ORIGINAL: Oleg Mastruko
What has to "stop"? Atack A never stopped because of attack B, if the Attack A is ordered at all.
Trigger both attacks in the same phase (the first one) and then you'll have both attacks play out for sure, even if you'll have no other phases in that turn.
People try to fumble with TOAW turn phases, trying to squeeze as many as possible, oftenly with no understanding of what goes on "behind the scene", very oftenly playing very badly designed scenarios to begin with and complain when things don't turn out 100% perfect as they imagined. Well that's war. Dice and rnd number generator are not always your friends.
Oleg
Let's make me clear. Imagine that you want to take four objectivs: two hills (obj1 and obj2) who dominates over two villages (obj 3 and obj4) during a 1 day turn. You have two regiments (A nad B) for this task. You prepared attack (or operation) – moved units designated for attack around first group of objectives (obj1 and obj2). Assumption is that these two attacks are independet which means that succes or failure of one cannot influence other in any way.
Your Regiment A --------------- Your Regiment B
attack vs. ----------------------- attack vs.
obj1 – Hill 1 --------------------- obj2 – Hill 2
obj3 – Village 1 ----------------- obj4 – Village 2
In attack planning dialog time expanded pane shows that both first attacks (directed against hills) will take approx. 10% of turn time. According to this you have planned first to take hills and then to move and clear villages. After clicking at resolve attacks button your first attack (commading by first subordinate officer) goes as planned and Regiment A takes "Hill 1".
But second attack (commanding by second subordinate officer) is taking much more then 10% of 1 day turn and the battle for "Hill 2" will be much longer then it is anticipated at first (let say that you need whole day of fighting to take "Hill 2").
What will happen? What influence will have battle for "hill 2" on results of operation of regiment A against "Hill 1" and "Village 1"?
In reality after taking "Hill 1" Regiment A will continue advance and take "Village 1" (if unoposed) or will start another battle (if "Village 1" is defended). Suppose that "Village 1" was lightly defended and taken witouth problems. Regiment A will continue their advance deeper in enemy rear or will stop and dig in for possible counter attack (all these action will be during a same day – turn). Outcome of operations undertaken by Regiment B will not have any impact on operations of Regiment A.
But in TOAW it will be a different story. After taking "Hill 1" Regiment A has to stop at the "Hill 1" and wait attack of Regiment B to be resolved elsewhere on map. As the battle for "Hill 2" need whole day to be resolved, Regiment A will fail to take second objective (Village 1) and to move some hexes further in enemy rear. Why? Because second attack of Regiment B resulted in early turn end. This wouldn't be a problem if these two operations are connected somehow and if succes of one have influence on another. But, under initial assumption, they are independet and one shouldn't have any impact to another (at least during one turn eg. one day in this case).
Situation above have nothing to do with scenario size or scenario design, and it is simplification of real TOAW scenarios where you can have much more then two indipendet attacks (operations). With increasing number of such attacks (operations) there is bigger chance that one of them lead to early turn ending.
I hope I was clear enough.
Emir
BTW I'm also not a member of TDG if that fact have anything to do with issue we are discussing here.



