The rules have the players roll up their leaders in a very role-playing fashion. This sometimes provides bonus and...sometimes not. For instance, one of my Afghan sword-wielding units had a coward for a leader and so could not charge (!) and thus not the most potent of offensive units....
Another unit had a leader smoking hashish (it is assumed) for a separate roll of a d6 each turn determines the units leadership roll - good or poor -whether he was hyper or dulled by the influence! [ for the record he was super-leader during the entire battle ]
Or the red-clad "regulars", who had an 'idiot' for a leader. If the commanding player roles a 1 on a d6 should he wish to do anything with this unit, it is not he but the enemy player who commands them. Obviously then, that player is most likely issue an order contrary to his best benefit! Of course, should a roll of a 1 be detrimental, I will, more likely than not, roll it. And so it was in this game that, not once, but twice (!!), the unit was brought out from the safety of the rooftop into the open for the Russian player (PeterM) to shoot them down. (the quote of the post title is the ranker's response to this action I would add)
|the Afghan regulars with an idiot for a leader ( note that the Afghan national flag during the era was simply a solid black banner with no markings) Building and figures painted by and in the collection of WillB.|
Neither Imperialist gained their game winning conditions so the victory went to the Afghans. Another interesting and fun game with the TMWWBK rules.