Here are my thoughts on a we-plot, we-move Simultaneous Movement system.
1./ Each player plots his 20 minute turn in advance. He moves all his units just as in a turn based game (ie. no different from now, except there's no guarantee that all the units will actually be able to make these plotted moves)
2./ Each 20 minute turn is sub-divided into 4 distinct sub-turns. The players may issue different orders for each sub-turn within the 20 minute turn, but this is all done in advance. (So the players can only see the ongoing situation and influence the game at 20 minute intervals)
3./ A unit may move, fire, change formation, melee or rest in each sub-turn. So a stationary unit that does nothing else may fire 4 times, while a unit that moves or does some other activity (eg change formation or melee) for all 4 subturns can't fire.
Order examples (set in advance by players, either per whole division / brigade or even each individual unit if required)
A = advance
B = fall back
C = charge (cavalry) (gains automatic fatigue)
E = build earthworks (gains automatic fatigue)
F = fire
G = guard (eg. infantry to guard & protect supply or artillery)
H = halt, hold ground (also counts as rest, unless the unit's digging in or comes under fire)
L = turn & move left
M = melee
P = repair bridge (pioneers)
R = turn & move right
S = deploy skirmishers
T = change formation
X = reaction (react to nearby enemy action)
Z = rest
So Unit Order example - A,T,F,B would mean Advance in 1st subturn, change from column to line in 2nd subturn, fire in 3rd subturn and fall back in 4th subturn. (Of course if there are no enemy in range the unit can't fire and will just rest instead)
4./ A unit that doesn't rest for at least one of the sub-turns gains fatigue. A unit that rests for 2 or more sub-turns loses fatigue. A unit that spends the whole 20 minutes resting loses double fatigue. Perhaps every single action should cause some fatigue, as this would help to slow down the pace of the battle and deter units from racing about the map.
5./ Troops may be held in reserve with reaction orders. These just "lose" any sub-turn that they don't have anything to react against (they won't gain any fatigue but they won't lose any either since they're alert), although they can have fire reaction orders at any enemy within a certain range. But the main purpose of reaction orders is to allow units to move forward to plug a hole in the line or protect an exposed flank. Alternatively, troops may be held in reserve to exploit a situation - but they don't get a full 20 minute turn, only the remaining sub-turn allowance.
6./ Artillery would automatically attempt to limber up and fall back if unsupported and threatened (no need for players to actually issue orders, but this would override the existing orders). Similarly, Nappy, but not ACW, infantry would attempt to form square if threatened by cavalry. Also units would automatically turn facing - using up a sub turn - to face a threat from the flank, unless ambushed in woods, etc, or if there are also enemy to the front. No ACW (or 18th century) unit would remain in column once coming within infantry firing range of the enemy, but would automatically use up a sub-turn changing into line. So players will need to command (non-British) Nappy troops if they like using column melee attacks, as the engine would otherwise prevent it.
Col. Rich White
3 Brig. Phantom Cav Div
III Corps ANV
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