I am pretty sure you have this wrong, and as a result combats would be pretty boring indeed.
Man, I wish I was wrong about it, but, straight from pg. 46 of the first edition Star Wars rules: Each combat follows the following sequence.
Decision Segment: Where Players and the GM decide upon what they're going to do for the round.
Declaration Segment: Where Players and the GM announce the intended actions of each character.
First Action Segment: (I'll copy this verbatim) Each character for whom an action was declared takes his first action. An "action" is either movement or a skill or attribute use.
Second Action Segment: If any character declared more than one action, characters' second action are now resolved. Any character for whom only one action was declared does nothing (but may dodge or parry) in this segment.
Subsequent Action Segments: If any character declared more than two actions, additional action segments ocur until all characters have performed all declared actions.
You're right. This is quite boring
if played on a grid, which is how I usually do things (though I'm warming up to the idea of going mapless in the future).
You have to remember that this combat system was designed to be played
without a map. Star Wars game sessions are more casual affairs (designed like AD&D 2nd edition) where the GM and players sit comfortably around the coffee table in the den. When a combat breaks out, the GM will ask his players what they will do.
Jon: Roark will is going to run to the crates, and using them as cover, fire at a stormtrooper on the left.
Brad: Babbs will cover Roark's move. Babbs won't move himself, but he will fire twice at the stormtrooper on the left.
GM: Both stormtroopers will split up, one moving to the left, the other to the right, along the wall, attempting to catch you two in a cross fire. The one on the left will fire once at Roark. The one on the right will fire once at Babbs. They'll both fire first then move, getting into position for next round.
That's the first two phases of the combat. Next, we go into into the First Action Segment.
GM: OK, everybody gets to roll their firs actions. The stormtroopers fire:
ST Right gets a total of 18. He takes a -1D on the shot because he's performing two actions.
ST Left gets a total of 12. He also takes a -1D on the shot for the same reason.
Babbs takes a -1D on his first shot because he declared two actions and fires at ST Left, getting a 15.
Roark does not take a -1D penalty on his throws because, although he is peforming two actions, characters are not penalized if they walk--Roark's shot will come in segment two. And, since he's moving in segment one, he'll roll his DEX to determine if he's shot at before he reaches the cover of the crates. He throws DEX code, getting a 16.
Order of resolution for the first segment (this is determined by their skill and attribute rolls above):
1. ST Right fires at Babbs.
2. Roark moves to crates.
3. Babbs fires at ST Left.
4. ST Left fires at Babbs.
ST Right fires at Babbs....
This means that ST Right was quickest with the trigger (with his 18 Blaster Rifle shot) and shoots Babbs.
Brad: Babbs will attempt to duck the shot. He rolls Dodge and adds the total to the trooper's target number.
GM: The trooper missed! His shot sizzles past you, and you can hear it explode on the wall down the corridor behind you. But, Babbs is now doing three actions during the round, so his second shot in segement two will be at -2D.
Roark moves to crates....
GM: Roark, ducking the blaster fire, arrives at the crates and goes down on one knee.
Babbs takes first shot at ST Left....
GM: OK, Babbs has already fired, so the -2D penalty because of his Dodge Reaction is not applied to any throws that have already been thrown. It's a total of 15 on his attack.
GM: ST Left will Dodge, but that doesn't help him. Babbs still hits.
Brad: My damage is 13 points.
GM: Your blaster bolt slams into the trooper and throws him up against the wall. A second later, he's on the ground (the trooper is stunned, down for the rest of the round--but the GM will not tell the players this--they have no way of knowing).
ST Left Fires At Babbs....
GM: This can no longer take place since Babbs just downed the trooper. Now, we're moving into segement two.
Segment Two.
We're doing second actions now. ST Right will move. ST Left is still stunned, so he will do nothing. Roark will now fire from his crouched position behind the crates. And Babbs will take his second shot at ST Left (even though the trooper is down, Babbs declared to shots at him).
So Babbs and Roark roll, since they are making blaster shots. ST Right has no need to roll because nobody is firing at him. And ST Left is still stunned.
Babbs gets an 8.
Roark gets a 16.
Order of actions in this segment...
1. Roark fires at ST Left.
2. Babbs fires at ST Left.
3. ST Right arrives at the position along the right wall.
Roark fires at ST Left.
GM: Roarks is on one knee, behind the creates, blasting at ST Left. Since he's taking 2 actions this round (the move then the shot), he's -1D on his shot. And, since ST Left is prone, that's +5 to difficulty.
ST Left can't Dodge because he's stunned.
Roark misses, anyway.
Babbs fires at ST Left.
Babbs is taking 3 actions this round (The Dodge and two shots), so he's -2D on his shot and is +5 to difficulty because his target is prone.
The ST Left is still stunned, so he cannot Dodge.
But, Babbs' shot is a miss--too many penalties.
ST Right completes move.
OK, that's a full round of SW first edition. It's a lot to write out, but I think it flows fairly well if the GM runs the game as intended, that is to say, verbally playing out the combat encounter.
If you played this out on a grid, I do believe it would not have a very "Star Warsy" feel to it.