Quaama wrote:
I had originally read this post as saying that there had been a turn after the movement to enable 'fatigue recovery' and that the unit had simply recovered all fatigue as good luck [Gettysburg Parameter Data would permit a 20% chance night fatigue recovery].
If I'm now reading this correctly you are saying that a unit moved at night during one turn [say Turn 52] and then at the beginning of the very next turn [Turn 53] their fatigue was zero! If so, that is a very significant failure of WDS v4 and in my view ensures that any game that has night turns is a farce.
1. Did you test a number of units and did they all recover fatigue the very next turn or was it only some [20%?]?
2. Does the same thing occur during day turns when (in Gettysburg v4) the fatigue recovery should be a lowly 5% chance?
Tested in a day turn of Gettysburg 4.0. If I am not wrong, units who moved, fired, or meleed (as attackers) last turn can still recover fatigue normally. (Though units who built breastworks or were fired upon the last turn can't recover fatigue.) I think it already makes the whole fatigue rules invalid and pointless in both day and night turns.
Here's the original text from the manual.
Manual wrote:
Recovering Fatigue
A unit may be eligible to recover Fatigue at the beginning of a player’s Movement
Phase provided it has not Moved, Fired, participated in Melee, or been Fired upon
with any effect from the time of the player’s previous Movement Phase.
For each such unit a random value from 0 to twice the applicable recovery rate,
determined by Parameter Data associated with the current battle, is subtracted from
the unit’s Fatigue value. See the Parameter Data Dialog in the General Help File for
the recovery rate values.
BTW, I think the '5%' and '20%' of 'Recovery' in the PDT is not the possibility of recovery, but a baseline value. I guess the recovery function may be like this.
The Reduced Fatigue = (Recover Rate) * (Random Factor) * (Additional Multiplier)
I guess the Recover Rate means 5% or 20% of Max Fatigue (900), in other words, 45 or 180 fatigue value.
Random Factor is a random value between 0 and 2.
If checking Higher Fatigue Recovery (Optional Rules), there will be an Additional Multiplier. Low fatigue gets a '5x' bonus. Medium fatigue gets a '3x' bonus.