FATIGUE

Continued activity brings on weariness:

  1. Moving 5 consecutive turns.
  2. Moving 2 consecutive turns, charging, then meleeing.
  3. Moving 1 turn, charging, then meleeing 2 rounds.
  4. 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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