Yep, I know what you mean, but it does work. In deciding I had to balance aircraft speeds against ships having a reasonable movement; too short a turn and the ships barely change position. Because of the activation mechanic there's a lot going on in each turn.
Let's take an example:
Part of Operation Praying Mantis, April 1988; the US have the USS Wainwright (CG), USS Bagley (FF) and USS Simpson (FFG). The Bagley has a helo in the air. The Iranians have the Joshan (FAC), two F-4 Phantoms and a P-3 Orion, well out of range.
The US player is 'first out of the bag' and decides to activate the helo to detect the Joshan which is getting a bit too close. He succeeds. The Iranian player is next and activates the Orion, detecting the US Surface Action Group. He decides not to the move the Orion, as it is holding its position.
Next out is again Iranian, so the Iranian player moves the Joshan forward and announces that he is firing a Harpoon at the Simpson. This is placed 20 miles out from the Simpson and the Simpson attempts to detect the threat. It fails, but the Wainwright is acting as picket ship, so can also try. Let's say it succeeds, so the Wainwright fires a Standard missile.
For sake of example we'll say it misses, so the Harpoon is moved to just 10 miles out. Now any ship in range can fire; the US player decides to roll for the Wainwright first and it gets a knock-down.
That's the end of the Joshan's activation, so we go back to the bag, drawing out a US counter: The US player decides to activate the Simpson and, with the detection made by the helo, fires at the Joshan. We go through the same process as before, but in reverse, and the Joshan is hit.
Next out of the bag is the US player again. He decides to deal with the Phantoms, which are 26 miles away. Having two F/C radars on the Wainwright, he attempts to lock on to both. He rolls what's needed, so the Iranian player has to roll a resolve check; one F-4 passes, the other fails and immediately moves back 6+D6". As the two F-4s are in formation, the Iranian player decides to move the other F4 back anyway.
The F-4s are still within range, so the Wainwright fires two Standard missiles, scoring one hit.
* * *
So, that's one turn, and there's a lot going on, but because of the activation things are still happening in sequence. It's a bit abstracted, I know, but I think of it that the Orion detects the Americans, then a couple of minutes later the Joshan fires. Seconds after that the attack is detected and the missile is taken down. A few minutes later the US responds and damages the Joshan. There's a brief hiatus while the US player assesses the situation and then, wanting to deal with the air threat, he 'paints' the Phantoms with his F/C radar. The Phantoms immediately scram, but not fast enough; a 30 seconds later one is down.
So even though the turn is 15 minutes, its component parts maybe a few minutes or a few seconds, with new threats coming into play and having to be dealt with.
Hopefully that made sense. As I say, it works, even with air combat as each player reacts to what is happening.
Thanks for the feedback – and those Ticos referenced by your user name were awesome ships.
Nick