But it's perfectly reasonable to think of it as simultaneous. There are no "turns" in reality. While the Germans were attacking the bridge, the Soviets were moving reserves towards it - getting there just in the nick of time.
Waaaat? Mister either read the post slowly and carefully again or stop this nonsense. And read the definition of "simultaneously" because the IGYG is exactly opposite of simultaneously.
Over the course of many turns the effect is quite similar. You can't plan in advance on any specific unit carrying out your plans. Not how a God would do it at all.
I don't understand what are you trying to communicate. Again Combat Ops simulates the problems of chain of command and orders following. TAOW doesn't. There is nothing to discuss about here.
What does any of that have to do with Time Stamps? Time Stamps can't solve the National Debt either. And what was even the issue? The Germans took the bridge and then the Soviets took it back.
And 2 plus 2 gives 5 because you say so

How could the Germans take the bridge that was earlier blown up by the Soviets? I mean they discovered a time travelling Wundermachine? I understand the limitations of the engine and I have no issues with it. The Time Stamps are creating issues that normally would not be there. As the Germans attacked the bridge at the same moment in some games (digital and board ones) opponent can perform counter-attack to simulate the real-time reaction and avoid the situation I have described (which you refuse to understand for whatever reason).
What is the difference you ask? In the responsive system (and in reality) either of two things would happen:
1. The Germans would hold the ground and afterwards advance.
2. The Soviets would successfully counter-attacked and the Germans would not be able to advance.
What happened in TAOW was that the Germans advanced (although Soviets have blown it earlier in the turn timeline) because the TAOW does not have this responsive system.
How is a combat occurring in a hex that friendly units have moved through already? The enemy unit would have to have been forced to retreat into the hex somehow - after the friendly unit passed through. And that assumes the friendly player stupidly didn't leave anything in the hex so that that retreat could even happen. Time Stamps aren't going to solve every ridiculous example. But they do solve a bunch of issues.
What are you writing about I have no clue. Where a turn equals to 3,5 days (84 hrs) unit A moves through hex 1,2,3,4 and 5 consuming all MPs where hexes 2 and 3 consume 75% of MPs. You can calculate at what point in time the unit was crossing those hexes. In this example unit A has crossed hex 4 between 63-70 hrs. Unit B entered hex 4 at ca.20 hrs and stopped. End of turn. Enemy movement. He attacks hex 4 at ca. 30 hrs and occupies it. But as this is in his turn the Unit A already passed hex 4. In reality this would simply not be possible.
Time Stamps add a layer of complexity which does not properly address the issue of simulating timelines. Actually the more attention I pay to it the less logical it seems. I think the problem is related to implementation of two coinciding systems: Movement Points and rounds in the turn. Traditionally Movement Points were to address also the timeline issue (in an extremely simplistic way but still). The rounds within the turn add an overlay on on the MP. You use MP which are consuming rounds but only if you execute battles. So time is counted in twofold: using MPs and then using Rounds. And on top there are Time Stamps to mark timeline on hex(es). No matter how I calculate it this just doesn't add up.
Just to make one thing clear: I have played TAOW for 8 years now and I will continue to play it. But I'm not blind and I'm not liking this sitting-on-a-high-horse You present. Just because there are limitations/flaws it doesn't mean that the game sucks. And, in my opinion, Time Stamps is a questionable addition, perhaps unfit for the engine. Ideally I would see TAOW develop better use of rounds within turns like 9-16 rounds per turn, and each 3-4 rounds sides would switch. This also would not solve the issue but would be more close to reality as an opponent would have a chance to react in more time consistent manner.
Plans are worthless, but planning is essential.