More important considerations at this point: just how much does the game depend on leaders? Are their Operational or Tactical board ratings more consequential for winning the game? Is the player given historical chains of command or a 'blind' selection mechanism? How much control does the player have over removals, transfers, appointments, and promotions once leaders are assigned?
Leaders allow the player to activate his troops (by moving command on the Operational Board and moving units and subordinates on Tactical Board). I wanted to design something between "Dixie Card Game" and "Bobby Lee" by Columbia Games, in the way of what we actually see on videogames now (but without the very numerous factors, such as economy, politics, diplomacy, etc.).
To illustrate my vision, I'll try to adapt the beginning of the Peninsula Campaign (March-April 1862)
1) Confederate player :
*Three-stars commands (aka Armies)
- Dept. Northern Virginia under LTG Joe Johnston (MG D.H. Hill attached)
- - - 2 INF / 1 ART / 1 CAV = 9,000 / 36• / 4,500
*Two-stars commands (aka Corps)
- Aquia District under MG G.W. Smith
- - - 2 INF = 9,000
- Potomac District under MG Longstreet
- - - 2 INF / 1 ART = 9,000 / 36•
- Valley District under MG Jackson
- - - 2 INF / 1 ART = 9,000 / 36•
- Richmond District under MG Magruder
- - - 2 INF / 1 ART = 9,000 / 36•
- Southern Virginia District under MG Huger
- - - 1 INF = 4,500
- North Carolina District under MG Holmes
- - - 1 INF = 4,500
*Independent formations (unofficial detachments, subordinate to any corps or army commander)
- MG Ewell
- - - 1 INF = 4,500
2) Union player :
*Three-stars commands (aka Armies)
- Army of the Potomac under LTG McClellan (MGs Sumner, Heintzelman and Keyes attached)
- - - 9 INF / 5 ART / 1 CAV = 40,500 / 180• / 4,500
*Two-stars commands (aka Corps)
- Rappahannock District under MG McDowell
- - - 4 INF / 1 ART = 18,000 / 36•
- Shenandoah District under MG Banks
- - - 2 INF / 1 ART / 1 CAV = 9,000 / 36• / 4,500
- Kanawha District under LTG Frémont
- - - 3 INF = 13,500
- James District under LTG Wool
- - - 1 INF = 4,500
Each Army must be commanded by an LTG, each Corps can be commanded by an MG or an LTG. By default, deployed commands correspond to the period the game starts (from October 1861 to January 1865). Here, the Union player can decide to allow the creation of an available three-stars command (Department of Washington) to assign either Frémont or Wool in charge, both being LTGs. The subsequent vacant District must be filled with one of the most senior subordinates available in the Eastern Theater Reserve (Porter, Franklin, Ord, etc.).
On the Operational Board, troops are activated by generals in charge of three-stars commands (no more than two in the East and three in the West). For example, LTG McClellan, as the top leader in the East, uses his Initiative Value (3) either to move his own command or to activate one of his subordinate commands (McDowell's, Banks', Frémont's or Wool's) whose can also be managed by their own commanders (Frémont or Wool, being LTGs, can also activate another junior subordinate or move their troops). On the Confederate side, LTG Johnston has an Initiative Value of 5, he can activate up to two subordinate commands.
Generals with high Initiative Value can move numerous commands swiftly with great ease, wheareas unenterprising officers could really make you mad because of their slugishness ! The Confederate players possess more generals with high Initiative Value but they have less available troops than their Union counterparts.
When two enemy commands reach the same place on the Operation Board, a Battle starts. During a Battle, the generals use their initiative to move their troops on the battlefield (as for strategic level) and they give tactical bonus (Attack/Defense) to the units engaged in a fight = an attacking unit is a unit which previously moved against an enemy position (adjacent hex), the defending unit being static and able to fire first at the assaulting foe. Because the battlefield is divided into hexes, a unit can attack on one side of an hex and can be attacked later on an other side of the same hex by flanking enemy troops. MGs must be at a maximum of 3 hexes close to the units in order to give their tactical bonus, LTGs maximum being 5 hexes. The Attacking and Defending Bonuses (♣/♠) are given to the subordinates within thess ranges.
It may seems nonsense to create so much interactivity with so many officers, but I would like to make something new with some generals that almsot never had been pictured in a boardgame (such as George Bibb Crittenden or Mansfield Lovell).
The stats you've proposed (or corrected) are quite more logical in a Dixie-like game but I don't understand your choice for A.S. Johnston (1/2) = I gave him the best attacking value because of his charismatic attitude at Shiloh when he led the assault on the frontline. And every time an officer in my game reaches the maximum Tactical Value of 3, this officer is given a Special Bonus corresponding to Agressive Leader (♣) if 3 in Attack (A.S. Johnston, Bobby Lee, Ewell or Hood) or Defensive Leader (♠) if 3 in Defense (Joe Johnston or Longstreet).
It's difficult to agree on everything, the stats I'm looking for are much more Leadership Abilities rather than Commanding Value (despite being a bold strategist, Bragg always get troubles with his subordinates and lacks the ability to coordinate efficiently his troops in almost every battle he fought = I will nevertheless correct his stats as 2 - 2/1, as you suggest but I still be confused about this choice)
However, concerning A.P. Hill and other generals whose "attacks lacked recon.", I think I will create another colored circle for "Hothead" or "Reckless" trait (even Lee would be impacted I believe) = when moving and not defending a position, the troops commanded by this kind of officers would attack every unit in sight as fast as possible, and cannot be halted. The officer won't disengage his troops during a fight, even when confronting superior odds. While this "capacity" can be hard to depict in such a simple boardgame, it may add more challenge and fun during the resolution of a battle.
The promotion, destitution and transfers are managed by the players following each battle, thanks to event cards taken by the players after the result of a fight (depending on Defeat, Victory, Stalemate, etc.).