This works way better than time units. Give up an action as insurance. Sounds like a good mechanic.
Except you could do exactly the same thing using time units in the original, and not even necessarily giving up any action, if you had enough of them.
Seriously guys, what the hell are you trying to argue about?
It sounds like most of you of the "anti-TU movement" don't even know what they are talking about.
This statement is just complete nonsense. TU removed tactical depth not added to it. There is no depth to the TU system. It's essence is quite simple and there is always an optimal set of actions that maximizes the utility of a given unit's TU budget. The real issue here is that managing TUs is accounting, and accounting doesn't make for fun game play. Providing the options through a choice driven character development system greatly enhances the strategic aspect of the game while providing fluid tactical desicion making in a far shorter time frame, thus speeding up the fun stuff.
WHAT? You are the one talking nonsense.
Time Units are simply a pool of action points that you can manage in any way you want, allowing extreme granularity in the micromanagement of you soldiers.
Just stating boldly a fact doesn't make it true, and in fact your statement is just bullshit, without any base in reality.
And TUS being a "quite simple" mechanic in principle is hardly a flaw; if anything is an additional argument against this nonsense of pointing them as an obstacle to the action's flow.