Wargame Mechanics Index

Leader effects

Leaders attach, boost, rally, or can become casualties.

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Watch it played 4 moments

  • 2:21–2:44
    Learn to Play Ravenfeast
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Rolling initiative with leader bonus

    Josh and Keith roll a D6 for initiative, aiming to roll low, and apply a minus-one modifier for having their leaders alive.

  • 10:54–11:38
    1066 Stamford Bridge Wargame
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Tostig Godwinson falls defending the camp

    Saxon cavalry charges the forward Viking camp, targeting the enemy leader Tostig Godwinson who rolls defense saves.

  • 11:37–12:44
    Learn to Play Live Free or Die
    Little Wars TV
    Rule in play Morale test after suffering a casualty

    Having lost a stand in combat, Greg's third-class Continental regiment must make an immediate morale test, using their attached two-star lieutenant to bolster their dice pool.

  • 12:47–13:45
    9-Player Pyrrhic War Campaign | TURN 3
    Little Wars TV
    Rule in play Roman cavalry charges Pyrrhus himself

    A Roman subcommander leads cavalry into combat against Pyrrhus's household cavalry. Both commanders risk death as players tally combat factors, roll opposed dice, and check demoralization thresholds.

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 29 games

2cmd
Commanders and Commander CasualtiesA Coat of Steel

Commanders have Puissance and Forwardness ratings, risk wounds or death, and may duel.

How it works

After shooting with casualties, commanders draw two cards: wounded 11+/killed 12 (Flight) or 10+/11+ (Sheaf); after handstrokes wounded 9+, killed 11+ (8+ if leading from the front). Two wounds kill. If both sides play I'll Not Shrink Back, commanders add a card to Puissance: winning by 3+ kills, 1-2 wounds (enmity turns wounds to kills). Losing a ward commander forces a Falter check; losing a company commander costs 1 Courage.

If both companies in a Handstrokes encounter play “I’ll not Shrink Back” stances, then they will fight each other before the encounter is resolved.
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2cmd

Generals have Charisma and Ability ratings, add charisma to combat and rallying, and risk death when they join combat.

How it works

CR is added to combat and reorganisation rolls; AP pays for orders. A general in combat rolls 2D6: 2-5 carry on, 6-8 near miss, 9-10 light wound (lose CR or AP), 11 serious wound, 12 killed. A separate 1D6 above CR makes him flee. A lost corps general is replaced by staff at CR 0, AP 1.

Commanders (leading corps or larger formations) are rated for charisma (CR) and ability (AP). CR may be used to assist subordinate units in reorganising and combat.
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2cmd
Strategoi and HegemonHoplomachia

Generals have character types that affect rolls and must fight inside a unit, risking death.

How it works

Characters: Crafty as Odysseus (oratory, can call One Step More!, +1 Arete precedence), Promachos (fights in front rank, -1 to Andreia charge rolls), Demagogue (erratic oratory, +1 to Katastrophe rolls), Fellow Hoplite (no effect). A strategos is located in a specific lochos; when it is under fire, in melee, pursued, routed or slaughtered he rolls 2D6 on the casualty chart (Promachos +2). A killed strategos costs 2 Arete and forces an Andreia check; a dead Hegemon is replaced next turn.

Promachos - fights in the front rank of the unit that he is in. Subtracts 1 from Andreia Charge Rolls.
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2cmd
Generals and Hero GeneralsHordes & Heroes: Ancients & Medieval

Generals roll 2d6 in combat, Hero Generals make adjacent units ignore the first three CRT lines, and generals can fight single combat.

How it works

A general with a host unit rolls 2d6 instead of 1d6 and dies if the unit is eliminated. Independent generals cannot be shot but can be attacked in melee. A Hero General (+5 points) makes any unit hosting or adjacent to him ignore the first three hits. A general can enter an enemy general's hex for single combat on 2d6, where the loser is killed or captured.

any unit hosting or in direct hex-to-hex contact with a hex containing a hero general ignores the first three hits, or the first three lines on the Combat Result Table.
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2cmd

Commanders have ratings and morale passes; killed officers count their passes as lost stands.

