The Yosemite Bear wrote:We haven't killed enough Johnny Rebs so we don't know how good you are or how quickly you will learn.
Yeah, that's pretty much it. Keep in mind that at the beginning of the war; some people who were highly regarded in the pre-war army turned out to be absolute zeroes; while some who were absolute zeroes pre-war -- US Grant -- turned out to be awesome.
Here's how they all break down:
Leadership: The Leadership rating describes the chance that a general will be able to restore order to units under his command during battle.
Tactics: Each rank of Tactics is worth a 10% bonus to damage inflicted by units to which the general is directly attached
Command: The Command rating helps units change formation in detailed combat. Command also helps prevent units from becoming either Shaken or Disordered when being charged in detailed combat.
Cavalry Rating: Each rank of a general’s Cavalry rating is worth a 10% bonus to damage inflicted by cavalry when they charge.
Disciplined
Formation changes cost only two movement points.
Brave
Can charge with no chance that the charge degenerates into a fire-fight.
Wild
Automatically makes an opportunity charge after disordering an enemy in fire combat
Fast
+3 to unit’s movement rate
Hardy
-50% chance of suffering fatigue
Oblique Fire
Making a fire-attack does not end turn if unit had more than 6 movement points before firing
Diggers
2x normal chance to entrench. Allows unit to entrench without Hasty Entrenchment upgrade.
Night Owls
No penalty for night movement rates. Receives only half the normal damage penalty at night.
Independent
Only 10% chance to become disordered when issuing/recalling skirmishers. Changing skirmish order only costs 3 movement points.
Shooters
+10% to fire-attack damage
Flankers
Doubles flanking bonus damage this unit deals
Swampwise
If in swamp, -25% to damage taken. Movement penalty for swamps is halved. No penalty for charging out of mud/swamps.
Chargers
+25% additional damage when charging
Steady
Gets 50% chance to avoid becoming disordered as a result of fire combat
Blasted
+50% damage when charging artillery.
Obedient
Gets 50% chance to avoid going out-of-command.
Foragers
Gain +2 supply whenever this brigade successfully forages
Polar Bears
Takes no additional combat damage from fire-attacks in winter.
Woodsmen
33% bonus when firing or charging from Forest (instead of normal penalty)
Sustained Volley
Takes 25% fewer casualties from return-fire when firing on enemy infantry
Dreaded
Causes double Morale damage against adjacent enemy units while making a fire-attack.
Heroes
Restores .25 levels of Morale to all friendly units within two hexes every turn.
Resilient
100% chance to return to column formation if Morale is greater than zero.
Each turn, a general has a small chance of "Teaching" his attributes to units under his command.