For example, when American fighter pilots realized dogfighting the Japanese Zero was suicidal, they switched to power diving (American planes were less maneuverable but had more powerful engines). They weren't interested in "meaningful choices" or fighting the enemy on even terms; they wanted to survive the fight.
But we're playing games, not risking our lives, and one-sided, one-tactic fighting isn't exciting. So games marry tactics with a silent partner: parity (a.k.a. "balance"), something you very much don't want in a real fight. For example, in boxing, you won't fight someone 50 pounds lighter than you in a ring; they have weight classes specifically to prevent that. Parity makes the bouts more uncertain, more exciting. In a real street fight, you WANT to be 50 pounds heavier. And preferably holding a weapon. And a bunch of buddies to back you up. As unfair as you can make it.
A solid tactic is one that is clearly the best option, but that makes for a poor tactical game.