Fatigue

Fatigue refers to the detrimental effects combat has on the physical condition of the fighting units.

Fatigue values range from 0 (none) to 900 (highest). Within this range, they are further divided into Low Fatigue (0 to 299), Medium Fatigue (300 to 599), and High Fatigue (600 or higher). Leaders do not suffer from Fatigue. Fatigue values represent the
Combat Fatigue of the unit and are not intended to represent the simple physical fatigue of being winded (see the Design Notes for more discussion on this distinction).

When units are fired upon, they may suffer a Fatigue loss as a result. Furthermore, units participating in Melee also suffer Fatigue losses as a result of combat. Units with a Fatigue level of 900 cannot have their Fatigue value increased further, but whenever a Fatigue loss is suffered by such a unit, they must take a Morale Check at the end of the Phase.


If a unit has Medium Fatigue, then

  • 1 is subtracted from its Morale value during Morale Checks.

  • 10% is subtracted from the melee strength when the unit participates in a Melee attack.

  • 10% is subtracted from its fire value when the unit fires.


If a unit has High Fatigue, then

  • 2 is subtracted from its Morale value during Morale Checks.

  • 20% is subtracted from the melee strength when the unit participates in a Melee attack.

  • 20% is subtracted from its fire value when the unit fires.


If a unit has Maximum Fatigue, then

  • 40% is subtracted from the melee strength when the unit participates in a melee attack.

  • 40% is subtracted from its fire value when the unit fires.


Artillery Rule

The Fatigue affects described above are doubled for Artillery Units. See the section on Design Notes for an explanation of this rule.


Recovering Fatigue

A unit may be eligible to recover Fatigue at the beginning of a player’s turn provided it has not Moved, Fired, participated in Melee, or been Fired upon with any effect from the time of the player’s previous turn. For each such unit a random value from 0 to twice the applicable recovery rate, determined by Parameter Data associated with the current battle, is subtracted from the unit’s Fatigue value. See the Parameter Data for the recovery rate values.