• D#: APDS Depletion Number. See APCR/APDS: C8.1-C8.2
  • Daisy Chain: B28.531
  • Damage Point (DP) for LC: see DP: G12.601, G12.69
  • Damaged Aircraft: E7.226
  • Dare-Death Squads: G18.6
  • Dash: A4.63, K6.6
  • Date: S17.21
  • DC (Demolition Charge): A23
  • DC Hero: G1.424
  • DD Tanks: D16
  • Debris: O1
  • Deep Snow: E3.73
  • Deep Water: G13.4
  • DEFENDER (the player whose Player Turn is not presently being played): A.13
  • Deirs: F4
  • Delay: D2.17
  • Deliberate Immobilization Attempt: C5.7
  • Demolition: A23.7
  • Dense Jungle: G2.2
  • Depleted: O11.2, P8.2
  • Depletion Numbers: C8.9
  • Deployment: A1.31
  • Depression Cliff: B11.1-B11.21
  • Depressions (Gully, Stream, Sunken Road): A6.3, K4.21
  • Depth: B21.122
  • Desert Boards: F.1
  • Desert Low Visibility (see DLV): F11.6
  • Desert Overlays: F12
  • Desert Victory Points (see DVP) : F.3
  • Desperation: C13.81
  • Desperation Morale: see DM: A10.62
  • Destruction, Self: see Self-Destruction
  • Destruction, SW: A9.73-A9.74
  • Detection: A12.15
  • DF (Defensive Fire): A8
  • DFPh (Defensive Fire Phase): A3.4, K14.13
  • Difficult Terrain (any hex which costs ≥ four MF or all of a unit's available non-Double Time MF allotment to enter in MPh): A4.72, K5.12, K16.39, K17.4
  • Direct Fire: Any fire attack requiring a LOS from the firer which does not use Indirect Fire. See C.1 and C9.1
  • Direct Hit (a KIA/K result on the IFT Effects Final DR of any hit): C11.4
  • Directing Fire: A7.53
  • Direction, Random: B.8
  • Directional Aid Counter (any counter depicting a hex with each hexside numbered from 1 to 6 to aid in assessing the direction from that point on the mapboard in accordance with a dr such as Sniper Target Selection, AR, Parachute Drift, SR, FFE)]
  • Directly Attached (A unit/Weapon that is part of the FRIENDLY CG company): S17.131
  • Disabled (Vehicular armament which has malfunctioned and cannot be repaired is marked with a Disabled counter because it cannot be removed separate from the vehicle): D3.7
  • Disbandment, Column: E11.53
  • Disembarking: see Unloading: D6.5
  • Dispersed Smoke: A24.5 & .61
  • Disruption: A19.12, K20.3
  • DLV (Desert Low Visibility): F11.6
  • DM (Desperation Morale): A10.62, K20.9-K20.10
  • dm (Dismantled): A9.8
  • Double-Crests: B10.52
  • Doubles (same number on each dr of a DR):
  • Double Break (an already broken unit that breaks again: A10.3): S17.31]
  • Double Time: A4.5, K5.12, K6.1, S6.222
  • Downhill Ski Movement: E4.31
  • Down-Slope: P2.2
  • Dozers: B24.7-B24.71, G15
  • DP (Damage Points) for LC: G12.601, G12.69
  • DR (dice roll; a roll of two or more dice): A.1, K11.2
  • dr (die roll; a roll of one die): A.1
  • Drained Rice Paddies: G8.11
  • Drift:
  • Drifts (Snow): E3.75
  • DRM (dice roll modifier):
  • drm (die roll modifier):
  • Drop Point: E9.12
  • Dropping SW: see SW, Dropping: A4.43
  • Drowning: E6.21
  • Dud: C7.35
  • Dug-In AFV: D9.54
  • Dummy (a "?" counter representing a fake, unknown unit): A12.1-A12.11
  • Dummy Minefields: F.7B, P7.2
  • Dune Crest: F7.51
  • Dust: F11.7
  • DVP (Desert Victory Points): F.3
  • DYO (Design Your Own): H