From: Newark, OH
1. Turns. Yes it is an asynchronous WEGO system. Orders are issues and then the game resolves the action until the next orders time is reached for a player.
1a. Not sure what you are looking for here. Units move and shoot based on a number of factors.
1b. Really a couple of different cases here. There is, for a 500m hex, a "close assault" mechanic you get based on same hex, higher rate of fire, etc. Retreating on the other hand is a function of orders state, national characteristics, readiness, morale, losses and visible enemies and a few other items. There is no board game like close assault order. Just grim close range fighting.
1c. Even here there are many factors. Readiness (fatigue), morale, command state, movement type, and national characteristics.
2. One thing we really wanted to try to capture is the whole command orders cycle. The turns as stated about are variable for both sides.
2a. Yes. It is quite possible to get either inside the opponents command cycle or be on the outside looking in. And yes in your example the Red player would be able to issue/alter orders twice to Blue single orders phase.
2b. Effects are most prominent if HQs are lost. Jamming levels (static by scenario in this initial version of the engine) also impact orders delay. Unit readiness (fatigue) also plays a part in the final number. So to get ahead you need to keep you HQs out of the line of fire (including being nailed by enemy arty units via radio fix) and find and kill your enemies HQs.
2c. You hit on it above. The Red player will see two orders cycles while the blue player waits for his one. Both players are informed of an orders break. The same system will apply to PBEM++.
Let me know if you have any more questions.
We are working hard on Southern Storm!
Cap'n Darwin aka Jim Snyder
On Target Simulations