It seems whenever we play this great game we rarely use the optional rule of unit reorganization. Since the battle only lasts 3 day (or less) it seems kinda pointless to "waste" a whole day to gain back the full strength of a weakened unit by not moving or fighting with them at all.
This variant is really just a "house" rule that we use when we play and adds a little flavor (and hope) for "flipped units" without wasting a precious full day to do it.
AFTER VPs are tallied (night turns 8 & 16 only), if victory is NOT determined, each player, starting with whomever does NOT have the initiative chit, MAY roll a die for up to 2 "flipped" units on his/her side.
On a roll of 1-2= unit is flipped back to full strength
3-5= unit stays weakened
6= unit eliminated
Also, on the 6 roll, units eliminated do NOT include generals and any extra VPs picked up are not counted til the NEXT night turn. The player who holds the initiative chit who rolls a 6 can cancel it by giving it to the other player (for use during the day turns as normal).
So, as you can see, there's a small chance of success, but also you can lose the unit all together.
Try it...it's makes it a little more interesting