MTW Fatigue
Fatigue plays a big part in MTW combat, especially in large, drawn out battles with many reinforcements and desert battles. Managing fatigue is important, a technically superior army can easily lose to an inferior one if all their units get worn out and lose heart.
Contents
Fatigue Levels
There are 5 defined fatigue levels, Fresh, Tired, Quite Tired, Exhausted, and Completely Exhausted. The fatigue level of each unit is tracked during the combat. Actions by the unit, climate, and armour levels combine to determine how the fatigue level goes up and down.
Effects of Fatigue in Combat
The fatigue level affects the combat capability of the unit.
- Fresh: no adverse affects at this level
- Tired: -2 attack
- Quite Tired: -3 attack, -3 morale
- Exhausted: -4 attack, -6 morale
- Completely Exhausted: -6 attack, -8 morale
Completely exhausted units are not able to run or charge.
Unit Fatigue Indicators
The fatigue level of a unit can be seen on it's unit card, it is represented by horizontal bars in the top left corner of the card. At the start of a battle, every unit starts with 4 bars, with each bar signifying a fatigue level (no bars equals completely exhausted). The level will also be shown in the unit info popup when moused-over.
Fatigue Depletion and Recovery
Normal rates
Desert rates
When the climate of the battlefield is Desert, units fatigue faster than normal, and armour levels play a large role in unit effectiveness. When staging military campaigns in desert regions, the army composition must be changed to more lightly armoured units, as heavy infantry and cavalry will tire so quickly as to be useless. Armour level includes any armour upgrades that a unit may have.
Reinforcements and Fatigue Management
holding position in large battles, not pursuing routers to the map edge, withdrawing fatigued units
TBD - need the depletion causes, and how fighting, shooting, running, marching affect depletion.