Similarities are to be expected, especially if you are treating the same subject, like battles or history. A great many of the mechanics in turn-based computer games originated with board games over 60 years ago, after all: Zones of Control, ranged versus 'melee' combat factors, 'combat results tables' (which, in the computer game, can be hidden in the innards of the machine, but the principles and even the mathematics are frequently identical).
Which is one reason why I dislike 'board game-like' computer games: they are re-using mechanics that are older than most of the gamers, in a system which potentially could do so much more without burdening the gamer with the details. It smacks of intellectual laziness or an inability to appreciate the capabilities available.
The cost of reproducing physical copies of anything is not, by itself, the limitation to board games. I just got re-introduced to the topic because a good friend of mine just had a military history board game he designed and sold years ago re-marketed. The problem is not producing counters, maps, and playing aids, it's that cost amortised over a much. much smaller commercial base. Many computer games are sold to millions or at least hundreds of thousands of gamers, Jack's board game might sell to as many as 10,000 - if he's lucky. Ironically, this is the same Order of Magnitude ratio of sales that was already being talked about 20 - 30 years ago at the 'dawn' of computer gaming - the potential market was already huge compared to board games - and miniatures rules sell to another order of magnitude fewer gamers, along the lines of a few thousand copies of a rules book being a Best Seller!