@LHoffman:
I completely agree. My suggestion was more theoretical because Turn order OOB has never stood out to me as one of the bigger faults of the game. There are minor issues with it, but I don’t think they warrant a complete overhaul unless said overhaul is easy to implement and has even fewer issues.
I’ve been wondering: as a theoretical exercise (not necessarily as an actual proposal for the G40 redesign, unless it turns out to be totally practicable), to what extent could one of the two basic mechanics of Diplomacy be transplanted into G40, i.e. the mechanic in which the players secretly (and simultaneously) write out their orders, then simultaneously implement them? Diplomacy has a second mechanic (i.e. the resolution of combat via its “attack / hold / support” action categories) which treats all ground units as equal and all sea units as equal, and which therefore would be boring and undesirable to adapt for use in G40…but the writing-down mechanic might be another story.
Of the six phases in the G40 sequence, three of them…
1. Purchase and Repair Units
5. Mobilize New Units
6. Collect Income
…sound as if they could easily be adaptable to being handled simultaneously by all the player powers via pre-written orders. It’s the other three that would pose more challenges, and about which I’d be interested in hearing opinions from people. I’ve dashed off a few quick thoughts below, without looking too deeply into the idea.
2. Combat Move (Powers at War Only)
The rules say that “Movement in this game is separated into combat movement and noncombat movement phases. During the Combat Move phase, all movement must end in a hostile space, with a few exceptions. Movement into a hostile space counts as combat movement whether that space is occupied or not.” In principle, pre-written movement orders ought to be compatible with this rule because a hostile space doesn’t have to have enemy units in it to be considered a hostile space. In other words: if Player X writes orders to move his forces into Hostile Territory Y, the hostile status of that territory won’t be affected by anybody else’s planned moves. More specifically, a pre-written combat move by Player X into Territory Y, which contains an enemy force, would remain legitimate regardless of whether or not the enemy has pre-written orders to move his force out of Territory Y (in order, let’s say, to make a combat move into Territory W, which is a hostile territory from the perspective of Player X’s enemy). So in principle, a legitimate written order for a combat move would simply be an order which directs a player’s forces to move into a territory which has a hostile status at the time when the player writes his orders.
3. Conduct Combat (Powers at War Only)
In this phase, players would obviously only be able to conduct combat in territories or sea zones in which opposing forces are in contact with each other. This would be determined by the result of adding up all the pre-written moves made in the previous game phase – a result which could lead to some unexpected situations. Player X, for instance, might have written orders to move his forces into Hostile Territory Y (which was occupied at the time of the order-writing part of Phase 2) with the aim of attacking an enemy force located there…only to discover (after the order-implementation part of Phase 2) that the enemy has moved his forces out of it. Alternately, Player X might discover that Player Z (one of his partners) has likewise moved some of his own forces into Territory Y. In principle, however, Player X should never run into the situation in which an enemy force pops up in an unoccupied Territory Y because, from the enemy’s viewpoint, Territory Y is a friendly territory and he therefore can’t make a combat move into it.
The players would need to check the board after Phase 2 is complete and make an inventory of all the places where enemy forces are in contact, to determine what battles need to be fought. I guess there would be two ways of actually fighting them. One would be as a purely sequential set of individual battles. The alternative, which would speed things up and would keep more people busy with fewer time-outs, would be to run as many simultaneous battles as could be managed at a time. For instance, there could be a Germany-versus-USSR battle + an Italy-versus-UK battle + a Japan-versus-US battle, followed by a Japan-versus-UK + a Japan-versus-US battle, and so forth.
4. Noncombat Move
This one may actually be quite straightforward. The rules say “In this phase, you can move any of your units that didn’t move in the Combat Move phase or participate in combat during your turn.” The “didn’t move” criterion is determined by what happened in Phase 2 (as recorded by the written orders) and the “didn’t fight” criterion is determined by what happened in Phase 3 (as recorded by the inventory of forces needing to be involved in battles), so it would be easy to identify the remaining unaffected units which would qualify for non-combat movement. Likewise, the criteria pertaining to which friendly territories or zones can be moved into or through would be easy to apply, since they simply depend on the map status of territories or zones that resulted from the previous phase.
All of this, of course, would be a major departure from how A&A normally functions – so even if it was workable, it might be too radical from a redesign point of view.