
Way back when WEGOWW2: Desert War 1940-42 was just a hobby game, I did what I would call now--an Editor Case Study. I wanted to see how the engine could deal with what would normally be considered a direct-fire scale--where the line-of-sight rules would normally "rule the game table". Just one problem. The game engine wasn't/isn't designed to do line-of-sight, direct fire engagements. To make things worse? Peleliu is a dinky island in the Pacific...so...got to have 250 meters per hex just to have room to move around. What to do?
Is there a WEGOWW2 game in this situation? Can it be done convincingly with the editor? Dunno. Let's try to resurrect this old attempt at a game/scenario to discover the answers to these questions...and learn a bit about game design while we are at it.


