Hard-core videogamers […] are accustomed to the kind of uncertainty that depends on player skill. While they will tolerate some degree of puzzle solving, they want to be swept up in the moment of play, to be, for the most part, in a flow state, and not be halted to think deeply about the next thing they must accomplish.
The manual games further restricted the number of users, because these games are more time consuming to learn and play. Computerized versions of these games appeal to a wider audience, but still a niche audience—an audience of under a million people. While complexity frightens the many, it appeals to the few. Thus wargames are often lumped into all things geekish. Guilty as charged.
Consequently, the best a player can do is to gradually obtain an intuitive sense of the workings of the system, and therefore make informed decisions based on gut feeling. This is a common factor of digital games: with tabletop ones, all aspects of the game are explicit and knowable, while with digital ones, many are hidden in code and not even in principle knowable to the player (short of decompilation and careful study of the code itself).
There has been a cultural shift against criticism. Nowadays it is often viewed with skepticism rather than an open mind. To say a game is mediocre or worse is not something that is useful to the majority of modern board game media consumers. They are looking for attractive objects.