@Tall:
2. The “Commander” units that we’re talking about would represent SPECIFIC leaders with SPECIFIC abilities, and have a certain RANGE. We all agree that many wartime operations took specialists in their field to plan and execute,…such as Paratroop Drops, Large Amphibious Invasions, etc., etc. And this is only a part of what the “Commander” units could represent.
I remember World in Flames had 58 different Leaders, who all had 4 to 5 different and person specific abilities, wich made more than 250 different options, and that was so messy to keep track of that WiF later abandoned the Leader rule. The Wif Leaders only got abilities after what they did in the real war, like Rommel could only commandeer tanks, but nothing else, and Sprague could retreat with an empty carrier, but never do surprice attacks, and Nagumo would always attack Pearl with a minus modifier. This kind of lame rules made the game historically correct scripted, but was not fun to play.
My group never finished a game with this Leader rules, because they was too complex and booged the game down, and p!ssed me and my buddies off. So I am against person specified rules, like Rommel can move 3 spaces and give 1 + modifiers to tanks that attack in forest during night and that kind of things. I want Leaders to be a generic piece, and all Leaders to have the same ability.

Posted pic of WiF Leaders as a warning :wink: