
- BGG rating
- 8.2
Command Decision: Test of Battle – Benghazi Handicap
- 2 players
- 240 min
- Complexity 3.0/5
- 2007

2006
Rules assistance for Command Decision: Test of Battle
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Command Decision: Test of Battle is a board game released in 2006 for 2 players, 240 minutes per game, and ages 12 and up. It was designed by Frank Chadwick and Glenn E. Kidd and its main mechanics are Dice Rolling, Simulation, and Line of Sight.
Battalion level rules for using WWII miniatures where each stand of miniatures represents a platoon and each turn represents 30 minutes of time. Major differences from earlier editions (accoding to Introduction): --Turn = 30 mins (before, 15 mins). --Spotting is now deterministic. --Most models are always on the table. Some are 'phantom' models (dummies). --Exception: one or two 'command reserve' stands can be added during play. --Movement is now sequential, not simultaneous. --Stands are eliminated with one hit (before, 2-4 hits were required). --HE fires always suppress. TO&Es and Data charts for 4 nations (US,UK,Germany and Russia) included. 12 historical scenarios and a random campaign scenario generator (named 'Test of Battle'). Also, Random Event cards are added. Expanded by: Command Decision: Test of Battle – Benghazi Handicap Command Decision: Test of Battle – Stars and Stripes Forever
Command Decision: Test of Battle supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Command Decision: Test of Battle is 240 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Command Decision: Test of Battle for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Command Decision: Test of Battle has a complexity rating of 3.1 out of 5 from BoardGameGeek players, which makes it a medium-weight game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Command Decision: Test of Battle belongs to these categories: Wargame, Miniatures, and World War II. Its main mechanics are Dice Rolling, Simulation, and Line of Sight. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Command Decision: Test of Battle are: Frank Chadwick and Glenn E. Kidd. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Command Decision: Test of Battle as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.