Group battalion/regiment stands, assign one brigade commander, and inspect 3″ base-edge links. Brigades can now conduct one coordinated normal Move, with exact footprint checks and a separate CA pool.
Brigade — No brigade —
New brigade name
Create with selected stand Assign selected
Unassign selected Inspect group
Show brigade connections on battlefield
Create a brigade or open the workshop.
v2.5 · Coordinated brigade movement & maneuvers
Initial movement profile for every combat stand
Assign profile to brigade (setup)
Distance in tabletop inches
Commander accompanies brigade (uses own movement)
Preview advance Move brigade forward
Select a brigade to preview its move. All stands retain spacing and facing.
v2.1 · Whole-brigade wheels & formation
The formation wheels around its outside FRONT corner. All battalion bases retain their relative spacing. Wheel travel uses the farthest-moving base corner, not the stand center.
Wheel angle (degrees)
Preview wheel left Preview wheel right
Wheel brigade left Wheel brigade right
Re-form battalion layout Choose formation… Line — stands abreast Column — stands in depth
Preview formation Change brigade formation
Preview a whole-brigade wheel or Line/Column formation change. Blue outlined stands show the proposed positions.
v2.5 · Division Group Activation — MOVE & FIRE
Assign brigades to a division commander, select 2–6 brigades, and preview a simultaneous normal Move. Commander-linked chains and each base's swept path are checked before any CA is deducted.
Division — No division —
New division name
Division commander (2″ round base) Choose division HQ…
Create division Assign HQ
Assign selected brigade to division
Group doctrine Standard group cost Russian discount (−1 CA, min 1)
Command die event assigned to this division None / assigned elsewhere Command Confusion — first activation +1 CA Command Flow — group base cost becomes 0
Select an event only if the corresponding die was rolled and the event was assigned to this division. For generated CA, the dice must match. Special Action surcharges are not modeled. This prototype supports normal Group Move, infantry Group Fire, and v2.9 staged Group Charges.
Select a division to choose brigades.
Group movement per brigade (½″ steps)
Brigade commanders accompany their own stands
Preview group Move Move group & spend CA
Group activation not yet inspected.
v2.5 · Division Group FIRE — DaD v11.2
All selected brigades conduct the same Normal Action: Fire. Choose one enemy brigade per firer. The preview checks sample firing stands, weapon range, 90° front arc, potential base obstructions and group command cost. Fire rolls are processed in order. v11.2 Disorder Markers and resulting states can be applied immediately; physical retreats and reactions remain player-controlled.
Choose a division to assign fire targets.
Targets are in open ground (+1 Position) — uncheck if terrain/cover says otherwise
Additional agreed fire modifier per brigade (unmodeled circumstances)
Roll 2D6 for each brigade on commit
Apply v11.2 Disorder Markers, states & sustained-fire fatigue automatically (Assistant / Rules Lawyer)
Preview Group Fire Fire group & spend CA
Select target brigades to preview a Group Fire. Preview changes nothing.
v2.9 · Coordinated CHARGE & Detailed Shock — DaD v11.2 §§8.1–8.2
Phase 1: Select 1–6 brigades; participants attacking one defender form a single §8.1.4 Coordinated Charge. Choose its Primary and check starting support distances. Preview exact forward charge lanes; then declare and pay the group CA. Phase 2: After all defensive reactions are resolved on the table, confirm contact. Phase 3: Roll detailed first-round shock and apply the result. This workshop requires straight, already-facing charges on clear terrain; special circumstances must be confirmed. Continuing melee is handled separately below.
Charge declaration window Movement Charge Step Fire Charge Step
Select a division with eligible brigades to assign charge targets.
Primary charger for a same-target coordinated group First participating brigade
Any other brigade assigned the same target is a Supporter. Supporters must begin within 2″ of another participant and finish within 1″ of target/Primary without contact. One defender reaction and one detailed shock roll per coordinated charge. Strict clear-ground, forward-path tests only.
I checked LOS, terrain, path, and charge eligibility using v11.2
Preview charges Declare charges & spend CA
No charge declaration inspected.
Pending declared charge — Choose declared charge —
v3.0 · Charge Reaction Desk — DaD v11.2 §§8.1.3.3, 8.1.3.5, 8.1.3.7, 8.1.3.10
Choose a DECLARED charge. Resolve Disordered-defender morale and skirmisher evade manually first. Then use Form Square (if cavalry charges infantry), CRT (flank/rear), optional counter-charge, and Defensive Fire in that order. The app records each decision for the current charge; unimplemented terrain and support exceptions still need player review.
Select a declared charge.
