Shannon V. OKeets
From: Honolulu, Hawaii
Coming from tactical game background it's hard to get my head around time and casualties etc. I find it hard to visualise it for some reason.
When designing a game there are 3 elements that have to be in perfect balance: time, space, and units.
WIF has hexes that are roughly 90 kilometers across. Given that size for space, then the units should be corps size (or army size for the USSR). Using purely division sized units would require large stacks in each hex. For a board game, that would be unwieldy. A computer game could accommodate the large number of units, but from a player's perspective you would have to figure out where all those units should move every turn. The board game Drang Nach Osten from Game Designers' Workshop comes to mind (1792 counters).
So, given the space and unit size choices, the time line of two month turns, divided into roughly 4 two week impulses seems correct. The brilliance of this solution by Australian Design Group is that each impulse permits units to move around on the map and fight, while a lot of housekeeping tasks (e.g., production, partisans, conquest, etc.) only occur at the end of a turn.
Then making the number of impulses per turn variable according to the time of year provides variation to accommodate the seasonal variation for "good attacking weather".
But I digress, ...
Perfection is an elusive goal.