without wanting to rate the written i also suggest to focus on decisions in gameplay.
he mentions chess for example. while all of us know that the frontline peasents are a very low level of use and effect they still come with decision supporting attributes. and in some cases this can be the turnarround or a guidline how to play this game of chess.
bad chess players dont use them. good ones can build solid rock defense lines with them that can get you into troubles.
lots of games ditch this completely. for example would everyone agree that a pistol is useless against some tank. as a consequence it gets removed from the gameplay one a tank arrives.
in chess there would still be situations and possibilities to use this gun effective against a tank unit. sure its way more dangerous and chances are bad to win but if worst comes worse its still an option.
as an example sollution tanks could be mounted by players ingame and after opening the hatch you could eliminate that crew with the gun.
while this for sure isnt the brightest example it should show some method when gamedesigning.
this also adds another point mentioned. if you solve to crack a tank this way its worth telling a story about it.
so if you make some sort of ww2 it would be wise to do a few steps:
1.) make every enemey vunerable to all weapons
2.) mark if a player solves this very hard task (give him some honor tag or ribbon "tank buster" for example.. games like wings did that very good)
3.) make (if playing online) this visible ... next time you play a ww2 game you find yourself next to some guy with a icon or medal on his uniform that says "spearhead of d-day" ...ranking is one of the best motivation factors in pvp games.