Randomizing Commander's Characteristics

By Steve O'Brien

When you play an opponent you are, quite naturally, every commander on the field of battle in tum. When you play solo you can still do that, but your enemy does not enjoy the same facility since he is in effect only a set of mechanisms. When you researched your period I am sure you found that army commanders' plans suffered from the egotism, political intrigues, whims, obstinacy and downright incompetence of their subordinates. The objective of the following mechanism is to allocate characteristics to every commander in both armies which will hopefully throw a few spanners into the plans of both sides. Allocating characteristics is always very subjective so I have provided a brief definition of terms

CHARISMA. Personal magnetism, how well he can inspire, rally, and motivate his troops.

RELIABILITY. How much do you trust this officer not to act without authorisation.

AGGRESSION. How good is this officer in the use of offensive tactics.

Commanders Characteristics (CC). The average of the three traits and rounded down.

The sample table below is followed by some examples of play.
Commander Charisma Reliability Aggression CC
Major Gen. Verygood7867
Brigadier General Poor2111
Brigadier General Average6555

Orders. Rule: Roll 1D10. Result less than or equal to 'reliability' then the order is received. Difference between 'reliability' and 'CC' is the number of game moves the order is delayed.

Brigadier General Poor has just been sent new orders. You roll the die and get a '3'. The result is greater than the reliability score but the difference between reliability and CC is zero, so the order still gets through.

Major General Verygood has just been sent new orders. You roll a '10'. The result is greater than the reliability score so the order is delayed by 1 game move (reliability minus CC).

Manoeuvre. Rule: Roll 1D10. Result less than or equal to 'aggression' then perforrn manoeuvre.

Brigadier General Poor has orders to advance in line of battle and you are about to manoeuvre his brigade. You roll the die and get a '3'. The result is greater than 'aggression,' so no manoeuvre can be carried out. Depending how good you are at throwing a 1, the likelihood is that this brigade is going no place fast!

Brigadier General Average has orders to hold his position. Since this requires no movement you could argue that no die roll is required. Just to add a little spice I roll the die anyway. If the result is greater than his reliability rating, then I opt to force a movement which otherwise should not happen.

Hopefully the examples have shown the uses that the table can be put to. Possibly this short article has stirred ideas of your own on the subject which you can inspire us with at a later date. After all, our hobby has always been about the exchange of ideas which is what makes the hobby such fun.


Back to Table of Contents -- Lone Warrior 114
Copyright 1996 by Solo Wargamers Association.