Hey, I should know everything about 6+1 Leaders. I am one!!!
- Rally troops. Even with the +1 DRM it's no worse than self rally (which also has a +1 DRM) and you can attempt to rally every turn.
- Use a radio. They still qualify as a leader, and you have to have one of them to call in OBA. Especially useful if you can set up the guy with radio HIP.
- Give movement bonus. +2 MP for anyone moving with them. And if the 6+1 breaks due to enemy fire, it's not likely to hurt your troops because their morale is at least as good as his... (no leader loss MC or PTC).
- Help carry the ammo for that mortar or HMG. Heavy support weapons can benefit from Mr. 6+1 because he can carry on PP worth of ammo. This can also speed up your repositioning of those big weapons.
- Sometimes you can use him to block rout paths or force surrender. He still qualifies as an "armed unit". Even if he can't shoot straight.
I don't often use him for scouting. I'd rather have a live 6+1 and use a HS for scout duty.
Now, if you get a hero, use HIM to scout, draw fire, carry the DC or FT. :crosseye:
Sam "Mr. 6+1 to you, Bud."