The more I sit with this, the more I realize how hard it is to describe these situations without a visual. But it’s probably easier to just describe what I might do in A&A, rather than analogizing it to RiskII Same Time too much.
Lets imagine a simple series of opening battles between Russia and Germany along the eastern front. I’m going to puzzle out a same time start using 1942.2 as an example… which I havent tried before with this map, so bare with me.
:-D
Here is an expanded phase order, with each phase separated out so you can see how they would work sequentially.
1. Purchase units and repair facilities.
2. Allot (initial combat) movement.
3. Bombing.
4. Naval Combat: (It is necessary to resolve Naval combats before Land, because of the amphibious aspect.)
4a. Naval Border Clash.
4b. Naval Combat.
4c. Naval Blitz. (a second combat movement sub-phase, it is written down, then revealed simultaneously)
5. Land Combat:
5a. Land Border Clash.
5b. Land Combat.
5c. Land Blitz. (again, a second combat movement sub-phase, written down, then revealed simultaneously)
6. Allot (non combat) movement, land aircraft.
7. Place units.
8. Collect Income.
So you can see we’d have 8 basic phases, and each combat phase (Naval/Land) would have 3 sub phases: one to resolve the Border Clash, one for regular Combat, and finally a Blitz combat phase for any units which have 2 or more movement, that have not already moved during the initial allot movement phase.
GERMANY
W. Russia: 3 inf, 1 artillery, and 1 tank.
Ukraine: 3 inf, 1 artillery, 1 tank and 1 fighter.
Belo: 3 inf
Baltic States: 1 inf and 1 tank
Finland: 3 inf
(note: there are more German tanks, aircraft, and transports that could be involved in this opening, but for simplicity we’ll just focus on the units in the actual territories along the Eastern front itself.)
RUSSIA
Caucasus: 3 inf, 1 artillery, and 1 tank
Moscow: 4 inf, 1 artillery, 2 tanks, 1 fighter 1 aa.
Archangel: 1 inf and 1 tank
Karelia: 4 inf, 1 artillery and 1 fighter
Those are our starting forces on the Eastern front. So in the first movement phase all these forces are allowed to move simultaneously! Each player (Russian and Germany) writes down their intended moves on a sheet of paper.
Once everyone is happy with their choices, all moves are revealed to everyone at the same time. This concludes the first movement phase. Lets picture one possible way it could look…
In Same Time movement is not restricted to "combat or “non combat” for the purposes of determining where units can go. For example, you don’t have to wait to move into a territory that you (or an ally) already control, as all territories could potential be hostile once all moves are made, you need to be able to reinforce all possible positions. Here is how it might be written out for Germany and Russia.
German moves:
From Ukraine to Caucasus: 2 inf 1 artillery
From Ukraine to W. Russia: 1 inf, 1 tank, 1 fighter
From W. Russia to Caucasus: 3 inf, 1 artillery, 1 tank
From Finland to Karelia: 3 infantry
From Baltic States to Karelia: 1 inf, 1 tank
From Belo to Karelia: 2 inf
Russian moves:
From Karelia to Belo: 1 inf and 1 artillery
From Karelia to W. Russia: 3 inf 1 fighter
From Archangel to W. Russia: 1 inf 1 tank
From Moscow to W. Russia: 4 infantry, 1 artillery, and 1 tank (in Moscow, 1 tank and 1 fighter will remain for the blitz phase)
From Caucasus to W. Russia: 1 inf
From Caucasus to Ukraine: 2 inf 1 artillery
From Caucasus to Moscow: 1 tank
Border Clashes!
Ukraine/Caucasus
Germany: 2 inf 1 artillery vs Russia: 2 inf, 1 artillery.
W. Russia/Caucasus
Germany: 3 inf, 1 artillery, 1 tank vs Russia: 1 inf.
Karelia/Belo
Germany: 2 infantry vs Russia: 1 inf, 1 artillery.
These combats are first to be resolved, because forces from opposing sides are both attempting to cross the same border.
