ORIGINAL: golden delicious
ORIGINAL: Curtis Lemay
Real forces operate both simultaneously AND sentiently. WEGO gets the simultaneous part right but the sentient part wrong. IGOUGO gets the sentient part right and the simultaneous part wrong.
It isn't necessarily a bad thing for the player not to have minute control of every movement a unit makes. Of course a simple WEGO system would apply this very unevenly.
TOAW is just too flexible. Scenarios can have huge movement allowances.
This tends to make the problems of IGO-UGO more apparent, though. Force A completes a stunning encirclement of Force B over the course of a week. Force B just sits there.
Overall, WEGO is probably better for realism. As Rommel would say, any reaction is better than no reaction. But until it is applied at the full range of scales covered by TOAW, it won't threaten to replace TOAW, and even then the vagueries of the system may lead a lot of people to stick to IGO-UGO because it's what they're used to.
What comes to my mind is the different reaction speeds of different armies. Some armies do just sit there. This was a major problem with the Iraqi army in their war with Iran. An Iraqi division would be getting chewed to pieces -- but no one could move until Saddam had been consulted. Similarly with the Russians -- particularly before 1944. The British in World War One chronically made holes -- and then failed to do anything with them until it was too late.
Conversely, one of the great virtues of the German army was that it would react. You break through, and you better exploit the hole now. If you wait an hour, a battalion of infantry will be digging in. Leave a weir unguarded and some bright young spark of a panzer commander will have a battalion of infantry over it by breakfast and be working on building a bridge. Etc.
So 'we go' has its points. However, it's not a panacea.
