Corps Leadership Ratings
This optional rule is intended to be used with Written Orders. Each corps has a command rating; Great (1-4), Average (1-3), or Poor (1-2). Each time a corps is activated make a roll:
Great – Success means it may change its own orders immediately, failure means it may consider itself Without Orders (write new orders to follow next turn).
Average – Success means it may consider itself Without Orders (write new orders to follow next turn). Failure means it must follow its current orders.
Poor – Success means it must follow its current orders. Failure means it does nothing and its activation is over.
Note: For any HQ besides Poor, if you simply intend to follow the orders as given, no roll is necessary.
Leaders in Combat
After a Corps has finished moving, its HQ (unless Poor) may be placed adjacent to one of its units. If it is in combat, that unit is now considered elite (ignores the first hit). If the unit is eliminated in combat that turn, the Leader is considered a casualty. Re-roll 3d6 to determine the new commander’s rating: 0-2 hits = Poor, 3 hits = Average, 3 sixes = Elite.
Great leaders tended to have an almost preternatural ability to sense what needed to be done. Average leaders could at least be counted on to carry out their orders, and usually would try to confirm orders that didn’t make sense. Poor leaders could rarely be counted on to carry out their orders in a timely fashion and could often be found dithering in uncertainty, giving excuses for their inaction.
In combat, many Corps leaders would take personal control of important fights, often that participation was crucial to the unit’s success. Such activity was risky and might result in the leader falling as a casualty. In standard military fashion, a subordinate would take up command of the corps, but the new commander was likely to be less effective for a time.