How it works

Commanders are rated (e.g. Jackson Exceptional, 5 morale passes; Fremont poltroon, 1). An officer attached to a melee unit that loses a stand is a possible casualty on 0-3 (d10), then killed on 0-1 or wounded on 2-9; small arms casualty on a 0. A second wound kills. A dead officer's morale points count as infantry stands lost when assessing battle results.

When an officer is killed, each morale/spot of his eliteness counts as a stand of infantry when figuring tactical battle conditions.
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2cmd
Command actionsLegio VI Julia Augusta

Generals get two actions, other leaders one, spent to Move, Steady or Inspire.

How it works

Move: up to 12" including attaching/detaching. Steady: remove 1 DP from the attached unit, which then must stay halted but may charge. Inspire: +1 combat die per action (max +2). An attached leader also adds an automatic hit in combat. Exceptional leaders get an extra action; figures on the command stand show actions. Leaders attached to a unit that is shot or fights roll a 'die of death': on a 1, reroll: 1 killed, 2-4 wounded (lose an action), 5-6 no effect; unattached leaders contacted by enemy are captured.

Generals may normally take two actions in the command phase, other leaders may only take one. Historically exceptional leaders may add an additional action.
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2cmd

Named generals add a rolled influence factor to nearby tests and their loss freezes orders.

How it works

A general within 10" (front/flank) or 5" (rear) and in sight adds an influence factor rolled on d10: Taylor 2-3, Scott 2-3, Santa Anna 1-2, other officers 1-3 by nation; -1 for units not under his immediate control. Officers near fired-on units are removed on a d10 roll of 1, once per turn. If a general is eliminated his units cannot change orders except on a d10 roll of 1-2 (plus influence) or if a superior rides over in person; reordering the command takes an average die of turns.

Whenever a general officer is eliminated, those units under his direct command suffer inability to change current orders.
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2cmd

Commanders cannot fight but are essential and can be killed.

How it works

Commanders move 4 base lengths, cannot attack, and can only be targeted if visible via Line of Sight. A single 5+ hit from an ATTACK kills a Commander, and a successful CHARGE into a Commander kills it automatically. In Simple Mode Commanders cannot be killed.

if you manage to CHARGE into an enemy Commander, the Commander is killed immediately, and is removed from the battlefield.
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1cmd

Optional generals rated -1/0/+1 modify morale and action rolls and can be killed.

How it works

A division of 3-7 units has a general whose rating is added to morale tests and action attempts of units in the division he has joined; the CinC can join any unit. On an unmodified 1 in a morale test of his unit the general dies and a replacement rated -1 (1-3) or 0 (4-6) takes over.

The general is rated as -1 or 0 or +1 and this number is added to all morale tests and attempts at actions for units in the division that they have joined.
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1cmd
Flight Leaders & Formation FlyingCanvas Eagles

Optional squadron and formation leaders let wingmen in the same hex and facing copy the leader's manoeuvre.

How it works

Pilots in the leader's hex facing the same way may declare they fly in formation and record his manoeuvre; they break formation by plotting differently, or must if unable to perform it.

The only benefit of having squadron leaders is so that other players may fly in formation with the leader.
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1cmd

Alexander may join ongoing melees, fighting in the front rank with a +3 bonus, but is at risk.

How it works

Alexander starts on a vessel and rushes to any breach, adding d10 to his vessel's movement. He is the only commander who can join an ongoing melee, adding +3 to the unit's melee and morale; he is at risk at each first contact like all commanders in the rules. A commander with a unit gives +1 morale.

When attaching himself to a unit in melee Alexander fights in the front rank and adds to the unit's melee and morale as a plus 3 modifier for both.
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1cmd
The general's elementDe Bellis Antiquitatis

The army's only general is a fighting element giving +1 in combat; losing him can lose the battle.

How it works

The general's element adds +1 when in close combat or shot at, extends command range, and gets bonus road movement from unused points. Loss of the general (with more losses than the enemy) is a defeat condition and raises the cost of all moves.

+1 if the general's element; and either in close combat or shot at.
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1cmd
LeaderFUBAR

A unit with a better-trained leader uses the leader's Activation level.

