The problem comes from the players exploiting the engine, the one who brings up the rear ranks often in column, blows the hole then uses the front rank to exploit the hole. This is where the time factor comes in, by the time the unit in the rear moved forward 600 yards, fired and meleed the 20 minute turn should be over and the front rank unit would not be able to move to exploit the hole.
In the PzC games this is not a problem since everything costs MP so if you move up a unit from the rear it doesn't have enough MP to fire or assault the front unit, also those games have turns that are several hours long, one kilometer hexes and the communication and control ability to make these kinds of moves.
Personally I like playing turn mode because if you advance the front rank to blow the hole in the line then advance the rear rank into the hole you are simulating what was actually supposed to happen in ACW combat. Granted we do have a lot more control than the real commanders did and our attacks are more co-ordinated than was normally possible still it's better than playing in phases that allows a couple of small 25-75 man units to hold up the advance of several thousand men for 20 minutes.
My complaint is the fact that the defending units still fail to fire prior to being meleed more than half the time. I seldom see a melee halted because the attacker was D'd, historically units often advanced to assault only to halt before reaching the enemy line due to heavy fire.
Gen. Ken Miller
1/2/VI
AoS
