>>64108770
Air combat is a prettu easy one, everything from energy state, notching, emissions control and so forth just gets reduced down to "missile has 70% hit chance, plane has 20% ECM rating". For a more detailed comparison, contrast how you utilize artillery in the Combat Mission series.
In CM, the process is significantly more detailed. Firstly, you don't typically order artillery via the unit itself, but through a requesting unit. What units can access fire support assets depend on national and unit doctrine - whereas in Shock Force (2010s NATO/Syrian conflict) an American rifle squad can call for the company mortars, their Syrian counterparts both can't (they lack squad level radios) and arent authorized to (they need at least a platoon HQ to make that call). Once that call is made, then comes a delay as the artillery unit makes the needed preparations, before they fire off spotting/ranging shots. How accurate the strike will be depends largely on how well the requesting unit can observe the spotting shells - if they're able to see them clearly and calmly, then they can walk the fire onto the target. If they cant, theyre inexperienced or pinned down, then the resulting artillery fire could be well off target. And now that shells are flying, the speed of fire may degrade as the unit goes from a maximum rate of fire to a sustained rate. As a result of all of this, using artillery takes planning and effort to get good results out of, otherwise you end up with inaccurate fire landing 10 minutes after you needed it.
Meanwhile in Wargame, the only nuance is if any unit has LoS to the aim point at the moment you click target.