From: Nashville TN
Like most people who grew up in the 70s and 80s, I came to computer games from historical war board games.
The greatest and also the most complex tabletop wargames (because those can be distinctly separate) do not waste time and resources modeling things that don't matter. For some reason, GG design took all the data from Steel Panthers (a squad-level, tactical game) and included it in WitE (I'm speaking of WitE 1 unless specified with '2').
I'm not a computer programmer but I do understand statistics, and the amount of data in WitE defies the principle of simple engineering being superior to complex engineering when both accomplish the same tasks. I know enough about black box data algorithms to know that the input for the WitE combat engine was never good. Then strap atop that another over-engineered system for aircraft, and you have what we saw in WitE early design (trench warfare beginning in 1942 with German players abandoning multi-player until patches and patches started to bring things back to 'fun' (I speak not of realism without prejudice).
By the time I looked under the hood with War in the West, the design engine struck me as a 'Railroad Tycoon'-style supply distribution system, with an hyper-detailed (read: no-fun) air/anti-aircraft engine interacting with the supply system as the primary factor determining combat strength of units; generalship, equipment, most terrain, and the quality of troops played walk-on roles in that complex ballet and in the end, I went back to playing wargames on tables...
For whatever faults it had, WitE was fun to play solitaire for years, and I still dink around with an old save from time to time. I couldn't bear the data over-load on myself as player of WitW. And I play one of the most complicate wargames in the world in Advanced Squad Leader...
Summer 2021-Playing: Stalingrad'42 (GMT); Advanced Squad Leader, Rome: Total War (Remastered)
Reading: Through Hell for H8tler
Rulebooks: ASL (always ASL), Stalingrad'42
Painting: WHFB Lizardmen leaders