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Commander rules. Adding an factor of on-the-board leadership adds interest and depth to ancient-through-renaissance war gaming with miniatures.

Commanders are represented on the board by miniatures, they have limited zones of control representing the primitive communications of the time period. Many game actions may or may not happen based on their skill level. They also can affect the morale of friendly units by attaching themselves to them, and can melee as small units. This represents the fact that many successful commanders in the ancient-through-renaissance period were tactically inept but were effective as champions leading from the front. General commander abilities and generating random commanders. Assigning abilities: Historical commanders may be assigned abilities based on historic accounts or speculation. Of course this requires agreement by both players. This is recommended for the simulation or less competitive Anonymous or generic commanders may be generated using the following rules. When using generated commanders roll up multiple choices, double the number of commanders that will be used and select those best suited to the players needs. This allows the player a degree of control over the kind of leaders he will use. Another method of generating historical leaders is to roll a selection of commanders (twice or thrice those needed) and the player will assign the rolled abilities that are the closest fit to the known leader. Slight differences between might be explained by situations such as commanders illness, wounds, good omens, or other random factors. (For instance Edward I at the battle of Falkirk had broken ribs, making him less formidable in melee than normal) Commander abilities. Rolling for abilities. Personal combat. Ranging from -1 to +2, this reflects the ability of the commander and his guards to fight in a melee. Historically some commanders have directed their troops from relative safety, while others have lead the charge and been formidable in the front lines. On a roll w/1d6: Roll ability 1 -1, vulnerable, needs to be protected 2-3 - no adjustment, as normal combatant. 4-5 +1, more dangerous than normal combatant. 6 +2, very dangerous, champion of renown. Morale effect. Does the commander instill a sense of confidence in his men by his presence? This effect is used when attached to a unit, negative effect is only avoided by a distance of 3 or more from nearby units. On a roll w/1d6: Roll effect on troops 1 -10%,seriously lowers confidence, 2 -5%, mildly lowers confidence, 3 0, no effect , 4 +5%, mild boost in confidence, 5 +10%, serious boost in confidence, 6 +15%, strong boost in confidence.

Reputation. This affect is used mostly when commanding armies. What do the soldiers think happens to his armies in battle? On a roll w/ 1d6: 1 -5%, to morale of all units of the army under his command. Does not have a reputation

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for success , troops worry about being defeated. 0, no affect on morale of army. An untried commander or one with a unimpressive record. +5, to morale in all units of army. Troops perceive commander as one who tends to win. +10, to morale of army units. Troops hold this commander in high esteem for his proven ability to win battles despite adverse circumstances.

Command skill. On a 1d10, skill rating is number rolled. 1is low skill level, 10 is high level. 1, utter incompetence in all aspects of leadership and command. 2-3, probably not really ready for field command, may show flashes of vague competence on occasion. 4-6, mediocre, probably has poor grasp of leadership and command concepts. 7-8, sound commander, usually has good grasp of what is needed to lead men and direct their actions. 9-10, very good to brilliant commander, tends to get best performance out of subordinate officers and commands their respect. Tends to show excellent judgment in combat, seems to have unique insight into control and command. Different types of commanders and associated units. The rules governing them. A) Army commanders. 1. Only one army commander may be present for each army. The figure represents the commander, some staff, some field music (for signaling) and a small force of body guards. 2. Commander figures receive a 2 movement bonus. 3. A second figure may be added to represent a large body guard force. That force moves with the command figure at the same movement allotment. In the rare historical cases of mounted commanders with foot bodyguards the body guard unit may not exceed their movement allotment to keep pace with the army commander. 4. The abilities of the Army commander are basically the same as any field commander, with the following exceptions: Army commanders skill rating (1-10) gives that number of additional initiative points to the army total. Army commanders reputation affects the morale of all units in the army. Army commanders and their body guards are exempted from morale failure effects. Army commanders may assume the direct command of a single command or unit in battle and may relinquish that command at will. (Optional rule) Army commander zones of control are doubled. (Optional rule) Army commanders may issue detailed orders to field commanders provided that their zones of control overlap. They may issue general orders to field commanders who will follow those orders even when outside the zone of control. General orders may be given via courier to commanders outside control zones. (general orders must be no more than 4 words, IE: harass enemy left flank, defend our right flank, attack enemy center delay enemy at town. 5. Army commanders may be attacked in the same manner as ordinary units unless they are attached to a friendly unit. They do not take losses except when their stand is touching an enemy stand in melee combat or the friendly unit has been eliminated. 6. Army commanders in melee may not issue orders to units or to field commanders. 7. Army Commanders lost as casualties may be replaced by one of the field commanders. B) Field commanders. 1. 2. Field commanders typically have multiple units following his orders. These units are collectively called a command. Field commanders are represented by one figure which includes bodyguards. These figures receive a +2 bonus to their movement allotment which is based the type of troops they are equipped as.

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Typically this will be as heavy horse for most armies. Units may not be added to or transferred from one command to another during a battle. Commanders may give direct orders to units in their zone control. Units which are outside the zone of control will only respond to the commanders orders to return to the control zone. 5. Commanders with skill ratings 6 or greater add to the initiative points available to the army. Skill of 6 adds 1pts., 7 adds 2pts , etc until 10 where 5 pts are added. 6. Commanders with low skill ratings, 4 or less subtract initiative points from army totals. 4 is -1pt, 3 is 2 pts, 2 is -3, 1 is -4. 7. Field commanders may attach themselves to a unit and in so doing add or detract from its morale. 8. Commanders do not count in melee unless they are touching an enemy stand in which case they melee as a unit, personal combat adjustments add or detract from the melee ability. 9. Field commanders in melee may not issue orders to units under their command. 10. Field commander figures killed in combat are replaced by a randomly generated commander or if unit commanders are used one may be designated 2nd in command and will replace the lost commander. C) Unit commanders. Not normally needed except for when certain scenarios call for them. 1. 2. 3. 4. As a normal rule this will be the figure will be the figure on the right front corner of the unit. Unit commanders may, as an optional rule, be given a +1 bonus in melee. In some cases when the historical model calls for it this may be adjusted . A generated field commander my be used as a unit commander to represent a second in command for no other purpose than to replace a lost field commander with known leader. Unit commanders do not affect morale of their unit.

D. Couriers. 1. Couriers are represented on the board as single figure of any type. (Typically light horse are used.) These figures are used to convey orders to units or commands outside zones of control. The figure must make contact with the stand of each unit or commander to transfer messages and orders. Couriers have a +3 bonus to movement allotment. (fastest horses, swiftest runners) As they represent only one or two men they are not capable of attacking in melee. Couriers may be targeted by missile fire or by melee attack. Enemy units in contact with couriers do not need to wait to play melee combat action card, melee can take place immediately. When couriers are eliminated, a marker is placed on the board. Any messages carried by the courier are taken by the unit which touches the marker. Captured messages may be read when they are delivered to a commander figure.

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