Decision Point: Battlegroup Operational Simulator

Started by Asid, April 05, 2026, 08:18:09 PM

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Asid



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
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



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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Asid


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Asid

Announcement Trailer and 1st Dev Diary
Fri, August 8, 2025



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:

  •     Screen – Provide early warning and observation without decisive engagement.
  •     Support by Fire – Suppress or fix the enemy to support manoeuvre.
  •     Destroy – Eliminate enemy capability through decisive action.
  •     Secure – Take and hold key terrain.

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:

  •     Roads affect route choice and logistical reach.
  •     Urban terrain restricts movement and sightlines.
  •     Forests provide concealment but reduce mobility.
  •     Elevation shapes visibility and fire positions.

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:

  •     Attackers must maintain viable supply lines aligned with their advance.
  •     Defenders aim to deny these routes, collapsing momentum and stalling the offensive.

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:

  •     Define MSR control and strategic objectives.
  •     Customise force compositions and hierarchies.
  •     Set the area of operations using real-world terrain.
  •     Scripted AI battleplans with timed manoeuvres and defensive logic.

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

  •     Future dev diaries will explore systems in more detail, starting with how orders are issued and how the AI interprets them.
  •     Decision Point is for players who want to engage with modern combat through structured planning, delegated execution, and adaptive control—all grounded in real doctrine and terrain.
  •     Decision Point: Battlegroup Operational Simulator is scheduled for release in Q1 2026. In the meantime, look out for future dev diaries and gameplay videos.


Watch the Announcement Trailer here:



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Asid

Dev Diary #2 — Welcome Back to Decision Point
Fri, April 3, 2026



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.


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Asid

Screenshots Update
Mon, June 15, 2026



We've officially refreshed our Steam Store page with a brand-new set of screenshots. These new captures give you a much better look at the current state of the game, its evolving atmosphere, and a taste of the intense moments.

We wanted to highlight 5 of our favorite new shots and give you a little context on what makes them special:


1.   A British Challenger 3 troop conducts a coordinated assault, with one vehicle pair bounding forward while the other establishes a support-by-fire position.

2.   Ajax reconnaissance vehicles advance to contact and engage Russian BRM-1K scouts, with the battle balance showing a clear British overmatch.


3.    Mechanised infantry dismount to assault an enemy-held woodline while their vehicles suppress the position.


4.    British Challenger 3s launch a direct assault against dug-in Russian T-80s in the woodline, with the battle balance predicting a difficult fight for the attackers.


5.    The BLUFOR player completes their planning phase, with manoeuvre routes, objectives, and support tasks set before execution begins.


This is just a taste of the visual updates we've rolled out. Head over to our main Steam Store Page to scroll through the full gallery and see how the game is evolving.

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Asid

Dev Diary #3 — Command and Control
Tue, July 28, 2026



Welcome back to Decision Point.

This is the first in a new series of development diaries looking more closely at the core mechanics of the game. In the previous diaries, I introduced the overall direction of Decision Point: a tactical wargame built around NATO doctrine, real-world terrain, AI subordinate commanders, and Decision Points that allow the player to react when the situation changes.


This diary focuses on the central gameplay loop:

  •     issuing orders
  •     watching those orders being executed
  •     reaching a Decision Point
  •     adapting the plan.

At its core, Decision Point is intended to provide a realistic portrayal of modern command and control. The player issues intent to subordinate formations using NATO-style task verbs and control measures. Those subordinates then execute the plan within the constraints they have been given.

The player's role is therefore to command through the chain of command, deciding how much detail is appropriate for the situation. A player can issue broad orders to a company or battlegroup and allow subordinate commanders to work out the details, or they can drill down to platoons, sections, and even individual squads, refining routes, waypoints, and tasks as required.

The key distinction is not the amount of planning detail. It is that once orders are issued and execution begins, formations carry them out independently until the next opportunity to intervene.




Intent, Task Verbs, and Control Measures

Modern command and control is based on communicating intent. A commander does not simply give every subordinate a sequence of movement instructions. They define what needs to be achieved, why it matters, and the framework within which subordinate commanders should act.

In Decision Point, this is represented through orders built around NATO-style task verbs.

When the player selects an intent, they are choosing the purpose of the order through a doctrinal task such as:

  •     Destroy — remove the enemy's combat capability.
  •     Secure — take and hold a position.
  •     Screen — observe, provide warning, and avoid decisive engagement.

    Support by Fire — suppress or fix the enemy so another element can manoeuvre.

Each of these task verbs produces a different type of order. A Destroy order is not just a movement arrow with a different label. It creates a structure suited to that task, including the relevant control measures that shape how the formation will carry it out.

Control measures are the planning graphics and reference points that define the framework of the order. These can include objectives, form-up points, lines of departure, routes, boundaries, and other tactical graphics. The player can adjust these measures on the map before execution begins, allowing the order to be refined without turning the game into a constant click-by-click movement system.

Checkpoints are slightly different. They can be added to any manoeuvre, allowing the player to force a formation through specific locations when the exact route matters.

The visual language of these tasks and graphics is based on NATO military symbology and AAP-6C-style terminology. The aim is not just to make the map look authentic, but to make the player think like a commander. You are not simply moving icons. You are building a structured order and then trusting subordinate formations to execute it.










Giving Orders Through the Chain of Command

Forces in Decision Point are organised into hierarchical formations. A battlegroup is broken down into companies, platoons, and individual vehicles or infantry sections.

