We don't model electricity pylons (a major factor if using e.g. TOW), but then again I cannot think of any wargames rules set (tabletop or computer or hex and paper) that did. Nor did any of those rules sets bother with large bodies of water short-circuiting the trailing wires. (But then you would have to model the missiles that used
insulated wires, such as SS-11 and AS-12 which were happily fired by naval vessels and helos at ship targets).
The rules don't bother to differentiate bridge load classes either, but few wargames rules ever go into that sort of minutiae either. However it is a large part of the planning in military exercises. But us civies simply don't want to be bothered with it, so a Maus can trundle over a wooden bridge at full speed as often as it likes.
Trivia gets in the way of game-play, and brings little added value to the party.
The game has no pre-game planning of orders etc. - a vital part of the military process. SP3 had a rudimentary objective system though. But us civvie wargamers just don't want that sort of restriction, and want to be able to move our troops about at our whim 'Hollywood style' - very few folks bothered with the command and control bit of SP3 as it was not 'fun' and it 'gets in the way'. (Folks who want to try something with more realistic pre-game planning, artillery call-for fires, etc probably should look at the Prosim games
http://www.prosimco.com/ - available here on the Shrapnel site).
It is a turn-based easy-access civilian wargame and
not a real-time military trainer type simulation that presupposes a year or so in Sandhurst prior to play or a dedicated weapons training TOW simulator for the actual operator to practice with. Some folk cannot seem to get over this, for some reason.
Andy