Matthew - Boy do I ever agree with the "life is subjective" comment! :)
And based on your last comment, if the game is only an *actual* problem in ~10% of the games that you play, then would you not agree that looking at games as a whole, it may not be that huge of an issue?
Zaiga - I was waiting for someone to bring that up, and with regards to Axis and Allies, I guess it all depends on the group you play with. While it's true that there are two "basic sides" in the game (the Axis and the Allies) there's a tremendous amount of latitude in-game to allow for what amounts to leader bashing, *even among team members on the same side!*
This most often finds itself expressed in terms of a shift in strategy that places more emphasis and pressure of the "guy who's ahead" (the specific country that's doing the best)....his team mates will invariably--again, depending on the group you're playing with-- concoct new strategies that specifically place the big dog in harm's way. This could be written off as simply stating that the most powerful player has the most resources, and if he's doing his job, he'll put himself in harm's way, but in practice, that's not always the case (and several of the folks I play with have as much as admitted that if I'm doing especially well, they'll goad me into making an attack that will help THEIR position, while not really advancing our overall position in-game.
Thus, my comments.
But there are TONS of combat heavy strat games (war games being a convenient subset of these, but by no means the only subset) out there thare are, or can easily be played as multiplayer. Shogun (both the original and the MB remake), Fortress America (to stick with the MB theme), KingMaker, StarFleet Battles, MtG, etc, and they all have a built in element of exactly the mechanism I describe, not by virtue of faulty game design, but simply due to the environment created in-game, and in all of the examples mentioned above, the mechanism is certainly a healthy one (weakening my opponent invariably winds up strengthening my own position...as opposed to other examples that have been given).
In listening to the excellent points raised here, I've revised my position somewhat. Initially, I didn't see it as a problem at all. Now, I see it as a problem for a specific subset of games, although what, precisely defines that subset, I'm not quite able to put my finger on yet....
-=Vel=-