Wargame Mechanics Index

Commander personality traits

Subordinate commanders carry traits that force, restrict or randomise their behaviour.

Open in the index

Watch it played 4 moments

  • 3:52–4:36
    Altar of Freedom Rule Review
    Little Wars TV
    Rule explained Generals and historical personality traits

    Steve explains that generals have unique historical personality traits tailored to specific battles that modify dice rolls and command activation.

  • 8:15–8:50
    Men Who Would Be Kings Rule Review
    Little Wars TV
    Rule explained Rolling random leader personality traits

    Steve and Greg examine leader mechanics, highlighting the 2d6 trait chart used to roll up distinctive commander personalities that can aid or hinder their units.

  • 8:21–9:55
    Designing Homebrew Wargaming Rules
    Little Wars TV · Ruthless
    Rule explained Altar of Freedom command and control design

    Steve explains how Greg developed Altar of Freedom from homebrew beginnings to emphasize general personalities, priority bidding points, and a turn clock. He notes that combat had to be stripped down to allow room for command and control in an evening game.

  • 17:18–18:05
    Interactive Gettysburg Wargame
    Little Wars TV
    Rule explained Debilitating illness paralyzes A.P. Hill

    The narrator and players explain the game's commander personality rules simulating A.P. Hill's historical illness, which strikes at a crucial moment and leaves him unable to issue orders to his corps.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 3 games

3cmd

Commanders' character flaws are assigned as Dangers that constrain or override their conduct.

How it works

Dangers include Incompetence (a random order is discarded), Confusion (card 4+ needed to change orders), Impetuous (feints or galling archery may force a piecemeal rush), Lethargic and Treacherous (activation chits), Timorous (may withdraw when the Cause is in Crisis), Mistrust (enmity lowers commitment), Revenge, Bloodthirsty and Merciful (fate of captives). They come from the characteristics on each noble's card.

Unlike Stratagems, these tendencies are forced upon a commander- he does not choose them; rather they are assigned to him.
Download · p. 21, 22 Quote verified
2cmd
General's aggression and personal courageAncient Campaign Rules for DBA

Each general rolls a personality profile, including aggressiveness and courage, that biases whether he will accept battle or lose his nerve in a siege.

How it works

Aggressiveness is rolled on D6 (+1 for high activity, -1 for low) and gives 0-3 aggression points, from 'always reluctant to fight' to 'always willing to fight'. In solo Battle Acceptance, each general's aggression points are added to a D6 roll with modifiers for numerical advantage or desperation, and the lowest aggression points break defensive ties. Personal Courage (Coward to Foolhardy) modifies the siege 'Commander Loses His Nerve' roll (-1 for Cautious or worse, +1 for Bold or better). Barbarian generals also roll traits.

Aggressiveness: Roll (D6) + 1 for high activity, -1 for low: 0,1 - Always reluctant to fight 0 Aggression points ... 6,7 - Always willing to fight 3 Aggression points
Download · p. 48, 50, 52 Quote verified
2cmd
Maddening Subordinates (optional)Victory Without Quarter

Brigadiers may be rolled as Buffoon, Reckless, Fighting Man, Cautious, Stupid or Brilliant.

How it works

Before the game roll per brigadier: 1-3 solid; 4-6 roll again for a personality. Buffoons only move and on 5+ change written orders; Reckless must order charges when in range; Fighting Man attaches for +1 to hit but -1 morale elsewhere; Cautious on 5+ switch to hold/withdraw; Stupid on 5+ issue a random order; Brilliant issue two orders.

Roll for each brigade officer before the game begins. On a 1-3, the officer is considered solid and will enact the C-in-C's orders to the best of his ability.
Download · p. 10 Quote verified