A game-based learning environment is more than just a digital artefact. Factors such as where the game is played, how the learning experience is designed, the level of social interaction and so on, need to be considered when designing a game for learning or training. For instance, during gaming, the learners might physically leave the virtual environment to continue the gameplay in the physical environment. If the instructor wants to keep track of, for example, learning progress or game states, the gaming system needs to support these activities both in-game and outside the game, via different logging tools, e. g. video and voice recording. Military organisations have a long history of using games and simulations for training. This means that they have had the opportunity to develop and refine training practices that are both cost-effective and valuable for learning. However, these practices are largely based on instructors' own experiences rather than scientific studies. This study aims to describe game-based training practices in order to (1) extricate good practices that may be transferred as inspirational examples for others, and (2) identify areas for improvement. Empirical material was collected using observations and interviews and then analysed and categorised. Interpretations made from the analysis were later validated through a questionnaire survey with military personnel directly or indirectly involved in simulator-or game-based training. The analysis shows that a game-based training cycle consists mainly of four phases: preparation, introductory lecture, gameplay and debriefing. Although the systems used are advanced in that they log user activity and support quick changes to the scenario during gameplay, running a training session is highly demanding for the instructors. Offline tools (e. g. pen and paper) are commonly used when there is a lack of system support in a specific situation. The paper concludes with a list of system support features for different aspects of game-based training.