Mercifully, none that ever made it to market.
Back in the early 1970s, I lived in New York City for about 6 months and was a regular at Simulations Publications' (at the time, publishing Strategy & Tactics magazine with a cardboard and paper game in every issue) Friday night playtest sessions. In addition to testing proposed new games for the magazine or separate publication, sometimes we'd also test game mechanics that could potentially be used in numerous games. One of those was Attritional Movement, in which units with insufficient supply would have a chance of being damaged the further they moved out of supply.
The problem with this, magnified in a non-computer game, was that the gamer had to roll a die for every unit moving out of supply, cross-reference the distance moved and terrain type and unit type, and apply results. It slowed the gamer's turn down to a crawl, and was incredibly annoying since a single 6-sided die gave far too dramatic results for comfort.
Now, computers can reduce a lot of the time-consuming part, but simply not moving out of supply reduces the whole exercise to futility, and if the potential attrition is too great, no one will move out of supply (except, probably, the AI) while if the attrition is not bad enough, it becomes just an annoying mechanic with no real purpose except to aggravate the gamer.
Either way, it was a negative addition to any game, and as far as I know was never used.