The reason to look at what comic book creators do, is because playing a complicated war game is not evocative of super hero comics.
Mind, I love a system that can let me describe and measure a super power etc with lots of detail. However, dancing just far enough away from an area attack each time to wear someone down shouldn't be an emergent strategy based on endurance cost for powers, an action/ initiative system, and my movement rating. It should be more explicit so it feels less twinky and more like action and tension and tactics.
I think enthusiastic writers can make a crappy war game seem to sing, but it is their leveraging the sensation they aren't utterly in control and adding that to the sense of excitement, atop their utter control via writing tat makes many games work. The sheer fizzle factor (whiff factor) in games is stunning compared to comics.
It is not the only possible solution though.