In most Wargames to date, time is fragmented into finite and equal units called turns. Within those turns each army has an equal opportunity to use time by moving, firing, or maneuvering. The grandest fantasy of them all may be this equal apportioning of time with a highly structured sequence of events.
Planning is even more strongly rewarded than in typical Wargames.
Within the half hour represented by a turn in Piquet, all units are moving in a non-sequential manner. Piquet is about managing diverse, ever changing, variables in a fluid situation, not, as in many Wargames, managing constants in a rigidly structured situation. All of this has allowed design simplification, rather than complexity. Combat, morale, and command rules have been limited to one page each. The sequence deck gives definition to the game and allows new gamers to learn the rules as the cards are revealed.