Now that we've been given a primer on Erfworld time, let's see what bizarre mechanics we can produce with it.
This is the first thing I personally thought of.
Chief Warlord Nosrap has 2+ move. He's in battlespace with three other factions, so each faction has 4 hours a day (16 hour day, 8 hour night.) He has a complex battle situation to think about, and he doesn't have much time.
|Warlord + Lookamancer Hex A |
| Hex B |
Lookamancer observes Warlord moving from Hex A to Hex B. Warlord thinks and plots for precisely three hours and fifty nine minutes--which would waste the turn, except he moves back to Hex A immediately at the end of that time. He now has spent slightly less than four minutes thinking and plotting, and has three hours in which to finish planning and begin moving units.
I hereby dub this the 'pacing' strategy, in which a Warlord constantly moves between two hexes while observed, in order to increase the amount of time he has to plan his maneuvers, without wasting a Turn.