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13. Fatigue

[13.0]? FATIGUE

Soldiers in battle can only be pushed so far. After just a few days in combat, their effectiveness drops off and the sharp edge dulls. Rather than show this by trying to track the fatigue level of every unit on an turn by turn basis, two design for effect mechanisms have been created to simulate some level of exhaustion (and disruption).

First, units that remain in combat continuously will eventually suffer a number of overkills (that are then converted into Fatigue-unless you wish to kill-off all of your units). This fatigue can only be removed by not doing anything and not being adjacent to the enemy. So it will be very debilitating.

Second, some units can be pushed throughout the night (when they would ordinarily be resting) to achieve battle results early in the campaign. Usually they will pay for this by becoming exhausted and needing rest all the next day. But you may find the reward worth the penalty. Choose wisely. Historically, KG Peiper pushed on for almost 48 hrs before fatigue claimed even the notorious Peiper himself. Sometime on the night of the 18th/19th, Peiper caught some z's in Ligneuville when the road through Stavelot to Spa and beyond was actually almost undefended.

[13.1.0]? Fatigue & Resting Status

Units may become fatigued due to Overkill results from Ground Assaults and Barrages and from Extended Night Activity actions. Each unit selected for activation during an Extended Night Activity will become fatigued; either through failure to activate, movement or combat. Units defending during Extended Night Activity that use their full strength are marked with a Resting marker, as are defending units that suffer any kind of retreat. (i.e., Units that defend at half-strength and do not suffer a retreat do not enter Resting status.) In addition, any unit in Resting status that is the attacker in a GA becomes fatigued.

When a unit enters Fatigue or Resting status place a Fatigue/Resting marker upon it. A Fatigue marker is back printed with a Resting side.

[13.1.1]? Effects of Fatigue/Resting

Fatigue or Resting status has the following effects upon a unit:

  • Fatigue: Combat strengths and movement allowance are quartered (round fractions up)
  • Resting: Combat strengths and movement allowance are halved (round fractions up)
  • It cannot receive or contribute RIBs?.
  • It cannot enter PA or Combat Reserve Mode.
[13.1.2]? Recovery from Fatigue
During the Resting Phase a unit in Tactical Mode that is not adjacent to an enemy unit and that did not move during the Movement Phase may remove a Resting marker or flip a Fatigue marker.
[13.1.3]? Maneuver Reserve and Fatigue

Units that come out of Maneuver Reserve Mode do not suffer Fatigue due to actions taken during the first (possible) Extended Night Activity after leaving MR Mode.

Design Note: Units that leave Maneuver Reserve have been well-rested & supplied for days prior to their actual commitment to battle. Thus, they can usually push on well for the first 24 hours. See Peiper.