Yeah these sorts of ideas having been kicking around for a while. I recall seeing posts on the Larry boards as well. Usually though, when people try to collapse the turn order, they attempt it alternating by sides (all Axis then all Allies etc.) I think if you’re going to go to that effort, which requires rebalancing to work anyway, I think its just more interesting to go fully simultaneous all at once.
Using a standard cribsheet can be helpful for the first round. The way we did was to just write out the moves by territory, or group units out of the key territories, for every round after that.
You’re correct though, this process is simpler with less units, map territories, and nations. Still if it can be done for classic, Revised and AA50, I’m sure it could be done for G40 as well, it’s just a matter of time. I think its possible, even with all the writing, to still resolve the game Same-Time in roughly the same number of hours as it takes to resolve the game TBS, whether the turn order is collapsed by side, or just the normal OOB turn order. Basically you spend the same amount of time, just doing different things. I think one potential advantage of Same-Time, is the way all players are focusing on the same phase at the same time. I think it promotes a kind of collective will towards speeding everything up, in terms of the rolling and the income collection for example. Especially if you use a minute-glass. I don’t really recommend playing this way if you can’t get at least get a multi, 3 players is doable, 4 is ideal though. It’s more fun and the division of labor is better.
I think playing a collapse turn order (alternating by side Axis then Allies) can be confusing in a 1v1 game, because of all the separate purchasing, income, and placement you have to track all at once. The collapsed turn order by side drags too, since it takes a very long time to complete each side, and whichever side is up, the opponent basically does nothing except roll defense like a robot the whole time. It lacks a lot of the natural breaks that the standard turn order provides when you go down to just two turns, Allies to Axis, or Axis to Allies. I think simultaneous would be ideal, if the goal is to reflect a more historical character to the combats.
In regular OOB turn based A&A, the passage of time is way more abstract, which leads to anomalies… like the ‘unending D-day’ mentioned earlier, scripted can-openers, fighter shifting, and the Hammer/Anvil on Moscow for ex. It also leads to the “double-dip” on income via territory trading.
Many of these change once you go Same-Time, so you end up with new dynamics. For example, once the turn order is gone (or even just collapsed by side) then fighter shifting is no longer possible. You can’t count on your ally landing in your newly conquered territory to back you up. Same deal for Hammer/Anvil on Moscow, or Double hit on Berlin. This latter is extremely significant on the gameplay and income requirements to make it work. The ability to attack Moscow or Berlin with multi-national forces at the same time is potentially game breaking, if you don’t restructure starting income or income collection, or the way the capital capture for cash works. On the upside it is possible to rush fighters to make a decent capital defense, provided you have enough air.