The aversion to war plans as articulated by hoplitejoe seems to stem from the conflation of "point-scoring" narrative roleplay with an actual battle
plan. I wholeheartedly agree, simply
talking you way to victory shouldn't count diddly-squat, but when war plans are framed around comparing actual field
tactics, I think there is some validity to the system. The second reason war plans aren't popular to the stats crowd, as Sonereal mentioned, is that they don't account for the entire web of cause and consequence (supply chains, unit strength, &c.): they're isolated episodes disconnected from the broader strategic picture. For sure, this was the case in the early IOTs, and one of the main precipitants of that era's powergaming: "There's nothing that
proves I lost fifty thousand troops, so nya!"
But that's only because nobody's keeping a mental map of it all: players are either too lazy to do it, or have a vested interest in scrubbing unfavourable documentation, and efficiency-minded GMs look for ways to delegate such responsibility; that's precisely
why so many of us adopted stats in the first place. But it is entirely possible for a GM to take the duty on himself. From what I understand, that's how Robert's running XIV: he keeps track of where forces are concentrated, perhaps to a better degree than the players, and then matches this against player orders. So even if
I'm not minding my logistics,
he is, and if I'm feeling arrogant and make some grand, sweeping blitzkriegs with no thought to the actual tactical requirements of such an operation, he'll hand me my ass. Moreover, he can do it in such a way that pulls from any of the myriad external variables that I so often complain hard stats battle formulae can't handle. Didn't guard the docks? Supply shortage. Blew up the airport? No reinforcements. Raped and pillaged everything in my path? Can't cry when the local warlords side with my mortal foe.
Because in real life, combat is
not linear, and field tactics
do matter. I won't get into pedantic examples, but suffice to say that a purely numbers game leads to gross obfuscation, indeed trivialization of scale. I'm not saying stats-war is
bad and must be replaced as a matter of course; a lot of players want a system that at least looks empirically predictable. But to write off roleplay war completely is a mistake, and I'm immensely frustrated by people who present it as an either-or dichotomy.
Especially since I already reconciled the two.