ORIGINAL: X.ray
I would only make it stop at encounter (by "encounter" I mean units actually bump into each other, in adjacent hexes, with the enemy sitting on the path that the friendly units are designated moving through, and neither side is forced to RBC), not at revealing. In the real world troops also won't stop and wait for new orders as soon as they see some enemy soldier shows up on the horizon 20kms away. And often in that case they don't even have much detail of the enemy yet.
As tactical round is the smallest unit of the clock in TOAW, the stop also can only happen at the end of the latest corresponding tactical round. For example, a unit with 100MP bumped into an enemy unit after moving 31MPs, then the clock should stop at the end of round 4, instead of round 3.1, which can't be measured. The friction of a round that is foregone for such particular units during this process, can be considered as C&C delays required to prepare for the new orders.
OK, but note that there can be a bunch of brainless movement post new info between combat rounds. So, we're back to my original criticism.
And the key is the clocks of all units are running simultaneously under this system, which means all units should show 40% of their MPs consumed at this moment. Of course the other units that didn't encounter an enemy would be able to fully utilize their 40% MPs before the stop. So, no time travel will ever happen[8D]
Since this is not WEGO, that means the enemy units are not moving while this is going on. Remember from my posts #72, 75, & 77, that that requires the Force Proficiency check thingy. (Wouldn't be required by WEGO). So this is back to the criticism of that discussion: Units moving in rear areas and just maneuvering would risk not completing their movements. And this slices up the player-turn into the max # of slices - risky for crummy forces.
Well, I forgot you could set the # of tactical rounds in a turn to a very large # (999?). Hmmm.... if a scenario designer is crazy enough to give us 999 rounds to play with in a turn, I guess we will have to be prepared to make good use of it....[:D]
?? Maybe you misunderstood my Improved Road Motorized Movement thing. There are only 10 rounds per player-turn.
Either way is fine as long as it applies to both players. I do think committed battles shouldn't be allowed to change in any case, as committing a battle requires a great deal of efforts and preparation, and you can't easily cancel or change it just because your brother unit has some troubles on the hiking 200KMs away.
No. It's not fine if you have to do your turn plots over and over. This whole thing is completely impractical and doesn't even address a real problem.