Tried out the variant turn sequence I was talking about and it works very nicely. It retains the ability to act as co-ordinated groups whilst adding to the interactivity of the turns and also scaling better across different sized games. I think it’s a bit of a win/win.
The only fly in the ointment is that it requires counters to mark what has and has not yet activated in the turn, but that’s a small price to pay for the benefits.
I’m going to keep the details under my hat for a day or two while I test them again and write up a bit more of the linking mechanics (as this is all integrated with the command system you haven’t seen yet).
More mid-week when I’m back from visiting the Beasts of War.