Orders can be issued at different levels of command. A company can be given a broad task, and its subordinate platoons will execute that task as part of the wider plan. If more detail is required, the player can drill down and refine the subordinate elements directly.

This allows the player to choose the level of planning appropriate to the situation. A simple movement may only need a broad company-level order. A deliberate assault may require the player to adjust platoon tasks, routes, and control measures in detail.

Different formations also have different appropriate tasks. A reconnaissance troop equipped with Ajax will have tasks focused around reconnaissance, screening, and supporting fires. An armoured troop equipped with Challenger 3 will be better suited to assaulting, destroying, or dominating enemy armour.

The available intents therefore reflect the role, equipment, and command level of the formation being commanded.






Creating an Order

In practice, creating an order begins by selecting a formation and choosing one of the intents available to it. The available options depend on the formation's role, equipment, and level of command.

Once selected, the player places the order onto the map, and the formation commander generates the basic structure of the order:

  •     the route
  •     relevant control measures
  •     movement style
  •     subordinate actions where appropriate.

The control measures matter. A formation may use a form-up point to regain cohesion before moving forward. It may cross a line of departure to begin an assault, switching to a more aggressive movement style. It may move through checkpoints to follow a specific axis or avoid dangerous terrain.

Each order can also carry a movement style. A formation may advance normally, advance to contact, move cautiously, bound forward, or conduct an assault. These behaviours affect how the formation moves and how it reacts if it encounters the enemy.

The generated plan is a starting point. The player can adjust the route, move control measures, add checkpoints, and refine the order before execution begins.












Routes, Terrain, and Movement Guidance

Because formations execute independently once the plan begins, route planning is an important part of command.

A formation can be told to follow a direct route, or to plan its movement according to different priorities:

  •     Speed
  •     Concealment
  •     Protection
  •     strict adherence to the planned axis.

This allows the player to describe the type of movement they want without plotting every minor turn.

A fast route may favour roads and open ground. A concealed route may use forests, dead ground, and covered approaches. A protected route may try to avoid exposed positions where possible.

Players can also add checkpoints to force a formation through specific locations. This is useful when the route itself is tactically important, such as passing through a defile, avoiding a ridgeline, or coordinating movement along a particular axis.




Refining Orders at Lower Levels

A high-level order can be refined by drilling down into subordinate formations.

For example, a player may initially order a company to destroy an enemy position. By opening the platoons underneath that company, the player can turn that broad order into a more detailed plan:

  •     one platoon assaults the objective
  •     one platoon conducts a support by fire
  •     one platoon blocks a flank or secures a likely enemy counter-attack route.

The company still has a clear overall purpose, but its subordinate formations now have different roles within that plan.

This is where the level of detail is up to the player. In some situations, the broad order is enough. In others, the player may want to carefully position each platoon, adjust its movement path, and assign supporting tasks.






Static and Hasty Orders

Not every order requires a full movement plan.

Some orders can be issued as static orders. These are used when a formation is already in position and the player wants it to execute an intent from where it stands. This is useful for defensive tasks, supporting fires, overwatch, or holding key terrain.

Other orders can be issued as hasty orders. These allow a formation to react quickly without a full set of control measures. A hasty order is faster to create and useful in urgent situations, but it may come with reduced cohesion or less deliberate preparation.

This creates a trade-off between preparation and speed. Sometimes the commander has time to build a structured plan. Sometimes the battlefield requires an immediate response.






Execution

Once orders are complete, the execution phase begins.

Both sides' forces begin carrying out their plans independently. The player observes as formations move, halt, react to terrain, make contact, and engage according to their assigned intent and movement behaviour.

This is where the quality of the plan is tested:

  •     Was the route appropriate?
  •     Were the control measures well placed?
  •     Did the formation maintain cohesion?
  •     Was the intent suited to the situation?
  •     Has the enemy acted in an unexpected way?

When the situation is quiet, time can be accelerated. This allows longer movements to play out without forcing the player to watch every moment in real time.

Planning cycles in Decision Point are not based on arbitrary turn lengths. The player replans when something significant happens.




Decision Points

A Decision Point occurs when the tactical situation changes in a meaningful way.

This may happen when a formation:

  •     sees the enemy
  •     hears enemy fire
  •     comes under fire
  •     enters combat
  •     is affected by indirect fire.

These events indicate that the plan has met reality and that the tactical situation has changed in a way that may require the commander to reassess and adapt.

When this happens, a Decision Point timer begins. This represents the delay involved in reports reaching the commander, the situation being understood, and new orders being prepared and distributed.

Once the timer reaches zero, both players return to planning. The player can issue new intents, adjust control measures, change routes, or allow existing orders to continue.

This creates the central rhythm of the game:

  •     plan the operation
  •     issue intent
  •     allow subordinates to execute
  •     observe the situation
  •     reach a Decision Point
  •     adapt the plan.

The aim is to represent command as a process of planning, delegation, friction, and adjustment. The player is not reacting instantly to every shot, but they are also not trapped in a fixed turn structure while the battle moves beyond their control.




Looking Ahead

This diary has focused on the command-and-control structure at the heart of Decision Point: intent-based orders, NATO-style task verbs, control measures, subordinate execution, and Decision Points.

Future diaries will look at other systems that build on this foundation, including combat, indirect fires, drones, infantry dismounts, airpower, terrain interpretation, and the Battle Balance indicator.

As always, I would be very interested to hear what you think.

Decision Point is developed by NCED Wargames and published by Matrix Games and is planned for release in Q1 2027.

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