ORIGINAL: Panama
Probably getting in here a bit late but it would seem to me what the OP is talking about is a wargame with no structure. No phases, just do what you want and then based on what happened at map point A you can do this at map point B even though they should have been taking place at the same time. Absolutely no structure, no rhyme or reason, just do what you want when you want in whatever order you want and time be damned.
I think the point I've tried to make (possibly also the OP) is that the combat rounds system is a bit too granular.
While playing, I have the impression that I'm doing one of those stop-motion animations where you move some tiny piece on the characters a tiny bit, and repeat a hundred times just to provide the illusion of motion. Why there has to be 10 phases - I don't know.
Having so many *potential* rounds means that any wargamer is going to inevitably try to maximize what gets done each turn, and so the game devolves into something more like a puzzle than a true representation of operational warfare. I find myself doing and thinking things that I seriously doubt are realistic.
I think the game, in its current form, has a special appeal to programmers and people who enjoy Sudoku.
Still, I enjoy TOAW3. While playing, I get a feel for planning that I don't get with other games. Maybe I just need more practice.
I pulled this from one of Lemay's excellent tutorials, because (unfortunately) it's a good example of what I'm talking about:
I always calculate the ratio of the unit’s remaining MPs to its initial MPs. If the resulting fraction is smaller than the fraction of the turn remaining, I don’t use it in an attack that round.
Now that's an example of micromanagement using information that would *never* be available to a real commander. And that's my real problem with TOAW3. This is operational warfare - not a mathematical exercise. I think a great solution would be to provide some sort of indicator on the unit to indicate if it has exceeded the above calculation and so could be considered "late".
Actually, I think that would solve a lot of problems. The most time-consuming aspect of play seems to be this need to laboriously check individual units to see if their inclusion in an attack is going to delay things. It's be nice to see some sort of visual indication that a unit was "running late".