I think 1 turn a week would slow the tournament down too much. Could you insure at least 3 or 4 turns a week?
The size of the force under your command will be decided by the overall force in use and the decided on Grand maneuver Scheme. So far we have 4 players which would be 2 per side so if a Regimental/Brigade sized unit were used as the parent formation then one could expect about a battalion sized force on the Sector Battle Map.
I don't wish to limit Z Fire to one shoot per turn because realism would then suffer. However, keep in mind that the base experience level will be 90 thereby allowing defending units to withstand a Z Fire onslaught with much more resilience. Ammo limitations are also a factor and a commander must be always be aware of his subordinate units supply situation. It is very difficult to resupply under combat conditions and the ammo trucks/carriers are limited in number and must be conserved at all cost because they can't be replaced. Another Z Fire rule overlooked and to be added to the official ROE is: Z Fire range can be unlimited if the target unit is in direct line of sight of the attacking/firing unit ( a tank or AT gun for example). This allows the shooting unit the option of having his ammo selected as "HE" instead of "AP". When using Z fire "HE" ammo is auto selected and this is an effective counter to enemy units that are bunched up and occupying the same hex. Three or 4 tanks in a single hex under Z Fire attack by a large caliber weapon will often suffer at least some immobilization/damage.
The ROE's will be amended to reflect this addition.