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===Fatigue and Vigour=== As you may expect, running across massive battlefields, slogging through waist-high water, running up hills and shouldering through dense trees to ''then'' engage heavily armed (and armored) foes in a fight to the death can be a bit draining, be you man, elf, greenskin or even lizard. This will manifest in the form of gradually degrading combat performance as your units get worn down through the various stages of fatigue. Running and combat of any kind will start to drain vigour from a unit, while standing or walking slowly replenish it. Terrain does play a role in how quickly fatigue is lost (i.e., charging and fighting uphill is substantially more draining than charging or running downhill). *'''Fresh''': The initial vigour level for any army not caught in Force March or Raiding at the beginning of any battle. Fresh to the field, no wear or tear and eager to spill blood on your command. There are no penalties at this stage (obviously). *'''Active''': Your troops have performed some minor skirmishing or ran a modest distance, so the pep to their step is gone. A 5% melee attack debuff slightly hampers their combat effectiveness. *'''Winded''': The starting vigor level for armies in the Raiding stance. Your troops have engaged in combat and/or have spent a significant amount of time running. A 5% speed and melee attack debuff and a 10% melee damage and reload speed debuff kicks in. *'''Tired''': The starting vigour level for armies attacked while in a Forced March stance. Your troops have engaged in extended combat or have run about the field extensively. Exhaustion starts to take it's toll; a 10% Speed, Melee Damage and Charge Bonus debuff accompany a 15% Melee Attack and Reload Speed debuff. *'''Very Tired''': Combat and maneuvering around the field have all but drained your soldiers. 10% debuffs to melee damage and armor, a 15% speed debuff and a 25% melee attack, charge bonus and reload speed debuff claims a heavy price from your soldiers. *'''Exhausted''': The final stage of fatigue. Intense, extended combat after extensive maneuvering with little to no respite has put your troops on their last legs. A 10% melee defense and damage debuff, a 15% speed debuff, a 25% armor debuff, a ''30%'' melee attack and charge bonus debuff and a ''35%'' reload speed debuff severely cripple your exhausted units, putting them at a severe disadvantage against any fresh troops they may have yet to face. This is a universal mechanic that applies to all factions, including Undead ones (they just have different names for the various stages), so you'll always want to keep this in the back of your mind as battles tend to wage on. These penalties (or lack thereof) can make a significant difference in a unit's combat performance, especially if they're further buffed (or debuffed) by magic, abilities or items to give them an edge.
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