It might be a nice idea to illustrate the Boyd cycle with a learning scenario where one side would have much faster responses than the other, for instance the Germans vs Russia at the start of the Blitzkrieg, when due to lack of communications and impossible orders, the Soviets found it mostly impossible to respond or worse, felt forced to attempt to follow impossible orders that had little to do with the real situation.
In this scenario,. the soviets would be given a much larger force with the slowest response time possible and bad orders to start, whereas the Germans would be given "no delay". The German objective would be to cut off the supplies of the soviets, pocket them and annihilate them. Because it takes a while in the game for lack of supplies to have a significant effect, the scenario would probably have to last a few days, and the unit count would have to be relatively small, given that it would be a learning scenariio.
At the present time, the orders delay seems mostly related to how well the original plan was conceived, which is OK, but it would be nice if it could be illustrated to also work in a dynamic manner as it does in the real world. Of course in such a case, one side has to have the advantage in orders delay unless the player ability is higher for one side.
The Boyd cycle in boxing: "I feinted to the left, feinted to the right, jabbed a couple of times with my left to raise his arms, then rammed him in the belly with a right, and the first thing that he knew, I was flat on my back!"