Men Of The Line

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Fatigue and Breaking

Last edit by MrSmith · 10/5/2026, 2:41:51 AM

Fatigue and Breaking

Every unit starts with an empty fatigue bar that fills at 100.

  • A melee swing adds 2 fatigue. See Melee.
  • Being hit in melee adds 2 fatigue.
  • Being shot adds 4 fatigue. See Shooting.
  • Charging, Retreating, or standing in melee adds fatigue over time. See Orders.
  • Halting removes fatigue over time. Blue + signs rise while Halt recovers fatigue.
  • When a pushback pace cannot move the unit back because a friendly blocks it, that pace still counts and adds fatigue (guns ignore fatigue on blocked recoil). See Melee and Shooting.
  • Your keep restores fatigue while you are in range. It also restores health, but only while no enemy stands at or behind either of your forts (the clear-fort check). Green + signs rise while health is restored. Officers, Color Guards, and the keep's restore are on Units.

Restore + signs. Health restore shows green +. Halt fatigue restore shows blue +. With one restore source active, + signs appear at a quarter of the old heal rate. With two sources, they alternate at half rate. With three or more, they alternate at full rate (for example blue/green, green/green, or blue/green/green).

When a unit is hit, roll from 1 to 100. If the roll is less than its fatigue percent minus its remaining health percent, it becomes Broken.

A Broken unit takes no orders. It Retreats until fatigue is full or it reaches its own end of the lane, then Falls Back. If impassable terrain blocks that withdrawal on its current row (peaks for cavalry and artillery, rivers for artillery), it steps to a clear adjacent row and keeps going. It recovers fatigue while it is not Retreating. It stops being Broken, and returns to Advance, when its fatigue is at or below half of its current health. Retreat and Fall Back are on Orders. A Broken unit is never part of a line. See Lines. It also does not count toward The Middle Line.

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