Ps. The best analogy I can think of to what is being suggested above, is Same-Time RISK.
“Same-Time” popularized on the old RiskII CD by Hasbro, involved a series of phases that we tried to model our A&A games on. It had 4 basic phases for attack and movement.
Border Clashes
Invasions
Surge Attacks
then Tactical Moves
In each phase, the moves were allotted in secret (you know your own moves, but not your enemies), meaning you did not know where the enemy was going to attack, or if they were going to attack at all, or if they did attack, then from where? Border Clashes are basically the same for A&A, except here you have individual units being rolled, instead of generic “armies” like in Risk. Invasions=“Combat”, Surge Attacks=“Blitz”, Tactical Moves=“Non Combat”.
So if you’re familiar with Same-Time Risk, or a game like Diplomacy this shouldn’t sound too insane. Basically the surge attack in RiskII was allotted in the initial combat movement phase, and it would occur if the prior border clashes and invasions were all successful.
In A&A you could break this phase off, and allow a separate, final “Blitz attack” phase, for any Armor, Mech or Air units that were not already moved during the Combat phase.
In Risk, placement occurs at the beginning of the game round, for A&A placement occurs at the end. Income collection is clearly not present in Risk, but in A&A its a critical component. Whether to do income collection at the end of the round (to keep with tradition) or put it at the beginning of the round (for more expeditious game resolution) would also be a question worth thinking on.
One convention you can use to aid in writing stuff down, is to group your units within the territory or sz, during the allot movement phase. Grouped into attackers, blitz, defenders etc. Then just write down where they are going. Or can group units to confuse your opponents. Whatever works. You really only need 1 page in a legal size pad of paper.
Purchase: ex. At factory A (List Units) at factory B (list units) etc.
Combat: ex. From Territory X, to Territory Y (list units), from sz A to sz B ‘along path sz C and D’ (list units), From sz Gamma to Territory Omega etc.
BIitz: ex. From Territory X to territory Y, through territory Z.
Then run the battles! Note that the number of battles you typically run is less, when players spend their first round consolidating forces. This has the effect of making the first round somewhat fast, rather than the longest round of the whole game, since many units will pull back. After all the Border Clashes, Combats, and Blitz moves are finished, you again go to the note pad.
After all Non Com movements are allotted, reveal purchase, place and collect income.
Ideally the two movement allotment phases should take about 30 to 45 minutes. The combats should take around 45 minutes too. Averaging out once things get going to about a round an hour.