I would like this feature a more if it was tied to C&C, quality and quantity of HQs, etc. (which of course is rather difficult in TOAW). To me these double-turns represent one side getting within the "decision loop" of the other side, which is wholly realistic for a side with a better/more responsive command structure.
I don't think it to be completely flawed. It works well for some scenarios and conditioning it to C&C, like you say, should make it more interesting in fact. Formation proficiency, number of HQ, proximity of formation units to HQ, etc. Yet, for some scenarios, mainly the small ones, as Larry stated, a single inversion in the order of turns can be devastating. Some small scenarios with 10-15 turns depend a lot on pace and initiative and time schedule usually is very narrow.
I don't design scenario, but perhaps adding some units with huge movement capacity on a distant location for the side that plays first may have some effect preventing the turn inversion. Well, I don't know if it would work, but this would be a hack, not really a nice solution. And I don't know if these units put on a distant location would still have an effect in assets sharing for supply, which would defeat the purpose.
< Message edited by Cabido -- 6/6/2018 12:56:29 AM >