From: Houston, TX
In ye ol' boardgames you reacted per engagement (because players were conducting business sitting by the board).
Not in any boardgame I ever played.
And how a scale of 2km and 8hrs can have responsiveness same as 10km weekly turn game?
While in first case the orders can be changed quickly the elasticity in the latter case is close to none. For a week a commander cannot react. Do they issue orders only on Mondays in your country?
The command inertia of a platoon is much quicker than that of an Army. So, depending upon the scope and scale of the topic, different time intervals are appropriate.
This is not something I've just dreamed up. It's real: CFNA would not work at a shorter turn interval. If the turn interval is too short, the forces cannot perform flanking maneuvers. Instead, the defender would always be able to adjust faster than the attacker could shift to the flank. The result would be that the attacker would only have the option to bludgeon his way through with frontal attacks.
This is true for FITE, too: Too short an interval and breakthroughs couldn't be effected. The defender could always shift reserves to the spearheads faster than the spearheads could punch through.
What you describing is a stance. A unit can have a defensive, attacking, marching, refittinh, resting or on-alert stance. This has nothing to do with the actual engagements. If I put an unit on alert then counterattack than rest than defend and again counterattack how can this be simulated in TAOW? I can only do this during my turn. During the enemy turn I cannot issue any orders. Period.
No! Don't think in game terms, think in real-life terms: There is a high command (in game terms, that's YOU), and individual units have their own commanders - they issue orders, if given the proper stance, during the enemy player turn.