Reaction 2D6 total (2–12); blank rolls automatically
Form Square: cavalry started farther than half its charge allowance away (+1)
Preview Form Square Resolve Form Square
Preview flank/rear CRT Resolve CRT
Preview counter-charge Commit counter-charge
Defensive Fire target (one brigade per coordinated charge) Primary Charging Brigade
I verified this Defensive Fire target has legal LOS, arc, range, and terrain exceptions
Defensive Fire: additional reviewed modifier (cover, elevation, etc.)
Preview Defensive Fire Roll Defensive Fire
Decline further reactions Confirm manual reaction resolution
No reaction reviewed.
All defender reactions, defensive fire, and intervening morale results resolved; the charger can still contact
Preview contact Confirm reactions & establish contact
A charge can be halted after declaration. Mark it halted without refunding the already-spent CA.
Mark declared charge halted (CA remains spent)
No contact preview.
Detailed shock — first round only (NOT simplified shock)
The calculator applies the official v11.2 formation/arm Impact, brigade-size comparison, quality, and basic receiving-formation modifiers. Enter any other agreed attacker and defender modifiers after checking the rulebook. Impact applies only to the first round. All results and dice are recorded; automatic results are limited to the explicitly supported marker/retreat/rout cases.
2D6 total (2–12), or leave blank to roll
At margin 1–2, the losing brigade chooses Hold Locked in Melee Voluntary half-move retreat
Preview detailed shock Roll & apply detailed shock
Select a charge in contact to inspect its detailed shock modifiers.
v3.1 · Continuing Melee & Disengagement — DaD v11.2 §§8.2.1.3–8.2.1.11
Select a LOCKED pair after the first round. Subsequent melee uses no Impact, charge, counter-charge, receiving-charge, or original flank bonuses . 2D6 plus attack-minus-defense modifiers is compared to TN 7. The original attacker retains that designation. Both sides may receive current quality, state, commander, terrain, Morale Support and reinforcement effects; enter any unmodeled modifiers explicitly.
Continuing melee — Choose Locked combat —
No melee selected.
2D6 total (2–12); blank = roll automatically
At MoS 1–2, losing brigade chooses Remain Locked Voluntarily retreat ½ current move
I checked current terrain, commander, support, any special restrictions, and the combatants' states
Preview next melee round Roll & resolve next round
Continuing melees will appear here after Locked first-round shock.
Three-round limit: after round three (including the original round), any still-Locked pair separates: original defender falls back 4″ first, attacker follows. Each gains 1 Disorder Marker. Because the fallback may cross friendly units or obstacles, it is queued for player-approved movement rather than placed automatically.
Disengagement (§8.2.1.6)
Brigade attempting disengagement Original attacker Original defender
Move its brigade commander with the stands (if eligible)
Preview disengagement Attempt disengagement (1 CA)
A disengaging brigade retreats ½ current formation move without changing facing, gains 1 Disorder Marker, and may do nothing further. If movement is blocked, the attempt still costs 1 CA and the melee continues.
v3.3 · Artillery Defensive Fire & Contact — DaD v11.2 §§7.2, 7.3.8, 8.1.3.10, 8.3
This is a separate artillery-contact procedure , not brigade-vs-brigade detailed shock. Frontal unlimbered guns use TN 7; flank/rear contact or cavalry against limbered guns may eliminate the battery automatically. Only an eligible, already-facing straight charge on clear terrain is automated. Confirm Defensive Fire before contact. The declaration spends 1 CA even if reactions stop the charge.
Attacking brigade Choose brigade…
Enemy artillery battery Choose battery…
Save battery condition
Charge declaration window (§8.1.2.1) Movement Charge Step Fire Charge Step
I verified the selected Charge Step, charge path, LOS, restrictions and available support.
Preview gun charge Declare and spend 1 CA
Choose a brigade and gun to inspect a charge.
Declared artillery assault No artillery charges pending
No artillery assault selected.
v3.3–v3.4 · Artillery Defensive Fire — before contact
§§7.2.2, 7.3.8, 8.1.3.10: Choose the gun profile and the actual distance at the instant it fires , not necessarily the original charge distance. This is the distance from the battery’s front edge to the nearest target edge. Range bands are inclusive. The corridor is as wide as the battery’s physical frontage; at Close Range, canister uses a widening cone. The aim line and corridor are geometric previews . Confirm elevation, terrain, and exceptions yourself.
Target confirmed in open ground (+1 Position, §7.3.3); uncheck for covered terrain
Battery made a normal Fire Action earlier this turn (−1 reaction)
Battery moved/pivoted earlier this turn (−1, if applicable)
I confirmed present firing position, target, legal 90° arc, LOS, full-width corridor/cone, cover, and ammunition
I verified a specific v11.2 exception for an apparent obstruction (for example, legal overhead fire)
Preview artillery Defensive Fire Roll / resolve gunfire
Decline gunfire Confirm resolved outside app
Declare an artillery charge, then resolve or explicitly decline eligible Defensive Fire before contact.
I resolved all eligible Defensive Fire and other reactions before contact.
