ORIGINAL: solops
OK, I read the whole thing through twice more, slowly and I understand (mostly) what was done. I think a lack of overall context was making the concept difficult. My first objection was "Why not just treat each combat separately and eliminate ANY need for "management of the mean number of rounds, i.e. Completely eliminate the "gamey"". Am I correct in assuming that the entire "round" system is not only for resolving combat on a location with units arriving at different times, but that it ALSO maintains that combat's relative place in time relative to all other combats in the world during that turn....which could have effects on other movements and combats happening nearby, should they happen later in the same turn?
It has been a long time since I played much. And folks new to the game, and I hope there are many, will have no clue what this is all about.
Did you read post #10? Unless you believe in time machines, nothing is gamier than what you're proposing. Units pour through a breach in the lines with their initial movement allowance. But that gap won't even exist till the end of the turn.
Think of the tactical rounds as little mini-game-turns. You don't carry MPs over from previous game-turns. Nor should you from previous tactical rounds.