ORIGINAL: William the Silent
Historically the quality of leaders influenced the quality/effectiveness of units under their command.
Is there tools in TOAW to simulate this?
Think the previous posts have pretty well said that a “commander” as you described is not possible in TOAW. I think that is true. However, there may be some ways of using creative thinking and some imagination which might be able to create ersatz Commanding General units. I propose something along the following lines:
1) In the CounterUnits.png file find an infantry unit which is not used in your scenario and re-paint it as a generic “General”. If you want to paint specific general portraits, then you’ll obviously need to find multiple unused icons. Of course, this all means that you’re building a custom set of CounterUnits files for your scenario.
2) In the equipment.eqp file build a new “commander” unit based on the existing “Command Group” unit. Be creative with the attributes given to the commander. All commanders need to have the “command” box checked, but attributes such as armor, recon, helicopter movement and police can be selected by the designer.
As an example, I once built a Wizard using an artillery icon and gave the Wizard an ability to damage enemies at a far distance.
3) Build a commander unit with one commander. Maybe add some staff, but not much more. The unit needs to be fragile and need to be organic with a stack of protective units. This begins with the formation the general is commanding.
4) The effect the commander has on its force is the most difficult to model. This has been fully documented in the previous postings. To model the impact of a commander I might use the following:
4.1) If the commander survives longer than X turns, supply increases, theater recon increases, movement bias improves, transport increases, replacements increase and some other things.
4.2) If the commander dies then pestilence increases, refugees increase, supply decreases, theater recon decreases and others.
4.3) There could be cases where there are several commanders per side. Events would need to be specific to the actions of the individual commanders.
This is obviously not a full-fledged solution, but for those who want to explore the TOAW possibilities this is offered as a start.
Regards, RhinoBones