My turn order requires a bit more planning.
Weapons developments and money collected can only be used next turn. Hence, you still save money between turns for paying bombing damage etc.
In our game, the developments occur for each nation as it did historically, so you can employ them on the turn they become available.
With techs, its surely more realistic to have to wait a turn before putting the new units into production.
The only units that appear as “New” are bombers, and tanks and each nation has a different turn when they can be bought, but they can be used on the turn following placement so in those instances they don’t have an effect till the following turn.
I prefer both movement phases consecutively and both before combat; combat movement first, then non-combat (so you can immediately see which units have moved into combat, without mixing up retreating units). I also don’t like immediately reinforcing newly captured areas; it took time, for example, to reconnect rail lines which were often sabotaged or of a different gauge. Instead, reinforcement should only be to areas you already hold, just as aircraft can only land in areas where you’ve already established an airfield.
I think this also speeds up the player turn.
yea good idea, but rail movement cannot be part of this. It must be separate or you could bring too many units into combat, rather than allowing the other side to anticipate your rail movements. For this reason we keep them separate, but really this is all axis all allies movement. In our game railguns can move by rail in the combat movement phase, but this is the only unit.
note: you say rail guns can move in the combat movement phase. I assume that means they can move them to a tt you already occupy in order to bombard units you’re attacking. Under my system this distinction isn’t needed.
They can.