How it works

If a unit includes a leader whose Activation level is higher than the unit's, that rating is used for the unit's activation roll. No other leader rules are given.

If a unit has a leader with a higher Activation Level use this instead.
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1cmd

Attached leaders aid rallying and risk a d10 fate roll.

How it works

A d10 officer's fate table: 1-2 grazed, 3-4 missed, 5-6 light wound (half speed), 7-8 severe wound (no movement 2 turns), 9 killed, 10 killed by round shot. Attached leaders add a morale die and may rally shaken units; leaders move in their own phase.

9 Taps! - Officer killed. Next man up.
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1cmd
Platoon LeadersHail of Fire

Activating a Platoon Leader activates every team in his unit he can see, with up to two split orders.

How it works

The PL activates all Teams of his unit within his line of sight and gives one order to all or two orders split between them. Vehicle units nominate a leader vehicle instead. Once per activation an unsuppressed PL can add +1 RoF to a Team in contact, rally a Team in contact, or give a Team +3 inches of move. If an RFP reveals the PL was killed, only one ordered Team acts, and a Training Check is later needed to place a replacement.

If the PL is activated, he may also activate any Teams in his Unit to which he has Line of Sight (LoS), and issue one order to the entire Unit, or two orders split between Teams in the Unit
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1cmd

Commanders inspire and rally but risk wounds that cost Command Points.

How it works

Attached commanders must stay until combat is resolved and share the unit's fate. If the unit takes a DP from fire or any casualty, roll a D6 (max once per turn): on 1 roll again: 4-6 light wound (-2 CPs), 2-3 serious wound (leaves the field), 1 killed.

1 = Hit. Roll again: 4/5/6 = Light wound. Lose 2 CPs. 2/3 = Serious wound. Retire from field. Loses all CPs. 1 = Killed.
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1cmd
Inspiring troops / Risk to CommandersLoose Files and American Scramble

Commanders attached to units can add to combat and rally, but risk wounds that drain their CPs.

How it works

Spending 3 CPs gives +1 in combat (General with unit gives +1 or 2). Attached generals cannot leave until combat is resolved and share the unit's fate. If the unit takes a DP from fire or any casualty, roll d6 (max once per turn): on 1 roll again - 4-6 light wound (lose 2 CPs), 2-3 serious wound (retire, lose all CPs), 1 killed.

1 = Hit. Roll again: 4/5/6 = Light wound. Lose 2 CPs. 2/3 = Serious wound. Retire from field. Loses all CPs. 1 = Killed.
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1cmd

Leaders boost maneuver and charge rolls and can fall, with graded fates.

How it works

Fallen leader results run from 'felled by cannonball' and 'shot dead in the saddle' to 'mere flesh wound' on 6-10. Attached leaders add to charges and maneuver; exceptional leaders give larger bonuses.

Felled by cannonball Shot dead in the saddle Mortally stricken Grieviously wounded Carried from the field
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1cmd

Battalion HQs and the GHQ aid movement and recovery, act as FOs and must be replaced if lost.

How it works

Each HQ/GHQ in a movement group gives -2 to its movement roll, and a non-Suppressed HQ adjacent to a Suppressed stand gives -1 to its recovery roll. GHQ quality is bought at a cost multiplier (x1.2 to x3.2). When a command unit is lost, a replacement needs a cohesion roll at +3 (German/US), +4 (British) or +5 (others). Forces at cohesion 12 or less cannot replace it, and a new GHQ's quality is rolled on 1D20.

When one or more GHQ or HQ stand is part of a movement group, each GHQ and HQ stand provides a -2 cohesion die roll modifier to the movement cohesion roll, regardless of its quality value.
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1cmd

Leaders and Heroes lend their Morale rating to nearby figures and improve initiative.

How it works

Friendly figures within the Leader's or Hero's Morale rating in inches may use that rating for morale tests, if the Leader/Hero passes first. Each warband must have exactly one Leader; Heroes add +1 Morale (max 5).

friendly Vikings within the Morale rating of a Leader or Hero in inches may use that Morale rating to make Morale tests.
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1cmd

Wizards and heroes raise the morale of nearby units.

