FATIGUE
Continued activity brings on weariness:
- Moving 5 consecutive turns.
- Moving 2 consecutive turns, charging, then meleeing.
- Moving 1 turn, charging, then meleeing 2 rounds.
- Meleeing three rounds.
When any troops fulfill one of the above they become fatigued:
A. They attack at the next lower value (heavy foot = light foot).
B. They defend at the next lower value.
C. Morale value drops - 1 on values and die (dice) rolls.
Movement uphill equals two normal moves per uphill move.
Swiss/Landsknechte, double above (1. - 4.) numbers for fatigue.
One turn of non-movement fully restores fatigued troops.
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