Of course, but with a very long queue of orders, the distance between your faster and slower units keeps spreading, your flanks keep getting more and more open, and your forces get more and more disorganized - a bit the way your divisions used to lose ORG as they advanced, but on a much larger scale.
Sure, you save some time on attack delays that way, and you get opportunities to attack more provinces - in a disorderly and inefficient fashion. Beyond a certain point, you should actively seek a pause in your forces' advance, and only pursue local or opportunistic advances while your armies get reorganized.
If you don't seek that pause, you run the risk of forgetting to cancel orders, and it can lead you into big trouble, as you're already aware. But this is also something we've got to take into account when planning: we are human beings, we can't possibly notice every single detail of what's happening, and certainly not now we are giving 150+ divisions individual orders to advance. Our brains not being capable to follow are also a part of the calculation.
In the end, either we accept we're human, fallible, and try to minimize chances of failure, or we go gamey and keep saving and reloading when bad things happen. The latter seems to be your way of playing - to each his own. But in real life planning there is no save & reload.
You're saying the absence of attack delays for planned orders is unrealistic - but to argue your point, you explain how it raises problems with a completely unrealistic way of planning. I'm sorry, but in warfare you can't min/max delays and advances the way you do in a game. This is one of the reasons plan don't survive contact with the enemy, and this is why you shouldn't argue the interference of attack delays on your gameplay is unrealistic.
Sure, you save some time on attack delays that way, and you get opportunities to attack more provinces - in a disorderly and inefficient fashion. Beyond a certain point, you should actively seek a pause in your forces' advance, and only pursue local or opportunistic advances while your armies get reorganized.
If you don't seek that pause, you run the risk of forgetting to cancel orders, and it can lead you into big trouble, as you're already aware. But this is also something we've got to take into account when planning: we are human beings, we can't possibly notice every single detail of what's happening, and certainly not now we are giving 150+ divisions individual orders to advance. Our brains not being capable to follow are also a part of the calculation.
In the end, either we accept we're human, fallible, and try to minimize chances of failure, or we go gamey and keep saving and reloading when bad things happen. The latter seems to be your way of playing - to each his own. But in real life planning there is no save & reload.
You're saying the absence of attack delays for planned orders is unrealistic - but to argue your point, you explain how it raises problems with a completely unrealistic way of planning. I'm sorry, but in warfare you can't min/max delays and advances the way you do in a game. This is one of the reasons plan don't survive contact with the enemy, and this is why you shouldn't argue the interference of attack delays on your gameplay is unrealistic.