<font color="beige">Rich,
It seems a lot of folks have a problem with HPS's "turn" play and prefer "phases". This is mostly because of Blitz attacks and the poor A.I. defense fire of "turn" play. Your last Shiloh patch has made the artillery defense fire more effective and I think it's a step in the right direction and could maybe go some more in that direction, like automatic defense fire when an enemy unit moves adjacent to a defending unit.
On the Blitz problem, is it within the capabilities of the engine to have variable movement for each unit each maneuver turn? The range could be from no movement to full movement based on modifiers of fatigue, morale and in a large percent, command, it could be done at the same time as routs and rallies are checked at the start of the turn.
Routed units would always have movement, but ordered and disrupted units could have none, half or full movement based on the above modifiers and a "die roll"calculation.
It could be done in such a way that fresh units in command would have 99.9% chance of full movement while a max fatigue, out of command unit might have a 20% chance of full movement, a 40% chance of half movement and a 40% chance of no movement.
I maybe way out in left field with this but it is a method that a miniatures rules set that I play uses to replicate the loss of command and control of troops as a battle progresses.</font id="beige">
<font color="blue"><b>Brig.Gen. R.A.Weir</b></font id="blue">
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<b>First--III--AoA CSA</b>