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Transporting leaders
08-03-2026, 06:48 PM,
#11
RE: Transporting leaders
Excellent (as usual)!
Some remarks though.
1. It is possible for the leader to be adjacent to the vehicle and yet get inside. Ex: the leader is in the same hex as an AFV; they both activate (Move) and the AFV also activates an adjacent AFV (Move); then, the leader moves in the adjacent hex, enters the AFV and they move together.
5. I would let the leader inside the vehicle function normally (morale influence, combat, activation,…).
6. Leader loss check: shouldn’t it be on a DR equal to or less than 3 ?
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08-04-2026, 03:48 AM,
#12
RE: Transporting leaders
(08-03-2026, 06:48 PM)leonard Wrote: Excellent (as usual)!
Thank you.
As to the points in your remarks, I had thought about those points as I made my suggestions. Here are my thoughts on them.
 
(08-03-2026, 06:48 PM)leonard Wrote: 1. It is possible for the leader to be adjacent to the vehicle and yet get inside. Ex: the leader is in the same hex as an AFV; they both activate (Move) and the AFV also activates an adjacent AFV (Move); then, the leader moves in the adjacent hex, enters the AFV and they move together.
Yes that is possible. You may also find that it is more complicated in operation than is necessary, especially if the leader is riding inside the vehicle. The leader could then be stuck in a vehicle and only able to unload, if that vehicle does not have it's own leader.
 
(08-03-2026, 06:48 PM)leonard Wrote: 5. I would let the leader inside the vehicle function normally (morale influence, combat, activation,…).
I had thought of that, as noted in my preambles, a couple problems come up. First is inter-branch rivalry. The infantry doesn't get along with the cavalry, who doesn't get along with the armor, who doesn't get along with the artillery. The severity and effect is different over time, with different countries, and mitigated over time and with training, but it is still a real thing in the PG era. Second is that PG vehicles are generally more cramped than the "modern" vehicles. This would make extra ordinary actions (infantry leader directing action from inside a tank) more difficult than usual for that leader. My last thought is more gamey in that giving leaders special immunity in their activity should come with some consideration. Making them immune to most moral checks and potential mortality, without a penalty just doesn't feel right in the game.
 
(08-03-2026, 06:48 PM)leonard Wrote: 6. Leader loss check: shouldn’t it be on a DR equal to or less than 3 ?
That is one way to do it. I took one cue from the "Red Treadheads" rule in Fire in the Steppe. (Matt told me that 1-2 on a d6 should kill the tank leader.) I was thinking a 1/3 chance of death was reasonable, as the leader tank or otherwise could escape and board another vehicle, assuming a successful morale check by the survivors. The 9+ on 2 dice is already familiar in leader losses (rule 6.71) and results in a 28% mortality rate. That seemed close enough.

So that was my relevant thought process. I also noted they were only suggested rules, as nothing is official.
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08-04-2026, 07:44 PM,
#13
RE: Transporting leaders
« Nothing official »: well, yes, but we both have one foot in « official », isn’t it ?

5. I admit my position, here, is mostly gamey. I’ve tried to align new PG Modern rules and PG 4th Ed rules as much as possible to make things easier. Giving leaders inside vehicles the same capacities as the other leaders is one of these rules. But I fully understand your point.

6. Again, rolling 9+ for leader loss is a sound proposition. However, it doesn’t seem to be the standard rule for losing a leader in a hex where you just endured a X result. It is linked to the situation of a leader being alone in an enemy hex.
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08-05-2026, 03:01 AM,
#14
RE: Transporting leaders
(08-04-2026, 07:44 PM)leonard Wrote: « Nothing official »: well, yes, but we both have one foot in « official », isn’t it ?

5. I admit my position, here, is mostly gamey. I’ve tried to align new PG Modern rules and PG 4th Ed rules as much as possible to make things easier. Giving leaders inside vehicles the same capacities as the other leaders is one of these rules. But I fully understand your point.

6. Again, rolling 9+ for leader loss is a sound proposition. However, it doesn’t seem to be the standard rule for losing a leader in a hex where you just endured a X result. It is linked to the situation of a leader being alone in an enemy hex.
That is correct, throwing a 9 with 2D6, captures a lone leader if one is moving a combat unit through the hex.
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