From: Houston, TX
During production of TOAW4, there was a thread discussing time stamps and how they work. "Great Idea!" was my thought.
My understanding is that it works like this: A battle occurs on a hex. The battle is a victory and there are no enemy units remaining on the hex. This battle might be deemed to have taken, say, half of the turn. In the meantime, I have units just behind the battle waiting to exploit into the gap.
Any unit that moves into that hex, immediately loses half of its remaining movement points, because the battle took half a turn. Great Idea! Or 1/4 of their movement points if the battle was deemed to have taken 1/4 of a turn.
Almost correct. They lose however many points it takes to get the unit down to only half its original points remaining. But, other than that, you got it.
Actually it does not work like that. I have found that it works like this:
First: At the back of the map move some AA units, using all their movement points, to critical road junctions.
Second: Participate in battles on the front line
First: Participate in battles on the front line
Second: At the back of the map move some AA units, using all their movement points, to critical road junctions. Aaaaarg! I can’t move the AA units very far because of the time stamp thing.
Modern wargamng, typically allows units to have movement ability and combat ability. All units can move-attack-move-attack until they run out of that ability.
TOAW 4 has the concept of “firstly do all the moving and only then do the combat”. I don’t think that was the intention and I suspect the time stamp feature has had unexpected results.
Actually, that's how TOAW has worked from the first day back in '98. After all combat is resolved the turn's time stamp is adjusted according to how much time was expended in those combats. Prior to Battlefield Time Stamps, it adjusted to the longest lasting combat. Now, with Time Stamps, it adjusts to the median lasting combat. (Often times reducing the amount of time expended - a good thing).
So, you had it right in "Game 1", assuming you wanted to move the AAA as far as their allowance would allow. In "Game 2" you wanted them to wait until after the combats were complete - presumably to exploit those combats. Since they waited until the combats were complete before moving, those points spent waiting were lost. That's exactly how the real world works.
Knowing this, all you have to do, if we're talking about units that will spend the turn entirely in the rear (reinforcements and such) is to move them as far as you want BEFORE any combats are resolved. Like in "Game 1".