Quote: (Erik M @ 09 Mar. 2009, 15:14 )
Yes fred~, I've heard that "strategic" argument before. So just because it's on a "strategic" level I can only get a cup of coffee while you in the same time get a massage, then a three course dinner and top it off with a feature movie as I empty my cup.
I'll be silent now and see what is what and what to do about it. Cheers. Hey, I love my massages and three course dinners.

In my command tent there is always a good record spinning, excellent cigars and some brandy (after the feature movie, of course).
On the "strategic" note, I would like to add that any table-top simulation of warfare have to apply abstraction since there is no (to my knowledge) system where both players act simultaneously with all their units. I find "taking turns" a far more unrealistic deal (even though I find the alternating activations to be better than Player 1 moves and shoots with entire army/Player 2 does the same etc) than different embark/disembark conceptualizations.
In the example at hand, you would be much more content with the rules if you thought of "Advance" as:
- You are ordered to embark in your transports and move with caution to coordinates X,Y
I do not think of my battles as field experiments of relative time. Advance means, slow advance, shoot if you make contact with enemies. Double means that you advance with much less caution but still do not throw it completely away. March means, race for the objective, expolit the breakthrough etc. Not slo-mo vs high-speed. If you want a unit to embark and then disembark to set up new firing positions, you have to play it by double or march since it no longer is a slow advance but a much more hurried action. You get a -1 modifier in your action, but you might be better prepared for an assault instead.
And there is no need to be silent, at least not for my sake.