Commanders

In Marshals Unleashed Napoleonic wargaming, the commanders page provides information about available generals. The list expands with newly released titles and allows for their utilization in both historical and alternative timeline battles. Historical battle maps feature charts that display generals and their specific influence abilities. Generals play a crucial role in Marshals Unleashed Napoleonic wargames, with their importance and influence measured by the types of units they can command and the reach of their influence on the battlefield. Standard generals have a reach of influence that covers a range of one square in all directions, totaling nine squares from their starting point. Field Marshals, on the other hand, have a reach of two squares in all directions, while other supreme commanders possess an even greater reach of influence. Commanders and generals have the ability to move up to three squares in all directions to effectively influence their troops.  It's important to understand that when playing the game at the rank of General, any commanding officer in range of influence can add abilities to any type of units on the battlefield, this in group formation or single unit. While playing the game at the rank of Field Marshals, the influence of a commanding officer is limited to their abilities.


Moving units influence

Troops in range of the influence of a commanding officer can add a movement range bonus of +1 on the battlefield, whether they are acting as individual units or in group formations. Units may be strategically positioned within a single square to assemble a diverse group. This tactic provides commanders with the flexibility to maneuver an extensive array of unit types across the battlefield with a range of 1 square in any direction; take note that some units such as cavalry and artillery can not enter woods. In the event that a commanding officer falls in range of a group formation, it presents an advantage for the group, facilitating an extended movement range on the battlefield. This enhancement allows for a bonus move, increasing from 1 to 2 squares in any given direction. Playing the game at the General level, any commanding officer can add a +1 move range to a group formation consisting of different types of units, this if the commander is in range of influence. Playing the game at Field Marshal level, commanding officers are restricted to add the bonus range upon the specific type of units under their command. The ability of command is displayed on the top of the map playing historical battles or on the website under each nation/commander page. In other words a General able to command infantry can only add a +1 move range to units within the group formation and so on. In such a case combining the presence of generals with different abilities is the only way to add the bonus range to group formations composed of different units playing at the rank of Field Marshal.


Infantry influence

When an infantry unit fires and the dice land on the volley icon, all aligned units within the same square, as well as those in adjacent squares to the left and right, can participate in the firing action. If six units are aligned across three squares, they all have the opportunity to fire at a target of their choice. Additionally, the commander has the option to choose a charge, directing all units within range to assault the enemy positions. Playing the game at the General level any commanding officer in range of influence can  order to execute the mass volley or charge, however playing the game at the rank of Field Marshal only commanders able to command infantry are able to exert that influence.


Artillery

Artillery units have the ability to be deployed on heights, which are designated key positions marked on the map with artillery icons. When artillery units occupy these heights and fire from those positions, they gain a 1-square bonus to their range in all directions. This additional range enhances their ability to target enemy units effectively. Playing the game at the General level any commanding officer in range of influence can  add the +1 bonus range of the artillery, playing the game at the rank of Field Marshal only commanders able to command infantry are able to exert that influence.


Cavalry

Generals who possess the ability to command cavalry can unleash a mass cavalry charge by assembling up to a maximum of six cavalry units of any type within a single square. However, if there are enough cavalry units to fill multiple squares, commanders can prepare multiple squares for a mass cavalry charge as long as they are within the range of a general's influence. Initiating a mass cavalry charge consumes one action point and allows the cavalry units to unleash a coordinated and devastating assault on the enemy forces. Playing the game at the General level any commanding officer in range of influence can  unleash mass cavalry charges, playing the game at the rank of Field Marshal only commanders able to command cavalry are able to exert that influence.


List of commanders