Establish contact Halt after reactions
A charge must be declared before contact.
2D6 total (blank = roll)
I reviewed firing, terrain, states, applicable modifiers and special conditions under §8.3.
Preview artillery outcome Apply artillery-contact result
Select a contact after reactions.
For limbered infantry contact, verify the battery's movement allowance and complete the legal half-move retreat on the table yourself. If there is no legal retreat, confirm elimination. No automatic placement is attempted for obstructed or terrain-dependent artillery retreats.
Confirm gun retreated legally Confirm no legal retreat—eliminate
NEW v3.4 · Controlled Charge Test Bench
Replay one identical, clear-ground Blue infantry vs Red unlimbered 6-pdr setup. Only the stated 2D6 totals vary between cases. Normal declaration, gunfire, contact, and §8.3 defense still run through the real controls above. This preparation replaces the current unsaved table ; it does not change any saved game file.
Choose reproducible dice case
A · Gun misses (fire 2), infantry overrun attempt (shock 11)
B · Fire adds 1 Disorder Marker (fire 5), gun holds test (shock 6)
C · Artillery repulses charge (fire 7), no shock roll
D · Close-range canister (fire 5), +1 margin compared with Short
E · Gun misses (fire 2), gun holds (shock 7)
Load fixed setup & dice (replaces current table)
Choose a case, then load it. Repeat without changing geometry to compare charge outcomes. To test 10 identical copies automatically, use the included browser regression suite.
Method: 6-pdr, unlimbered, line infantry, Fresh/Regular, two battalion stands, declared Movement Charge Step, clear terrain. For this controlled example the battery fires at a player-confirmed 2″ distance in the Short band; the gun may visually stand farther away because the firing instant occurs during the charge approach. The software must not infer that 2″ from the original positions. Check LOS, firing lane, ammunition, and reactions yourself before pressing Resolve.
v2.6 · Fire effects, blocked retreats & Return Fire
Fire results update brigade states immediately. Preview a normal retreat, a blocked retreat, or a passage through one eligible friendly formed brigade. Blocked movement and friendly passage require explicit player confirmation. The app measures every base but never assumes no alternative route exists. Clear full-length Broken routs are previewable and can be committed; blocked, complex, or partially obstructed routs stay manual, with separate passage/Panic adjudication.
No fire consequences recorded yet.
v2.6 · Broken rout through friendly troops — DaD §10.2.1.3
Use ONLY after confirming on the tabletop that a Broken brigade actually passed through the selected friendly formed brigade. This records the recipient becoming Disordered and rolls its immediate Panic Test. It does not move the Broken brigade or settle the rest of its rout.
Broken brigade with outstanding rout Choose pending Broken rout…
Friendly brigade passed through Choose friendly formed brigade…
Preview Panic check Confirm passage & roll Panic
No pending Broken rout selected.
v2.7 · Broken rout & Negative Proximity · §§10.2.1.4, 10.2.6
The first rout uses 18″ infantry, 27″ Light Cavalry, 22½″ Medium Cavalry, or 18″ Heavy Cavalry. Later routs are optional except where an enemy is within 6″. Preview uses every rotated base; it commits only unobstructed straight paths. Attached commanders, friendly passage, alternate paths and blocked-rout elimination remain player-controlled.
Pending Broken movement Choose a Broken brigade…
Preview rout path Commit clear rout Referee: confirm table exit
Select a rout to examine its direction, distance and clearance.
When a brigade breaks, every eligible friendly brigade within 2″ is recorded before the rout . Resolve each Negative Proximity test in the Morale Phase. A roll of 7+ holds; a failure adds 1 Disorder Marker. An eligible commander within 2″ at the moment of the Break provides +1. New Breaks can generate further checks.
Review pending proximity Roll next proximity test
No pending proximity tests.
v2.8 · Morale Phase desk — DaD v11.2 §§10.2.3, 10.2.5–10.2.6
Resolve outstanding forced-retreat decisions before general morale. Review the Negative Proximity queue in order. All triggering distances and commander bonuses are captured at the instant of each Break, before routing. Player-confirmed scenario morale tests can be rolled here; the app will never invent the triggering circumstances.
Review Morale Phase Close superseded proximity check
Review the outstanding morale items before ending the turn.
Brigade with an independently confirmed morale trigger
Select brigade…
Player-confirmed reason (§10.2.3)
Scenario-specific morale test Three qualifying heavy-artillery attacks (confirm manually) Other rule-required morale test (GM confirmed)
Confirm trigger & roll 2D6
The general test succeeds on 7+. On failure, Fresh/Worn become Disordered; Disordered becomes Broken with a mandatory rout and new proximity checks. If an already-Broken brigade fails, the Rules Lawyer flags elimination for player review; it does not silently remove stands. This is not a substitute for scenario-specific modifiers or special rules.
No additional Morale Test has been rolled.
v2.6 · Return Fire reactions — DaD v11.2 §7.3.7
Use after the incoming fire has been resolved. The firing brigade must still be in range, in arc, have line of sight, and remain eligible. Return Fire does not receive a First Volley bonus. There is no reaction to a Return Fire reaction. With automatic effects off, use “Confirm incoming fire resolved manually” before reacting.
Target in open (+1); verify cover before committing
Other agreed reaction modifier
Fire a group to create reaction opportunities.
This is a partial DaD v11.2 implementation: §§4.6, 4.10.4, 7.1, 7.2.1, 7.3. Firepower includes regular line/column/square/open formation, brigade size, first volley, rifles, quality and current state; other positional modifiers require your input. Exact target-brigade firing frontage, terrain-edge exceptions, line-of-sight across multi-stand brigades, Fire Support and Return Fire is player-selected and source-grounded; support and complex LOS remain subject to player review. Disorder markers, threshold changes, and third-attack Worn fatigue are automated only when enabled; safe-path ordinary retreats require confirmation; Broken rout paths, morale cascades, support checks and full command consequences remain manual. Artillery Group Fire and detached skirmishers will follow later.
Rules: DaD v11.2 §§4.3, 4.6, 4.10.4. At least one participant must be directly inside the division HQ's 6″ command range. An eligible continuous brigade relay of ≤3″ may reach others for +1 CA once. Enemy units and impassable terrain interfering with the relay chain are NOT YET checked; inspect that part of a group order manually. Russian reduction is applied before that delay surcharge.
v11.2 rule boundaries: a formation or facing change uses ½ the current normal movement allowance (§6.1.2.3); the farthest part of the brigade governs wheeling (§2.1.4). Wheel cost is provisionally the greater of the half-move facing cost and the measured outer arc, rounded up to ½″—not both costs added together. This conservative interpretation remains subject to tabletop confirmation. Automatic Line/Column layout is a suggested placement and can be adjusted manually. One maneuver here consumes one normal Move activation (1 CA). Combining two changes in a single activation is not yet offered.
A normal brigade Move is one activation (1 CA) in DaD. It moves the stands as a rigid group; formation changes and individual battalion maneuvers remain separate. Terrain multipliers remain inactive for the v11.2 package until fully transcribed and tested. Group Fire has its own preview and CA checks below; v2.6 adds player-confirmed blocked retreats, single-friendly passages and Broken-route Panic checks.
A connected chain has nearest base-edge gaps ≤3″. More than half of the brigade stands must be connected. Incohesive is an overlay, not the Disordered state. Cohesion is restored at the start of the following turn after reconnection. See v11.2 §§10.1.6–10.1.8.
Facing (degrees clockwise from upward) ↶ Face 45° Face 45° ↷
Straight movement (inches)
↑ Move forward ↓ Move backward
Dragging a unit also advances it in ½″ distance steps in any direction, independently of the grid. Charge contact still stops exactly at the target base; turning and contact costs are rounded up to the next ½″ for this demonstration.
Wheel angle (degrees)
↶ Wheel left Wheel right ↷
Inspect ↶ left Inspect right ↷
v1.5: turning and wheeling examine the full rotated base at intervals along the swept arc. The rules package can charge different illustrative movement costs or prohibit terrain; these are not official game rules. Rotation geometry remains exact, while expenditure rounds up to ½″.
Choose a piece to wheel or turn. Turns and wheels use terrain-aware costs when the example rules pack declares them; geometry remains exact.
Duplicate Delete piece
Select Contact, then click attacker and target.
Commit contact Cancel preview The attacker turns toward the target and stops at exact base contact. v1.7 checks the facing turn and straight approach against the selected SAMPLE terrain rules, then rounds movement expenditure up to ½″. This is not game-specific charge legality or reaction adjudication.
Show terrain guidance after moves
Select a miniature, then move or charge. A rules package can calculate the cost of terrain crossed by the full-sized base.
Rules cost: none until a compatible terrain rules package is selected.
Select a miniature to view its movement modifiers and forbidden terrain under the active pack.
Preview entered forward move (no action)
An imported pack may declare different rules for infantry, cavalry, artillery, skirmishers, or other supported types. This is advisory in Assistant mode, enforced only when expressly declared in Lawyer mode, and ignored in Free Play. It is not official DaD data.
This uses the entire correctly sized, rotated base along the path—not just its center. The full rotated base is inspected through rivers in ⅛″ samples. A bridge or ford supports the crossing only when the water-contact portion of the whole base fits inside its marked geometry. Without a terrain rules package, these remain planning warnings. With a package, the Lawyer may block only explicitly forbidden terrain or water crossings or moves over the package’s movement allowance. Discrete ⅛″ sampling is approximate.
GM override next move (once)