrain, and how to interpret the results.

The Battle Balance Indicator
An introduction to the Battle Balance indicator, a tool designed to help players quickly assess the balance and likely direction of a combat engagement.

Indirect Fires
How indirect fires are deployed and coordinated to support manoeuvre and fit into the wider plan.

Airpower
The role of airpower in Decision Point, how to employ it, how to control its effects, and how to counter enemy air action.

Infantry and Drone Control
Advanced control of infantry and drones carried by frontline forces, including how and when to deploy them, and how to plan their actions at the right moment in an operation.


Looking Ahead

This new stage gives Decision Point a stronger foundation and the time needed to reach the standard the game requires.

The goal remains to create a tactical wargame about intent, execution, and adaptation, grounded in real doctrine, real terrain, and the realities of modern combat.

Decision Point, developed by NCED Wargames and published by Matrix Games, part of Slitherine Software, is planned for release in Q1 2027.

More will be shown in the upcoming dev diaries.