The game does play differently to PzC as disrupted units are now good bullet sponges at the front or can be used for "dancing" to attract opportunity fire (they can't lose their movement points during the turn, after all, as they're already disrupted). Fatigue gain may or may not be significant, but at least your other units won't be hit by whatever expended its opportunity fire chances firing at the disrupted unit.
Assaulting and defending can still feel random, but that's something I can live with in this case. It's frustrating if a 10 men result disrupts your attack or defender, but it happens to both sides.
Quote:Not sure what you mean in regards to reducing fatigue accumulation to 1? But then again I haven't had much sleep lately.
I was referring to this part of the manual: "Fatigue Accumulation. Fatigue is gained from losses in combat. The factor used to determine Fatigue accumulation depends on the size of the unit. • For Battalions, the Fatigue accumulation factor is 2. • For Companies and Platoons, the Fatigue accumulation factor is 6 (When 2 Companies are Combined, the factor is 4 and when 3 or more Companies are Combined, the factor is 2). "
Considering that your losses can be...rough if caught by an MG, it can take a day to recover from that and it makes your troops feel somewhat more shaky than their historical counterparts, who could absorb heavy losses and keep going after what in game terms would be a limited amount of rest.