Absolutely, there'd have to be a pause.
I'm just trying to visualise a system that would make a realistic timescale playable. On the one hand, 6-month turns means that there's plenty of time to consider your next move, and the 'safety', you know what's coming and nothing will pass you by. On the other hand, it totally distorts the timescale, and destroys its realism. Like the how armies can't move to meet each other. Imagine if the rush for the shore in WWI was turn based. The player who went first would win the battle to circle around. It's like how there's no way to intercept a sea crossing which can be made in one turn, like the Channel.
Maybe a combination of the two could be achieved, with simultaneous turns. Turns would be phased. So you'd have the command phase, giving your units their movement and attack orders, and setting up construction queues. Then there'd be the action phase. Every team's units follow their given orders. If the paths of two armies met, then there'd be a confrontation. If a cavalry army was attacking/chasing a foot army, they'd eventually catch up.
While I've seen this in some games, I've never seen it phased like this. It's always been represented as simply continuous, or totally simulatneous, where the player who first gives the order first moves, obviously unfair to those with slow reflexes. Both of these being totally against the point of the grand strategy/turn based genre.