Col. Meuleveld,
Some thoughtful propositions.<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">Change: When a unit moves into the zoc of an opposing force only one-half of the units remaining movement points are lost.<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">Of course, I don't favor losing any MP's for simply moving into a ZOC. On the other hand, if one attempts to move through and / or withdraw from an enemy ZOC, Berg handles it by triggering additional (but, always optional) defensive "Withdrawal" and "Retreat" fire. Thus every time a unit attempts to move through / leave a ZOC it triggers an optional round of defensive fire. If the enemy becomes "disrupted" and/or "pinned" it may move no further that turn while, of course, still incurring a number of casualties.
If, otoh, no pin / disruption result occurs, it may continue to try and slip through yet another ZOC and/or go on its merry way.
The beauty of such a model is that all combat result odds for causing an enemy pin / disruption, etc. increase proportionally with a defensive unit's increasing number of strength points. Under Berg's model, powerful battle-lines, hence, possess a far more compelling/effective ZOC (far and away!) over Mr. Tiller's 25 man 'gaggles', which astoundingly (and a-historically) wield as effective and 'compelling' a "0" modifying ZOC influence as his 1000 SP regiment. This somehow just aint right. [:0]

<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">Second, as play is now, when a unit fires on an opposing unit, the firing unit cannot move again in that turn.<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">Well, it all depends on the game design. In Mr. Tiller's game, borrowing heavily from Berg's original TSS, the offensive fire phase only comes after all friendly movement has ended.
OTOH, if you played SSI's early (VGA 4 color - yuk) "demi-brigade" series of ACW games or Landrey/Kroegels' wonderful "Battles of Napoleon" using the same system, all units were provided a number of "activity points" (AP's) with which to 'spend' on normal movement, forced-marching, fire, and melee. If one chose to allocate all AP's for troop movement, they'd have nothing left over (i.e., not enough <i>time</i>, during the turn) to execute fire let alone melee! I continue to admire the sheer beauty and effectiveness of such a system. Yet, even in this series, units that stop to fire their muskets, may move no further in the same turn, Col. Meuleveld, although, they may of course still elect to melee an adjacent enemy unit, assuming sufficient AP's to do so. Even so, your idea of a move/fire/move/melee/etc. routine doesn't seem out of the question.
But, I confess for my money, I'd still prefer to see more "simultaneous movement plot" designs being developed for the pc. I-Go / U-Go was for all intents the only practicable option for boardgame design, whereas the pc can successfully track the simultaneous movement for all sides while, yet, providing the "friendly" FOG-of-War challenges, etc., that all the current rash of games virtually ignore to the bone.
Field Lt. Shoeless
1st Provisional Army of Tenn
Secretary of the Cabinet, CSA (Retired)
<center><i>From a certain point onward there is no turning back. That is the point that must be reached.</i> --F. Kafka</center>