How it works

Wizards add 2 to the morale throw of any unit within 6"; heroes and anti-heroes raise the morale of units within a 6" radius by one. Wizards attached to a unit are the last figure killed in melee.

Wizards add 2 points to the morale throw of any unit within 6".
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1cmd

Egyptian subcommanders behave as additional commanders.

How it works

Subcommanders join and split from units as normal commanders do and also provide support as commanders do; they are hit as chariots/elephants.

Subcommanders join and split as normal commanders do. They also support as normal commanders do.
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1cmd

Admirals command by signal and may be put hors de combat if their flagship takes heavy fire.

How it works

Should a flagship receive heavy fire where the admiral is stationed (assumed the forward conning tower), even chances decide whether he is hors de combat, in which case he relinquishes command; shifting flag takes full time as directed by the umpire.

Should any flagship receive a heavy fire where the admiral is stationed, even chances should be thrown as to whether he is placed hors de combat.
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1cmd
Group Movement / BossmanThe Rules With No Name

Optional groups move together on the leader's card until the first shot; Bossman boosts friends' nerve.

How it works

At the start, characters can be grouped under a leader, and only the leader's card goes into the deck. It can move the whole group as a body until the first shot, when the other cards are shuffled in. The Bossman skill (Warleader for Indians) adds nerve dice to his side, +3 within 6 inches, but his failure gives friends -3.

When a leaders card is drawn it can either be used to allow him to make an action as normal, or to allow the whole group to move in the same direction as a body.
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1cmd
Command FiguresThey Died For Glory

Optional brigade, division and corps command figures attach to units, raise morale, control artillery retargeting and can be killed.

How it works

Command figures have two operations, attach/detach freely and move at light cavalry or skirmish speed. An attached figure raises the unit's morale and must fall back with it. If the unit takes fire casualties a further roll checks whether the officer is hit; in melee a 2d6 roll of 10-12 kills him. Divisional and corps artillery can only change targets on the order of the appropriate commander.

If casualties result from melee, roll two dice. A roll of 10, 11, or 12 means that the Command Figure is one of the casualties.
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1cmd
Brigade and army commandersThis Hallowed Ground

Commanders attach to units to boost tests and melee, issue rallies and evade when contacted.

How it works

Each brigade has a brigade commander and the army one army commander. Commanders attach by moving into base contact, adding +2 to orders tests, +1 to charge home tests, -2 to morale tests and one melee die; they cannot detach from a unit in melee and make a free move away if their unit breaks. In v4.4 they grant rerolls instead: brigade commander 1 reroll within 8", C-in-C 2 rerolls within 12", never rerolling a reroll.

Commanders are used to issue orders to units throughout the army, provide the essential ability to Rally damaged units and provide much needed encouragement
THG 24-pg · p. 20 Quote verified
1cmd

The Macedonian king can be attached to the elephant, with special vulnerability and no challenges.

How it works

Keraunos may be attached to the elephant model; he is vulnerable as usual, and if he is eliminated the elephant takes a wound. Neither general can issue a personal challenge while Keraunos rides the elephant.

Neither general can issue a challenge if Keraunos is riding an elephant.
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1cmd
Attached commandersVictory Without Quarter

Commanders attach to units for melee and morale bonuses but risk removal.

How it works

An attached commander gives +1 in melee and +1 to morale; his card can then only order that unit. When the unit takes a Casualty Marker he must save on 3+ (shooting) or 5+ (melee) or be removed; he is swept away with a routing unit and captured or killed if it is destroyed in pursuit. A C-in-C within 12" gives +1 to morale.

A commander may be attached to one unit in his command, giving that unit bonuses to melee and morale.
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1cmd

A single general moves first, can lead a unit for re-rolls, and may be killed.

How it works

The general moves up to 8BW before any troops and can join a unit by touching its rear. Leading a unit he lets it re-roll 1s in fights and re-roll a failed panic test, and it always obeys orders. If the unit loses bases he is killed on a 1; a Persian general whose unit still panics flees the battle. Loss of the general forces all units to take a panic test.

If any unit led by a General loses one or more bases to Shooting or Fighting he is at risk. Roll a dice (you can’t re-roll this one!). If the score is 1 he has been killed in action.
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