Regarding armour or vehicles in general, as there isn't any maintenance needed in the game I don't mind that fatigues build up instead to cover this even when it's in an abstract way, vehicles also need "rest" and while fatigue may not be the best it is surely better than nothing.
Vehicles and equipment needed maintenance, of course, but not on the same level as aircraft, for example, where some types/engines required up to 28-30 hrs of maintenance to gain 1 hour of operation, despite the finicky gearboxes and tracks some tank types/versions had featured, where some inexperienced drivers either ruined the gearbox or caused the tank to throw a track, and it really didn't take a brutal driver to throw a track. US Shermans trying to follow the Kall trail in the Huertgen Forest area kept losing their tracks, until US engineers widened the trail with explosives, as the tanks' tracks kept rubbing on the rock face of the rocky slope on the trail's right side, when they were trying to avoid the descent or ditch on the left side. The immobilized Shermans were then just pushed into the ditch, so that supply columns and reinforcements could pass (I think the whole process took 1 or 2 days).
But maintenance of operational equipment usually involved other things, like troops had to make sure that axle bearings of towed guns or say axle bearing of trucks were lubricated. I can imagine that the same applied to a tank's sprockets, and mud, dirt and rubble had be removed as well, once in a while, at least. Crews also had to replace sections of tank tracks or replace sprocket wheels. Also, if vehicles had a radiator, a proper level of water had to be maintained.
In autumn 1944, when the production of motor engine fuel and lubricants started to cripple, the lack of lubricants started to become a serious issue, but I have not heard or read that it actually crippled movement of armoured formations, unlike the apparent lack of fuel. Since such maintenance tasks were usually performed during transfers or outside combat areas, they do not have to be rendered, it can be assumed that such tasks were performed during periods of rest or inactivity.
Field repairs were carried out, too, not all damaged tanks or tanks with breakdowns were sent/towed to the Coy's repair shops, as the Germans employed workshop trucks and tank retrievers, enabling them to provide field repairs (even engine extractions with either the tank retriever's crane or the crane they brought, to allow for engine repairs or replacement/repair of the gearbox), even sometimes under fire.
Reloading ammunition actually did impact a unit's (or tank's) behavior, though. The German standard procedure in combat was that a tank with a sufficient ammunition level would cover a tank that was low on ammo, sometimes even with its "body", to allow for getting it to a safe zone to resupply, in cases where the other tank(s) was (were) still needed/busy.
There were quite a few instances where the Germans ignored such safety measures and where in Ardennes villages tanks of tank Coys or groups basically just pulled back behind the next corner, where they then ordered their supply truck to send more shells or canisters with fuel. While such carelessness (or desperation?) caused the loss of some supply trucks, the main reason for the rather quickly shrinking supply truck-pool in the Ardennes was the rough terrain: there were lots of mechanical breakdowns (broken axles, boiling radiators, etc), but quite some trucks ran out of fuel, too, because the spearheading armored units had received most of the precious fuel, so that the large fuel stock that had been gathered and parked on the right side of the Rhein river (near Cologne) could then not be used on a level the planners had actually envisioned.
Whatsoever, the general procedure was to pull out tanks once they were empty (usually keeping one or another shell as backup) and to get them to a safe/concealed position off the immediate combat zone, when they were supposed to return/engage again.
EDIT : It would be desirable if the AI would have the ability to perform this procedure. Emergency supply was carried out, though, and it seems that its present in the game (unless I misinterpret the meaning of "emergency supply"). The majority of resupply jobs were performed somewhat off the immediate combat zones, though, so the AI should be able to perform such tasks, without them affecting the planning process. This is probably a bigger (programming) task, because such units have to be pulled out off the combat zone, pretty much in the same manner where currently an AI "boss" pulls back a unit to put it on reserve.
This whole thing probably involves the creation/programming of a decated reserve group (which I suggested some 6 or 7 years ago, btw.
), an even bigger task. A dedicated Reserve Group would also enable the AI to form Kampfgruppen and then employ them independently elsewhere or in support of the main group, say as firebrigade (needed for covering the Russian theater, imho).
Anyhow as long as there isn't a maintenance value in the force dialog I rather go with fatigue or else we have such units going on and on much to much.
The current system (or policy) does not cater for the generally higher level of mobility in armored formations. If such a formation had fuel, it was able to disengage, no matter what level of fatigue was actually present.
Regarding relocating, I wonder if there is any difference in the orders and there effects on fatigue whiel traveling, lets say I order a unit to move some kilometers to a village, does that cause the same fatigue as if I would order the unit to defend that village?
I just wonder if the player could order to "move only" and by that have the unit in a none combat ready state but also building up less fatigue as just the drivers are on station while the rest takes a nap.
That would actually be more realistic. The usal travel range of a tank formation was around 80 - 100 kilometers, before parts of it had to be refueled, as many units' layouts contained gas guzzlers. For instance, a PzIV Ausf. H or J had a range of ~300 km (road) or 180 km (cross-country), but the Panther tank had a range of ~170 km (road, probably less than 100 km cross country) only.
For longer distances, and if not engaging, a unit's tank elements were always redeployed by railway, and they would "just" march the remaining distance to combat zones or FUPs, before being committed.
That said, despite tank units (especially the independent heavy tank Bns) often being employed as firebrigades continuously, traveling and redeployment offered a shyteload of opportunities to rest, to word it frankly, in ADDITION to tanks and vehicles having assistant drivers or backup drivers at their disposal.