Leader Command Orders
oystein eker
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Most tactical wargames has a kind of Leader command order mechanism implemented.

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1. Board Game: Aspern-Essling [Average Rating:6.76 Overall Rank:6324]
oystein eker
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NBS series
Command rules are the heart of the game. Very detailed. You must write order down - and wait... and wait, wait for the aide de camp to reach his destination. Then the chain of command kicks in with even more delay. Order may be completely lost or misinterpreted.

It is almost impossible to coordinate a perfect attack on all flanks - just as real life back then.

Could be very frustrating - but the game tells a story in the spirit of the Designers notes
 
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2. Board Game: Three Battles of Manassas [Average Rating:7.88 Overall Rank:3514]
oystein eker
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CWB series
Exactly the same as Nappy series above
 
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3. Board Game: A Frozen Hell [Average Rating:6.67 Overall Rank:7188]
oystein eker
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Same designer -Dean Essig. No surprise that planning and writing orders are very important in TCS series.

You schetch your moves -where to move attack/defend on a small scale map -just as a real life general.
 
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4. Board Game: The Great Battles of Alexander: Deluxe Edition [Average Rating:7.74 Overall Rank:1289]
oystein eker
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Leaders with Command range and points. Use points to move -attack -rally. No delay or lost orders -but pressing too hard activating the same leader in same turn (trump) could end up with a disaster.
 
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5. Board Game: The Seven Days of 1809 [Average Rating:7.60 Overall Rank:4725]
oystein eker
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Surprisingly no delay of orders in OSG. Seems to be too easy to coordinate your forces. But uses Admin Points (HQ)to control movement in detail.
 
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6. Board Game: Battle Cry [Average Rating:7.16 Overall Rank:615]
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Waiting for the right card simulates very well the delay of feedback from front and issue new orders.
 
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7. Board Game: Bonaparte at Marengo [Average Rating:7.39 Overall Rank:1178]
oystein eker
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Exception to the rule. Seems to be a nice simulation -but no leaders or chain of command?
 
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8. Board Game: Squad Leader [Average Rating:7.48 Overall Rank:473]
Alan Kaiser
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Colorado
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The first game I played that incorporated leaders and gave them special abilities above what the normal grunts have.
 
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9. Board Game: Echelons of Fire [Average Rating:4.44 Overall Rank:14716]
Robert Carroll
United States
Joplin
Missouri
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Similar to the comments on Battle Cry above, the command function is simulated by the need to have an attack card (Center, Right Flank, Left Flank).
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10. Board Game: Stonewall at Cedar Mountain [Average Rating:7.43 Unranked]
Tom Grant
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Washington
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Leaders explicitly give orders to formations, who then execute on them until they get new orders. There can be "latency" between the time an order is given and when it's received. The rules also give some wiggle room to ignore orders, if they don't make sense in terms of the local situation (e.g., advancing into certain doom).
 
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11. Board Game: Echelons of Fury [Average Rating:4.50 Overall Rank:14457]
Robert Carroll
United States
Joplin
Missouri
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See comments on Echelons of Fire above.
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12. Board Game: Tears of the Dragon [Average Rating:5.10 Overall Rank:13651]
Dane Peacock
United States
Stansbury Park
Utah
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It has been a while since I played Tears of the Dragon, but I liked the leader command system. The player may activate a couple of Generals per turn. An activated General can then activate a certain number of units in the same space.
 
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13. Board Game: Ambush! [Average Rating:7.41 Overall Rank:677]
Alan Kaiser
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Aurora
Colorado
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This is probably my favorite game involving leaders. Leaders in this game prove their worth by solving moral problems (which is common for leaders in games like this) but also by giving 'orders' (turns) to other soldiers.
 
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14. Board Game: Gettysburg: Badges of Courage [Average Rating:7.06 Overall Rank:3818]
Alan Kaiser
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Aurora
Colorado
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Here's a newer game with some nice, integrated command and control rules. You have to maintain divisional integrity to keep a cohesive fighting line and your division can only attack if it's leader 'spends' one of it's leadership points. Those leadership points become more important than damage points to units and maintaining them is the key to the game!
 
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15. Board Game: EastFront [Average Rating:7.66 Overall Rank:1341]
Steffan O'Sullivan
United States
Plymouth
NH
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The HQ rules in the Front series are brilliant.
 
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16. Board Game: Solitaire ASL [Average Rating:7.58 Unranked] [Average Rating:7.58 Unranked]
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This game is really all about using your leaders to establish command and control to counter the fog of war. An amazingly good system if you want a game of ASL but have no opponents handy. The combination of limited CnC and the Fog Of War combine to make a tough challenge.
 
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17. Board Game: Up Front [Average Rating:7.83 Overall Rank:374]
 
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There are leaders whose presence and absence directly affects the play of the game, but this also has a subtler command and control effect instantiated in hand management.
I puzzle ove rhow this game works at all, much less as the brilliant gem that it is.
 
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18. Board Game: Panzer Grenadier: The East Front [Average Rating:6.22 Overall Rank:5387]
Paolo Robino
Italy
Dueville
Vicenza
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Basically, troops can act aggressively only under the command of a leader. Placement and movement of leaders and chain of command are critical factors in combat effectiveness.
 
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19. Board Game: This Accursed Civil War [Average Rating:7.52 Overall Rank:2702]
Mark Christopher
United States
Salem
Massachusetts
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In the wonderful game, Bonaparte at Marengo, this is how to get nasty Frenchies out of a village.
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Another great series with a similar but somewhat different order mechanism to the Great Battles of History series is Ben Hull's "Musket and Pike Battle Series". Each leader can be under one of 4 orders (each of which limits what his troops can do). Depending on the skill of the commander, the order he's currently using, and the order he'd like to change to, it can be difficult to change orders to properly react to what's going on around you. Very neat system of 1600's combat in Europe.
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