Here are my thoughts
Commanders
Cost: 12 ipcs
Attack: 0
Defense: 0
Movement: Commanders may attach themselves to any unit type gaining the movement points of that movement (and the ability to move over air or on water as applicable). They do not have an attack or defense value and are lost if that unit is destroyed.
Special:
Commanders may use one special ability per battle. Multiple commanders may be in a territory during a battle and up to three of them may use an ability. However, their ability effects may not stack. Thus, two commanders working in tandem could not increase the attack power of your tanks by +2, but they could increase the attack power of tanks and infantry by +1.
You must declare which abilities you will be using before the first cycle of combat.
Abilities:
GENERAL ABILITIES
Extra Offensive power: Pick one unit type. For this battle all units of this type attack at +1 (unit must be able to attack normally).
Extra defensive Power: Pick one unit type. For this battle all units of this type defend at +1 (unit must be able to defend normally).
Strategic Retreat: After the first cycle of combat is played out you may retreat all of your defending units into a neighboring allied controlled territory.
re-roll: Once per battle, at the end of a combat cycle, you may re-roll for all of your units that missed during this combat cycle. You must declare that you will be using it before your first roll.
damage reduction: Once per battle, at the end of a combat, cycle, you may reduce the number of casualties inflicted by the enemy by half (rounded up)
LAND SPECIFIC
preliminary bombardment: your artillery units may make a special bombardment before the first cycle of combat. Any units killed are immediately removed from play and do not get an opportunity to retaliate.
AIR SPECIFIC
carpet bombing: During a strategic bombardment you may add +1 to the damage inflicetd by each bomber.
NAVAL SPECIFIC
combined bombardment: During an offshore bombardment you may have destroyers conduct offshore bombardments at a 2 or less.
convoy system: your transports may now defend at a 1 (may not be stacked with extra defensive power).
expert gunnery: Pick one type of surface naval vessel (besides the Carrier). During the first cycle of combat you may roll 2 dice for each unit of that type.