From: Palo Alto, CA
I would compare it to splitting the difference between a super-massive game such as WITP or the Europa Boardgame series, and less rigorous games such as 3rd Reich.
Where in 3rd Reich, it is possible to invade Germany and take Berlin without the opponent being able to react. In WIF, the turn length, and weather, and limited ability to double-move, make an endeavour of this nature impossible, without at least several reacting moves. And the Wif flip-flops always have a reinforcement phase in between an occasional double-move. Interestingly double-moves are rare, quite powerful, are modelled with an initiative track, but are incredibly difficult to plan for and execute.
Wif has no 'perfect plan', I've used the same plan, but always with radically different results.
I personally pray to the weather gods on a frequent basis, because weather is so random affecting turn length dramatically and your plans in unexpected ways.
Most men can survive adversity, the true test of a man's character is power. -Abraham Lincoln