kwhitehead wrote:I regard to command penalty my impression was that only two leaders can be used to contribute command points to a group. I am pretty sure that is how it works for a division. It can have a commander and then a so called second in command who will help with CP. However, after these two I don't believe adding leaders has any affect.
Up to four leaders each add CP, but only up to eight CP.
So 1 two-star general and 3 1-star generals get you 8 CP, as do 1 two-star general and 2 1-star generals.
If the unit is an army or a corps of an army, CPs are doubled. High strategic ratings and certain leader traits increase (or reduce) available CPs. For details, consult
The AACW Quick Reference Guide, section "Leaders and HQ".
Then there is the question of special abilities. Does the leader have to be actually in command to contribute his special abilities to the group? Is it worth while sticking these guys into divisions and corps?
Two good sources for this. From the AACW Quick Reference Guide:
UNIT (Any collection of regiments. A division is a unit. A leader or regiment within a unit grants these abilities to that unit only.)
Entrencher, Sharpshooter, Strong Morale.
STACK (A collection of units, represented on map as a single icon. An individual corps is an example of a stack. A leader or regiment anywhere in the stack grants these abilities to the entire stack.)
Artillerist, Cavalryman, Deceiver, Deep Raider, Defensive Engineer, Engineer,
Expert Forager, Forager, Fort Defender, Partisan, Indian Fighting skill,
Irregular Fighting Skill, Militiaman, Patroler, Pontoneer, Ranger, Screener,
Sea Spotter, Siege Expert, Supply Ranger, Training Master.
COMMANDER (Apply only if possessed by the top-ranking general in the stack)
Adept Raider, Ambusher, Blockade Runner, Charismatic, Dispirited Leader,
Dispersed Move, Fast Mover, Fort Runner, Gifted Commander,
Good Army Administrator, Good Commander, Good Population Administrator,
Good Subordinates, Hated Occupier, Hothead, Master Logistician,
Master Spy, Occupier, Over Cautious, Patriot, Pillager, Poor Spy Network,
Quickly Angered, Reckless, Recruiting Officer, Seaman, Sea Raider,
Skirmisher, Slow Mover, Strategist, Surpriser, Training Officer,
Very Fast Cavalryman, Very Fast Mover, Very Fast Raider.
Also be sure to grab a copy of Aphrodite Mae and Dixicrat's
Quick Reference to Game Manual Additions.pdf.
The reason I said I have an excess is in early 1863 you get quite a few leaders which are mostly 3-1-1 with no special abilities. While you probably have lots of independent units acting as garrisons throughout the north you probably don't want to put these leaders in with them since it would remove their automatic initiative which is probably more important than improving their combat. Throwing them into Corps stacks may be degrading the stack since they may replace good leaders already there.
Consider using the leaders with garrisons. On the defence it doesn't matter whether a unit is active or not.