Excellent point. Once a game has normalized the forces on each side and rigidly defined the rules of engagement, much of what's left is The Rules. Whoever can micromanage their units to optimize their mathematical properties gains the advantage.I find the same theory holds true for me in wargames. The first game in a system (or returning to an old system) and I'm rusty as heck. It could be Warhammer, CarWars, Battletech, Bloodbowl, whatever. None of the real world advice on how to win a war is practical at that point in time because, usually, the forces are balanced. I can't go off and poison someone's water supply, give them all the plague or spread rumors about them and have any impact on the wargame at hand. Instead, it becomes a matter of knowing enough about the system, seeing how things play out and judging the overall strengths and weaknesses units / models in play.
That said, it isn't all about mastering the artifacts of the simulation's rules. Certain basic principles still apply, and I can assure you that even these basic principles aren't obvious to most people.
Any experienced wargamer (or computer gamer) immediately looks for any paper-rock-scissors situations. Which unit is best against which others? And an experience wargamer usually understands to apply overwhelming force at a few points, not to nibble away with numerous 1:1 attacks.