At this point I can imagine maybe a few different ways things might go. Either both sides roll as attackers, or perhaps roll for initiative to determine which side rolls as defender? It might be possible in addition to an initiative, to have some roll to determine whether the forces meet at all, or simply bypass each other. This last possibility could be interesting, given the huge areas these territory tiles are meant to encompass. Its conceivable that two armies might not meet, but “but pass through each other” on the logic that they are moving in different parts of a vast territory like “Ukraine” which is pretty big after all. But I think this last condition, if it was allowed, should be less likely. Perhaps roll a single d6, if it hits at 1 then the border clash does not occur and both armies continue to their destination? Otherwise though, the idea is that both forces meet at the border, and the conflict must be resolved, so that you can then see how many units will enter regular combat in the actual territories.
Lets say for simplicity that Germany wins the Ukraine/Caucasus border Clash with 1 artillery piece remaining. This artillery unit will then continue on to the fight in Caucasus.
In the second border clash, W. Russia/Caucasus lets say that Germany also prevails, this time with no losses. The 3 inf, 1 artillery, 1 tank will continue on to Caucasus and join the fight with the 1 artillery piece coming from Ukraine. Now because Russia did not leave any units behind in Caucasus to defend (the tank moved to Moscow, and the other units were destroyed in Border Clashes) this means that Germany will occupy Caucasus unopposed during the regular combat phase.
In the third border clash, W. Russia/Belo, lets say that Russia prevails, taking no losses. Their 1 inf and 1 artillery will continue to Belo during the regular Combat phase.
After all border clashes have been resolved, we then proceed with all the regular combats.
After the regular combats are resolved, there is one Russian tank and 1 fighter that can make a blitz move.
It is possible either to make players declare this Blitz move during their initial movement plan (i.e. they write down their intended move at that time), or you could separate this out into a separate phase, where all players write down their blitzes after the initial combats are resolved and then reveal at the same time. I think the first option is a bit faster, but the later is more straightforward. The Russians might have written down a move like this…
Blitz from Moscow to Belo (through W. Russia) 1 tank and 1 fighter
Or they could have written… Blitz from Moscow to Ukraine (through W. Russia) 1 tank and 1 fighter or…
Blitz from Moscow to Karelia (through Archangel) 1 tank and 1 fighter etc.
If they are blocked along the path, then combat occurs. If the final destination territory is hostile a combat will occur. If all territories are friendly then no combat occurs, and unit will join whatever forces are currently stationed there.
Lets say that the Russians just chose the first option to Blitz Belo. Lets say Russia won the battle in W. Russia clearing a path for the blitz. Now Russia also won the border clash in Karelia/Belo, but here 1 German inf unit remained behind in Belo to defend. Lets say that lone German infantry unit managed to completely destroy the Russian attacker but was himself destroyed during the final round of combat. So mutual annihilation, with no units remaining, but Germany retains control of the territory. But now, during the Blitz phase Russia launches their tank through W. Russia into Belo to take control of the territory with their Tank. The one fighter comes along as well, even though there is no need for it to fight a combat, it will then land during the final non-com movement phase.
Now if, instead of mutual annihilation in Belo, the German infantry unit had actually survived the regular combat in Belo, the Russians would have to run another combat, when their blitz units arrived, to deal with that 1 German infantry.
If, instead losing in W. Russia, the Germans had prevailed, then there are two potential options. Either force the Russian tank and fighter to fight a combat in W. Russia, or allow the player to just abort the Blitz altogether. If you do a separate Blitz phase (instead of writing down blitzes during the initial movement phase) then this last option would be necessary, since players would already know whether the Blitz pathway was clear or not.
This Blitz phase move is an example of “self can-opening” in Same Time. Rather than a turn order thing, its accomplished with Tanks and Aircraft during a specialized Blitz sub-phase of the combat phase. Most of the interest in Same Time comes from this move, because it forces the players to consider multiple lines of defense. First at the border, then in the territory itself, and finally during any potential Blitz. So you have to stagger your units, and plan for all these possible contingencies.
Does that make sense? Basically the Blitz phase gives you a way to preserve the can opening phenomenon in a playstyle that has no “turns” per se, but rather just phases and rounds where everyone does there thing simultaneously.