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Basically what the title says -- does it matter whether a unit is in travel mode or not as it relates to the amount of fatigue recovered?  Or is it purely based on whether or not the unit did anything, proximity to HQ, and non-adjacency to enemy units?
A unit has to go through all of your turn and the opponents turn without expending any movement points. Then it will recover (if allowed by the parameter data file), at least I am pretty sure that's how it works. Travel mode does not matter I think.
Correct.
As long as the unit isn't Disrupted, moves, fires or is fired upon, it'll recover fatigue.
Proximity to HQs is irrelevant as well, that only comes into play with Disruption recovery.
Just to add that a unit digging in, building a bridge or located in a minefield hex will not recover fatigue as well.

The amount of fatigue that a unit meeting the criteria actually recovers is variable and I believe it is possible not to recover any at all if you are very unlucky.

Any fatigue recovered at night is doubled.  Wink

And as the others said it makes no difference if you are deployed or in T mode, the only exception is cavalry in the FWWC series does not recover fatigue when in T (mounted) mode.
So if your unit fires back at your opponent during your opponents turn (op fire), then it won't recover fatigue by the time you turn comes around again?

Can you turn off op fire?
(09-13-2019, 05:10 PM)CountryBoy Wrote: [ -> ]So if your unit fires back at your opponent during your opponents turn (op fire), then it won't recover fatigue by the time you turn comes around again?

Can you turn off op fire?

Correct

Sorry, no you cannot.
Not that it matters, since being fired upon is enough to negate fatigue recovery.
It's pretty hard to keep front-line troops rested, unless you have reserve units you can cycle into the line before nightfall.

It's arguably of less importance in smaller scenarios (say, 20 turns or less) where it's usually enough to keep your units out of red fatigue.
But in campaign games, fatigue-management becomes paramount. Not only does high fatigue lower the combat-effectiveness by itself, it also lowers morale which further erodes the combat-values.
Thanks guys.
(09-13-2019, 04:11 AM)CheerfullyInsane Wrote: [ -> ]Correct.
As long as the unit isn't Disrupted, moves, fires or is fired upon, it'll recover fatigue.
Proximity to HQs is irrelevant as well, that only comes into play with Disruption recovery.

being "disrupted" does not prevent fatigue recovery. no mention of being disrupted in the rules.

Units that are disrupted will recover fatigue provided the unit must not move,
fire, assault, be fired upon, or be assaulted for a complete game turn. It must
also not be Digging-In, building a bridge, or be in a minefield. 
There is a nominal rest value determined by Parameter Data (see the Parameter Data
Dialog in the Main Program). During night turns, this value is doubled. Further
modifiers may apply to this value based on Optional Rules described in the
Main Program. The Fatigue recovery a unit receives is then calculated as a
random value between 0 and twice the rest value. The number of units that
recovery Fatigue are reported in the Command Dialog of the Main Program.
Nominal Fatigue recovery also applies to air units.
(09-14-2019, 10:28 AM)CheerfullyInsane Wrote: [ -> ]But in campaign games, fatigue-management becomes paramount. Not only does high fatigue lower the combat-effectiveness by itself, it also lowers morale which further erodes the combat-values.

Is it actually correct that lowering Morale 'erodes combat values'?  I thought the modifier was based on Quality not Morale.
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