His last entry in the series deals with the problems of scale and discusses the uncanny similarities (and huge differences) between WitE and Mark Simonitch's 1992 Campaign to Stalingrad just a couple examples
and
This particular paragraph of his article sums up quite well one major design issue that 2by3 had to address with WitE, that of scope vs. detail
That is a factual account of my capture of Sevastopol on Turn 1 of this scenario, as evidenced by the above screenshot. But it also illustrates that theater-scale games like this sacrifice a lot of drama in detail for drama in scope. And this is a big problem with Stalingrad games, where the battle for the city is dwarfed by the scale of the campaign’s landmass. If the battle for Sevastopol is diminished by reduction to a single combat over one hex, what about Stalingrad? That city is just a single hex on the map, also (technically it’s two, but only one is a victory location). Yet this was one of the most contested “hexes” in history, where daily gains were measured in yards. It’s a difficult game design problem to solve. Some of the attempted solutions are quite interesting.
You can find the whole thing here, and past entries telling us about his acquaintance with a veteran from 26th Panzer Division and the rather disturbing fact that J.R.R. Tolkien could well pass as a relative of Erich Von Manstein.