The balance between wargame and roleplaying is, in my experience, more a question of adventure design than anything else. If you design such that there's a whole lot of heavy combat the that players will have to pay careful attention to details for the characters to survive, then you'll either have dead characters, or a wargame-heavy experience. If you provide more opportunities for the characters to express themselves by means other than optimized use of the combat system, then you'll generally see more roleplay.